Super Metroid: Mission Bicho | ||
Release date: Jun 30, 2007 |
Author: don gato pato
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Genre: Unknown [?] Game: |
Difficulty: Unknown [?]
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Average runtime:
1:54 Average collection: 76% |
Read Me: [None] |
Forum Thread: [None] |
Rating:
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Description
n/a
Screenshots
Ratings and Reviews
Animals 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''.
So. Many. Spikes.
This hack will throw constant shot block walls at you, messy suit palettes, terrible design, and there are probably around a MILLION 60 damage spikes everywhere. And super blocks, bomb blocks, powerbomb blocks, crumble blocks, so many blocks that the game gets overloaded and you can't shoot any more blocks, this hack has it all. It changes almost nothing in terms of how you can progress.
Stay away from this hack, I'm warning you.
This hack will throw constant shot block walls at you, messy suit palettes, terrible design, and there are probably around a MILLION 60 damage spikes everywhere. And super blocks, bomb blocks, powerbomb blocks, crumble blocks, so many blocks that the game gets overloaded and you can't shoot any more blocks, this hack has it all. It changes almost nothing in terms of how you can progress.
Stay away from this hack, I'm warning you.
Aran;Jaeger's run is so much shorter than Sapphron's because he encountered a gamebreaking glitch. I encountered no such glitch, but I stopped at around the same spot becase this hack was not worthwhile for me to finish. The intro is neat if you know Spanish, but the rest of the hack is absolute trash. Do not play this.
It’s awful. It’s like I Wanna Be The Metroid and Phantom mixed together into a hideous mess. There is nothing worthwhile in this hack. Avoid.
This game is mostly lazy spike spam, and breakable blocks (including Super Missile, Power Bomb, and Crumbling Grapple blocks). The item locations, save for a couple of exceptions, are exactly the same as vanilla, thought the routing differs a little, because of some obstacle placements.
I didn't hate the hack, and actually kind of liked some things about it, but it was rather shallow in the end. I'd give this a higher score if the obstacles, spikes included, weren't placed so arbitrarily, and the breakable obstacles did reform; the Speed blocks that block Taco Tank, for example, will reform quickly, softlocking you, if you shinespark to get it. I had to use a temporary Blue Suit in order to get it without softlocking. There are other instances where one can softlock, if they're not careful, and that is mostly a failure on part of the hack maker than the player.
I didn't hate the hack, and actually kind of liked some things about it, but it was rather shallow in the end. I'd give this a higher score if the obstacles, spikes included, weren't placed so arbitrarily, and the breakable obstacles did reform; the Speed blocks that block Taco Tank, for example, will reform quickly, softlocking you, if you shinespark to get it. I had to use a temporary Blue Suit in order to get it without softlocking. There are other instances where one can softlock, if they're not careful, and that is mostly a failure on part of the hack maker than the player.
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