Super Junkoid | ||
Release date: Aug 21, 2023 |
Author: P. Yoshi |
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Genre: Exploration [?] Game: |
Difficulty: Vanilla [?]
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Average runtime:
3:59 Average collection: 96% |
Read Me: [None] |
Forum Thread: Forum Thread |
Rating:
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Description
Trapped in a twisted dream where she is revered as a goddess, Junko must face the horrifying serpent that worships her.
Screenshots
Ratings and Reviews
amazing tilesets, boss and enemy resprites, reworked items, and story. no spoiling from me, just play this hack.
My item collection percentage should be a good indicator of this hack's quality. I just wanted to keep exploring and finding everything, like I would with any good Metroid-like game. This one surprised me constantly, never got frustrating and gets a full recommendation from me.
As beta tester of this hack, I can equally say that this hack is a must-play. A completely new experience awaits you here.
Great hack, cool atmosphere and impressive custom graphics.
Every area was conceived with care and progression was well thought overall.
I hesitated between 4 and 5 stars but i'll stay on 4 because I think it lacks some things the greatest hacks have.
Level design is good but basic, resulting in some rooms feeling empty or repetitive. I didn't find any possibility of sequence break, and the fact that the maps reveal all the treasure makes exploration a little too easy and not very rewarding.
The new mechanics were a good surprise but most aren't exploited enough to be interesting IMO.
That being said, it was a very refreshing experience and very good game overall.
Highly recommended.
Every area was conceived with care and progression was well thought overall.
I hesitated between 4 and 5 stars but i'll stay on 4 because I think it lacks some things the greatest hacks have.
Level design is good but basic, resulting in some rooms feeling empty or repetitive. I didn't find any possibility of sequence break, and the fact that the maps reveal all the treasure makes exploration a little too easy and not very rewarding.
The new mechanics were a good surprise but most aren't exploited enough to be interesting IMO.
That being said, it was a very refreshing experience and very good game overall.
Highly recommended.
This hack lives up to its name: it is Junkoid, but Super. Nearly all of the ingredients of the original are here: sensible room design that eschews unnecessary complexity; dreamlike landscapes that juxtapose the fanciful and the mundane and the horrifying; elegant, nonlinear design with multiple viable routes; and silent meditations on the various horrors that come from existing as a woman in the waking world.
Even though this hack only took me three and a half hours according to the in-game timer, it personally felt like this hack was twice as long as that (in a good way). A lot happens in its short runtime. Perhaps a couple ideas could have stood to be more thoroughly elaborated on, but what's there is quite strong.
I do wish that there could have been some nods to Mindflower's soundtrack for Junkoid 1, but with SNES music hacking/composition being as tough as it is, I understand the why that wasn't the case.
Highly recommended. The only caveats I have, with regards to recommending this to a general audience, are the walljumping requirement and the amount of suitless underwater platforming in the critical path.
Even though this hack only took me three and a half hours according to the in-game timer, it personally felt like this hack was twice as long as that (in a good way). A lot happens in its short runtime. Perhaps a couple ideas could have stood to be more thoroughly elaborated on, but what's there is quite strong.
I do wish that there could have been some nods to Mindflower's soundtrack for Junkoid 1, but with SNES music hacking/composition being as tough as it is, I understand the why that wasn't the case.
Highly recommended. The only caveats I have, with regards to recommending this to a general audience, are the walljumping requirement and the amount of suitless underwater platforming in the critical path.
It's a great hack. Despite familiarity it's even crossing "hack of sm" -> original game barrier.
I started playing knowing very little about the hack, only seen some development screenshots and it looked super cute.
Did I enjoy playing it? Yes. All of it.
Would I have played it if I knew genre/themes beforeand? No.
Do I want to keep thinking about some parts of it. No. Even tho I want and will replay it. Just focusing on mechanics.
Give this a try, and don't be afraid to stop, turn around and leave an area if it's making you feel uncomfortable. Maybe come back later, maybe just explore other places and quit the game unfinished.
I started playing knowing very little about the hack, only seen some development screenshots and it looked super cute.
Did I enjoy playing it? Yes. All of it.
Would I have played it if I knew genre/themes beforeand? No.
Do I want to keep thinking about some parts of it. No. Even tho I want and will replay it. Just focusing on mechanics.
Give this a try, and don't be afraid to stop, turn around and leave an area if it's making you feel uncomfortable. Maybe come back later, maybe just explore other places and quit the game unfinished.
Incredible hack, there's a lot to talk about but everything I want to say falls into spoiler territory.
The custom gfx sets a dark vibe from start to finish. It's quintessential horrortroid.
Experience this one at night.
The custom gfx sets a dark vibe from start to finish. It's quintessential horrortroid.
Experience this one at night.
The first hack I've ever 100%ed. Perfect length, perfect difficulty, fantastic blend of similarity to Super Metroid and unique & unexpected original content. Superb, a must play.
This was a really fantastic experience. I'll start by saying that the world felt divergent in terms of progress. I took one path but I'm pretty sure once a key item was obtained there is a fork that very elegantly would have led me to the same place, a well designed hub that allowed revisiting the other prong OR going forward into dangerous territory early. I took the challenge and got rewarded in terms of items and a very satisfying but still fresh vanilla homage. My pathing choice allowed for tons of exploration, I saw every area after only knocking out one major boss, which is a very fun option.
