Super Metroid: SnowCrash | ||
Release date: Jun 13, 2010 |
Author: uzqap
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Genre: Unknown [?] Game: |
Difficulty: Veteran [?]
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Average runtime:
4:06 Average collection: 97% |
Read Me: [None] |
Forum Thread: [None] |
Rating:
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Description
A half hack that force you to a certain route. It includes a short hellrun and some underwater-no-gravity climbing. Not intended for casual players.
Screenshots
Ratings and Reviews
he game stops working, on the way to Brinstar
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 hack was really promising at the beginning.
I liked the progression and where I could go, but once I got to grapple...it all changed.
Grapple's location has an extremely stupid crumble gauntlet that you have to go through with an extremely low amount of energy. The way to Phantoon isn't really hinted at (partly cuz I'm bad), Draygon is all glitchy graphics-wise, etc.
I liked this hack, but it certainly had a few flaws (aside from being a halfhack)
I liked the progression and where I could go, but once I got to grapple...it all changed.
Grapple's location has an extremely stupid crumble gauntlet that you have to go through with an extremely low amount of energy. The way to Phantoon isn't really hinted at (partly cuz I'm bad), Draygon is all glitchy graphics-wise, etc.
I liked this hack, but it certainly had a few flaws (aside from being a halfhack)
Sadly, this has nothing to do with the book.
A decent hack for practicing mockball and short charging. Has some annoying moments.
All mockballs had ceiling assistance so you don't have to learn short hop, tho that can be considered a negative.
It is possible to get back into maridia without gravity even after breaking the tube.
A decent hack for practicing mockball and short charging. Has some annoying moments.
All mockballs had ceiling assistance so you don't have to learn short hop, tho that can be considered a negative.
It is possible to get back into maridia without gravity even after breaking the tube.
Stereotypical late 2000s half-hack that was decent enough to complete. It does rip off the pre-grapple crumble maze from SMI, but is smaller and also adds several mockball requirements in it. The maze itself isn't too bad, but in the room after grapple you have to do a running jump into mockball to pass through a morph platform over acid. The mockball is very precise because you have to land on the very front edge of the first tile, or will take a dip in acid and die quickly, but you can do a very short ceiling IBJ instead and pass through easily. Some items are moved around, some in Vanilla locations. Maridia is partitioned off in certain rooms, and you have to do 2 mochtroid clips to get into Botwoon, otherwise, was a pretty boring area. Lower Norfair does the same thing and you have to backdoor GT, and a speedball-mockball-springball trick to get down to Ridley. And finally a crystal flash to get an item, ala SMI again. In the end, I guess I enjoyed it because just enough was changed to keep you interested and experience some room changes not seen before. Kinda recommend
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