Super Metroid: emoD | ||
Release date: Nov 26, 2010 |
Author: EMODORAN/Backfire |
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Genre: Unknown [?] Game: ![]() |
Difficulty: Unknown [?]
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Average runtime:
3:05 Average collection: 92% |
Read Me: [None] |
Forum Thread: [None] |
Rating:
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Other Links:
Author's site |
Description
n/a
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''.
Gave up after getting softlocked in Pink Brinstar.
This hack is stupid, and the morph + missiles sequence back to the ship will really frustrate you (and I'm sure there's plenty more). Don't play this.
This hack is stupid, and the morph + missiles sequence back to the ship will really frustrate you (and I'm sure there's plenty more). Don't play this.
Played this during a recent old obscure hack binge and it's a strange one. It starts out giving the impression of a vastly changed half-hack. Crateria is massive and just returning from morph/missiles sends you through a watered down Kaizo spike obstacle course. Then you make your way down Brinstar and soon realize the author ran out of steam. Maridia and LN are barely changed at all and all major items are in Vanilla locations. There's still quite a few interesting puzzles here and there. Overall I enjoyed it for the puzzles and the bizarre Crateria, but it quickly fades like a late 2000s fart.
There are quite a few things in this hack I enjoyed, most notably, the challenge overall. Granted, it does nothing really new, as far as challenging obstacles go, what with the usual 60-damage spikes scattered around the world, including the start of the game, making traversing to the Morph and Missiles the real tough part of the hack. Beyond that, yeah, there's still spikes around the game, but the rooms have also been changed, some significantly more so than others, to make a route that is completely different from the usual vanilla route. In fact, some room layouts differ so drastically, you can barely recognize them as their original counterparts (The Climb, and Terminator immediately come to mind).
The intended routing is fairly linear, though the player can deviate from the intended sequence here and there with trick/technique knowledge, and can actually reward the player greatly, such as getting Grappling Beam earlier than intended. Some might find issue with the progression, but you're allowed X-Ray Scope early-ish enough, so that the majority of the hack isn't an obtuse slogfest.
The bosses have been mostly buffed/changed. Spore Spawn, in particular, was actually pretty tough due to its obnoxious room layout, though I have experienced worse Spore Spawns. Ridley was also particularly bad, though thankfully, it's a damage race most seasoned players can win just fine. Overall, the bosses weren't too hard beyond that.
My only real gripe was Terminator Room (spoiler ahead). The player is supposed to take the Speed Booster, and head toward Crateria through Terminator, to fight Bomb Torizo and get Bombs, to then go all the way back to Crocomire, to gain Grappling Beam, with which to gain access to Phantoon in Wrecked Ship. The problem is that to proceed through Terminator, one must find a shot block in a ceiling that is pretty much hard to find. So hard, in fact, I never actually found it, and decided to cheese my way into Crocomire by busting through the bombable block with speed keep blue suit. It wasn't until after I got X-Ray Scope, I was able to find the shot block, and proceed through the rest of the game just fine. On the plus side, sequence breaking the way I did allowed me a more efficient route than the back-and-forth I would have had to do otherwise.
The way into Tourian was also interesting as well. The room to G4 was unique, and surprised the hell out of me. Tourian itself, however, remain mostly unchanged. The escape sequence was pretty cool. The Tourian Escape Rooms weren't changed, but The Climb Room, and the way one shine sparked up it was rather neat. Saving the animals was a pain in the ass, however, as the only way I know to get in there is to speed keep blue suit down to the door leading to BT Room. The problem is that the steam is very disruptive, and will really kill much of your short charge attempts. Took me one Zebes explosion before I was successful in saving the animals.
Overall, I had fun with the challenge. It was hard enough without being totally degenerate. I give it a 3/5 because it is just another challenge hack with the usual tropes we see in others like it, enjoyable as it was.
The intended routing is fairly linear, though the player can deviate from the intended sequence here and there with trick/technique knowledge, and can actually reward the player greatly, such as getting Grappling Beam earlier than intended. Some might find issue with the progression, but you're allowed X-Ray Scope early-ish enough, so that the majority of the hack isn't an obtuse slogfest.
The bosses have been mostly buffed/changed. Spore Spawn, in particular, was actually pretty tough due to its obnoxious room layout, though I have experienced worse Spore Spawns. Ridley was also particularly bad, though thankfully, it's a damage race most seasoned players can win just fine. Overall, the bosses weren't too hard beyond that.
My only real gripe was Terminator Room (spoiler ahead). The player is supposed to take the Speed Booster, and head toward Crateria through Terminator, to fight Bomb Torizo and get Bombs, to then go all the way back to Crocomire, to gain Grappling Beam, with which to gain access to Phantoon in Wrecked Ship. The problem is that to proceed through Terminator, one must find a shot block in a ceiling that is pretty much hard to find. So hard, in fact, I never actually found it, and decided to cheese my way into Crocomire by busting through the bombable block with speed keep blue suit. It wasn't until after I got X-Ray Scope, I was able to find the shot block, and proceed through the rest of the game just fine. On the plus side, sequence breaking the way I did allowed me a more efficient route than the back-and-forth I would have had to do otherwise.
The way into Tourian was also interesting as well. The room to G4 was unique, and surprised the hell out of me. Tourian itself, however, remain mostly unchanged. The escape sequence was pretty cool. The Tourian Escape Rooms weren't changed, but The Climb Room, and the way one shine sparked up it was rather neat. Saving the animals was a pain in the ass, however, as the only way I know to get in there is to speed keep blue suit down to the door leading to BT Room. The problem is that the steam is very disruptive, and will really kill much of your short charge attempts. Took me one Zebes explosion before I was successful in saving the animals.
Overall, I had fun with the challenge. It was hard enough without being totally degenerate. I give it a 3/5 because it is just another challenge hack with the usual tropes we see in others like it, enjoyable as it was.
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