There was so much creative world building the entire time, using the environment to lead the player through the hacker's vision of a fitful nightmare. The pacing of the hack was good, with each area feeling like it's own adventure and not overstaying its welcome. The visuals are top notch with creative use of heat waves and glow effects, custom and remixed tilesets, careful color and lighting choices, polish on the HUD and pause screen, but MOST of all the hugely detailed sprite art overhauls. This hack is inspiringly crafted, I was in awe from beginning to end, and I would recommend it to all players.
It's not worth an orb off or anything, but getting 100% was extremely easy. It was pretty clear that the author did not want a glut of items, nor a great deal of backtracking just to find ammo, which is a fine choice, but that does mean very few gates or puzzles pose a challenge beyond seeing the tiling hint for a hidden passageway. By the end of the hack I felt like I was just ducking in and out of very interesting rooms but not using any of my tools any more, occasionally bombs, maybe speed booster, but often simply morph. Perhaps this was the most appropriate choice for a hack that wants to be as richly symbolic and thoughtful, an easy adventure so as not to distract from its purpose.
There was so much creative world building the entire time, using the environment to lead the player through the hacker's vision of a fitful nightmare. The pacing of the hack was good, with each area feeling like it's own adventure and not overstaying its welcome. The visuals are top notch with creative use of heat waves and glow effects, custom and remixed tilesets, careful color and lighting choices, polish on the HUD and pause screen, but MOST of all the hugely detailed sprite art overhauls. This hack is inspiringly crafted, I was in awe from beginning to end, and I would recommend it to all players.
It's not worth an orb off or anything, but getting 100% was extremely easy. It was pretty clear that the author did not want a glut of items, nor a great deal of backtracking just to find ammo, which is a fine choice, but that does mean very few gates or puzzles pose a challenge beyond seeing the tiling hint for a hidden passageway. By the end of the hack I felt like I was just ducking in and out of very interesting rooms but not using any of my tools any more, occasionally bombs, maybe speed booster, but often simply morph. Perhaps this was the most appropriate choice for a hack that wants to be as richly symbolic and thoughtful, an easy adventure so as not to distract from its purpose.
Very unique and creative hack.
This was done on version 1.0
Boy was this hack ablast to play, the Grphics were well done and I loved the resprites that the major bosses had, absolutely recommend playing this
Boy was this hack ablast to play, the Grphics were well done and I loved the resprites that the major bosses had, absolutely recommend playing this
Played on Version 1.1
The overall gameplay is similar to the already enjoyable Super Metroid, but added a twist with exciting new items that provides a nuanced experience apart from the base game. Items such as the Rat Dasher and Rat Cloak make for an exciting and fast paced speedy platforming for a game that contains mostly horizontal corridors. As I played through the game, I felt that some items such as the wave bangle were not very memorable and had little use in the game. I still give props to the uniqueness of the items in this game.
The map I felt was well constructed for a non-linear metroidvania. It is fun to explore every room in the game and to unlock new maps that reveal hidden locations for items. It is simply a blessing for the average completionist.
The overall plot of the game was short and simple but a very fascinating attempt at using a Shojo story structure that uses a very horror like theme. The art style also reflects on this and the author did a wonderful job at creating this world based on the girl "Junko" who has been put into a deep sleep and must defeat her worshipping nemesis in order to wake up from her dream.
The musical composition fits well environmentally in each of the different rooms. Many were from video game classics such as Super Castlevania and Metroid Prime 2. Although the sounds were great, I wish there was more sounds that take a nod on Mindflower's compositions from Junkoid 1. I would like to hear a SNES rendition of those tracks or original compositions that follow that style. Otherwise the music is great.
Conclusively, the game is very easy to pick up and I highly recommend to every player, especially completionists. This is a very high quality hack and very enjoyable to play.
The overall gameplay is similar to the already enjoyable Super Metroid, but added a twist with exciting new items that provides a nuanced experience apart from the base game. Items such as the Rat Dasher and Rat Cloak make for an exciting and fast paced speedy platforming for a game that contains mostly horizontal corridors. As I played through the game, I felt that some items such as the wave bangle were not very memorable and had little use in the game. I still give props to the uniqueness of the items in this game.
The map I felt was well constructed for a non-linear metroidvania. It is fun to explore every room in the game and to unlock new maps that reveal hidden locations for items. It is simply a blessing for the average completionist.
The overall plot of the game was short and simple but a very fascinating attempt at using a Shojo story structure that uses a very horror like theme. The art style also reflects on this and the author did a wonderful job at creating this world based on the girl "Junko" who has been put into a deep sleep and must defeat her worshipping nemesis in order to wake up from her dream.
The musical composition fits well environmentally in each of the different rooms. Many were from video game classics such as Super Castlevania and Metroid Prime 2. Although the sounds were great, I wish there was more sounds that take a nod on Mindflower's compositions from Junkoid 1. I would like to hear a SNES rendition of those tracks or original compositions that follow that style. Otherwise the music is great.
Conclusively, the game is very easy to pick up and I highly recommend to every player, especially completionists. This is a very high quality hack and very enjoyable to play.
