Exia | ||
Release date: Apr 27, 2008 |
Author: Acheron |
|
Genre: Challenge [?] Game: ![]() |
Difficulty: Expert [?]
|
Average runtime:
0:26 Average collection: 7% |
Read Me: [None] |
Forum Thread: [None] |
Rating:
![]() ![]() ![]() ![]() ![]() |
Description
Welcome to Exia.
Screenshots


Ratings and Reviews
A savestate-heavy grappling beam challenge with a pretty new graphics set. Not much more to say.
Echoing Bloodsonic, Exia is a fun little challenge hack, requiring lots of grappling and pretty heavy savestate abuse. It has a lot of cool features that make it a really fun thing to play once or twice, but you probably won't be coming back to it after that. Even with that aside, the hack has enough fun stuff and interesting puzzles to warrant a playthrough.
No animals to be saved.
Quick Summary of the meaning of my SM hack ratings:
5 orbs: SM hacks within the 80% to 100% (90% ± 10%) range of perceived perfection; SM hacks for outstanding wholesome playing experiences and at most minor inconveniences.
4 orbs: SM hacks within the 60% to 80% (70% ± 10%) range of perceived perfection; Well done SM hacks with noticeable design problems.
3 orbs: SM hacks within the 40% to 60% (50% ± 10%) range of perceived perfection; Normal decent average SM hacks.
2 orbs: SM hacks within the 20% to 40% (30% ± 10%) range of perceived perfection; Overall messy, confusing, or punishing SM hacks with some upsides.
1 orb : SM hacks within the 00% to 20% (10% ± 10%) range of perceived perfection; Ruthlessly unplayable, broken, or barely from the original game changed SM hacks.
Judgement parameters summary:
° Creative ideas and features, polished design, how enjoyable and fun the hack can be, lack of hard to find or cryptic required game elements, the difficulty, and if the hack can be finished without major guides or tools.
° Note that the length of a SM hack will not necessarily contribute to my rating of the SM hack, since instead the averaged out experience over the whole hack will be taken into account to get a relative comparison between SM hacks.
° Besides this, lack of impactful changes from the original SM game also went into the evaluation of SM hacks (otherwise one may consider them among the 3 stars hacks) as follows: Ultimately, for my ratings I consider a situation in which an SM enthusiast that already has, knows about and is familiar with the original game and its prominent mechanics could only choose 1 new SM hack to play and thus would really want to make sure he/she will get a fresh and fantastic experience or journey out of his/her 1 choice.
The goal of all these SM hack ratings is so that rather new players have an overview of the whole spectrum of SM hacks and how to sort them in, in relation to each other, where SM hacks that are rated lower might still be enjoyable for more experienced players.
Finally, sometimes for SM hacks it can be relevant that they may be significantly more enjoyable from a player standpoint at which the player is well practiced and familiarized with Super Metroid's game mechanics in general, and that in particular some of the best SM hacks may not be the outright best first SM hack choices to play otherwise because of this, and for beginner SM hack players this typically steers the best first SM hack choices towards some of the SM hacks that I rated with 4 orbs instead of 5.
Rating for some hacks may be off by 1 Star, but arguably not more, and ratings are not attempted to be provided within the precision of ''half orbs''.
Quick Summary of the meaning of my SM hack ratings:
5 orbs: SM hacks within the 80% to 100% (90% ± 10%) range of perceived perfection; SM hacks for outstanding wholesome playing experiences and at most minor inconveniences.
4 orbs: SM hacks within the 60% to 80% (70% ± 10%) range of perceived perfection; Well done SM hacks with noticeable design problems.
3 orbs: SM hacks within the 40% to 60% (50% ± 10%) range of perceived perfection; Normal decent average SM hacks.
2 orbs: SM hacks within the 20% to 40% (30% ± 10%) range of perceived perfection; Overall messy, confusing, or punishing SM hacks with some upsides.
1 orb : SM hacks within the 00% to 20% (10% ± 10%) range of perceived perfection; Ruthlessly unplayable, broken, or barely from the original game changed SM hacks.
Judgement parameters summary:
° Creative ideas and features, polished design, how enjoyable and fun the hack can be, lack of hard to find or cryptic required game elements, the difficulty, and if the hack can be finished without major guides or tools.
° Note that the length of a SM hack will not necessarily contribute to my rating of the SM hack, since instead the averaged out experience over the whole hack will be taken into account to get a relative comparison between SM hacks.
° Besides this, lack of impactful changes from the original SM game also went into the evaluation of SM hacks (otherwise one may consider them among the 3 stars hacks) as follows: Ultimately, for my ratings I consider a situation in which an SM enthusiast that already has, knows about and is familiar with the original game and its prominent mechanics could only choose 1 new SM hack to play and thus would really want to make sure he/she will get a fresh and fantastic experience or journey out of his/her 1 choice.
The goal of all these SM hack ratings is so that rather new players have an overview of the whole spectrum of SM hacks and how to sort them in, in relation to each other, where SM hacks that are rated lower might still be enjoyable for more experienced players.
Finally, sometimes for SM hacks it can be relevant that they may be significantly more enjoyable from a player standpoint at which the player is well practiced and familiarized with Super Metroid's game mechanics in general, and that in particular some of the best SM hacks may not be the outright best first SM hack choices to play otherwise because of this, and for beginner SM hack players this typically steers the best first SM hack choices towards some of the SM hacks that I rated with 4 orbs instead of 5.
Rating for some hacks may be off by 1 Star, but arguably not more, and ratings are not attempted to be provided within the precision of ''half orbs''.
I Play The Version 1.0
Why did I play this again? It's just a grapple beam challenge and I don't even like grappling. It has nice graphics but the map layout doesn't leave much room for immersion and only serves its purpose as posing a challenge.
It has some fun moments but also a few that were more frustrating than anything. The one section with the blue and red tiles that had the smiley face at the end had me just damage boost through it because I had no idea how to do it otherwise. Maybe that's what you're supposed to do? The snail section was just kinda dumb but inoffensive. Most of the grapple sections were fun as was the boostball, although it went on a little long. I didn't like the cryptic stuff, like the gate, the hidden blocks on the zoomers, and the item for the last section, as they just seemed out of place. I did use a save state on the damage boost area and on the tripper section after getting annoyed but they aren't necessary. They will likely make the experience more tolerable in areas. This was interesting as a short challenge, even if it's not all that great either.
You must login to rate this hack
NOTE: If you are sent to the forum after logging in here, please try manually logging out, returning to this page, and logging in again. You may also have to clear your browser's cookies. Sorry.