Super Metroid: The Darkness Spreads 2 | ||
Release date: Jul 01, 2006 |
Author: BoostGuardian
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Genre: Unknown [?] Game: |
Difficulty: Unknown [?]
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Average runtime:
5:46 Average collection: 80% |
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''.
This is one of the best SM halfhacks I have played, improving on Darkness Spreads 1 in every way. It combines an entirely new route with some amazing level design, making each room look almost nothing like it did in vanilla SM.
Enemies are buffed and missiles fire slower, but they have some really new and nice palettes.
I noticed plenty of places where you can get stuck however, so once you have supers + powerbombs be sure to stock up on them wherever you go. There's a LOT of blockades.
I never ended up finding Wave Beam which meant I had to gate glitch quite a few times (still not sure where it is), and Screw Attack was in a pretty stupid location.
The minimap is not changed at all (if you were to use the map station, it's even worse)so finding which doors still exist and which don't can be really annoying :/
Also, Tourian is really obnoxious and if you can't baby skip, you'll want a reserve or two.
If you can look past these issues, you'll find a halfhack that is super original and brings a new look to Super Metroid. Lowered to 3 stars because of Tourian and the permastucks.
Highly recommend.
Enemies are buffed and missiles fire slower, but they have some really new and nice palettes.
I noticed plenty of places where you can get stuck however, so once you have supers + powerbombs be sure to stock up on them wherever you go. There's a LOT of blockades.
I never ended up finding Wave Beam which meant I had to gate glitch quite a few times (still not sure where it is), and Screw Attack was in a pretty stupid location.
The minimap is not changed at all (if you were to use the map station, it's even worse)so finding which doors still exist and which don't can be really annoying :/
Also, Tourian is really obnoxious and if you can't baby skip, you'll want a reserve or two.
If you can look past these issues, you'll find a halfhack that is super original and brings a new look to Super Metroid. Lowered to 3 stars because of Tourian and the permastucks.
Highly recommend.
I really didn't like this hack.
The biggest issue is that it's simply not fun to navigate through the rooms because they were changed so that there is a lot of garbage in the way. So many rooms become mini-mazes or obstacle courses. I don't have the patience for that anymore. Doesn't help that there are a LOT of slope errors that halt your movement.
Also lots of permastucks if you don't have enough ammo.
Red Crateria usually isn't an issue if the hack is fun to play but in this hack it really annoyed me.
Mini map wasn't changed so it looks like there is more to a room than there actually is.
I don't recommend it.
The biggest issue is that it's simply not fun to navigate through the rooms because they were changed so that there is a lot of garbage in the way. So many rooms become mini-mazes or obstacle courses. I don't have the patience for that anymore. Doesn't help that there are a LOT of slope errors that halt your movement.
Also lots of permastucks if you don't have enough ammo.
Red Crateria usually isn't an issue if the hack is fun to play but in this hack it really annoyed me.
Mini map wasn't changed so it looks like there is more to a room than there actually is.
I don't recommend it.
For a bad halfhack this is actually pretty good.
Hack had an interesting habbit of creating temporary one ways and turning some vanilla paths into dead ends that you'd explore from both sides. Half of maridia was new room layouts which were pretty good. Hack was brave enough to cut some vanilla rooms, which I don't recall any other halfhack doing.
If it wasn't for spiky death early on, lots of forced damage, some permastucks and (kind of intentional on my behalf)crashes, I'd probably rate it 4 orbs.
Did not finish, sabotaged myself earlier in the playthrough which made successful escape very unlikely. If you want to be clever and use crystal flash to go wrong way through one way passage in this hack - don't.
Hack had an interesting habbit of creating temporary one ways and turning some vanilla paths into dead ends that you'd explore from both sides. Half of maridia was new room layouts which were pretty good. Hack was brave enough to cut some vanilla rooms, which I don't recall any other halfhack doing.
If it wasn't for spiky death early on, lots of forced damage, some permastucks and (kind of intentional on my behalf)crashes, I'd probably rate it 4 orbs.
Did not finish, sabotaged myself earlier in the playthrough which made successful escape very unlikely. If you want to be clever and use crystal flash to go wrong way through one way passage in this hack - don't.