My first 100% in Metroid, havent even 100% vanilla I think :')
We could say this is a total convertion mod, well it is visually,
good surprise how it was not only unique in graphic, but also in gameplay and context,
I dont like writing grocery list goods and bads, but I started taking notes while playing,
Those are small and I dont think they detract from this masterpiece
Good:
-Horror and some visuals are adult but doesnt go overboard
-The total conversion graphically is simply a thing of beauty and this is what I want from a metroid hack, its exploring a new world that is unique, its nailed there even if its not metroid
-Various combat arenas are really good to pace the exploration heavy gameplay
-Contextuals environments and the grounded proping are really refreshing instead of just caves and alien plants of most vanilla tilesets
-Locals are also really moody and the custom spriteworks is well made
-Nice different statues for the specific item, love those kind of things
-UI is amazing, not too far from SM and simple to read
-Thank you for having the story telling in environments, reading is for items description etc., it really made an already immersive experience even more strong
-Good use of SM engine effects and layering ideas
-Really nice differences of gameplay of the two different forms of Junko
-Thanks for limiting the number of times I must press select to reach the last HUD icon ;)
-Really few lag is really appreciated
Less good:
-All ceiling slopes broken
-Some rooms have beautifull BG and others have no BG at all
-Some area like Idol area feel less worked on than Outskirts which looked so so GUD
-Pedestral save hard to know, need to read readme to know
-HP recovery at save should be instant like in Subversion or Prime
-Music in Blood Bethel doesnt fit at all the horror mood of the place
-Wave Bangle should have more uses through the game
-Bit redondant having the hyper beam and magic be the exact same thing, but its only at the end
-The game focus alot on exploration and combat areas but not much on rooms challenges to make use of your abilities, but I really really love the exploration in this, its not hard and well telegraphed so it solves mostly the "bomb this random wall" for completitionists. I still think its good to have a hack focusing on exploration and delivering a world that you really really want to explore
It interestingly has not much in common with Metroid, but it is insanly good,
overall this was a wonderful experience and might be my favorite,
I didnt mind the backtracking or getting boored, cause as said above, the world was so interesting to explore and unique to the author vision, the game is also the right size to properly finish and deliver its superb experience
We could say this is a total convertion mod, well it is visually,
good surprise how it was not only unique in graphic, but also in gameplay and context,
I dont like writing grocery list goods and bads, but I started taking notes while playing,
Those are small and I dont think they detract from this masterpiece
Good:
-Horror and some visuals are adult but doesnt go overboard
-The total conversion graphically is simply a thing of beauty and this is what I want from a metroid hack, its exploring a new world that is unique, its nailed there even if its not metroid
-Various combat arenas are really good to pace the exploration heavy gameplay
-Contextuals environments and the grounded proping are really refreshing instead of just caves and alien plants of most vanilla tilesets
-Locals are also really moody and the custom spriteworks is well made
-Nice different statues for the specific item, love those kind of things
-UI is amazing, not too far from SM and simple to read
-Thank you for having the story telling in environments, reading is for items description etc., it really made an already immersive experience even more strong
-Good use of SM engine effects and layering ideas
-Really nice differences of gameplay of the two different forms of Junko
-Thanks for limiting the number of times I must press select to reach the last HUD icon ;)
-Really few lag is really appreciated
Less good:
-All ceiling slopes broken
-Some rooms have beautifull BG and others have no BG at all
-Some area like Idol area feel less worked on than Outskirts which looked so so GUD
-Pedestral save hard to know, need to read readme to know
-HP recovery at save should be instant like in Subversion or Prime
-Music in Blood Bethel doesnt fit at all the horror mood of the place
-Wave Bangle should have more uses through the game
-Bit redondant having the hyper beam and magic be the exact same thing, but its only at the end
-The game focus alot on exploration and combat areas but not much on rooms challenges to make use of your abilities, but I really really love the exploration in this, its not hard and well telegraphed so it solves mostly the "bomb this random wall" for completitionists. I still think its good to have a hack focusing on exploration and delivering a world that you really really want to explore
It interestingly has not much in common with Metroid, but it is insanly good,
overall this was a wonderful experience and might be my favorite,
I didnt mind the backtracking or getting boored, cause as said above, the world was so interesting to explore and unique to the author vision, the game is also the right size to properly finish and deliver its superb experience
Easily the most creative hack I've played. Given other hacks that exist, this is saying an awful lot. From all the custom sprite work and assets, to the overall world, and power-ups/progression, this game hits all notes just about as perfectly as one could hope a Metroidvania, rom hack or not, would.
If there's only one nitpick I have, it's one particular attack that isn't very well telegraphed, making it very difficult to avoid, which also makes possible any% runs harder than anything (won't elaborate, because I dare not spoil a single thing). Outside of that, I thoroughly enjoyed this hack, and had the most fun with this since Subversion, and V I T A L I T Y before that, and Escape II before that.
I couldn't recommend this anymore than I already am. If macabre and dark/gory visuals isn't your thing, this MAY not be your cup of tea, however. Easily a 5/5, I'd give it a 6, if I could. Great job on this hack. The work poured into this really shows.
If there's only one nitpick I have, it's one particular attack that isn't very well telegraphed, making it very difficult to avoid, which also makes possible any% runs harder than anything (won't elaborate, because I dare not spoil a single thing). Outside of that, I thoroughly enjoyed this hack, and had the most fun with this since Subversion, and V I T A L I T Y before that, and Escape II before that.
I couldn't recommend this anymore than I already am. If macabre and dark/gory visuals isn't your thing, this MAY not be your cup of tea, however. Easily a 5/5, I'd give it a 6, if I could. Great job on this hack. The work poured into this really shows.
It's exceptional. The only issue I noticed is some familiarity with areas from the original game. Great graphics, interesting new mechanics, and greatly changed power ups make this a stand out experience. If the level design was a little less derivative of the source material I'd be tempted to call this more of an original game using the SM engine than a hack. A fantastic sequel to a great Nestroid hack i now have to wonder if we ever get sequels in the ZM/Fusion engine or even Metroid 2. My favourite game keeps giving because of these wonderful efforts and it can't say thanks enough for it. Every Metroid fan should play this.
