Super Metroid: Escape | ||
Release date: Sep 04, 2012 |
Author: Mr. Hiroishi
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Genre: Unknown [?] Game: |
Difficulty: Unknown [?]
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Average runtime:
3:49 Average collection: 79% |
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''.
Extremely good halfhack, especially for a description of n/a!
All of the palettes are changed. Some of the colors are REALLY extreme (see: 2nd screenshot)but for the most part the colors are beautiful and complement their areas.
The warp zone really connects the hack together and makes navigation a breeze.
Enemy vulnerabilities are changed (most enemies are vulnerable to Grapple which gave me a good chuckle).
There is tons of sequence-breaking possibilities, mainly getting some end-game items first by doing a couple different hard tricks. You can go anywhere you want, really. And there are grapple blocks everywhere so you aren't locked off from some areas. It's really neat.
This is a halfhack that exceeded my expectations by a lot, and I totally think that more people should try this out. It's a blast.
a few notes: in some maridia sandpits you can go OOB by going too far left/right, and for those who don't know a few items require you to spark up through an elevator transition to get a bluesuit.
All of the palettes are changed. Some of the colors are REALLY extreme (see: 2nd screenshot)but for the most part the colors are beautiful and complement their areas.
The warp zone really connects the hack together and makes navigation a breeze.
Enemy vulnerabilities are changed (most enemies are vulnerable to Grapple which gave me a good chuckle).
There is tons of sequence-breaking possibilities, mainly getting some end-game items first by doing a couple different hard tricks. You can go anywhere you want, really. And there are grapple blocks everywhere so you aren't locked off from some areas. It's really neat.
This is a halfhack that exceeded my expectations by a lot, and I totally think that more people should try this out. It's a blast.
a few notes: in some maridia sandpits you can go OOB by going too far left/right, and for those who don't know a few items require you to spark up through an elevator transition to get a bluesuit.
This hack is pretty awesome.
The prequel to one of the best hacks: Escape II.
There is a lot of blue and variants of it which is expected.
The hack is extremely open. You can get lots of items very early which means you can also go wherever you want in any order. Like in Escape II, warp zones are in a lot of places so there is almost no backtracking involved.
The author really loves SpoSpo. Just like in Escape II you fight it 3 times, once during the escape. The escape itself is great too. I love long escape sequences. Crocomire's location also surprised me.
Difficulty is quite easy since you get many items early. There are no special techniques required except some elevator transition Blue Suit shenanigans for optional items, one of them is a major (but optional) one.
I'm giving this a strong 4/5. Not quite as good as Escape II but it is definitely worth playing and deserves more attention.
The prequel to one of the best hacks: Escape II.
There is a lot of blue and variants of it which is expected.
The hack is extremely open. You can get lots of items very early which means you can also go wherever you want in any order. Like in Escape II, warp zones are in a lot of places so there is almost no backtracking involved.
The author really loves SpoSpo. Just like in Escape II you fight it 3 times, once during the escape. The escape itself is great too. I love long escape sequences. Crocomire's location also surprised me.
Difficulty is quite easy since you get many items early. There are no special techniques required except some elevator transition Blue Suit shenanigans for optional items, one of them is a major (but optional) one.
I'm giving this a strong 4/5. Not quite as good as Escape II but it is definitely worth playing and deserves more attention.
It's decent but far from great. There's a lot of jank and suitless shenanigans. I wouldn't be in a rush to play it, there's a lot of better hacks. It's a pretty generous 3 orbs, 2.5 may have been more accurate.
Super Metroid: Escape... in general is a very good hack, it gives you great exploration & freedom, it's entertaining and interesting... but it has some little details that can be fixed:
In Brinstar & Wrecker Ship rooms there're platforms that are invisibles, even with the X-Ray Scope, some rooms have parts that propel you up or down, but there's no any indicator & that's annoying, other rooms don't have items, they're empty, like the rooms after Draygon & Ridley, you don't find anything after defeating them, rooms with sand in Maridia are tedious, it has a few small graphic glitches, in Wrecker Ship & Norfair, the map screen has a glitch that loses your progress after save, if the map screen were like its sequel Super Metroid: Escape II with room passages would be awesome!
