Super Metroid: Hard Mode
Release date: Nov 07, 2009
Author: personitis
Download: Version 1.0 [UH] (291 downloads)
Genre: Challenge [?]
Game: SM
Difficulty: Unknown [?]
Average runtime: 2:05
Average collection: 64%
Read Me: [None]
Forum Thread: Release Thread
Rating: Star Star Star Star Star
Title says it all really. This is just something I've picked at every now and then thinking it'd be an interesting project. Same ol' Super Metroid you know and love except...

-Item amounts have changed
->Missiles are now +2
->Supers are now +1
->Powers are now +1
->E-Tanks and R-Tanks are now +50
-Samus' attacks do half damage and enemies do double damage
-All sequence breaks are taken out (at least I believe so). Mockballing and lower wall jumps are physics changes. Everything else is minor level changes.
Screenshot Screenshot
Ratings and Reviews
By Foxhound3857 on Oct 14, 2019 (Star Star Star Star Star )
99% in 2:30
Decent reworking of the base game with a fair bit of added challenge, pretty akin to Hard Mode for Zero Mission. Definitely had fun with it.

Was only able to find 99% of items though, missing an E Tank somewhere. Was it moved somewhere else, or was it removed from the hack completely?

Not sure if 92 Missiles is the cap as well, or if there's extra missile packs hidden around.
By Aran;Jaeger on Dec 30, 2019 (Star Star Star Star Star )
47% in 2:11
[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 Syphon on Feb 16, 2020 (Star Star Star Star Star )
47% in 1:36
I didn't like it much.

Removal of Mockball and nerfed walljump didn't really prevent breaking anything since IBJ still worked. The only change to the usual 100% route is that you can't get early Supers and are forced to get Ice Beam early.

Kraid E-Tank was seemingly removed. 47% is the max.

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