Almost everything I could say has already been said. This is stunning. This leaves an impression. The critical points of the reviews are fair, once you get the map every secret is marked, it's a little on the easy side of the ledger. I would have liked a first play to reasonably take over four hours. But this is an amazing vision, an incredible achievement. I can't give it less than five orbs.
This is excellent.
Now I just have to find the remaining Boss.
Now I just have to find the remaining Boss.
Very good hack with tons of different upgrades and open route trough game.
Hack of the year by a landslide. For me, it's also the best hack since Vitality, easily. It's not super long (which I guess would be a turn off to some people), but not short. It's not linear at all, easy to sequence break and get some nice upgrades. Being nonlinear, and with the Outskirts connecting to the other regions, and most regions being interconnected with each other, you might enter an area from an entrance you weren't supposed to take, changing the difficulty/items you might experience.
The custom assets, new enemy sprites, attacks, the Rat, Junko herself, the bosses, the custom gfx sets... Everything is awesome. It's amazing how the author did this in a bit more than an year, breaking new records in the community. No hack brought so much to SM in terms of design as Junktroid did. It feels a different game that just happens to use SM gameplay.
I rarely go for 100% in SM romhacks, because most don't feel rewarding, or the hack is easy, but to achieve 100% I have to go way out of my way, there's an annoying puzzle, you need to do frame perfect tricks, items are super hidden with no clue how to get them, or a combination of two or more of those. Adding to most hacks being linear/not having waypoints, hubs or being a chore (capital sin that Subversion made, for example), 9/10 it's never worth it to 100% hacks for me. But Super Junktroid was well worth it.
Adding to the interesting item order, new upgrades, areas, boss designs made the experience flesh, amazing soundtrack... I could go on and on with the praises, the hack deserves it. Best hack I played so far alongside Vitality, which has a more "purist" SM experience. The only thing I could see Super Junktroid improving is adding just a little more text for lore (which I already loved the hack's theme). I know the author could do so, because in one of the areas it used the Frog NPC to bring a textbox. Maybe if that occurred once or twice more, or a bit of lore when you checked the map.
Regardless, awesome hack. Good luck to anyone trying to make something better after this one. And #junkoisthebestwaifu
The custom assets, new enemy sprites, attacks, the Rat, Junko herself, the bosses, the custom gfx sets... Everything is awesome. It's amazing how the author did this in a bit more than an year, breaking new records in the community. No hack brought so much to SM in terms of design as Junktroid did. It feels a different game that just happens to use SM gameplay.
I rarely go for 100% in SM romhacks, because most don't feel rewarding, or the hack is easy, but to achieve 100% I have to go way out of my way, there's an annoying puzzle, you need to do frame perfect tricks, items are super hidden with no clue how to get them, or a combination of two or more of those. Adding to most hacks being linear/not having waypoints, hubs or being a chore (capital sin that Subversion made, for example), 9/10 it's never worth it to 100% hacks for me. But Super Junktroid was well worth it.
Adding to the interesting item order, new upgrades, areas, boss designs made the experience flesh, amazing soundtrack... I could go on and on with the praises, the hack deserves it. Best hack I played so far alongside Vitality, which has a more "purist" SM experience. The only thing I could see Super Junktroid improving is adding just a little more text for lore (which I already loved the hack's theme). I know the author could do so, because in one of the areas it used the Frog NPC to bring a textbox. Maybe if that occurred once or twice more, or a bit of lore when you checked the map.
Regardless, awesome hack. Good luck to anyone trying to make something better after this one. And #junkoisthebestwaifu
Bravo sir! This was amazing and an inspiration. Keep it up!
We've pretty much gotten to the point that I can't pinpoint what would be "the most ambitious hack yet."
Hyper, Redesign, and Phazon Hack doubled the size of the original Zebes. Phazon, Super Zero Mission, Ascent, (and countless smaller hacks) reskinned all of Super. Digital Mantra's hacks repurposed the original assets to be near unrecognizable.
In the graphics category, I really believe this one to be the most ambitious Super Metroid hack to date. Yoshi could easily take these assets and use them in a different game engine. (The closest comparison I can think of would be what the Sicari Remastered hacks at SMWCentral did for Super Mario World.)
What follows afterward contains spoilers:
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Level design and item progression felt organic and fun. The graphics were cute and exceptionally well done. I encountered a few glitches in 1.0, but they were well-documented and fixed in the latest revision.
Beyond that the platforming and exploration was top-notch. I never got the aimless frustration I often get with some 5 star hacks with feeling stuck or being unsure where to go.
I wasn't the biggest fan of some of the body horror/adult themes, (it actually came across as more disturbing than what VITALITY had, I guess in contrast to the cute art style.)
That being said, the music and melancholy level sections were exceptionally well-executed. It really made you feel you had to stop at nothing to defeat this all-consuming, evil power.
The map graphics were gorgeous. The HUD and item select screen were completely overhauled. No stone was left unturned to make this feel like an entirely separate game. There were some very cool ASM tweaks to a few items to make them behave different from Super Metroid.
Deep Purple was probably my favorite area.
Killing the final boss was satisfying as it really felt like you were punishing the evil entity for all the suffering it caused you and the innocent victims in this shadow world.
Hyper, Redesign, and Phazon Hack doubled the size of the original Zebes. Phazon, Super Zero Mission, Ascent, (and countless smaller hacks) reskinned all of Super. Digital Mantra's hacks repurposed the original assets to be near unrecognizable.
