Ferrawrd | ||
Release date: Feb 26, 2013 |
Author: crimsonsunbird
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Genre: Unknown [?] Game: |
Difficulty: Unknown [?]
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Average runtime:
3:02 Average collection: 95% |
Read Me: [None] |
Forum Thread: [None] |
Rating:
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Description
n/a
Screenshots
Ratings and Reviews
It's what you'd expect from someone that made approximately 8 hacks in a single year.
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 was actually pretty decent considering that it's a crimsonsunbird hack, which are notoriously bad.
I liked most of the palettes, but some of them were too extreme.
I hate door warps as they make no sense and I'm used to the normal map, so the few warps that were used bothered me quite a bit. There's a decent amount of forced spike damage and an acid hellrun early on in the game (with 1 e-tank)that is surprisingly precise. I died about 5 times and was left with only 15 or so HP at the end. Not fun.
The item progression was actually pretty interesting as I had to guess what items were coming up instead of just knowing, but some items were way too late.
The workrobots.
Some of the robots in the game are stationary and block off 5-6 e-tanks which is really annoying when trying to just make it through the game without dying. I figured out that they can be killed by spark echoes, which is definitely not the way to do it, but oh well.
Overall, I actually somewhat enjoyed this hack and maybe recommend it for a playthrough if you've played all the other good hacks.
I liked most of the palettes, but some of them were too extreme.
I hate door warps as they make no sense and I'm used to the normal map, so the few warps that were used bothered me quite a bit. There's a decent amount of forced spike damage and an acid hellrun early on in the game (with 1 e-tank)that is surprisingly precise. I died about 5 times and was left with only 15 or so HP at the end. Not fun.
The item progression was actually pretty interesting as I had to guess what items were coming up instead of just knowing, but some items were way too late.
The workrobots.
Some of the robots in the game are stationary and block off 5-6 e-tanks which is really annoying when trying to just make it through the game without dying. I figured out that they can be killed by spark echoes, which is definitely not the way to do it, but oh well.
Overall, I actually somewhat enjoyed this hack and maybe recommend it for a playthrough if you've played all the other good hacks.
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