But... despite that, it's worth playing a lot, it's recommendable!
In Brinstar & Wrecker Ship rooms there're platforms that are invisibles, even with the X-Ray Scope, some rooms have parts that propel you up or down, but there's no any indicator & that's annoying, other rooms don't have items, they're empty, like the rooms after Draygon & Ridley, you don't find anything after defeating them, rooms with sand in Maridia are tedious, it has a few small graphic glitches, in Wrecker Ship & Norfair, the map screen has a glitch that loses your progress after save, if the map screen were like its sequel Super Metroid: Escape II with room passages would be awesome!
But... despite that, it's worth playing a lot, it's recommendable!
Certainly a very strange hack. The precursor of the better-known escape 2 (it was only when I discovered this hack that I found out why it was named escape Two, lol).
Palettes are pretty ugly, and most of the world is pretty strange connected (there were only like, one or two places were areas actually connected. It took me pretty long before I encountered any boss, most of the time was just me running around.
Still an enjoyable time, but not as good as the sequel (some palettes look extra-ugly here)
Palettes are pretty ugly, and most of the world is pretty strange connected (there were only like, one or two places were areas actually connected. It took me pretty long before I encountered any boss, most of the time was just me running around.
Still an enjoyable time, but not as good as the sequel (some palettes look extra-ugly here)
I approach every mod I review as if it were its own game and judge them accordingly while ignoring any similarities to super metroid (for obvious reasons). The idea is to analyse the mod from the perspective of someone who just bought it off of steam. With this disclaimer out of the way, here's the review:
Hidden well amongst a bunch of mediocre mods, the only reason this caught my eye was that it was the prequel to Escape II which is allegedly one of the 2 best mods made prior to the release of project base. Unfortunately, this prequel turned out to be as mediocre as expected. Bizarre and very unintuitive level design really hurts this and you're going to constantly get stuck. Doors sometimes work in illogical ways, teleporting you to areas you logically should not go to upon entering the said door. The main path itself sometimes consists of a secret passageway. It is evident the author made a real effort with this as there are no exploits so far but it's just far too illogical and bizarre to recommend, probably a product of its time.
edit: After having played more mods and getting a better perspective of things, I have realised that I overrated this. The rating has been revised to be one orb.
Edit 2: This remained the worst mod I ever played until very recently when I tried out super metroid the gathering. This is still the second worst mod I've ever seen.
Hidden well amongst a bunch of mediocre mods, the only reason this caught my eye was that it was the prequel to Escape II which is allegedly one of the 2 best mods made prior to the release of project base. Unfortunately, this prequel turned out to be as mediocre as expected. Bizarre and very unintuitive level design really hurts this and you're going to constantly get stuck. Doors sometimes work in illogical ways, teleporting you to areas you logically should not go to upon entering the said door. The main path itself sometimes consists of a secret passageway. It is evident the author made a real effort with this as there are no exploits so far but it's just far too illogical and bizarre to recommend, probably a product of its time.
edit: After having played more mods and getting a better perspective of things, I have realised that I overrated this. The rating has been revised to be one orb.
Edit 2: This remained the worst mod I ever played until very recently when I tried out super metroid the gathering. This is still the second worst mod I've ever seen.
I've Restarted this hack and have found a lot more than I did the last time a played it.
This is a good hack to play. Only thing is; it's easy to forget where you have to go once you find an upgrade item. Still fun to play though. Not as frustrating most hacks out there. Good job on this one Mr. Hiroishi. You got any more?
This is a good hack to play. Only thing is; it's easy to forget where you have to go once you find an upgrade item. Still fun to play though. Not as frustrating most hacks out there. Good job on this one Mr. Hiroishi. You got any more?
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