In the graphics category, I really believe this one to be the most ambitious Super Metroid hack to date. Yoshi could easily take these assets and use them in a different game engine. (The closest comparison I can think of would be what the Sicari Remastered hacks at SMWCentral did for Super Mario World.)
What follows afterward contains spoilers:
--------------------------------
Level design and item progression felt organic and fun. The graphics were cute and exceptionally well done. I encountered a few glitches in 1.0, but they were well-documented and fixed in the latest revision.
Beyond that the platforming and exploration was top-notch. I never got the aimless frustration I often get with some 5 star hacks with feeling stuck or being unsure where to go.
I wasn't the biggest fan of some of the body horror/adult themes, (it actually came across as more disturbing than what VITALITY had, I guess in contrast to the cute art style.)
That being said, the music and melancholy level sections were exceptionally well-executed. It really made you feel you had to stop at nothing to defeat this all-consuming, evil power.
The map graphics were gorgeous. The HUD and item select screen were completely overhauled. No stone was left unturned to make this feel like an entirely separate game. There were some very cool ASM tweaks to a few items to make them behave different from Super Metroid.
Deep Purple was probably my favorite area.
Killing the final boss was satisfying as it really felt like you were punishing the evil entity for all the suffering it caused you and the innocent victims in this shadow world.
Holy shit, this was amazing! Fantastic hack! Easily 5/5!
Everything is so well done. Great music, great visuals. And I am very happy about the map, so clean and easy to read.
So much custom things, it almost felt like a completely new game.
I also like that re-spin is included.
I did not fully understand the story though, maybe it could have been more clear.
Everything is so well done. Great music, great visuals. And I am very happy about the map, so clean and easy to read.
So much custom things, it almost felt like a completely new game.
I also like that re-spin is included.
I did not fully understand the story though, maybe it could have been more clear.
Wonderful wonderful hack, visuals are incredible, level design and combat are top-notch, and progression is amazing! (Anytime you can go to one area, die, and then decide to go to a different area I am blown away. Makes death feel less like a punishment and more an invitation to try something different) This is one of the most enjoyable hacks I've ever played, right up there with the goats of Vitality and ascent. Highly recommend to any and all.
This is truly the hack of all time.
No, really, you should just stop reading these reviews and give it a play immediately.
Here's the actual review:
This is basically taking Vitality and turning it inside out. No, really, the aesthetics are so good, I bet you can ask like 10 people "What was your favorite area?" and the answers would be different. The visuals, the music are top notch. Actually had given me creeps. Easy to 100% thanks to map QoL changes.
Actually didn't notice for the first 10 minutes that the hitbox is smaller now. Junko is 2 blocks tall instead of 3. The twist on abilities is really in place. The drowning and all that, the rat, changes to the speed mechanics, it's all put very well together. Bravo, just bravo.
No, really, you should just stop reading these reviews and give it a play immediately.
Here's the actual review:
This is basically taking Vitality and turning it inside out. No, really, the aesthetics are so good, I bet you can ask like 10 people "What was your favorite area?" and the answers would be different. The visuals, the music are top notch. Actually had given me creeps. Easy to 100% thanks to map QoL changes.
Actually didn't notice for the first 10 minutes that the hitbox is smaller now. Junko is 2 blocks tall instead of 3. The twist on abilities is really in place. The drowning and all that, the rat, changes to the speed mechanics, it's all put very well together. Bravo, just bravo.
Kinda upset I didn't get 100% but I ran outta places to look, even hidden pathways but I don't really mind since I enjoyed playing this hack.. but anyway, I agree with other reviewers of this hack, it most definitely is the hack of all time and you should DEFINITELY play it.. it's a little different but different is good :) and this hack is really fun to play through.. I can guarantee you that this hack does not disappoint when it comes to gameplay and progression so yeah, go play this hack
Very cool hack. It's the most comprehensive graphical overhaul of SM I've seen, and the visuals are all excellent. Plus it takes the game in a very different thematic direction than most metroidvanias. Everything is really creepy and it all feels very cohesive. It doesn't fundamentally change the mechanics of the game, but it does put a new spin on a lot of abilities like speedbooster, screw attack, and reserves. The world design is very interconnected (I found myself frequently looping back around just from ordinary exploration), which I believe also makes it fairly non-linear in terms of progression.
About the only negative I experienced was a difficulty with refilling ammo in some places, especially early on, because a lot of the basic enemies refuse to drop missiles and especially supers. But the baphomet statues mitigated a lot of that once I realized how they worked. Oh, and it was weird how gauntlet and parlor existed basically unchanged from vanilla, but essentially nothing else.
About the only negative I experienced was a difficulty with refilling ammo in some places, especially early on, because a lot of the basic enemies refuse to drop missiles and especially supers. But the baphomet statues mitigated a lot of that once I realized how they worked. Oh, and it was weird how gauntlet and parlor existed basically unchanged from vanilla, but essentially nothing else.
Not much to say that hasn't been said!
Easily my no. 1 hack.
I did enjoy the little Easter Egg tribute to the current SM Any% WR holder in the Idol area. That was a bit neat to stumble upon!
Easily my no. 1 hack.
I did enjoy the little Easter Egg tribute to the current SM Any% WR holder in the Idol area. That was a bit neat to stumble upon!
Pretty short hack (most of my time spent is just afk time), but definitely sweet. I really like how it shows you where the items are, but also how it sort of keeps you collecting new abilities throughout most of the hack. I love how it feels almost like a whole new game when compared to Super Metroid, but besides all of that, it just feels really well made. Definitely 10/10, I recommend it to everyone.
