Super Metroid: Super Kill Time | ||
Release date: Mar 24, 2011 |
Author: Stacy
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Genre: Unknown [?] Game: |
Difficulty: Unknown [?]
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Average runtime:
4:25 Average collection: 75% |
Read Me: [None] |
Forum Thread: [None] |
Rating:
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Description
Here is a full hack which changes the map layout for the whole game. Not much is documented due to Japanese origin.
Screenshots
Ratings and Reviews
This is a pretty silly hack and I actually like it a lot!
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''.
Pretty decent hack! Can't complain about anything else than Draygon's lair was a bit... HARD to find.. x-ray s not picking up it's location!
The sequel to "Super Metroid: Kill Time".
I enjoyed this hack a lot. The author made a full hack with a new layout this time and compared to his other hack Norfair and Maridia don't have annoying parts. These areas were pretty great this time.
Sequence breaking is also possible. Searching for Grapple ended up with me getting Space Jump early which was very nice.
The warp station gimmick while not used often was neat.
This hack is fun and you should play it.
I enjoyed this hack a lot. The author made a full hack with a new layout this time and compared to his other hack Norfair and Maridia don't have annoying parts. These areas were pretty great this time.
Sequence breaking is also possible. Searching for Grapple ended up with me getting Space Jump early which was very nice.
The warp station gimmick while not used often was neat.
This hack is fun and you should play it.
Nice play! Just the bosses are really difficult to get through.
I didn't find wave beam or grapple beam either.
If you get to the two fighter piratez in norfair without space jump, it's nearly a permastuck.
Thankz for the hack!!
I didn't find wave beam or grapple beam either.
If you get to the two fighter piratez in norfair without space jump, it's nearly a permastuck.
Thankz for the hack!!
The map screen has a glitch where it loses your previous trail & is annoying, also it's boring, tedious & insipid... same as Super Metroid: Kill Time, not worth it!
I hummed between a 3 and a 4 but settled on a 3. I think this hack has done a good job rearranging the vanilla game and modifying most rooms beyond recognition so despite not being overly ambitious it is a new experience. Beyond the lack of ambition I think it has a couple gameplay issues holding it back and thus the 3. The biggest is progress is often a pain to find and a lot of suitless trips through Maridia and Norfair will likely be had trying to find it. Hell runs are a big part of this hack. It's very open in terms of allowing you to explore but the map lacks connection points between many areas and thus you'll find yourself travelling from one side of Crateria to the next too often after a fruitless search in one of the games areas. Despite it's openness leaving the player with hope for places to keep looking often actual progress is too well hidden leading to tedious searches compounding the obvious issues of playing suitless in heat and water. In saying that it was mostly a fun challenge and it did the suitless stuff rather well apart from the aimlessness of it all. Because of the large expectation of suitless travel and the difficulty finding the next path I'd recommend this to experts only but it certainly has it's merits. Thanks to the author for a solid hack.
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