Super Metroid CRE 3 | ||
Release date: May 24, 2023 |
Author: Tundain
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Genre: Spoof [?] Game: |
Difficulty: Vanilla [?]
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Average runtime:
0:43 Average collection: 65% |
Read Me: Patch notes |
Forum Thread: Release Thread |
Rating:
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Description
It's finally time for the completion of the CRE trilogy!
Samus ends up inside of the CRE tileset, filled with janky art, for the final time.
Now with custom stuff!
Also with custom music made by me (it's my first time making music tho, so the songs mainly represent me playing around with the editor)
Hope you enjoy!
P.S read the README for patch notes
Samus ends up inside of the CRE tileset, filled with janky art, for the final time.
Now with custom stuff!
Also with custom music made by me (it's my first time making music tho, so the songs mainly represent me playing around with the editor)
Hope you enjoy!
P.S read the README for patch notes
Screenshots
Ratings and Reviews
Super goofy and fun, sprite work is charming lol.
v1.0
Horrendous graphics and music, cramped and repetitive rooms, goofy enemies (most of them are fairly imaginative but annoying to deal with)
The new crumble switch item is interesting in theory, but really crumblesome to use in practice -- doesn't work during the final fight because reasons
Speedbooster reminds you to use the camera manual mode... o-okay? (and why would I use that in the first place ?)
Unedited game over screen (just like CRE 2)
Map lies to you
Do not recommend
Horrendous graphics and music, cramped and repetitive rooms, goofy enemies (most of them are fairly imaginative but annoying to deal with)
The new crumble switch item is interesting in theory, but really crumblesome to use in practice -- doesn't work during the final fight because reasons
Speedbooster reminds you to use the camera manual mode... o-okay? (and why would I use that in the first place ?)
Unedited game over screen (just like CRE 2)
Map lies to you
Do not recommend
Not a great finish for the series tbh. The first two were excellent products of creativity and boredom, this one is more of an ASM showcase (cool ASM that it is nonetheless). The main custom music track is a huge detractor, and fails to follow ProjectXVIII's golden rule: if you're going to be hearing it for 90% of the game it better not suck. The final Mode7 boss also sucks because he is basically undodgeable and deals a lot of damage - either you need to skill up in timing your hits so that enemy invincibility time means it won't touch you or you need to bring a lot of e-tanks. The rest of this hack is fairly good and amusing, and your new abilities are cool (the anti-permastuck tweak is THE BEST), but overall I wouldn't say it's as worth getting into as the first two. Still worth, just not as worth.
Overall I really liked this one. When you dive in, the key thing to remember is the author deliberately chose the art direction with a particular ruleset in mind.
That being said, each entry in the CRE series progressively gets better in the visuals. Probably the best region aesthetically was the cave system earlier on in the game.
Do yourself favor, pause the game every so often and admire that map screen. There's a recurring theme at play and a steadfast commitment to that theme. I respect the thread going throughout the hack that binds it all together.
I'm a bit on the fence with the FX overlay in the first area. It looks really cool. Huge wow factor, but can sometimes be distracting (similar but distinct effect featured in MST's So Little Garden.)
The music. Only gripe I have is it could have benefited from more songs for particlar regions of the map. But for custom music, it was all well-done.
The final boss music was appropriately jarring and stressful. The way the rhythm changed and the chord progression became downright chromatic in spots had a perfectly unhinged quality I liked. Felt right at home with Mother Brain from SM and the Metroid Queen's Nest in M2.
The custom enemies. If Tundain reskinned any Vanilla baddies this time around I would not know. Everything I fought felt new. Especially the bosses. That had to be a lot of work.
Of the three CRE hacks, I probably used savestates more here than the other two.
That being said, each entry in the CRE series progressively gets better in the visuals. Probably the best region aesthetically was the cave system earlier on in the game.
Do yourself favor, pause the game every so often and admire that map screen. There's a recurring theme at play and a steadfast commitment to that theme. I respect the thread going throughout the hack that binds it all together.
I'm a bit on the fence with the FX overlay in the first area. It looks really cool. Huge wow factor, but can sometimes be distracting (similar but distinct effect featured in MST's So Little Garden.)
The music. Only gripe I have is it could have benefited from more songs for particlar regions of the map. But for custom music, it was all well-done.
The final boss music was appropriately jarring and stressful. The way the rhythm changed and the chord progression became downright chromatic in spots had a perfectly unhinged quality I liked. Felt right at home with Mother Brain from SM and the Metroid Queen's Nest in M2.
The custom enemies. If Tundain reskinned any Vanilla baddies this time around I would not know. Everything I fought felt new. Especially the bosses. That had to be a lot of work.
Of the three CRE hacks, I probably used savestates more here than the other two.
Lots of custom stuff but it's a mixed bag - also no vanilla upgrades to be found. Beam is a peashooter the whole game and missiles have a drastically increased cooldown. Supers have been overhauled into a totally new upgrade and it's neat, but ultimately not very useful in combat. It's a door key essentially. Plus, all your attacks have nerfed range where they fizzle out like the short beam in NEStroid.
Grapple has been replaced by an all-new upgrade that lets you control which direction crumble blocks break from, which is neat, but doesn't meaningfully change the way the player interacts with the level design. It amounts to extra tedium where you need to fumble around for the right key to pass through solid crumble block barriers. Its most interesting applications are when you need to quickly change between breaking vertical and horizontal crumbles.