Deserves all the praise it's gotten!
The overhaul of the visual style and several crucial gameplay changes from SM overall make this feel like a completely different SNES game. The new mechanics all felt innovative and the map design is stellar, with the possibility of multiple intended paths through the game that all feel natural.
It's not an overly long hack, but what is there is tightly designed and excellently executed!
The overhaul of the visual style and several crucial gameplay changes from SM overall make this feel like a completely different SNES game. The new mechanics all felt innovative and the map design is stellar, with the possibility of multiple intended paths through the game that all feel natural.
It's not an overly long hack, but what is there is tightly designed and excellently executed!
I'd love to say that Super Junkoid is not even a Super Metroid hack- that it changes so much about the base game that it can't realistically be considered an extension of it, it is its own game. As true as that feels while you're playing it, it fundamentally feels just like Super to play, from the boss and enemy design, right down some of the most obscure tech.
None of this is a bad thing. Indie games on the steam marketplace that are majorly inspired by one game or genre can be hyper-derivative and still stand entirely on their own. The Messenger is clearly building on Ninja Gaiden, but it is also clearly a distinct work with its own identity, purpose and design goals that make it a different experience.
Super Junkoid seems to come at the problem from the opposite direction. Don't get me wrong- it takes a great many steps to build a unique gameplay experience. It relegates charge beam to an ammo-restricted magic system, gives Junko (the player character) a smaller hitbox than Samus, and remixes a lot of the more iconic elements of Super Metroid into different powerups with distinct purposes.
However, the game really manages to immerse you in its own world with its visuals and its storytelling. It has a completely different tone and atmosphere, and artstyle, with no stones left unturned. Absolutely everything looks completely different, and the game aims to evoke completely different feelings, too.
I think labeling the more shocking parts of Super Junkoid "horror elements" would be kind of an understatement. There are some really fucked up gross things in this hack, but what gets to me about them isn't just the pure shock value, or fear for Junko's well being, it's the psychological implications of what I'm seeing that really mess me up in the moment.
For those of you that have played the game, you'll know what I'm talking about. "Where did all of these come from? Why did they do this to themselves? Who did this to them? Am I one of them?" I totally had the Super Metroid part of my brain shut off while playing this hack, and I think that's why I keep having the temptation to call it a game. It just feels natural to refer to it that way.
As for gameplay, the level design is phenomenal. It's very open, I started a new playthrough recently and my path has not even remotely resembled my first path. Every streamer I've watched play has taken a different path, too. And yet, I never felt lost, or stuck- I was always pressing forward, and completion times for the hack always seem to hover around the 4 hour mark. I think that's a tremendous achievement in design.
The one element I feel is lacking in this hack is sound and music. Every song in the hack I've heard in another hack, which tended to pull me out of the experience for a little while whenever a new song came on. I almost think I'd have been more immersed if it were just vanilla Super Metroid tracks, since those are etched into my mind at this point. Of course, I don't expect a one-person "team" to build an entire soundtrack alongside this complete visual overhaul. That still doesn't change the fact that this is the weakest part of the hack.
It also doesn't bring it down a full orb in score, though, especially considering how excellent the other elements are. Play it, if you somehow still haven't.
None of this is a bad thing. Indie games on the steam marketplace that are majorly inspired by one game or genre can be hyper-derivative and still stand entirely on their own. The Messenger is clearly building on Ninja Gaiden, but it is also clearly a distinct work with its own identity, purpose and design goals that make it a different experience.
Super Junkoid seems to come at the problem from the opposite direction. Don't get me wrong- it takes a great many steps to build a unique gameplay experience. It relegates charge beam to an ammo-restricted magic system, gives Junko (the player character) a smaller hitbox than Samus, and remixes a lot of the more iconic elements of Super Metroid into different powerups with distinct purposes.
However, the game really manages to immerse you in its own world with its visuals and its storytelling. It has a completely different tone and atmosphere, and artstyle, with no stones left unturned. Absolutely everything looks completely different, and the game aims to evoke completely different feelings, too.
I think labeling the more shocking parts of Super Junkoid "horror elements" would be kind of an understatement. There are some really fucked up gross things in this hack, but what gets to me about them isn't just the pure shock value, or fear for Junko's well being, it's the psychological implications of what I'm seeing that really mess me up in the moment.
For those of you that have played the game, you'll know what I'm talking about. "Where did all of these come from? Why did they do this to themselves? Who did this to them? Am I one of them?" I totally had the Super Metroid part of my brain shut off while playing this hack, and I think that's why I keep having the temptation to call it a game. It just feels natural to refer to it that way.
As for gameplay, the level design is phenomenal. It's very open, I started a new playthrough recently and my path has not even remotely resembled my first path. Every streamer I've watched play has taken a different path, too. And yet, I never felt lost, or stuck- I was always pressing forward, and completion times for the hack always seem to hover around the 4 hour mark. I think that's a tremendous achievement in design.
The one element I feel is lacking in this hack is sound and music. Every song in the hack I've heard in another hack, which tended to pull me out of the experience for a little while whenever a new song came on. I almost think I'd have been more immersed if it were just vanilla Super Metroid tracks, since those are etched into my mind at this point. Of course, I don't expect a one-person "team" to build an entire soundtrack alongside this complete visual overhaul. That still doesn't change the fact that this is the weakest part of the hack.
It also doesn't bring it down a full orb in score, though, especially considering how excellent the other elements are. Play it, if you somehow still haven't.
