Limit | ||
Release date: Oct 17, 2005 |
Author: Sin |
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Genre: Unknown [?] Game: |
Difficulty: Unknown [?]
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Average runtime:
3:54 Average collection: 88% |
Read Me: [None] |
Forum Thread: [None] |
Rating:
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Description
Author of ''Metroid reverse'', is the remodeling work of Sin's work.
Have unique ideas studded everywhere, not bored players.
In addition Like its predecessor, the mandatory skills such as Wall Jump, there is also a mechanism that uses it, without a doubt that struggled even in fairly spear crowded but people the original.
Anyway gimmick is amazing.
One loss is not to keep doing.
PJBoy's 100% Limit TAS: http://www.youtube.com/watch?v=yKKH09PREvw
Have unique ideas studded everywhere, not bored players.
In addition Like its predecessor, the mandatory skills such as Wall Jump, there is also a mechanism that uses it, without a doubt that struggled even in fairly spear crowded but people the original.
Anyway gimmick is amazing.
One loss is not to keep doing.
PJBoy's 100% Limit TAS: http://www.youtube.com/watch?v=yKKH09PREvw
Screenshots
Ratings and Reviews
This is an old Japanese challenge hack, so don't expect anything else from it. It has some pretty interesting rooms and ideas, but mostly the hack is just unnecessarily frustrating. It has save stations, but they are poorly placed, and not near areas you're likely to have trouble in, and the movement from area to area doesn't flow well.
One item can be permanently missed if you go the wrong way, and going the right way forces you into a difficult gauntlet. At the end of the gauntlet, you have one chance to pull off a trick to get it, and if you miss it you cannot go back. This area also requires use of an obscure, unstable glitch to leave, and the glitch will not work if your last elevator ride was going up, so your save file can easily be permanently stuck here as well. Unfortunately you will suffer greatly without the item, but getting it is an even bigger ordeal.
The hack has an interesting gimmick in that at one point, you are forced to choose between getting your first super missile or your first power bomb. Which one you choose determines which route you will take throughout the middle of the hack. One of the few things I liked about it. Unfortunately the author did not compensate for this properly, and the maximum item collection rate is 99%, which really sucks considering the effort require for the missable item I mentioned earlier.
The speed booster escape and ending of the escape are really cool, but there isn't much to enjoy aside from that. The hack is littered with bad design choices, even for a challenge hack. Not worth a playthrough unless you really want the challenge.
One item can be permanently missed if you go the wrong way, and going the right way forces you into a difficult gauntlet. At the end of the gauntlet, you have one chance to pull off a trick to get it, and if you miss it you cannot go back. This area also requires use of an obscure, unstable glitch to leave, and the glitch will not work if your last elevator ride was going up, so your save file can easily be permanently stuck here as well. Unfortunately you will suffer greatly without the item, but getting it is an even bigger ordeal.
The hack has an interesting gimmick in that at one point, you are forced to choose between getting your first super missile or your first power bomb. Which one you choose determines which route you will take throughout the middle of the hack. One of the few things I liked about it. Unfortunately the author did not compensate for this properly, and the maximum item collection rate is 99%, which really sucks considering the effort require for the missable item I mentioned earlier.
The speed booster escape and ending of the escape are really cool, but there isn't much to enjoy aside from that. The hack is littered with bad design choices, even for a challenge hack. Not worth a playthrough unless you really want the challenge.
Seemingly great, this one is an old goodie.
The level aesthetics are pretty solid, but this hack is overly punishing.
I had to hack the game to complete it and fully enjoy it.
A valuable gem that somehow broke itself. Perhaps someday someone will piece it together?
The level aesthetics are pretty solid, but this hack is overly punishing.
I had to hack the game to complete it and fully enjoy it.
A valuable gem that somehow broke itself. Perhaps someday someone will piece it together?
An old "feature length" hack that influenced later hacks. The design is pretty similar to the original though. Don't expect it to be a cakewalk either, as it is pretty challenging, but the level of changes in area geography make it worth it.
One of the few older hacks remaining from back in the day. Precision is the name of the game here. Limit is all about trial and error, often through repeated deaths (be prepared for a lot of these with the Speed Booster), which is frustrating in its own right because save points are very sparse. The map itself is not particularly big and often the way through key rooms is obvious; actually pulling it off is where the challenge comes into play. You're encouraged to explore everywhere you can though, every E-Tank helps. Learn how to wall jump; you will not survive this hack without it.
Quite a few creative ideas utilized here, such as the Ice Beam room and another item just outside of it. Again, though, it's all about execution, and sometimes this hack expects you to be just a little too precise. One particular room before Phantoon really stands out in this regard. Get good with the Grappling Beam. You've been warned.
