Super Metroid - GBA Edition | ||
Release date: Dec 15, 2020 |
Author: The Brothers Crafters
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Genre: Exploration [?] Game: |
Difficulty: Vanilla [?]
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Average runtime:
1:58 Average collection: 82% |
Read Me: [None] |
Forum Thread: Super Metroid GBA Edition |
Rating:
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Description
This hack brings Super Metroid into Zero Mission. I hope you enjoy.
Thanks to the members of metroidconstruction for helping me with some asm.
The newer version 4.0 adds a secret room in Maridia. Good luck to find it! And it also allows you to play in hard whenever you want
Thanks to the members of metroidconstruction for helping me with some asm.
The newer version 4.0 adds a secret room in Maridia. Good luck to find it! And it also allows you to play in hard whenever you want
Screenshots
Ratings and Reviews
Its a decent remake. The newer versions made it better.
I dont like the attemp to prevent you from sequence breaking in certain places though.
I dont like the attemp to prevent you from sequence breaking in certain places though.
Very good hack! While I did enjoy this hack, there were some things I'd like to criticize. First, there were some occasional spriting issues, such as when you get in the ship after fighting Mother Brain, you can see Samus poking out from underneath the ship. Aside from that and other minor visual bugs, the spritework was overall very well done, green soil Brinstar was a beautiful recreation. Another issue I encountered was in Maridia, where you have the two sand rooms with the one-tile-wide drops to items, they were quite finicky to actually enter, took me about half a minute to position myself perfectly. Otherwise this was a very good recreation of SM, I was happy with the inclusion of Crocomire, though conversely I was a little upset there was no Phantoon, or at least a replacement for it. The Spazer Beam inclusion was a pleasant surprise, and it made combat pretty trivial. Similarly, I feel the bosses at least should have been significantly buffed. Imago was fine, but Kraid and Ridley should have been way harder. Three Supers on Kraid like vanilla ZM was too quick, and Ridley died with just two regular charged shots, no missiles needed. Barring the issues I've listed, it was so much fun to play through, one and a half hours very well spent. And most importantly, though there's no special ending scene for it, you can save the animals!
This hack was decent, however- the more and more I played it, the more I just wanted to play the original Super Metroid. I watched Alexman25's video on this hack, and had a bad first impression, upon playing it myself I noticed a few things were fixed (ie. Norfair elevator) but some things like the cutscene after boss deaths were completely fucked. Sad to see no Phantoon replacement either.
Overall, hack was okay but made me realize SM doesn't need a remake, it's fine as is and would really only benefit from a graphic overhaul. Just play the original SM.
Animals "Saved"- lol
P.S. Please ask before using others' gfx work- :P
Overall, hack was okay but made me realize SM doesn't need a remake, it's fine as is and would really only benefit from a graphic overhaul. Just play the original SM.
Animals "Saved"- lol
P.S. Please ask before using others' gfx work- :P
Just WOW!! I'm impressed I've been playing from start to near ending of the hack in one seat. Never imagined I was to have so much fun revisiting SM maps with physics and aesthetics of MZM.
It's not perfect, but it uses really creative solutions to many elements ZM lacks. Other are improvable, other impossible to recreate, but it has so, SO much potential and deserves a try, for sure.
Waiting for future improvements ;D Thanks for this piece of hard work The Brothers Crafters!!
Edit: 3.0 has better tileset for Maridia, little improved detail here and there and better enemy placement.
It's not perfect, but it uses really creative solutions to many elements ZM lacks. Other are improvable, other impossible to recreate, but it has so, SO much potential and deserves a try, for sure.
Waiting for future improvements ;D Thanks for this piece of hard work The Brothers Crafters!!
Edit: 3.0 has better tileset for Maridia, little improved detail here and there and better enemy placement.
It's literally SM but better. Normally I elaborate myself more on reviews but thats really it for me. SM but the controls don't SUCK so its pretty good
I personally enjoyed this hack, it's something closer to something i always wanted for super Metroid,I know that keeping the same bosses from vanilla it's something almost impossible, and even with the changes on those, i really liked the way they were placed, all areas was well made, and the used tilesets were a good choice, except for the maridia area, i have to say that this was the only area i didn't liked at all, but is understandable, so I'll suggest a little bit of more work on maridia area, and please a better tileset, also the background music for this one, totally didn't fit either :/ but this looked like there was a good effort on doing this whole thing, the glass tube explosion was awesome! Norfair felt unique!
