Super Metroid: HISHE | ||
Release date: Jan 27, 2014 |
Author: Scyzer
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Genre: Unknown [?] Game: |
Difficulty: Unknown [?]
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Average runtime:
0:01 Average collection: 30% |
Read Me: [None] |
Forum Thread: [None] |
Rating:
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Description
How Super Metroid should have ended.
Screenshots
Ratings and Reviews
Can you say "instant gratification"?
Nice alternate ending.
10/10 IGN
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''.
How it should have ended. Enough said.
Great story, great game-play. -IGN
I Play The Version 1.0
Great time waster with a nice alternative ending.
Best hack ever, period
The plot in this makes a lot more sense than the plot in super metroid. Why on earth would you find the metroid and just leave it there on the ground for what seems like an eternity until ridley shows up?
No, the plot in this doesn't make more sense than the plot in Super Metroid. Ceres is supposed to be under attack. There are dead bodies and broken glasses and yet no sign of Space Pirates. No alarm's going on, nothing. So what, they've just attacked Ceres, could not find the baby metroid, gave up and left ? Or were they afraid of Samus ? In both cases, that's pretty stupid, probably even more concerning than the fact Samus lost all of her upgrades from Metroid II SOMEHOW. How it should have ended should be Samus utterly wiping Ridley out with her arsenal, grab the baby metroid then leave.
it can be applied over jaspinomda cristener (not hard version)
THEY DIDN'T EVEN REMOVE THE DEMOS
THEY DIDN'T EVEN REMOVE THE DEMOS
Fixes some of the plot holes of Super Metroid.
In the Vanilla game Samus isn't gone 5 minutes and Ceres is a lost cause. The Federation's security certainly is inept but clearly Samus should be a little quicker than Nintendo gave her credit in Metroid 3. I'm glad she got her moment here because it's about time.
Spoilers ahead:
In 1994 it bothered me to see Ridley come back so soon when it would only be 23 years and his triumphant return would be properly retconned in the highly canonical Samus Returns. This version of Ceres is thankfully absent the tired and admittedly problematic shoe-horning of a Ridley fight just for fan-service. (We already faced him a few hours ago on SR-388. Give me a break.)
This choice to remove Ridley allows the story to breathe and makes the inevitable
and exciting showdown on the Bottle Ship to be so much more impactful.
You can actually go back up the elevator, a clearly missed opportunity in 1994.
In the Vanilla game Samus isn't gone 5 minutes and Ceres is a lost cause. The Federation's security certainly is inept but clearly Samus should be a little quicker than Nintendo gave her credit in Metroid 3. I'm glad she got her moment here because it's about time.
Spoilers ahead:
In 1994 it bothered me to see Ridley come back so soon when it would only be 23 years and his triumphant return would be properly retconned in the highly canonical Samus Returns. This version of Ceres is thankfully absent the tired and admittedly problematic shoe-horning of a Ridley fight just for fan-service. (We already faced him a few hours ago on SR-388. Give me a break.)
This choice to remove Ridley allows the story to breathe and makes the inevitable
and exciting showdown on the Bottle Ship to be so much more impactful.
You can actually go back up the elevator, a clearly missed opportunity in 1994.
A touching story for love, regret, and redemption.
Contrary to Aran;Jaeger's review, there is an animal to be saved.
Docking a point off of this because it made me realize that the doorway for the Ceres Metroid room is one tile less long than any other door in the game.
Also, the hack incorrectly reports your collection percentage in the end screen for some reason. This isn't a major flaw, but I thought it was worth pointing out.
Recommended.
Contrary to Aran;Jaeger's review, there is an animal to be saved.
Docking a point off of this because it made me realize that the doorway for the Ceres Metroid room is one tile less long than any other door in the game.
Also, the hack incorrectly reports your collection percentage in the end screen for some reason. This isn't a major flaw, but I thought it was worth pointing out.
Recommended.
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