Another note: due to its nature where you select it and then do further selection, it essentially expands the HUD by an entire 4 slots! And people already complain about the amount of clicking in the vanilla HUD. I avoided using it when possible.
A better implementation of the idea would be to have any crumble blocks break on touch without player input - currently the end result of clearing the blocks doesn't scale with the player effort of using it and choosing which blocks to break.
All the custom enemies are super cool though! No complaints on the normal in-room ones. I liked the floor-lying enemies that snap shut on you, and the stationary things that shoot you when in range.
2 custom minibosses:
First one is really awesome and I enjoyed it a lot, even if it does move a bit fast. 9/10 custom boss!
Second one has SO MUCH HEALTH! It feels like more than the final boss has. It's also pretty tough to hit since it moves around erratically offscreen... the movement is predictable *most of the time* but sometimes it can just change direction, and that can happen offscreen when you can't see it. It hits like a truck! 4/10 custom boss.
And the final boss is pretty similar; moves fast and deals heaps. The mode 7 is very cool but makes it ambiguous when the boss is vulnerable or not. Its attacks are telegraphed and avoidable, but if you're in the wrong position [from avoiding another attack] depending on the RNG you can get a pattern feels impossible to dodge. Died a bunch before learning the patterns. 6/10 custom boss!
Overall CRE 3 tries very hard to be its own thing, and succeeds at the cost of many questionable design decisions. The effort is there though, and it's good to see. The music is cool too!
Recommended but only if you liked CRE 1 and 2.
Grapple has been replaced by an all-new upgrade that lets you control which direction crumble blocks break from, which is neat, but doesn't meaningfully change the way the player interacts with the level design. It amounts to extra tedium where you need to fumble around for the right key to pass through solid crumble block barriers. Its most interesting applications are when you need to quickly change between breaking vertical and horizontal crumbles.
Another note: due to its nature where you select it and then do further selection, it essentially expands the HUD by an entire 4 slots! And people already complain about the amount of clicking in the vanilla HUD. I avoided using it when possible.
A better implementation of the idea would be to have any crumble blocks break on touch without player input - currently the end result of clearing the blocks doesn't scale with the player effort of using it and choosing which blocks to break.
All the custom enemies are super cool though! No complaints on the normal in-room ones. I liked the floor-lying enemies that snap shut on you, and the stationary things that shoot you when in range.
2 custom minibosses:
First one is really awesome and I enjoyed it a lot, even if it does move a bit fast. 9/10 custom boss!
Second one has SO MUCH HEALTH! It feels like more than the final boss has. It's also pretty tough to hit since it moves around erratically offscreen... the movement is predictable *most of the time* but sometimes it can just change direction, and that can happen offscreen when you can't see it. It hits like a truck! 4/10 custom boss.
And the final boss is pretty similar; moves fast and deals heaps. The mode 7 is very cool but makes it ambiguous when the boss is vulnerable or not. Its attacks are telegraphed and avoidable, but if you're in the wrong position [from avoiding another attack] depending on the RNG you can get a pattern feels impossible to dodge. Died a bunch before learning the patterns. 6/10 custom boss!
Overall CRE 3 tries very hard to be its own thing, and succeeds at the cost of many questionable design decisions. The effort is there though, and it's good to see. The music is cool too!
Recommended but only if you liked CRE 1 and 2.
This one interested me and it was worth the play
Simply for the asm alone this is a must check, I didnt care for the visuals, I just know the theme is respected and its a spoof, I wrote to the author my critique
Simply for the asm alone this is a must check, I didnt care for the visuals, I just know the theme is respected and its a spoof, I wrote to the author my critique
Buen hack rom me gusta el poder manipular la direccion de los bloque que se desmoronan la granada buena el tele transporte todos son buenos conceptos espero verlos en un juego mas largo un reconocimiento a aquellos que gastan de su tiempo en desarollar esto para que podamos jugar.
Of the CRE series which has 3 installments at this time, this is my favorite one so far. It combines the novelty and humor of the first game with the greater polish of the second, and then goes way beyond with a ton of fun ASM and a first shot at some custom tracks to make it totally unique. It has a bunch of fun jump puzzles that will lead you around the game world with a lot of interesting connections, and then surprise you with even more new mechanics, and even some custom bosses, one of which I think is the first Metroid Construction mode 7 boss... which was pretty exciting to see :D
Can't wait for more of Tundain's projects, and he's also been releasing a bunch of community patches from his projects which are worth taking a look at if you want some fun custom stuff like you'll see here (the shotgun weapon and manual camera mode come to mind).
I don't remember my completion stats, and the escape took me a few tries because of operator error, but even for someone who isn't amazing at Super Metroid, it was a lot of fun all the way through.
Can't wait for more of Tundain's projects, and he's also been releasing a bunch of community patches from his projects which are worth taking a look at if you want some fun custom stuff like you'll see here (the shotgun weapon and manual camera mode come to mind).
I don't remember my completion stats, and the escape took me a few tries because of operator error, but even for someone who isn't amazing at Super Metroid, it was a lot of fun all the way through.
it's an ok hack, pretty good in some areas and I like the fact that you can use crumble blocks however you want once you obtain a certain item.. I also like that missiles were changed to "shotgun shells" and supers were changed to "sticky grenades" but other than that, the hack doesn't hold up as well as the first 2 but that's just my opinion so don't judge me... 5/10 not sure if I'd recommend tbh but play it if you wanna complete the trilogy
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