Green brinstar has an amazing tiling and looks awesome, a better background will make it perfect, don't forget about a little more flowers!
Wrecked ship looks awesome as well! I felt some areas a bit empty on terms of decorations, so I'll suggest to do something with that if is possible, you did a great job so far so, Please! Keep working on this great hack!
Green brinstar has an amazing tiling and looks awesome, a better background will make it perfect, don't forget about a little more flowers!
Wrecked ship looks awesome as well! I felt some areas a bit empty on terms of decorations, so I'll suggest to do something with that if is possible, you did a great job so far so, Please! Keep working on this great hack!
This hack REALLY surprised me in a very good way. I've noticed lots of "SM within ZM" romhacks start and then fail over the years so to see one finally be completed in of itself is absolutely insane.
It does have a couple of caveats though, Phantoon and Draygon have been replaced with the Chozo spirit boss and an underwater Imago. The Golden Torizo has been replaced by the Moa (Acid Worm) and Botwoon is now the Deorem. Very creative use of ZM bosses, although I think their health needs a little bit of buffing. Deorem you can easily cheese with one super missile when I think it should be about 5 or 6 super missile hits for how advanced you are by the time you fight it. And of course no giant metroid or bipedal mother brain.
But once you look past all those things, you have a VERY VERY faithful replica of Super Metroid. The feeling I had playing this hack was similar to my first time playing AM2R, when I was just blown away by how much everything was upscaled and upgraded visually and by how smooth the gameplay was. I'm seriously looking forward to whatever the future of this hack is!
It does have a couple of caveats though, Phantoon and Draygon have been replaced with the Chozo spirit boss and an underwater Imago. The Golden Torizo has been replaced by the Moa (Acid Worm) and Botwoon is now the Deorem. Very creative use of ZM bosses, although I think their health needs a little bit of buffing. Deorem you can easily cheese with one super missile when I think it should be about 5 or 6 super missile hits for how advanced you are by the time you fight it. And of course no giant metroid or bipedal mother brain.
But once you look past all those things, you have a VERY VERY faithful replica of Super Metroid. The feeling I had playing this hack was similar to my first time playing AM2R, when I was just blown away by how much everything was upscaled and upgraded visually and by how smooth the gameplay was. I'm seriously looking forward to whatever the future of this hack is!
I don't remember the time for the rom hack. This rom hack is ok,it has new item locations,that made 100% a little harder,new map tiles,there are some tricks you can do in the OG Super Metroid that has,but in a different way,this rom hack has many problems,like the crocomire gliching some times when almost killing it,crocomire needs fixes,there is no new music,this rom hack needs improvements,good way to replace the bosses tho,this rom hack can be better if there was more work made. 3.6/5 (Rounded to 4)
I was honestly torn whether to give this 3 or 4 orbs. My rating is more of a 3.5 if anything.
Anyhow, this is a decent hack. It simply recreates the environments from Super Metroid in the Zero Mission engine. Since a lot of features in SM don't exist here, he had to come up with some unique ways to implement the same mechanics. I must admit, his solutions were very clever. Several patches are used here, but he only used existing patches to make this happen and improvised elsewhere. I am pleased at how faithful this is despite the differences between the games.
Now for the negatives. Red Brinstar tileset is bad. Weird screw attack blocks in gauntlet and other spots. Kraid arm is in wrong spot. (This is more of my fault since my flipped kraid patch was broken anyway lol). Worst offender, Crocomire. I got insta-killed by the fatty because he teleported behind me and kept moving towards the wall. Lost lots of progress. Should not have included a boss that broken, whether it fits the hack or not.
Anyhow, this is a decent hack. It simply recreates the environments from Super Metroid in the Zero Mission engine. Since a lot of features in SM don't exist here, he had to come up with some unique ways to implement the same mechanics. I must admit, his solutions were very clever. Several patches are used here, but he only used existing patches to make this happen and improvised elsewhere. I am pleased at how faithful this is despite the differences between the games.
