Super Metroid: Aquamarine
Release date: Mar 01, 2013
Author: NORTHa
Download: Version 1.0 [UH] (1009 downloads)
Genre: Unknown [?]
Game: SM
Difficulty: Unknown [?]
Average runtime: 1:41
Average collection: 30%
Read Me: [None]
Forum Thread: [None]
Rating: Star Star Star Star Star
Description
Sequel to Blood Stone.
Screenshots
Screenshot Screenshot
Ratings and Reviews
By Aran;Jaeger on Jul 08, 2017 (Star Star Star Star Star )
32% in 1:37
[Watch Video]  
More Items technically can be collected without major glitches.
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 21, 2020 (Star Star Star Star Star )
28% in 1:45
Very, very unusual hack. It's not that intuitive.
Puzzle-style challenge hack with some really weird stuff in it...there's a maze about a third of the way through that I had to use ED's video to figure out. It's basically a 0.4% chance of finding the solution randomly.
Lots and lots of permastucks throughout, but some neat gimmicks and ideas, especially the grapple geemer and the mirror room in Maridia.
No saves because they somehow destroy the entire game which I don't understand, and some items seem to be totally optional like Varia.
Finished.
Do not recommend. Used ~6 save slots.
By caauyjdp on Jun 22, 2020 (Star Star Star Star Star )
No completion stats.
Decided to try this after noticing it's by same author as bloodstone.
Bloodstone had spikes, but it aslo gave you energy so you could survive more than 1 hit.
Bloodstone had potential softlocks, this had an intentionally(?) partially missing ceiling, that either got you stuck out of bounds, or just locked you in forced two tile crouch.
And identical looking tiles were sometimes used for spikes, and sometimes not.
Granted, I didn't get very far, only got to the first red door.

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