Rotation | ||
Release date: Jan 01, 2016 |
Author: SMILEuser96
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Genre: Spoof [?] Game: |
Difficulty: Veteran [?]
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Average runtime:
2:55 Average collection: 71% |
Read Me: [None] |
Forum Thread: Release Thread |
Rating:
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Other Links:
Video |
Awards:
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Description
It's Super Metroid but on its side.
Enemies are still normal though.
Harder than you might think. Have fun walljumping!
Enemies are still normal though.
Harder than you might think. Have fun walljumping!
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''.
It's a hack that really turns the game on its head! Or... its side.
My only issue is how strange some of the rooms look, but that could be considered a limitation on the behalf of Super Metroid.
Great stuff. Definitely worth a play.
My only issue is how strange some of the rooms look, but that could be considered a limitation on the behalf of Super Metroid.
Great stuff. Definitely worth a play.
Welcome to Walljumping: The Hack! For such a simple concept, this hack is pretty fun. Most rooms are decently moderate in difficulty to traverse through, which is par for the course considering that Super Metroid is not meant to be played this way. That being said, some rooms absolutely suck. That may have been partially due to the route I took, so I won't take off too much. Plus, they added underwater walljumping to make the rooms possible in the first place so I also can't complain too much. If you are looking for a challenge, this is the hack for you!
Not sure how easy or difficult it was to simply rotate a hack and do modification for 5 rooms with a tile adjusted or not so the painstaking work may not have been there. But the idea of this hack is excellent and it is very fun and workable. Just as fun and challenging as the OG. Its just so satisfying to play. Both wall jumpers and non wallies must play this hack.
Hope you enjoy walljumping... and no not with the improvement. just for that i gotta give it a 3. If you're going to make the player do 100% walljumping to get through...maybe mod in the better version that isnt so critical that those that play with analog sticks can actually do it easier?
Other than that...yeah. its just metroid with its right side on the bottem.
Other than that...yeah. its just metroid with its right side on the bottem.
Not 5 stars because there are still a few problems with this hack. Many easy permastucks and such. However, a lot of the hack opens up which I like a lot. Crumble blocks are basically entirely removed because they'd be useless vertically, which makes for some nice sequence breaking possibilities.
Also, this is low%. 13% is lowest percentage possible.
Also, this is low%. 13% is lowest percentage possible.
It's ridiculous but it's certainly interesting. It's fun enough and a cool experience despite the game not being designed for it. I'm docking an orb simply because the concept itself isn't exactly based around having fun as much as it is novel so it's not an experience I'd recommend unconditionally. It's VERY well executed from a purity of concept standpoint so it's pretty much perfect for what it is. Thanks to the creator and all who may have helped.
I went into this expecting a bit of pain with wall jumping. Not as bad as I expected, my controller behaved, and honestly was very enjoyable for the most part. There are a handful of issues I had, though. Two rooms struck out as annoying to get through. The ninja pirate room and the Tourian room with two giant sidehoppers were both awful.
In the ninja pirate room, the only safe zone to trigger their jumping animation is on the door cap, and if you miss a shot it's very easy for it to bounce and open the door, resetting the room or making it impossible to get through. That wasn't very fun and I got through it by glitching the pirates into the same space, so they acted like one and meant that they were both vulnerable at the same time. I got reset in that room multiple times by shooting one pirate while vulnerable and the shot went through it and hit the other, causing it to bounce into the door.
The Tourian room, there's a side hopper that takes up more space than the door. I actually died in that room attempting to invincibility frame my way through it to the door, which is how I ultimately got through that room. That enemy placement is awful and I couldn't see another way through it.
Those two rooms aside, there's a decent bit of difficulty with the room designs, liquids being at the bottom of rooms is one of the harder parts, though wasn't too awful. It did make lower Norfair a pain to get through, but part of my difficulty there was forgetting to grab screw attack. Overall, a very fun hack to play with some minor adjustments that could be made.
In the ninja pirate room, the only safe zone to trigger their jumping animation is on the door cap, and if you miss a shot it's very easy for it to bounce and open the door, resetting the room or making it impossible to get through. That wasn't very fun and I got through it by glitching the pirates into the same space, so they acted like one and meant that they were both vulnerable at the same time. I got reset in that room multiple times by shooting one pirate while vulnerable and the shot went through it and hit the other, causing it to bounce into the door.
The Tourian room, there's a side hopper that takes up more space than the door. I actually died in that room attempting to invincibility frame my way through it to the door, which is how I ultimately got through that room. That enemy placement is awful and I couldn't see another way through it.
Those two rooms aside, there's a decent bit of difficulty with the room designs, liquids being at the bottom of rooms is one of the harder parts, though wasn't too awful. It did make lower Norfair a pain to get through, but part of my difficulty there was forgetting to grab screw attack. Overall, a very fun hack to play with some minor adjustments that could be made.
To be honest, I hate infinite wall jump. But considering I have played Mirrortroid and Uptroiddown, so I have to give this hack a shot. I would say this hack is better than Mirrortroid but not as good as Uptroiddown.
Loved this challenge...so much that I then proceeded to run it RBO. Possibly harder (for me) than Kaizo. HEAVY use of savestates. Had a blast.
I put off playing this because it seemed like a novelty to me. I really enjoyed it. So many fun surprises realizing how the rooms and enemies work different. The only down side is that I recommend you be fairly familiar with the original before playing this because everything is so weird that some areas would be really difficult otherwise. Because the game usually has fewer rows than columns, when you rotate the two certain walls are out of view.
I played this to completion when it first came out in 2017 and I've just finished a replay now in 2022. This is an incredibly enjoyable hack. Really full of surprises in every room.
Wallhacking is a must, and it helped a lot being able to infinite bomb jump and crystal flash. Interestingly, there is a tricky bombable wall early on in Crateria that sets the tone for the rest of the hack. If you can get past that wall, you can likely deal with anything the hack throws at you.
A lot of the issues I had the first time I played just didn't come up here, and I'm still playing the same version as before ("Beta 11").
Wallhacking is a must, and it helped a lot being able to infinite bomb jump and crystal flash. Interestingly, there is a tricky bombable wall early on in Crateria that sets the tone for the rest of the hack. If you can get past that wall, you can likely deal with anything the hack throws at you.
A lot of the issues I had the first time I played just didn't come up here, and I'm still playing the same version as before ("Beta 11").
Definitely a novelty hack to play if you wanna challenge yourself to the vanilla game, but with a change of perspective. Not a game, though, if you're not familiar with Super Metroid advanced mechanics. (Wall jumps, mid-air ball morphs, bomb jumping, etc.) My thumbs were killing me by the end of this one, but happy I could put it to rest. Worth it if you really wanna challenge yourself.
The one change of rotating the map 90 degrees means that vertical rooms that are hard in vanilla are easy here, while some rooms that are easy become challenging affairs. I love some of the small details and changes that make this hack work, such as entering Maridia through what in vanilla is its exit. The rooms that gave me the most trouble were the metal pirates room and Draygon's room, which caused two of my very few deaths in this playthrough. Being good at walljumps and mid-air morphing is required to beat this game. Animals saved.
To think, such a simple premise could create a coherent game experience. Rotation on its own shows off the challenge and has plenty of satisfying moments.
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