Now for the negatives. Red Brinstar tileset is bad. Weird screw attack blocks in gauntlet and other spots. Kraid arm is in wrong spot. (This is more of my fault since my flipped kraid patch was broken anyway lol). Worst offender, Crocomire. I got insta-killed by the fatty because he teleported behind me and kept moving towards the wall. Lost lots of progress. Should not have included a boss that broken, whether it fits the hack or not.
Played 2.0 and 3.0 and I have to say that I loved it. Really nicely done. Requires wall jumping to beat.
I played this hack and it was really fun. It has some glitches but still pretty nice. And also, I don't have any idea of where are the last upgrades, even after finishing the original Super Metroid 100%
Fantastic hack!! Changes the overall world map and enemy placements to an almost one-to-one copy of Super Metroid. Some creative and interesting improvisations have been made where Super Metroid's elements weren't present in Zero Mission's engine, such as Green Gates/Wave Gates and certain enemies and bosses.
Crocomire makes an appearance, Ridley & Kraid are vanilla, while other bosses have been "re-imagined" to their closest Zero Mission counterparts. As of 3.0 I think the bosses still need some balance (that is, more hp) as some bosses are too easy under the Super Metroid loadout conditions.
A variety of cool tech is still possible, such as Early PBs up Red Tower (via bomb jumping) and Early Wrecked Ship (via Ocean Fly/Moat Bomb Jump). Other tech is conversely rendered impossible in Zero Mission's engine - such as the absence of Mock ball and the Green/Wave Gate glitch.
Overall this is an incredibly interesting and very well made hack that offers yet another cool opportunity to play through the same Zebes you likely know and love, but with some differences in tech and mechanics to keep things fresh and exciting
Crocomire makes an appearance, Ridley & Kraid are vanilla, while other bosses have been "re-imagined" to their closest Zero Mission counterparts. As of 3.0 I think the bosses still need some balance (that is, more hp) as some bosses are too easy under the Super Metroid loadout conditions.
A variety of cool tech is still possible, such as Early PBs up Red Tower (via bomb jumping) and Early Wrecked Ship (via Ocean Fly/Moat Bomb Jump). Other tech is conversely rendered impossible in Zero Mission's engine - such as the absence of Mock ball and the Green/Wave Gate glitch.
Overall this is an incredibly interesting and very well made hack that offers yet another cool opportunity to play through the same Zebes you likely know and love, but with some differences in tech and mechanics to keep things fresh and exciting
Tô gostando pra caramba desse patch!
Muito bom mesmo!
Tentou fazer parecido com Super Metroid na medida do possível!
Parabéns!
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I'm really enjoying this patch!
Really good!
Tried to make it look like Super Metroid as far as possible!
Congratulations!
Muito bom mesmo!
Tentou fazer parecido com Super Metroid na medida do possível!
Parabéns!
#################
I'm really enjoying this patch!
Really good!
Tried to make it look like Super Metroid as far as possible!
Congratulations!
Very nice hack. creative ways to bring super in gba form. there's room for improvements in some part and I see 4.0 brought many. I loved the detail on escape. You know which if you played till the end. Can't wait for more updates in the future.
the things I hated about it... is the sand. holy heck its a nightmare to get out of!
the things I hated about it... is the sand. holy heck its a nightmare to get out of!
Laughably I missed an item or two somewhere although I suspect it was an item that's location was slightly altered. It was also really weird to have to get stuff in the intended order. I tried to explore most of the hack other than lost highway out of curiosity and I thought he did a great job making it as close to the original as he could.
I think it's very well done but I do have a couple complaints. 1st one is I'm not sure I like the inclusion of Beta Crock as he feels too janky. 2nd is the big one and that's the main concept. This is basically a worse Super Metroid. The enviromental elements and enemy's were clearly lacking compared to Super. I really liked when the author got creative, like Gauntlet and X-Ray, and really think as a base this could be a very cool hack if it did for Super what ZM did for Metroid which is reimagine it and utilize ZM's strengths because as is I think it shows it's flaws more than anything. I wish the author took a lot more liberties with item locations and layout as he/they are very capable as indicated by the few times they did. Thanks for the well done hack, I'd love to see this as a base for a "Super Mission" in the future as it could certainly provide a great start.
