Super Metroid: Rulers Of Ruin | ||
Release date: Sep 07, 2013 |
Author: jk16bit-palmy-
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Genre: Quick Play [?] Game: |
Difficulty: Unknown [?]
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Average runtime:
0:16 Average collection: 60% |
Read Me: [None] |
Forum Thread: [None] |
Rating:
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Description
ems to Get: Morphball, Bombs, charge, Wave, Gravity Suit, 2 Missle Tanks (70 each pack) 2 Super Missle Tank, 2 E-Tanks (Gives a neeto amount of health each...) Power Bombs (1 Tank) And Speed Booster.
Thanks to Quote58 for the Ridley ASM and Webber1900 for the SoTN GFX
Thanks to Quote58 for the Ridley ASM and Webber1900 for the SoTN GFX
Screenshots
Ratings and Reviews
No animals to be saved.
Quick Summary of the meaning of my SM hack ratings:
5 orbs: SM hacks within the 80% to 100% (90% ± 10%) range of perceived perfection; SM hacks for outstanding wholesome playing experiences and at most minor inconveniences.
4 orbs: SM hacks within the 60% to 80% (70% ± 10%) range of perceived perfection; Well done SM hacks with noticeable design problems.
3 orbs: SM hacks within the 40% to 60% (50% ± 10%) range of perceived perfection; Normal decent average SM hacks.
2 orbs: SM hacks within the 20% to 40% (30% ± 10%) range of perceived perfection; Overall messy, confusing, or punishing SM hacks with some upsides.
1 orb : SM hacks within the 00% to 20% (10% ± 10%) range of perceived perfection; Ruthlessly unplayable, broken, or barely from the original game changed SM hacks.
Judgement parameters summary:
° Creative ideas and features, polished design, how enjoyable and fun the hack can be, lack of hard to find or cryptic required game elements, the difficulty, and if the hack can be finished without major guides or tools.
° Note that the length of a SM hack will not necessarily contribute to my rating of the SM hack, since instead the averaged out experience over the whole hack will be taken into account to get a relative comparison between SM hacks.
° Besides this, lack of impactful changes from the original SM game also went into the evaluation of SM hacks (otherwise one may consider them among the 3 stars hacks) as follows: Ultimately, for my ratings I consider a situation in which an SM enthusiast that already has, knows about and is familiar with the original game and its prominent mechanics could only choose 1 new SM hack to play and thus would really want to make sure he/she will get a fresh and fantastic experience or journey out of his/her 1 choice.
The goal of all these SM hack ratings is so that rather new players have an overview of the whole spectrum of SM hacks and how to sort them in, in relation to each other, where SM hacks that are rated lower might still be enjoyable for more experienced players.
Finally, sometimes for SM hacks it can be relevant that they may be significantly more enjoyable from a player standpoint at which the player is well practiced and familiarized with Super Metroid's game mechanics in general, and that in particular some of the best SM hacks may not be the outright best first SM hack choices to play otherwise because of this, and for beginner SM hack players this typically steers the best first SM hack choices towards some of the SM hacks that I rated with 4 orbs instead of 5.
Rating for some hacks may be off by 1 Star, but arguably not more, and ratings are not attempted to be provided within the precision of ''half orbs''.
Quick Summary of the meaning of my SM hack ratings:
5 orbs: SM hacks within the 80% to 100% (90% ± 10%) range of perceived perfection; SM hacks for outstanding wholesome playing experiences and at most minor inconveniences.
4 orbs: SM hacks within the 60% to 80% (70% ± 10%) range of perceived perfection; Well done SM hacks with noticeable design problems.
3 orbs: SM hacks within the 40% to 60% (50% ± 10%) range of perceived perfection; Normal decent average SM hacks.
2 orbs: SM hacks within the 20% to 40% (30% ± 10%) range of perceived perfection; Overall messy, confusing, or punishing SM hacks with some upsides.
1 orb : SM hacks within the 00% to 20% (10% ± 10%) range of perceived perfection; Ruthlessly unplayable, broken, or barely from the original game changed SM hacks.
Judgement parameters summary:
° Creative ideas and features, polished design, how enjoyable and fun the hack can be, lack of hard to find or cryptic required game elements, the difficulty, and if the hack can be finished without major guides or tools.
° Note that the length of a SM hack will not necessarily contribute to my rating of the SM hack, since instead the averaged out experience over the whole hack will be taken into account to get a relative comparison between SM hacks.
° Besides this, lack of impactful changes from the original SM game also went into the evaluation of SM hacks (otherwise one may consider them among the 3 stars hacks) as follows: Ultimately, for my ratings I consider a situation in which an SM enthusiast that already has, knows about and is familiar with the original game and its prominent mechanics could only choose 1 new SM hack to play and thus would really want to make sure he/she will get a fresh and fantastic experience or journey out of his/her 1 choice.