Also, one item in particular is damn near impossible to get without tool assistance. Unless you are okay with using savestates or are EXCEPTIONALLY skilled at walljumping and midair morphing into IBJ, pass on this one and just make do with its weaker counterpart. Two boss fights will be significantly harder without it, but ce la vie.
Tourian is a mixed bag. Escape sequence was awesome. Getting to Mother Brain was painful.
3/5. This hack hasn't aged well and it's unnecessarily frustrating at times, but still fun to play.
Quite a few creative ideas utilized here, such as the Ice Beam room and another item just outside of it. Again, though, it's all about execution, and sometimes this hack expects you to be just a little too precise. One particular room before Phantoon really stands out in this regard. Get good with the Grappling Beam. You've been warned.
Also, one item in particular is damn near impossible to get without tool assistance. Unless you are okay with using savestates or are EXCEPTIONALLY skilled at walljumping and midair morphing into IBJ, pass on this one and just make do with its weaker counterpart. Two boss fights will be significantly harder without it, but ce la vie.
Tourian is a mixed bag. Escape sequence was awesome. Getting to Mother Brain was painful.
3/5. This hack hasn't aged well and it's unnecessarily frustrating at times, but still fun to play.
Animals saved.
Took the Super Missile route.
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''.
Took the Super Missile route.
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''.
It's shit.
I can't really say much more about it. It's from an era where hacks didn't need to be amazing to get a lot of praise, they merely needed to be of the "fullhack" variety. There is a lot of weird and bad gimmicks being used, poor save station placements, awkward visuals in a couple of areas, etc. There are many complaints to be had, but on the contrary there really aren't any positives to speak of, I for one don't have any that comes to mind.
If you want to see some weird gimmicks using engine quirks? Go right ahead.
Want to actually play something enjoyable? Look for another hack.
I can't really say much more about it. It's from an era where hacks didn't need to be amazing to get a lot of praise, they merely needed to be of the "fullhack" variety. There is a lot of weird and bad gimmicks being used, poor save station placements, awkward visuals in a couple of areas, etc. There are many complaints to be had, but on the contrary there really aren't any positives to speak of, I for one don't have any that comes to mind.
If you want to see some weird gimmicks using engine quirks? Go right ahead.
Want to actually play something enjoyable? Look for another hack.
Very interesting hack. It starts out slow and with big rooms with lots of doors it can be overwhelming and hard to navigate. Finding where to go for progression isn't always obvious or easy to locate since the map doesn't save properly. There are very few save stations, so I used savestates at times to keep my progress.
A lot of the hack felt like I was just running around finding items/progression, with cool or challenging rooms just lightly sprinkled around. With some help from looking up where to go next the hack wasn't too bad.
Took the super missile route.
The rooms that were cool were very cool and memorable
I enjoyed it, but theres definitely room for improvement, as expected from an old hack.
A lot of the hack felt like I was just running around finding items/progression, with cool or challenging rooms just lightly sprinkled around. With some help from looking up where to go next the hack wasn't too bad.
Took the super missile route.
The rooms that were cool were very cool and memorable
I enjoyed it, but theres definitely room for improvement, as expected from an old hack.
Played this for about 12 hours, died in escape to failing to find way forward, did not feel like getting to mb again.
It's an interesting hack if you like using uncommon mechanics.
Going to tourian was really neat, A+
It's an interesting hack if you like using uncommon mechanics.
Going to tourian was really neat, A+
Yeah, it was alright.
For 2005 it was surprisingly well done but it has its flaws, including the map issues.
You can be permanently locked off from items which is a big no-no but I shouldn't expect so much from a hack as old as this. Unless you're looking for a challenge that you haven't found after playing a ton of hacks, I wouldn't recommend this tbh.
Finished.
Do not recommend.
For 2005 it was surprisingly well done but it has its flaws, including the map issues.
You can be permanently locked off from items which is a big no-no but I shouldn't expect so much from a hack as old as this. Unless you're looking for a challenge that you haven't found after playing a ton of hacks, I wouldn't recommend this tbh.
Finished.
Do not recommend.
Not terrible. At least, it's not terrible if you bring savestates, slowdown, and a moon jump code to deal with the greatest challenge of collecting plasma. Good luck doing that on console. The rest of the hack is pretty decent, very explorable with the early hiccup of needing to ice a single climbing enemy in a spike shaft to escape, much less collect one early energy tank. X-ray is located in the dumbest room ever designed in a hack, good luck finding and touching it much less acquiring anything else in that same room. The speedbooster and MB escapes are the best parts of the whole hack. Good luck saving the animals.