I think it's very well done but I do have a couple complaints. 1st one is I'm not sure I like the inclusion of Beta Crock as he feels too janky. 2nd is the big one and that's the main concept. This is basically a worse Super Metroid. The enviromental elements and enemy's were clearly lacking compared to Super. I really liked when the author got creative, like Gauntlet and X-Ray, and really think as a base this could be a very cool hack if it did for Super what ZM did for Metroid which is reimagine it and utilize ZM's strengths because as is I think it shows it's flaws more than anything. I wish the author took a lot more liberties with item locations and layout as he/they are very capable as indicated by the few times they did. Thanks for the well done hack, I'd love to see this as a base for a "Super Mission" in the future as it could certainly provide a great start.
As a pseudo-remake of Super Metroid of course it's a blast to play. I appreciate that a hack like this exists, just to be there as an alternative to the original. I also like some of the new item placements and creative uses for enemies just to create a semblance of Super Metroid. It makes the most out of a little. I only rate it as a 4 star because, since it relies on the original structure of SM's map, a lot of work has been done already and I hoped it'd be a bit stronger in the technical department then. It's not exactly "buggy" but it can feel weird at times and mostly just slaps assets together to recreate something without touching it up. I don't know if anything could be "fixed", like Crocomire, but because I want stuff like Croc kept in I think some sort of retooling is in order. Regardless, it's an interesting experience and a fun experiment.
But no Kiru Giru to replace Bomb Torizo? I mean it's even weak to bombs.
But no Kiru Giru to replace Bomb Torizo? I mean it's even weak to bombs.
Pretty good recreation, obviously has some issues and one I don't see people mentioning is that Mua is fought after you get the Gravity Suit, so you're already immune to the lava, lol. Fun to see how everything was ported though.
UPDATE: SUPER METROID GBA EDITION HAS BEEN SUPERCEDED BY SM REVAMP: https://metroidconstruction.com/hack.php?id=709
Animals Saved.
Surprisingly competent translation of Super Metroid into ZM, made by two brothers in only a few months that somehow beat a team of 6+ people working on & off for years to the punch. I like that rather than 1:1 copying SM into ZM, they used vanilla ZM enemies, mechanics and graphics wherever they could. In places where they ran out of ideas, they made shortcuts. For example, X-Ray is now a shortcut from red to blue brinstar which lets you clean it up and more quickly return to Crateria. Nice change IMO.
I don't like
-the physics are hot garbage. you move so fast horizontally you're basically fumbling all the time especially moving up vertical shafts.
-samus' ship looks like complete trash... it has a completely different (and worse) art style, pillow shaded, dithered, way too many colors, super "busy," and it's lost all its animations presumably due to its new shape.
-sequence breaks for the most part no longer feel possible. you can only go the intended route. which diminishes replayability significantly.
-noob bridge misses the point because there is no run button
-"lower norfair peek" misses the point because you don't see the entrance to ridley; you just see the other side of a lava pit
-the brinstar hijump gate misses the point because using the left ledge no longer works; you just jump up to the mouth
-room before "grapple beam" is quite obscure as to how to continue; I had to ballspark from the ledge just barely on top of the lava
-lava seahorses appear to be shooting their beaks at you
-drop rates for enemies is still vanilla zm's (bad)
-messed up enemy graphics being in the same room as items (room before wave beam)
-navy blue filler remaining the same brightness during a room transition
-pirates doing hella damage (50 damage projectiles)
-acid hazards felt incredibly inconsistent; some rooms that should have had the strong yellow acid in SM had weak ZM acid; other ones got it right using ZM green acid.
-while special care was taken to apply zm tilesets to sm rooms, no care was taken at all with the music. ZM brinstar is still what you hear in red/green brinstar. You still hear ZM norfair in norfair and ZM ridley in lower norfair.
