Super Metroid: Swifty!
Release date: Mar 24, 2017
Author: EpicAndroid
Download: Version 2.0, Unheadered (1084 downloads)
Genre: Vanilla+ [?]
Game: SM
Difficulty: Beginner [?]
Average runtime: 0:51
Average collection: 61%
Read Me: Readme
Forum Thread: [None]
Rating: Star Star Star Star Star
Description
Super Metroid: Swifty! is a hack I made (my first one, so be gentle!) to facilitate faster gameplay while adding my personal spin on the various suit colors. My goal was to be able to create a hack that employed multiple edits/patches; sort of a "best of the best" pick. This is the result.

Veterans of the game will probably not like this hack, as it's basically Super Metroid on "Easy" mode, and somewhat resembles Grime's Project Base (sorry, no re-spin, though!) I don't speedrun the game, but I like to be able to do some sequence breaks here and there; this hack will let you do just that.

No changes were made to the map or graphics.

Some of the changes applied:

*Skip Ceres Escape - New games now begin immediately at Crateria landing site
*Faster Elevators & Room Transitions, pause menu loads faster
*Instant Saving/Loading
*No item pickup fanfare melody (less time listening, more time playing!)
*minor visual tweaks/fixes to Samus and HUD
*minor movement tweaks to Samus (ie. faster speedboost)

For a full list of all changes made, please see the README file included.
I've made sure to credit all authors whose work I used in this hack. I'm a big believer in credit where credit is due.

This is an IPS patch and is for UNHEADERED ROMs.
Screenshots
Screenshot Screenshot
Ratings and Reviews
By Aran;Jaeger on Jul 08, 2017 (Star Star Star Star Star )
100% in 1:03
[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 BFrobber on Nov 23, 2017 (Star Star Star Star Star )
No completion stats.
Good mechanics but they really don't fit in with Vanilla SM how its done. The speed booster is way too short of a charge and morph has way too fast speed. It would be better if these mechanics were put to use in not a vanilla map. Suits had nice palettes though. Some tricks that you could do in vanilla are way easier like with early supers you can just roll across and not need to mockball and Draygon was extremely easy because of the speed booster charge time. If you could make an entirely new set of rooms to play that took advantage of the stuff you added, it could be great.

Basically, good mechanics on paper, but they don't seem to merge well with vanilla sm.
By Sapphron on Aug 01, 2019 (Star Star Star Star Star )
22% in 0:39
Way too fast for me. Morphing Ball's speed is way too high and gets even higher when mockballing. Speed booster's charge is way shorter than PBase and you can keep the charge literally anywhere you go. It lasts over 2 minutes, from my tests. Guessing it stays forever if it stayed this long...
The physics would be good in a really fast-paced speed booster based hack, but in vanilla they do not fit. I did not like Gravity Suit's palette but Power Suit and Varia Suit were alright.

In conclusion, if you want a fast-paced vanilla hack that's really polished go play Project Base. This isn't worth it.

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