not my best time but I'll let it slide.. anyways about this hack, yeah it's an okay hack, a little challenging in some areas and difficult in others which require you to think and act fast. not gonna drop any spoilers but just be warned that there is a certain item that's 100% missable and you have to get it immediately or else miss out on it and the path to said item isn't easy, I would call it a minor inconvenience but that would be an understatement since I'm fairly good at SM hacks and am somewhere between intermediate and veteran but alas even I struggled with getting one item in particular but I still overcame the challenge and acquired the item but I digress
the hack does require certain skills (check the description of this hack) and you need them to get 100%. now I may not have gotten 100% which sucks considering I used a map for this hack but I couldn't find any other items so I gave up but yeah, this hack is somewhat fun, I'd recommend it if you like rage quitting or if you like a challenge cause as others above me have stated, this IS a challenge hack so be forewarned and pkay at your own risk
I think I'll rate this a solid 8 outta 10 and that's only because one item in particular was troublesome and difficult to obtain and there's also the escape sequence, you have enough time to escape but not enough to escape AND save the animals so that's why I rate it 8/10.. wouldn't recommend to anyone tbh cause they might end up rage quitting
the hack does require certain skills (check the description of this hack) and you need them to get 100%. now I may not have gotten 100% which sucks considering I used a map for this hack but I couldn't find any other items so I gave up but yeah, this hack is somewhat fun, I'd recommend it if you like rage quitting or if you like a challenge cause as others above me have stated, this IS a challenge hack so be forewarned and pkay at your own risk
I think I'll rate this a solid 8 outta 10 and that's only because one item in particular was troublesome and difficult to obtain and there's also the escape sequence, you have enough time to escape but not enough to escape AND save the animals so that's why I rate it 8/10.. wouldn't recommend to anyone tbh cause they might end up rage quitting
There's a few things that can be said about this. Many others have already said what I would say, honestly, so to not beat a dead horse, I'll go over my review briefly.
What I liked: The fact that it's a full hack, and one particular section of the escape sequence was really cool.
What I didn't like:
- Some of the obstacles are a little obtuse in telegraphing to the player what to expect. The Speed Booster section comes immediately to mind; the end of which many players will likely die during their first rodeo, not knowing they need to charge for a shinespark, let alone when to actually charge it.
- The Grapple section leading to Phantoon is harder than it needed to be. It could have used either less Atomics, or... Nah, just remove the Atomics altogether, because the obstacle's a good enough challenge without them disrupting the flow of it.
- Maridia. Beyond the glass tube, proceeding forward results in the player unable to backtrack, nor can they return beyond the broke glass tube after that section is done. This creates a major issue; Plasma Beam is in a hard-to-reach area, and if that area isn't reached, you missed your chance. Beyond that point, whether you get Plasma or not, is the Gravity Suit, which requires blue suit, which is fine, but a player who doesn't know what that is can easily lose it, and potentially softlock themselves. After gaining Gravity, and proceeding to the exit of Maridia, assuming you didn't get the Plasma Beam, you will have permanently missed your chance. It punishes the player for not happening to know this would happen.
- The troll crumbles during the escape sequence. They do nothing but to hemorrhage time, which you're given little for the length of the escape. The final part is literally the only cool thing about it.
Overall, some neat ideas here and there, including the routing, but the execution in many regards fall flat, with sections being hard because of bad design choices. Had this hack given the player the chance to return to post-glass tube room for a second chance at Plasma, I'd have given this hack a 3/5 instead of a 2.
What I liked: The fact that it's a full hack, and one particular section of the escape sequence was really cool.
What I didn't like:
- Some of the obstacles are a little obtuse in telegraphing to the player what to expect. The Speed Booster section comes immediately to mind; the end of which many players will likely die during their first rodeo, not knowing they need to charge for a shinespark, let alone when to actually charge it.
- The Grapple section leading to Phantoon is harder than it needed to be. It could have used either less Atomics, or... Nah, just remove the Atomics altogether, because the obstacle's a good enough challenge without them disrupting the flow of it.
- Maridia. Beyond the glass tube, proceeding forward results in the player unable to backtrack, nor can they return beyond the broke glass tube after that section is done. This creates a major issue; Plasma Beam is in a hard-to-reach area, and if that area isn't reached, you missed your chance. Beyond that point, whether you get Plasma or not, is the Gravity Suit, which requires blue suit, which is fine, but a player who doesn't know what that is can easily lose it, and potentially softlock themselves. After gaining Gravity, and proceeding to the exit of Maridia, assuming you didn't get the Plasma Beam, you will have permanently missed your chance. It punishes the player for not happening to know this would happen.
- The troll crumbles during the escape sequence. They do nothing but to hemorrhage time, which you're given little for the length of the escape. The final part is literally the only cool thing about it.
Overall, some neat ideas here and there, including the routing, but the execution in many regards fall flat, with sections being hard because of bad design choices. Had this hack given the player the chance to return to post-glass tube room for a second chance at Plasma, I'd have given this hack a 3/5 instead of a 2.
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