-super missile tanks being +4 instead of +5. I think power bombs were also short what they should be. This is a problem because it forces you to farm for a super missile to get spazer beam or break open the refill at the bottom of red tower.
-artificially requiring hi-jump by inconsistently using no-grip blocks in spots the brothers clearly don't want you to go
-mini worldmap in the pause screen has some residual vanilla graphics that clash with the new graphics, rendering it unreadable
-purple + green flames from ridley and kraid show up in the wrong place on the map
-pipe enemies in pb section of green brinstar activate regardless of height/whether they are on screen or not
-power bombs bypass "wave gates"
-landing site respawning bomb blocks
-rooms with space pirates in them are super laggy (probably spazer beam's fault more than anything)
-I did not like being disrespectfully pestered all the time to fix the asm for this hack. They had no clue what they were doing on this end, and vented their frustrations at me.
-Maridia was frankly annoying to explore though I suppose that's a given. Like the metroid 2 ponds you fall through near the final area, but cranked up to an entire area.
it gives me ideas for future hacks:
- using bugs to drain the player of energy during a shinespark
All in all this hack was fun enough to play through but has many little gripes and frustrations holding it back from being truly great. If you are curious, go ahead, there is still fun to be had, and ideas to form for more ZM hacks. But it's DEFINITELY not a replacement for the original game. It feels more like a mediocre port.
Finished.
Recommended.
Animals Saved.
Surprisingly competent translation of Super Metroid into ZM, made by two brothers in only a few months that somehow beat a team of 6+ people working on & off for years to the punch. I like that rather than 1:1 copying SM into ZM, they used vanilla ZM enemies, mechanics and graphics wherever they could. In places where they ran out of ideas, they made shortcuts. For example, X-Ray is now a shortcut from red to blue brinstar which lets you clean it up and more quickly return to Crateria. Nice change IMO.
I don't like
-the physics are hot garbage. you move so fast horizontally you're basically fumbling all the time especially moving up vertical shafts.
-samus' ship looks like complete trash... it has a completely different (and worse) art style, pillow shaded, dithered, way too many colors, super "busy," and it's lost all its animations presumably due to its new shape.
-sequence breaks for the most part no longer feel possible. you can only go the intended route. which diminishes replayability significantly.
-noob bridge misses the point because there is no run button
-"lower norfair peek" misses the point because you don't see the entrance to ridley; you just see the other side of a lava pit
-the brinstar hijump gate misses the point because using the left ledge no longer works; you just jump up to the mouth
-room before "grapple beam" is quite obscure as to how to continue; I had to ballspark from the ledge just barely on top of the lava
-lava seahorses appear to be shooting their beaks at you
-drop rates for enemies is still vanilla zm's (bad)
-messed up enemy graphics being in the same room as items (room before wave beam)
-navy blue filler remaining the same brightness during a room transition
-pirates doing hella damage (50 damage projectiles)
-acid hazards felt incredibly inconsistent; some rooms that should have had the strong yellow acid in SM had weak ZM acid; other ones got it right using ZM green acid.
-while special care was taken to apply zm tilesets to sm rooms, no care was taken at all with the music. ZM brinstar is still what you hear in red/green brinstar. You still hear ZM norfair in norfair and ZM ridley in lower norfair.
-super missile tanks being +4 instead of +5. I think power bombs were also short what they should be. This is a problem because it forces you to farm for a super missile to get spazer beam or break open the refill at the bottom of red tower.
-artificially requiring hi-jump by inconsistently using no-grip blocks in spots the brothers clearly don't want you to go
-mini worldmap in the pause screen has some residual vanilla graphics that clash with the new graphics, rendering it unreadable
-purple + green flames from ridley and kraid show up in the wrong place on the map
-pipe enemies in pb section of green brinstar activate regardless of height/whether they are on screen or not
-power bombs bypass "wave gates"
-landing site respawning bomb blocks
-rooms with space pirates in them are super laggy (probably spazer beam's fault more than anything)
-I did not like being disrespectfully pestered all the time to fix the asm for this hack. They had no clue what they were doing on this end, and vented their frustrations at me.