There are two major issues I have with this hack, preventing me from rating this any higher than a 3:
- It's BORING and TEDIOUS to navigate. To elaborate, there are way too many instances where rooms are laid out to have a lot of narrow passages, requiring Morph and Bombs to proceed. It becomes a slow slogfest, with the purpose of aggravating the player. I could easily forgive it, if the hack gave the player Spring Ball early, but no, it's given significantly late in the game. It should be a requirement for hack makers to give Spring in hacks where they insist on tedious Morph Ball mazes, do not debate me.
- Red herrings; this game has a lot of them. Grey doors that don't open, and even if they did, leads to nowhere, or even if they had a loading zone, like Crocomire's room, it's impossible to enter them. This is made more egregious when Crocomire's door, which is grey, flashes after defeating Ridley, as a way to taunt the player. There's no reason for that. While I haven't used any Game Genie codes to walk through walls, to see what was down there, I do speculate that Crocomire's area is purely unchanged from vanilla, because why would it be different if it can't be entered? On a related note, the map remains unchanged from vanilla, so rooms that are omitted from the hack are still displayed, incluidng Croco's room, Hi-Jump Boots Room, etc.
After reading the reviews after my playthrough, I'd parrot what caauyjdp said; I used Crystal Flash to enter the bottom door of Crateria Super Room. What I didn't realize was that it was meant to be an exit. I collected a Power Bomb within. During the escape sequence, the top door of that room opens to the player, where they are meant to go around to the bottom of Craterai Super Room, collect the Power Bombs, and escape. If you collect the PBs before the escape sequence, it will be nearly impossible to escape (not sure if the Boyons in the room, which can be killed with a single Bomb, drops Power Bombs).
At that point, I was forced to hard-reset the run, but by way of Spacetime Beam, as to keep my items, and speed through the game to Tourian. Had it not been for that, I'd have been forced to start a whole new playthrough, and it would technically be the fault of the player, but it's still an awful thing to put necessary items during the escape sequence, because of occasions, like these.
Other than those gripes, I did enjoy the routing, the aesthetic, some of the genuine effort, and the challenge presented in the hack. This could have been executed better, but for what it is, and what we got, it could've been so much worse.
- It's BORING and TEDIOUS to navigate. To elaborate, there are way too many instances where rooms are laid out to have a lot of narrow passages, requiring Morph and Bombs to proceed. It becomes a slow slogfest, with the purpose of aggravating the player. I could easily forgive it, if the hack gave the player Spring Ball early, but no, it's given significantly late in the game. It should be a requirement for hack makers to give Spring in hacks where they insist on tedious Morph Ball mazes, do not debate me.
- Red herrings; this game has a lot of them. Grey doors that don't open, and even if they did, leads to nowhere, or even if they had a loading zone, like Crocomire's room, it's impossible to enter them. This is made more egregious when Crocomire's door, which is grey, flashes after defeating Ridley, as a way to taunt the player. There's no reason for that. While I haven't used any Game Genie codes to walk through walls, to see what was down there, I do speculate that Crocomire's area is purely unchanged from vanilla, because why would it be different if it can't be entered? On a related note, the map remains unchanged from vanilla, so rooms that are omitted from the hack are still displayed, incluidng Croco's room, Hi-Jump Boots Room, etc.
After reading the reviews after my playthrough, I'd parrot what caauyjdp said; I used Crystal Flash to enter the bottom door of Crateria Super Room. What I didn't realize was that it was meant to be an exit. I collected a Power Bomb within. During the escape sequence, the top door of that room opens to the player, where they are meant to go around to the bottom of Craterai Super Room, collect the Power Bombs, and escape. If you collect the PBs before the escape sequence, it will be nearly impossible to escape (not sure if the Boyons in the room, which can be killed with a single Bomb, drops Power Bombs).
At that point, I was forced to hard-reset the run, but by way of Spacetime Beam, as to keep my items, and speed through the game to Tourian. Had it not been for that, I'd have been forced to start a whole new playthrough, and it would technically be the fault of the player, but it's still an awful thing to put necessary items during the escape sequence, because of occasions, like these.
Other than those gripes, I did enjoy the routing, the aesthetic, some of the genuine effort, and the challenge presented in the hack. This could have been executed better, but for what it is, and what we got, it could've been so much worse.
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