| Super Metroid: New Zebes | ||
Release date: May 12, 2012 |
Author: MATHGODpi |
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Genre: Unknown [?] Game:
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Difficulty: Unknown [?]
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Average runtime:
6:24 Average collection: 92% |
Read Me: [None] |
Forum Thread: [None] |
Rating:
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Description
Super Metroid New Zebes is a refurbish of Super Metroid. It introduces a new game sequence, and a much stiffer challenge than what is encoutered in the original game. A perfect hack for those looking for 'some more Metroid 3 action', but are also looking for a more formidable challenge. The bosses in particular may frustrate you, but patience and persistance is key. Before entering any boss room, it is a good idea to keep an extra save state handy in case you can't beat the boss, and need to go back and collect more items before trying again.
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''.
NOTE: THIS REVIEW IS FOR INSANE MODE. this was a horrible idea and why I am so angry in this review (retrospectively, it probably wasn't that bad lol)
This is (so far)the worst hack I've ever played.
The one good thing I have to say about this hack is that the palettes were beautiful. But that doesn't make up for the sorry excuse of a "perfect" hack that I played.
The progression is terrible and leaves you super confused most of the time, Phantoon first is forced (not really a problem but it is kind of difficult), 90% of the time you don't know where to go, bosses are WAY too powerful and have to be exploited to be beaten, enemies are even more of tanks then they are in Redesign, Lower Norfair's design was the single worst I have EVER played in a single hack EVER, the list goes on and on forever.
The INSANE! mode's maximum of 229 active energy would not be an issue if the hack didn't throw spikes and respawning enemies EVERY SECOND at you in LN & Tourian. Speaking of Tourian, the metroids respawn faster than you can react to.
I'm sorry, please don't play this. It's a massive waste of your time. It has a couple neat ideas that I encountered in my 10 HOUR PLAYTHROUGH but there's absolutely no point.
The hack tanks terribly once entering LN and beyond, but the other areas are actually crafted somewhat well if you look past that. Once again, not enough though.
And yes, I did beat this on INSANE! mode but I used savestates only after Lower Norfair pirates and through the end of the game.
This is (so far)the worst hack I've ever played.
The one good thing I have to say about this hack is that the palettes were beautiful. But that doesn't make up for the sorry excuse of a "perfect" hack that I played.
The progression is terrible and leaves you super confused most of the time, Phantoon first is forced (not really a problem but it is kind of difficult), 90% of the time you don't know where to go, bosses are WAY too powerful and have to be exploited to be beaten, enemies are even more of tanks then they are in Redesign, Lower Norfair's design was the single worst I have EVER played in a single hack EVER, the list goes on and on forever.
The INSANE! mode's maximum of 229 active energy would not be an issue if the hack didn't throw spikes and respawning enemies EVERY SECOND at you in LN & Tourian. Speaking of Tourian, the metroids respawn faster than you can react to.
I'm sorry, please don't play this. It's a massive waste of your time. It has a couple neat ideas that I encountered in my 10 HOUR PLAYTHROUGH but there's absolutely no point.
The hack tanks terribly once entering LN and beyond, but the other areas are actually crafted somewhat well if you look past that. Once again, not enough though.
And yes, I did beat this on INSANE! mode but I used savestates only after Lower Norfair pirates and through the end of the game.
Honestly this hack is not as bad as the review above makes you believe. Then again, I played Normal mode and not Insane.
Anyway, this could have been a pretty good halfhack with some changes.
I liked the palettes and most of the room changes in general. It had a couple nice ideas like the way you get Charge Beam and a particular room in Maridia.
Unfortunately there are a couple flaws that make this not as enjoyable as it should be.
First off, there is a lot of backtracking that sends you across Zebes after a major item. This is mostly due to Super and PB doors blocking off stuff so you have to go back to those and check if those lead to progress.
Also, SPIKES!!! The author put a lot of spikes in this hack. It's not excessive but annoying enough that you notice. Even Ridley's room has many of them.
Then, Lower Norfair and Tourian. Respawning enemies are bad. Really bad.
Enemies were buffed but that was only really an issue until you got Charge which is really useful here.
It's a bit unfortunate because this hack had potential which is not something I see that often in halfhacks.
I only recommend this if you really like halfhacks.
Anyway, this could have been a pretty good halfhack with some changes.
I liked the palettes and most of the room changes in general. It had a couple nice ideas like the way you get Charge Beam and a particular room in Maridia.
Unfortunately there are a couple flaws that make this not as enjoyable as it should be.
First off, there is a lot of backtracking that sends you across Zebes after a major item. This is mostly due to Super and PB doors blocking off stuff so you have to go back to those and check if those lead to progress.
Also, SPIKES!!! The author put a lot of spikes in this hack. It's not excessive but annoying enough that you notice. Even Ridley's room has many of them.
Then, Lower Norfair and Tourian. Respawning enemies are bad. Really bad.
Enemies were buffed but that was only really an issue until you got Charge which is really useful here.
It's a bit unfortunate because this hack had potential which is not something I see that often in halfhacks.
