Release date: Oct 08, 2004
Author: Sin
Download: Version 1.8 [UH] (628 downloads)
Download: Version 1.8 [H] (501 downloads)
Genre: Unknown [?]
Game: SM
Difficulty: Unknown [?]
Average runtime: 2:36
Average collection: 54%
Read Me: [None]
Forum Thread: [None]
Rating: Star Star Star Star Star
It is a Metroid remodeling work of Sin's work.
Essential kick Climb, but is high degree of difficulty, I am able to better balance basis.
And nothing else, the charm of this work can be found in how to use the Speed Booster. What things do in fact enjoy it of try doing it.
Screenshot Screenshot
Ratings and Reviews
By MetroidMst on Apr 06, 2015 (Star Star Star Star Star )
60% in 1:39
Reverse is a slightly crazy outing. It is both a half hack, and a completely different layout. It blocks off large areas from the player without feeling too restrictive. It has some insane shinesparking which you won't forget. And it has a maze. This is the one half hack that manages to actually be somewhat fresh and fun.
By Aran;Jaeger on Dec 08, 2016 (Star Star Star Star Star )
72% in 2:30
[Watch Video]  
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''.
By crimsonsunbird on Sep 17, 2017 (Star Star Star Star Star )
No completion stats.
permastuck, layout errors, removing roOMS...
By caauyjdp on Dec 31, 2020 (Star Star Star Star Star )
68% in 4:03
Odd hack. I'm torn between rating it four orbs or two. It's not an average hack.
I really liked way to plasma.
By Sapphron on Dec 28, 2021 (Star Star Star Star Star )
61% in 1:55
This is a super odd hack, and gates a lot of stuff off. You'll think you're going to go somewhere and the game says "no, go here instead." Like MST said there's a big maze, along with some really, really cool shinespark chains. It's not too difficult overall and is pretty linear with the exception of a sequence break or two, but it's pretty neat and unique for a 2004 hack. That early?!?!
Somewhat recommend.
By neen on Oct 22, 2022 (Star Star Star Star Star )
59% in 3:14
beginning: halfhack
middle: fever dream
end: halfhack

strangely recommend
By MarioFanGamer on Apr 29, 2023 (Star Star Star Star Star )
No completion stats.
This... is a weird hack for sure. It makes sense given the age and as a result, we get a very experimental SM edit with some interesting and not so interesting ideas. The result is that each room contains the same amount of enemies and PLMs as the original game, most rooms are barely edited if at all (e.g. some room has some FX added, some doors use a different door cap) and the difficulty often ends up being artificial since there is some trial and error involved, some very tricky jumps and dangers of softlocks (e.g. respawning PB blocks).
But another side effect is that we see ideas which we typically wouldn't see in a modern hack, most famously the Shinespark sequences which really is the main identity of this hack which makes this hack alone worth playing (this also merits the hack at least 2 orbs). There are some other good ideas like a water race (trying to beat a tide) or an "illogical" (i.e. impossible but still solvable) maze which good(!) hacks like Ascent and Redesign make use.

Another thing what's interesting about this hack is how almost everything of Super Metroid has been recycled i.e. exist in some way or another (fitting for a hack which doesn't change the enemy/PLM count). Plenty of rooms have been cut like the entirity of Lower Norfair, though the hack still gives them some spotlight if you can count that at least (note that Shinespark rooms also are merely passed through and aren't given much attention if any, something which affects half of Wrecked Ship).

Altogether, Reverse can be best described as a tech demo on what you can do with Super Metroid, both design wise (e.g. turning almost all save rooms into Statue Room caves, taking advantage of room states, experimenting with enemy parameters) and gameplay wise (e.g. the aforementioned Shinespark sequences, enemy shenanigans).
Not all tech demos are bad but the aforementioned design flaws does make it a bad hack objectively speaking, though it still has a place in Super Metroid hacking history for experimentation (and the Shinespark sequences ^^).
By ClaireDiviner on Feb 15, 2024 (Star Star Star Star Star )
57% in 2:15
[Watch Video]  
The (as of writing this) last hack of 2004. While, in my opinion, not the best hack, what with the weird design and progression decisions, the routing and item progression still makes this hack an interesting playthrough. While not exactly a half-hack, it still falls in the category of vanilla+, due to the general structure of the game world, with one major exception, which I'll get to.

My only gripe with this hack... I honestly don't have much complaints, as the path forward isn't so blatantly hidden in trollish ways. The complaints I do have, however include the tedious maze that's in Forgotten Highway, and the maze of rooms where one would normally expect to see G4. That latter part, however, can be cheesed, if one knows how and where to do it, and while there are no visual cues/clues as to how to navigate the maze, each room is very different from one another, so you can still map out where you've been before.

Overall, not a bad hack, and arguably one of the better ones of 2004. Only thing stopping me from giving a 5/5 is some of the design choices in certain rooms, and - while few - some softlock potential, if you're too reckless.

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