ZeniDemo
Release date: Apr 20, 2025
Author: ZillionZeni
Download: bps file (129 downloads)
Genre: Incomplete [?]
Game: SM
Difficulty: Vanilla [?]
Average runtime: 0:00
Average collection: 0%
Read Me: [None]
Forum Thread: Release Thread
Rating: Pending
Description
This is a demo of a WIP hack. I spent a few months learning to hack Super Metroid, but now I want to go back over and remake the old rooms, so I'm halfway starting over. I have a couple dozen rooms that make a decent demo, so I figured I'd share.

Items to collect:
Morph Ball
Charge Beam
Missiles if you sequence break
Energy Tank
Energy Tank Part

I recommend playing with an emulator that has an enabled rewind feature and maybe savestates since the save system is still broken in this version.
All main doors are working, but there are still some broken doors and one bottomless pit (kudos if you can find them).
The demo "ends" by dropping from a morph ball tunnel into spikes (bottom of room in unfinished in this version).

Known bugs:
Halfway entering elevators will trap Samus. Keep all hands and feet inside the elevator to avoid.
The computer terminal message boxes are messed up. I'm not sure why they are messed up in this build, but they aren't relevant for the demo anyway
Accidentally made a roof run in Ventilation Shaft, but there are no warp pipes to be found so don't bother going up there.
Kraid's Bathhaus room (1st screenshot) can trap Samus in the water if you reach it before getting morph ball
Screenshots
Screenshot Screenshot Screenshot Screenshot
Ratings and Reviews
By Kirarin on May 03, 2025 (Star Star Star Star Star )
No completion stats.
Aside most stuff the creator is aware is broken, the hack is well build (for the most part). Slopes are done correctly, no permastucks or potential softlocks that I noticed.


I liked the usage of "nests" or "silks" that damage you (that stuff worked great in Super Gachatroid). Most damage hazards were quite balanced, and this was done better than most hacks that just shove spikes at you and call it the day. Interacting with the room to make passages or bridges was also a great idea.


There's some items that are messed up, that there's a popup if you get them, like Bombs and X-Ray, but you get nothing (no fanfare music, but they take as long for the popup to go away). Maybe that's what the creator referred to computer terminal message boxes.

Speaking of bombs, if I saw correctly, they were broken down in two parts, like the e-tank parts. Please don't have the idea to break e-tanks in halves. It worked in Super Duper because you could do some hellruns, so having more e-tanks around was nice (I do prefer health stations tho), but anywhere else it just adds item bloat.

Speaking of stuff not to do: cannot unmmorph in somes places where you could normally unmorph inbetween morph tunnels. Of all the good stuff Mission Rescue has, please don't get the bad ones.


For the elevators, check SM Unknown or Vengeance SE (I think it was one of them) and Super Gachatroid. They do elevators and are quite fast. They flow better for me, and are less buggy.


For the subjective stuff, I liked the room where the lightning was on and off, like mimmicking the effect of the fireflies. But I disliked how much of the hack was dark. It was quite hard to see, and with vanilla's pallets and the current level design (like some rooms being hard to distinguish room and background) this stands out in a bad way. I do recommend checking out stuff related to color theory and check some hacks gameplays to see what meshes well and what doesn't.


If this was released as it is (not saying it's an ongoing game) I'd probably rank it 1 orb lower since there's broken stuff and the level design is disjoined at places, but since this is more like a demo I won't be too harsh on it.

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