Super Metroid Nightmare
Release date: Dec 31, 2010
Author: JAM
Download: Version 1.13 [UH] (164 downloads)
Genre: Challenge [?]
Game: SM
Difficulty: Expert [?]
Average runtime: 5:41
Average collection: 101%
Read Me: [None]
Forum Thread: Release Thread
Rating: Star Star Star Star Star
Last of more harder versions of Super Metroid. Based on Veteran. For experts, TASers, maniacs and doomgods. Difficulty is increased, approx. 16 times more harder that original game. This is nuts... This is crazy. This is true insanity! Overall difficulty is close to Doom's Nightmare more (that's why this name), but still passable.

Now you'll need to collect at least half ammo of each type just to open door of this type and go further! Because of that, the course should be altered to gain more ammo as soon as it ever possible. To fight Mother Brain, you should collect full ammo. When you ran out of Missiles and Super Missiles, use Power Bombs.

As for layout, it have minimal changes (mostly doors) to prevent player from performing sequence breaks. So, it's vanilla, but very hard vanilla with some ASM coding. I'll ever say, it's BDSM.

Consult the Release Thread for more information.
Screenshot Screenshot
Ratings and Reviews
By Aran;Jaeger on Dec 30, 2019 (Star Star Star Star Star )
102% in 6:53
[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 Sapphron on Jun 16, 2020 (Star Star Star Star Star )
100% in 4:36
God this sucked. I beat the entire thing savestateless except for a savestate right after I killed Ceres Ridley.
It's just a tedium fest, super linear route and pb doors are the worst offenders here. It seems impossible to get into LN since the doors take like 10 hits and you only have 9 pbs at that point, but there is a way. Just have to position yourself right. Of course JAM probably didn't account for this I'd have to guess...also you need 100% to beat this. 50/10/10 ammo. It is IMPOSSIBLE to kill MB without it. And you have to break her tank first. You can leave Tourian which you're forced to do about 5-6 times.
Do not recommend.
81 deaths.
By kkzero on Mar 24, 2021 (Star Star Star Star Star )
No completion stats.
Yup, the same old formula of more tedium in the vanilla game. Though I appreciate the nod to Doom in the name, there's nothing to get out of this otherwise.
By Rothlenar on Aug 25, 2021 (Star Star Star Star Star )
100% in 5:35
If you're into playing stupidly difficult Super Metroid hacks, this is definitely for you. This hack does exactly what it aims to do: Make things incredibly-tediously-stupidly difficult for you.

Due to the ammo requirements for opening doors and the increased damage taken from ALL sources, this renders the hack as being pretty darn linear. There are a handful of times where you can choose to do one path over another if you're patient enough to abuse refills/drops to get other items, but

There are some interesting ideas this hacks puts forth, though:
1. Not being able to open certain doors that your weapons can "damage" was interesting at the time. It's another thing you have to think about when figuring out how to progress further in the game, making full use and abuse of refills where you can. I liked that.
2. When you get to the point of having enough ammo to open doors (without refills), it does feel like a new ability, though that feeling is short-lived.
3. A Spore Spawn that keeps moving when its "mouth" is open was a nice new twist back in 2011.
4. The concept of the "zero"-Energy Tank being damaged (I noticed Jaeger found a nice bug concerning that, though. :P).

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