-Maridia was frankly annoying to explore though I suppose that's a given. Like the metroid 2 ponds you fall through near the final area, but cranked up to an entire area.
it gives me ideas for future hacks:
- using bugs to drain the player of energy during a shinespark
All in all this hack was fun enough to play through but has many little gripes and frustrations holding it back from being truly great. If you are curious, go ahead, there is still fun to be had, and ideas to form for more ZM hacks. But it's DEFINITELY not a replacement for the original game. It feels more like a mediocre port.
Finished.
Recommended.
A for effort
an attempt was made. the map, at the very least, was very faithfully recreated from super metroid. the hack can also be very creative in dealing with the limitations of hacking zm (different enemies, physics, etc).
that being said, it is kind of like the worst of both sm and zm. it's missing a lot of the charm that made sm so great and is stuck with all of the flaws zm has. there are even some new bugs introduced. it's also very annoying how often non-powergrip blocks are used just to prevent you from doing things the game doesnt want you to. the version i played is the first version to actually have the music from super metroid, but the ports are quite bad. i almost would have preferred to have heard the vanilla zm tracks.
that being said also, this hack is no less than competent. if for some reason you wanna play super metroid but condensed into zm, this hack is for you.
an attempt was made. the map, at the very least, was very faithfully recreated from super metroid. the hack can also be very creative in dealing with the limitations of hacking zm (different enemies, physics, etc).
that being said, it is kind of like the worst of both sm and zm. it's missing a lot of the charm that made sm so great and is stuck with all of the flaws zm has. there are even some new bugs introduced. it's also very annoying how often non-powergrip blocks are used just to prevent you from doing things the game doesnt want you to. the version i played is the first version to actually have the music from super metroid, but the ports are quite bad. i almost would have preferred to have heard the vanilla zm tracks.
that being said also, this hack is no less than competent. if for some reason you wanna play super metroid but condensed into zm, this hack is for you.
[4.0 Review]
It's more a 3.5 orb than 3
The port respect most of the original game on the SNES , the 1994 version.
however like some said i don't really like the way the game "force" you to take a path instead of the others , super metroid was kinda open for an old game , which is less the case in this version , mostly than some tileset wasn't good but not bad horrible (the low lava in crateria instead of acid like in the original game for example)
I join the point of Cosmic about the ship cosmetic , it's not really nice lookin at all.
The pirate shot deal way too much at the start of the game too (OH in hard mode if you aren't carefull)
There is some and others stuff that's bug me a bit , it's actually the wall jumping frame from zero mission who are still remaining , the super one was way smoother to exectute even if it will mean to remove the 2 frame for the 3 animation , but it will have almost the same felling as the original game.
even if it got discovered soon enough , the samus running and spin jumping animation don't fit really well , mostly than the ZM one don't fell natural at all unlike the Super one , even the fusion one.
And a last thing is the lack of the snes controls , for a "port" i guess it will be way better to add it in the later version.
However , even with this bunch of little flaw easy to edit. that rom hack as a lot of unexploited potential , and i suppose by "lack of time" (Maybe ?) 4.0 fixed the biggest issues but still some stuff are lacking / need to be edited. somestuff could be edited too (the elevator speed for example since the Gba one on game isn't the best at all.)
All of this for saying again , this port as a lot of potential , but sadly unexploited. and even more could be thanks to the community.
It's more a 3.5 orb than 3
The port respect most of the original game on the SNES , the 1994 version.
however like some said i don't really like the way the game "force" you to take a path instead of the others , super metroid was kinda open for an old game , which is less the case in this version , mostly than some tileset wasn't good but not bad horrible (the low lava in crateria instead of acid like in the original game for example)
I join the point of Cosmic about the ship cosmetic , it's not really nice lookin at all.
The pirate shot deal way too much at the start of the game too (OH in hard mode if you aren't carefull)
There is some and others stuff that's bug me a bit , it's actually the wall jumping frame from zero mission who are still remaining , the super one was way smoother to exectute even if it will mean to remove the 2 frame for the 3 animation , but it will have almost the same felling as the original game.
even if it got discovered soon enough , the samus running and spin jumping animation don't fit really well , mostly than the ZM one don't fell natural at all unlike the Super one , even the fusion one.