Really great hack, amazing reskin and completely new game feel, story and game progressions is excellent, new twists kept me very interested all the way through in what was next, very polished and complete, professional product that the developer paid a lot attention and effort to flesh out everything.
Game difficulty was easier than original super metroid, but story, theme, new graphics, and map layout was exceptional.
Game difficulty was easier than original super metroid, but story, theme, new graphics, and map layout was exceptional.
The shear level of creativity, artistry, talent and technical knowledge that went into this amazing hack is just hard for a non-artist like myself to wrap my mind around. I have no idea what the root story of the Junko world stemmed from, but this homebrew is among the greatest passion projects I've come across. I can't give enough praise and thanks for this hack, and although unlikely, would love to see a sequel. Highly recommended.
Simply superb. I never stopped being surprised by P. Yoshi's artistic talent. I have to tell the truth, there were times when I felt uncomfortable, but that was no reason to stop playing. 100% recommended.
I wish I could rate this one higher. But I can't. Overall VERY aesthetically pleasing. Great atmosphere, great level design, great items... But VERY sloppy in a lot of aspects. Using the SM soundtrack in parts made it feel like I wasn't playing Junkoid in parts. Lack in changing sound effects. Final boss was an absolute disappointment. (Just a leg with a neck and head...) I felt let down by this, even all the way through the credits with no changes to layout or music. This has a chance to be an amazing hack, with some changes made to it. Would love to try again if updates are ever made!
Does this hack seriously disable the walljump?
Why on earth would anyone do that??
Why on earth would anyone do that??
Honestly, this Hack has met my expectations by not only bothering to add a new map, but also taking the trouble to modify Samus's sprite in the classic Junko, P.Yoshi surprised me with her Pixelart, I also liked the way in which obtaining items is handled, placing it more like a kind of Power ups for obvious reasons.
Highly recommended 11/10
Spoiler Alert: You can get the wall jump somewhere in the game.
Highly recommended 11/10
Spoiler Alert: You can get the wall jump somewhere in the game.
One of the 4 hacks I played that have Barf Mini-Kraid. (I have not completed it yet at the time of writing this review.) The other two being Y-Faster 2 Fast (completed), Retroid (not completed) and Phendrana Frolics (completed).
UPDATE Jan 08, 2024: Kraid != Barf Kraid
UPDATE Jan 11, 2024: 100%-ed as Alice Margatroid.
UPDATE Jan 24, 2024: Turns out that I played YPX up to Ridley, and that hack has Barf Mini-Kraid.
UPDATE Jan 08, 2024: Kraid != Barf Kraid
UPDATE Jan 11, 2024: 100%-ed as Alice Margatroid.
UPDATE Jan 24, 2024: Turns out that I played YPX up to Ridley, and that hack has Barf Mini-Kraid.
You don't get hacks of this quality very often UwU
Last area is a bit disappointing but everything else is stellar.
Recommended.
Last area is a bit disappointing but everything else is stellar.
Recommended.
This Hack is like a New Game, and I liked it for the visuals and atmosphere and the adaptation of upgrades.
I recommend it if you want something new. P.Yoshi Genius
I recommend it if you want something new. P.Yoshi Genius
In short, this hack is fantastic. Oozing in its own style, redesigning the powerups you get in interesting ways that differ it from Super Metroid's arsenal. The bosses are pretty much reskins of the originals but I don't mind, it lets me enjoy the new visuals while already having an understanding of how to beat them.
Definitely will be replaying this one in the future.
Definitely will be replaying this one in the future.
A different Super Metroid experience, but truly a great one. Disarming playful graphics and items combine with haunting and disturbing themes. It's a coming-of-age tale in the Super Metroid engine. It boats open exploration, with only a few moments where I was left puzzled about why certain paths were closed off. Eventually things opened up for me and I found my way. It was an enjoyable first play that holds up on subsequent plays!
A very good hack, but not a perfect hack. Don't get me wrong, there were no problems with playability whatsoever - easier than what I'm accustomed to but that's a great mark to hit for a general all-comers hack like this. It's very approachable, despite containing some visceral themes not suited for consumption by everyone. My problem lies in presentation: it's an entirely ambitious redraw of Super Metroid, but for all intents and purposes you are still hit in the face with how much it is Super Metroid with how it sounds. If P.Yoshi replaced various repeated sound samples with more appropriate variants for his world - shooting, spacejumping, doors, damage - it would absolutely deserve five orbs from me. As it stands, I highly, HIGHLY recommend disabling sound channels 7 and 8 in your local emulator. This will remove the vast majority of immersion breaking sounds while not removing them completely, as they still have a chance to hit channel 6 while 7 and 8 are occupied, and music (most of it stolen from Subversion) remains untouched by disabling those channels. I place less blame on not replacing all of the boss themes since I'm sure changing those out depends on changing samples as well but there would be no argument from me that this is a 5-orber hack if it ever becomes completely custom.
Not much I really need to say about this one. Other people have already explained what's so good about it. I do agree that the final area could have been better (I personally didn't really understand what the plot was about). I was also disappointed by the lack of Screw Attack (Or I guess Death's Scythe). That said, none of these are things that really make the hack not worth playing.
I have to admit, I wasn't super bothered by the moments where it was obvious you're playing Super Metroid. It's literally called "Super Junkoid", so it gave the impression that P.Yoshi wasn't actually trying too hard to make a fully new SNES game, instead leaning into the source material, which I can appreciate.
Also, credit where credit is due for being one of the few hacks where I was actually able to get 100% without a map. This is mostly just because items are labeled on the map even if you haven't visited their map tiles but like, still.
