Super Metroid: Challenge
Release date: Sep 28, 2014
Author: ThatNewGuy
Download: Version 1.0 [UH] (1300 downloads)
Genre: Vanilla+ [?]
Game: SM
Difficulty: Veteran [?]
Average runtime: 3:19
Average collection: 29%
Read Me: [None]
Forum Thread: Forum Thread
Rating: Star Star Star Star Star
Many years ago I began work on a challenge hack for Super Metroid. After a huge hiatus I decided to pick up where I left off. I discovered that my previous creation was definitely challenging, but the fun factor was very low as there were many cheap deaths, ugly rooms, bad design decisions, etc. Luckily, I was able to identify many of these things with fresh eyes, and what I hope I have now created is a Super Metroid difficulty hack that is both challenging and fun for players who want a fresh experience with the game.

I have changed none of the core mechanics of the game, but you will need to know them well. The thing you will notice most immediately is that you can not even complete Ceres Station unless you understand wall-jumping. As a warning, there are some tricks you will need to either know or learn to beat this hack. None of them are particularly difficult to perform or to learn, but they do include mock-balling, wall-jumping, and short-dashing (not super short dashing!). Each of these can easily be looked up online and learned in a few minutes.

However, I did not take the approach to difficulty that hacks such as Metroid Impossible have where you must rely on save-states to survive if you are any less than a Super Metroid God. I tried to balance it so that it could potentially be played on a legitimate SNES cart without too much frustration if in very competent hands.

Now I recognize that hacking Super Metroid simply to make it more challenging is not a spectacular thing at all. If you are someone who has already played 100 of these things, then you may like to pass up on this hack. However, and of course I have creator's bias, I think that the level of quality in this challenge hack is above average. Ultimately though, you all are the true judge.

Things that are different include, but are not limited to:

-New challenges that will force you to think in creative ways.
-Less ammunition and energy.
-More difficult enemies and bosses.
-Some sw
Screenshot Screenshot
Ratings and Reviews
By crimsonsunbird on Apr 22, 2015 (Star Star Star Star Star )
24% in 2:58
By MetroidMst on May 09, 2015 (Star Star Star Star Star )
29% in 3:18
This is a strange half hack, and not because any weird stuff. Basically the same layout, items are missing and/or give you fewer amounts per pickup, and suddenly in the last 20% of the hack it becomes a spike-fest. It might be something to play for a bit if you're bored, but there isn't really anything special here, especially since it is the same layout.

My playlist for the hack:
By Aran;Jaeger on Dec 08, 2016 (Star Star Star Star Star )
34% in 3:41
[Watch Video]  
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''.

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