Super Metroid: Battle | ||
Release date: Sep 21, 2004 |
Author: Banana Oyaji
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Genre: Boss Rush [?] Game: |
Difficulty: Unknown [?]
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Average runtime:
0:35 Average collection: 27% |
Read Me: [None] |
Forum Thread: [None] |
Rating:
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Description
I made to try the performance of 0.15 and SMILEVer.0.1. The content is the game of the boss battle only.
Screenshots
Ratings and Reviews
This hack is pretty cool... It's like a boss rush, but there's a central hub you need to branch out and explore with your new powers. Each area and boss provides new powers to further explore the hub until you beat the game. It's boss-focused but still has super metroid in-between to give you the proper power-ups. An excellent quick-play.
Proper Item Collection display: 0%.
No animals to be 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''.
No animals to be 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''.
A boss rush with some exploration in between bosses. I liked it quite a bit.
I recommend it if you have an hour to spare.
I recommend it if you have an hour to spare.
Played this for about 1h50m(no idea what took so long). It was fun and enjoyable up untill screw attack. Did not finish. Very salty.
Pretty good for a really old boss rush hack, the screw room was not very fun and lost a few e-tanks in there. Escape was changed which is nice, but the "end miniboss" wasn't very challenging, moreso a timewaste.
Finished.
Do not recommend.
time is rta
Finished.
Do not recommend.
time is rta
Battle is a neat boss rush hack with as central hub you can explore more of as you gain items. It was a pretty average difficulty (average meaning about Super difficulty) with some very interesting bosses that resulted, including: 0 E Tank Kraid but you have Supers, so not too bad. 4 E Tank Draygon, but you have Grapple, so not too bad again. That 6 E tank Ridley was rough. Got it by the skin of my teeth. Not much else worth mentioning except that the Screw Attack room was awful. It was Worst Room In The Game but with rising lava. Golden Torizo had a divot where you could stand a pummel him with shots and not get hit. The next room was Ridley, and after that was the Tourian eye before Mother Brain. Instead of a save room the recharge room was there. I thought the Zebetites would be lame because I only had 60 missiles, but it wasn’t too bad. I was able to leave and refill before Mother Brain, and had another skin of my teeth victory on the glass. Got it on the last missile. Parts 2 and 3 of Mother Brain wasn’t too bad. The escape was changed, which was cool. There was a mini boss that wasn’t that hard (just some Mini Kraids with more health) and upon leaving (using the same door), I was in a different room, and got to the ship. It was a pretty neat hack.
As the name implies, this is a Boss Rush of sorts, but it's a little more than that. Rather than beat a boss, and go to the next room for the next boss, you still need to find items in the order you normally would in the vanilla game to progress to the next area housing the boss. Each area isn't big at all, usually no more than 2-4 rooms, give or take, but the item progression is enough to require some thought to progress. The boss fights themselves were not much different stat-wise, but the rooms for a majority of them were different, changing up how they're fought. The Mother Brain fight is only different in the first phase; the other phases are the same. However, from my playthrough, I only found 3 E-Tanks, so you gotta make sure your Mother Brain fight is on point. The escape sequence is similar to Another Super Metroid, with some minor differences. Though you can save the animals, the way in which it's done is subtle enough for the player to not realize what triggered the save.
Regrettably, I never got to find the Spring Ball during my playthrough, and I'm sure it is somewhere in this hack, but I could be wrong. Overall, this hack, especially for one so old, ended up being better than I thought it would be. And it's short enough where it doesn't overstay its welcome. I think a solid 4 does this hack justice, especially when comparing to other hacks of 2004.
Regrettably, I never got to find the Spring Ball during my playthrough, and I'm sure it is somewhere in this hack, but I could be wrong. Overall, this hack, especially for one so old, ended up being better than I thought it would be. And it's short enough where it doesn't overstay its welcome. I think a solid 4 does this hack justice, especially when comparing to other hacks of 2004.
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