I only recommend this if you really like halfhacks.
Almost liked this hack for its interesting item progression, room and routing changes, and palettes, but there were way too many annoyances to be worthwhile for anyone's time. First, part of the gimmick is buffed enemies and damage, which is fine if fair and makes sense to the theme of the hack. What's not fair is, for example, doors not registering beam shots to open, hitboxes altered for the worse, invisible crap not seen on xray, weird and pointless enemy vulnerabilities, and the worst Croc I've seen. You could put multiple missiles right center in Croc's mouth and not connect. I've played tons of half-hacks that were rated low, but enjoyed most of them. This one not as much. By the end I was glad I stuck it through, but won't be revisiting this one or trying any of the other difficulty patches.
I feel like this hack isn't as bad as what everyone says it is. There were a bunch of cool ideas in here....and a lot of things that was unnecessary lol ehh all good ..would play again.
This hack is a true piece of trash. First of all, tons of damage sponges for enemies, as well as said enemies hitting hard for no reason. Mind you, I played this on "Normal" Mode. Between the enemies being buffed, beams feeling underpowered (around as bad as Phazon Hack, actually), and this hack's progression being so ass-sideways, I did not have fun at all. (Spoiler ahead) For those reading this review, allow me to help you with some progression points here, because clearly, the hack maker made this hack purely to piss people off, for the sake of getting a laugh. So to you, the reader, I give you these bits of info:
- X-Ray Scope can be found in the room where Brinstar's Map Room normally is located. Why there? Maybe for the hack maker to point and laugh and go, "Hurrr! You never would've looked there! Hurrr!" Anyway, X-Ray Scope doesn't help with progression per se, but can be useful in some cases, though there are more than a few occasions where X-Ray Scope WILL NOT help the player find hidden paths. Speaking of which...
- The first intended Power Bombs are found in The Final Missile room in Parlor. You must go through Blue Brinstar via Green Hill Zone to get there. The problem is that there's a decent chance you'll bomb the block barring the way, see that it's a Power Bomb block, and then leave, thinking there's no way forward. But no, above the Power Bomb blocks are regular Bomb blocks through a ceiling you'd never guess was fake. Having X-Ray Scope would have helped find this out, but given the location of X-Ray being in a room most players would understandably ignore, I couldn't have known about this at all. It's dog shit design that only the hack maker could know about, and not the player.
- Gravity Suit is found in Main Street, where Super Missiles normally are. You'll have to venture via Forgotten Highway, or go around Everest, into Aqueduct's sand pits, and through Crab Hole to reach the path that ultimately leads to the Gravity via Fish Tank. Oh, and the wall you see immediately to the right upon entering Fish Tank from its lower-left door is a fake, and you can walk through it, which is needed.
- This shouldn't be too hard to figure out, but Charge Beam can be acquired by freeing the Dachora, and letting it break the otherwise unbreakable blocks, or you can Crystal Flash clip to acquire it. Either way works.
- What in the holy mother of all that is fuck was the maker thinking with Post Crocomire Jump Room?! The way into Grapple Beam Room is blocked by speed blocks, but the way in is awkward as fuck, which wouldn't have been stupidly awful, had it not been for the blocks regenerating quickly after destroying them. I don't know what the fuck was the intended way in, but all the same, it's easy to get softlocked as speedblocks reform on top of you, forcing a reset. The way I got in was a slow speed boost run (requiring stutter step 3 taps or better), and then a well timed Spring Ball jump through the blocks. You need to be just fast enough to make it above the regenerating speed blocks; go too slow, and you'll either softlock, or will end up falling below the speed blocks, forcing you to make another attempt. There was clearly zero playtesting for players to give feedback on how to fix this shit stain of a room idea. I don't even think the hack maker can get through this room on their own! What the fuck!
- Wasteland CAN be exited; you're not softlocked. To the upper-right side of the door, where a loading zone should have been is a Morph tunnel that cannot be seen, even with X-Ray Scope. How the player it supposed to know this is beyond me; I found it by accident.
- Leaving Lower Norfair into Single Chamber room via the back door does not lead to a dead end. You'll see a strange wall that X-Ray Scope cannot interact with, as well as a couple of invisible walls that CAN be revealed with X-Ray. There's a hidden Morph tunnel within that strange wall; just morph into a ball, use Spring Ball, and hold left.
Everything else ranged from annoying to aight. But the overall difficulty lies not in the combat, though that does have its moments (including and especially bosses), but more so in the weird-as-fuck map layout that makes sense to the maker alone. As a matter of fact, I challenge the hack maker to beat their own hack, and record themselves doing so, to see if they can even beat their own game without the use of any outside help, including SMILE... Although, I did just give some major guide pointers above, so even if the hack maker forgot the layout and routing of their own hack, I'm sure my guidance would be a significant help. Doubt the challenge would be accepted, let alone taken seriously. A resounding 1/5. Fuck this hack!