I have to admit, I wasn't super bothered by the moments where it was obvious you're playing Super Metroid. It's literally called "Super Junkoid", so it gave the impression that P.Yoshi wasn't actually trying too hard to make a fully new SNES game, instead leaning into the source material, which I can appreciate.
Also, credit where credit is due for being one of the few hacks where I was actually able to get 100% without a map. This is mostly just because items are labeled on the map even if you haven't visited their map tiles but like, still.
Almost all of the original Junkoid elements are here.
-The world-building is insane, the music picks were great. Super Castlevania IV's Waterfalls theme being one of my favorite themes of all time. YoshiP has a great taste in music.
-I also love the new take on Brinstar Red Soil's theme, with that Prime-Whistle and "organic" sfx patch that felt like breathing or ghostly murmuring.
-The monster and boss re-sprite work is BEAUTIFUL and creepy, similar to VITALITY, but more dark-fantasy oriented.
-The tile-work is also surreal, sometimes very explicit and there are genuine parts that are gonna creep you out, but also wow you. Sort of like French art, hoh hoh hoh hoh.
-Turning the missiles into charge-shot is a brilliant idea. And making shine-spark a consumable item rather than having to speed-boost first is also a great idea - I wish hacks did this more often. Also, the rat is super cute. And so is Junko, in that sort of chibbi way lawl :3
Anyhow, I pin this game up there with VITALITY, Ascent, Subversion... This is top-tier SM hack wizardry. Nice work P.Yoshi!
-The world-building is insane, the music picks were great. Super Castlevania IV's Waterfalls theme being one of my favorite themes of all time. YoshiP has a great taste in music.
-I also love the new take on Brinstar Red Soil's theme, with that Prime-Whistle and "organic" sfx patch that felt like breathing or ghostly murmuring.
-The monster and boss re-sprite work is BEAUTIFUL and creepy, similar to VITALITY, but more dark-fantasy oriented.
-The tile-work is also surreal, sometimes very explicit and there are genuine parts that are gonna creep you out, but also wow you. Sort of like French art, hoh hoh hoh hoh.
-Turning the missiles into charge-shot is a brilliant idea. And making shine-spark a consumable item rather than having to speed-boost first is also a great idea - I wish hacks did this more often. Also, the rat is super cute. And so is Junko, in that sort of chibbi way lawl :3
Anyhow, I pin this game up there with VITALITY, Ascent, Subversion... This is top-tier SM hack wizardry. Nice work P.Yoshi!
So far, this is my favorite Super Metroid hack I've ever played. The custom artwork is incredible, along with the varying palettes in different areas. A few new abilities are introduced, changing up the gameplay somewhat without straying too far from the source material. Difficulty is just about equal to vanilla SM, with some mandatory "heat runs" (underwater segments) and tricky platforming. But it's evened out by always having spring ball once you unlock this game's equivalent of morph ball.
This hack feels like it was made with love, and the amount of attention to detail is astonishing. It makes me want to try more total conversion mods of SM, but I haven't found any full-length ones that are as original as this. Now it's time to wait for Junkoid Prime, I guess.
This hack feels like it was made with love, and the amount of attention to detail is astonishing. It makes me want to try more total conversion mods of SM, but I haven't found any full-length ones that are as original as this. Now it's time to wait for Junkoid Prime, I guess.
This was an amazing hack. It pretty much felt like a new and fresh experience from the game it was hacked from. New interesting takes on powerups really make this feel unique. Though some of the powerups I feel were under utilized, like the wave bangle. Overall the world was amazing to explore and really made me want to finish it.
I would describe this hack on easy to medium level difficulty for the most part. A really fun and relaxing playthrough with only a few parts where I really felt it got hard.
The story of the game told though the world design also really makes me wish for more.
Really hope to see more from this author in the future.
I would describe this hack on easy to medium level difficulty for the most part. A really fun and relaxing playthrough with only a few parts where I really felt it got hard.
The story of the game told though the world design also really makes me wish for more.
Really hope to see more from this author in the future.
This hack is awesome, if you like the overall setting. It is not necessary to play the predecessor Junkoid (M1 hack), although it is also a good hack.
[+] This hack is remarkable for the complete reskin and the completely new items. Be ready for some uncomfortable and gory sprites.
[+] Great world design. The world is well interconnected, the rooms can be navigated seemlessly, making backtracking fun. The world is quite non-linear. You do not need to beat any of the major bosses to get an important item, so you can tackle them when you feel powerful enough. The different areas can be explored to great extend in any order.
[+] Map. Map is clear to read. Map rooms reveal all the items with question marks, so it's no chore to find 100%. If you do not visit the map rooms, the items are still marked on the map if you find them, which is nice.
[+] The difficulty is vanilla, but you should be able to wall jump. The emphasis is more on exploration and atmosphere than on challenge.
[+] This hack is remarkable for the complete reskin and the completely new items. Be ready for some uncomfortable and gory sprites.
[+] Great world design. The world is well interconnected, the rooms can be navigated seemlessly, making backtracking fun. The world is quite non-linear. You do not need to beat any of the major bosses to get an important item, so you can tackle them when you feel powerful enough. The different areas can be explored to great extend in any order.
[+] Map. Map is clear to read. Map rooms reveal all the items with question marks, so it's no chore to find 100%. If you do not visit the map rooms, the items are still marked on the map if you find them, which is nice.
[+] The difficulty is vanilla, but you should be able to wall jump. The emphasis is more on exploration and atmosphere than on challenge.
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