The goal of all these SM hack ratings is so that rather new players have an overview of the whole spectrum of SM hacks and how to sort them in, in relation to each other, where SM hacks that are rated lower might still be enjoyable for more experienced players.
Finally, sometimes for SM hacks it can be relevant that they may be significantly more enjoyable from a player standpoint at which the player is well practiced and familiarized with Super Metroid's game mechanics in general, and that in particular some of the best SM hacks may not be the outright best first SM hack choices to play otherwise because of this, and for beginner SM hack players this typically steers the best first SM hack choices towards some of the SM hacks that I rated with 4 orbs instead of 5.
Rating for some hacks may be off by 1 Star, but arguably not more, and ratings are not attempted to be provided within the precision of ''half orbs''.
The first couple rooms were cool. I enjoyed figuring out how to get to the first few items. The SOTN tiles were great. After Fighting Ridley though I felt like the remainder of the hack felt rushed and less care was taken to give it a good solid ending. I kinda felt slapped together.
Quick and interesting hack. Good for a little challenge between friends :)
There is a respawning missile tank (which explains my item %. I picked it up three times.) and you can fall down the floor in Phantoon's room, skipping the fight.
That said I enjoyed this hack, especially because the SOTN tiles give this hack such a different feel. I really wish someone made a full hack with this tileset.
Worth a playthrough.
That said I enjoyed this hack, especially because the SOTN tiles give this hack such a different feel. I really wish someone made a full hack with this tileset.
Worth a playthrough.
Rulers of Ruin was a weird experience for me. The following is a walkthrough for most of the game. You can still experience it for yourself, but you'll know what's going to happen, not that there are any twists or surprises.
At first, it was fun. It looked cool, you got items quickly, fought Crocomire just a few minutes after starting, everything was great. Then you finished the fight with Crocomire and everything just started wrapping itself up really quickly. You beat him and get the Speed Booster at the right end of that room (don't leave without it). Then you go back to the central hallway, proceed left, fight Ridley (which was really easy. All you have to do is stand on the platform on the left wall and shoot super missiles at him. You'll get hit maybe three times max. before he goes down.), use the Speed Booster to get through that large room beyond Ridley's, get the power bombs at the right end of that hallway, fight Phantoon if you want to (but I fell through the floor so I skipped the whole fight), then use the power bombs to get through the door above the hall. You'll walk right to get to the next room, but then the planet explodes and you fly away, mission completed. WHAT. When? How? Why? I get it's supposed to be a short hack, but undoubtedly, it was rushed. It could've been great if not for that sudden excuse of an ending.
It also felt like items were just there. You didn't actually need any of them except the morph ball, bombs, grapple beam, and speed booster. You only need the power bombs for the final ten seconds of the game (which is right after you get them). The rest can make it easier, but they won't be necessary for progression. The only enemies you'd want additional firepower for are the bosses and maybe the space pirates, but it doesn't matter what you use. You could clear the game without the wave beam, gravity suit, or a single missile if you get the charge beam at the very beginning.
Rushed, no challenge, but finished and do recommend.
At first, it was fun. It looked cool, you got items quickly, fought Crocomire just a few minutes after starting, everything was great. Then you finished the fight with Crocomire and everything just started wrapping itself up really quickly. You beat him and get the Speed Booster at the right end of that room (don't leave without it). Then you go back to the central hallway, proceed left, fight Ridley (which was really easy. All you have to do is stand on the platform on the left wall and shoot super missiles at him. You'll get hit maybe three times max. before he goes down.), use the Speed Booster to get through that large room beyond Ridley's, get the power bombs at the right end of that hallway, fight Phantoon if you want to (but I fell through the floor so I skipped the whole fight), then use the power bombs to get through the door above the hall. You'll walk right to get to the next room, but then the planet explodes and you fly away, mission completed. WHAT. When? How? Why? I get it's supposed to be a short hack, but undoubtedly, it was rushed. It could've been great if not for that sudden excuse of an ending.
It also felt like items were just there. You didn't actually need any of them except the morph ball, bombs, grapple beam, and speed booster. You only need the power bombs for the final ten seconds of the game (which is right after you get them). The rest can make it easier, but they won't be necessary for progression. The only enemies you'd want additional firepower for are the bosses and maybe the space pirates, but it doesn't matter what you use. You could clear the game without the wave beam, gravity suit, or a single missile if you get the charge beam at the very beginning.
Rushed, no challenge, but finished and do recommend.
Weird hack. Accidentally skipping Phantoon would've been a rather sore for me but the fact that he was in water and Gravity was nowhere to be found made it worth the skip. Where was even Gravity? Wave? Legit did not see a room where it could be.
Very unusual hack. Like ZSS said, it gets super rushed towards the end. The beginning is interesting and the tiles are cool, unfortunately if you die you have to reset the game due to a save glitch (and don't try saving!) It's really not that bad, and kinda worth it just to see the tileset.
Finished.
Recommend.
Finished.
Recommend.
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