And a last thing is the lack of the snes controls , for a "port" i guess it will be way better to add it in the later version.
However , even with this bunch of little flaw easy to edit. that rom hack as a lot of unexploited potential , and i suppose by "lack of time" (Maybe ?) 4.0 fixed the biggest issues but still some stuff are lacking / need to be edited. somestuff could be edited too (the elevator speed for example since the Gba one on game isn't the best at all.)
All of this for saying again , this port as a lot of potential , but sadly unexploited. and even more could be thanks to the community.
Review is 4.5 orbs
Time is IGT
This hack was pretty good! The map and areas are nearly exactly like original Super Metroid's and the replacing of enemies that hadn't existed in Zero Mission with different ones was a good idea compared to flat out removing them. The reason why this isn't completely 5 orbs is due to two things. The first being the items. Some items, for some reason, seemed to have been switched with missiles. I'm guessing this is to avoid a 110% or something, but it was a little frustrating. Next off was sequence breaking. There truly wasn't any room for sequence breaking in this game without luck. Green gates can't be gone through backwards which was odd and certain item sequence breaks, wave beam, were flat out impossible without luck of a bomb jump. Going back to the good of this hack though, I enjoyed the custom music a lot. Sure some weren't perfect, but it was still great. Green Brinstar would have probably been my favorite out of these. I also really liked how Crocomire was implemented. Although he was a little buggy, it was nice just being able to see him in this game. Speaking of Croc, his death sprite is a little funky, as in creepy funky. You'll know when you get in this hack. Anyway, I hope the next person who plays this is gonna enjoy it. It's a good recreation and feels at home for someone who grew up on Super Metroid.
Time is IGT
This hack was pretty good! The map and areas are nearly exactly like original Super Metroid's and the replacing of enemies that hadn't existed in Zero Mission with different ones was a good idea compared to flat out removing them. The reason why this isn't completely 5 orbs is due to two things. The first being the items. Some items, for some reason, seemed to have been switched with missiles. I'm guessing this is to avoid a 110% or something, but it was a little frustrating. Next off was sequence breaking. There truly wasn't any room for sequence breaking in this game without luck. Green gates can't be gone through backwards which was odd and certain item sequence breaks, wave beam, were flat out impossible without luck of a bomb jump. Going back to the good of this hack though, I enjoyed the custom music a lot. Sure some weren't perfect, but it was still great. Green Brinstar would have probably been my favorite out of these. I also really liked how Crocomire was implemented. Although he was a little buggy, it was nice just being able to see him in this game. Speaking of Croc, his death sprite is a little funky, as in creepy funky. You'll know when you get in this hack. Anyway, I hope the next person who plays this is gonna enjoy it. It's a good recreation and feels at home for someone who grew up on Super Metroid.
This is definitely one of the best ZM hacks I have ever played through. I really like how beautiful Maridia looked and, in my honest opinion, Maridia looks much better in ZM than it does in SM
Gameplay was, more or less, difficult than vanilla ZM. I really liked how the inclusion of Spazer beam and the way it looks when using it is pretty cool. another thing I liked was how well done and polished green brinstar was (along with many other rooms) I love the designs used to recreate SM for ZM.
But apart from all that, this is a real good hack that I would recommend to anyone, since the difficulty isn't very high and anyone can play it. I don't really have much to say about it other than it's an amazing recreation of SM for ZM and that it is most definitely worth a playthrough
10/10
Finished
Would Recommend
Gameplay was, more or less, difficult than vanilla ZM. I really liked how the inclusion of Spazer beam and the way it looks when using it is pretty cool. another thing I liked was how well done and polished green brinstar was (along with many other rooms) I love the designs used to recreate SM for ZM.
But apart from all that, this is a real good hack that I would recommend to anyone, since the difficulty isn't very high and anyone can play it. I don't really have much to say about it other than it's an amazing recreation of SM for ZM and that it is most definitely worth a playthrough
10/10
Finished
Would Recommend
I partially look forward to the remake or remastered of Super Metroid.Admittedly, it has many bugs,but I am keen on it.
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