P.S. There is an "Easy Mode", and an "INSANE! Mode", neither of which I played. Easy Mode is likely what Normal Mode should have been, and INSANE! Mode is supposed to be more... well, insane. Except all INSANE! Mode does is change some numbers around, like a lowered escape timer, and E-Tanks giving a paltry amount of HP, which isn't a significant enough of a change to warrant a playthrough of what would essentially be the same fucking experience. At least True Boss Rush, Super Zero Mission, and Darkholme Hospital (among other hacks) actually change the core experience of the game, whether it's the way bosses are fought, or the routing of the world map, or both. Plus, INSANE! Mode wouldn't have been that much more of a challenge, as the extremely lowered HP pool would be negated by GT Code, which I would have been more than happy to abuse. So if you play one mode, you may as well have played them all. What a waste of my time...
- X-Ray Scope can be found in the room where Brinstar's Map Room normally is located. Why there? Maybe for the hack maker to point and laugh and go, "Hurrr! You never would've looked there! Hurrr!" Anyway, X-Ray Scope doesn't help with progression per se, but can be useful in some cases, though there are more than a few occasions where X-Ray Scope WILL NOT help the player find hidden paths. Speaking of which...
- The first intended Power Bombs are found in The Final Missile room in Parlor. You must go through Blue Brinstar via Green Hill Zone to get there. The problem is that there's a decent chance you'll bomb the block barring the way, see that it's a Power Bomb block, and then leave, thinking there's no way forward. But no, above the Power Bomb blocks are regular Bomb blocks through a ceiling you'd never guess was fake. Having X-Ray Scope would have helped find this out, but given the location of X-Ray being in a room most players would understandably ignore, I couldn't have known about this at all. It's dog shit design that only the hack maker could know about, and not the player.
- Gravity Suit is found in Main Street, where Super Missiles normally are. You'll have to venture via Forgotten Highway, or go around Everest, into Aqueduct's sand pits, and through Crab Hole to reach the path that ultimately leads to the Gravity via Fish Tank. Oh, and the wall you see immediately to the right upon entering Fish Tank from its lower-left door is a fake, and you can walk through it, which is needed.
- This shouldn't be too hard to figure out, but Charge Beam can be acquired by freeing the Dachora, and letting it break the otherwise unbreakable blocks, or you can Crystal Flash clip to acquire it. Either way works.
- What in the holy mother of all that is fuck was the maker thinking with Post Crocomire Jump Room?! The way into Grapple Beam Room is blocked by speed blocks, but the way in is awkward as fuck, which wouldn't have been stupidly awful, had it not been for the blocks regenerating quickly after destroying them. I don't know what the fuck was the intended way in, but all the same, it's easy to get softlocked as speedblocks reform on top of you, forcing a reset. The way I got in was a slow speed boost run (requiring stutter step 3 taps or better), and then a well timed Spring Ball jump through the blocks. You need to be just fast enough to make it above the regenerating speed blocks; go too slow, and you'll either softlock, or will end up falling below the speed blocks, forcing you to make another attempt. There was clearly zero playtesting for players to give feedback on how to fix this shit stain of a room idea. I don't even think the hack maker can get through this room on their own! What the fuck!
- Wasteland CAN be exited; you're not softlocked. To the upper-right side of the door, where a loading zone should have been is a Morph tunnel that cannot be seen, even with X-Ray Scope. How the player it supposed to know this is beyond me; I found it by accident.
- Leaving Lower Norfair into Single Chamber room via the back door does not lead to a dead end. You'll see a strange wall that X-Ray Scope cannot interact with, as well as a couple of invisible walls that CAN be revealed with X-Ray. There's a hidden Morph tunnel within that strange wall; just morph into a ball, use Spring Ball, and hold left.
Everything else ranged from annoying to aight. But the overall difficulty lies not in the combat, though that does have its moments (including and especially bosses), but more so in the weird-as-fuck map layout that makes sense to the maker alone. As a matter of fact, I challenge the hack maker to beat their own hack, and record themselves doing so, to see if they can even beat their own game without the use of any outside help, including SMILE... Although, I did just give some major guide pointers above, so even if the hack maker forgot the layout and routing of their own hack, I'm sure my guidance would be a significant help. Doubt the challenge would be accepted, let alone taken seriously. A resounding 1/5. Fuck this hack!
P.S. There is an "Easy Mode", and an "INSANE! Mode", neither of which I played. Easy Mode is likely what Normal Mode should have been, and INSANE! Mode is supposed to be more... well, insane. Except all INSANE! Mode does is change some numbers around, like a lowered escape timer, and E-Tanks giving a paltry amount of HP, which isn't a significant enough of a change to warrant a playthrough of what would essentially be the same fucking experience. At least True Boss Rush, Super Zero Mission, and Darkholme Hospital (among other hacks) actually change the core experience of the game, whether it's the way bosses are fought, or the routing of the world map, or both. Plus, INSANE! Mode wouldn't have been that much more of a challenge, as the extremely lowered HP pool would be negated by GT Code, which I would have been more than happy to abuse. So if you play one mode, you may as well have played them all. What a waste of my time...
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