Super Metroid: Kraid Challenge | ||
Release date: Oct 18, 2014 |
Author: jailsonmendes
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Genre: Challenge [?] Game: |
Difficulty: Expert [?]
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Average runtime:
0:10 Average collection: 2% |
Read Me: [None] |
Forum Thread: [None] |
Rating:
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Description
Go To brinstar And defeat Kraid.
Warning: most annoying battle ever. Have permastucks. Use savestates!
Warning: most annoying battle ever. Have permastucks. Use savestates!
Screenshots
Ratings and Reviews
This hack is a pure mockup of players. It was (unitentionally, I guess) made to make people anrgy. It's a really bad example of challenge hack. No one should make hacks like this.
You can get 5 Missiles and Morphing Ball almost from the start and get your way to Kraid. Sounds not bad for now, right? Well, you can stuck in 2 places in the way to Kraid.
Now for the battle. His HP is unchanged, so you just can hit him 10 times with Missile. And that's incredibly hard. What's the difficult, you're asking? You don't have High Jump Boots, so you must Wall Jump. A lot. A LOT. A LOT!!! You should do so to land on platforms and... these platforms are made of crumble blocks which are also graphically glitched. So you can hit Kraid only when he's going to the left enough, walljump, shoot him to make his mouth open, fall down, wall jump again, fire Missile and just hope that you won't miss. Oh, and I forgot. During this sequence you may be hit by SUDDENLY respawning claw in the top screen. So you must not only walljump, but also think of "don't get hit by claw". Author spent about hour or so to make the whole hack, I guess. But he could spent another hour to find the position of that damn claw and change the single bit to move it a bit and make everyone happy more or less.
Of course, you'll miss a lot of times and fall on spikes a lot, so you'll have to restore the ammo shooting claws and... another surpise. When you need Missile so much, you'll get energy. When you're sufferring from low health and shooting claws in hope to get energy ball just to survive, you often get... NOTHING. When you have enough health and ammo, Kraid is far from you. When Kraid is near to shoot him, you don't have Missiles or having not so much energy to risk. And such things are happening over and over until you finally beat him, lose your life of break your controller (if you even dare to play this). The choice is yours.
The more or less efficient technique that I just discovered is to shoot his belly when he's near, THEN starting walljumping in hope that there are no claws flying above you and shooting to his mouth. Exit is in the Varia Suit room.
You can get 5 Missiles and Morphing Ball almost from the start and get your way to Kraid. Sounds not bad for now, right? Well, you can stuck in 2 places in the way to Kraid.
Now for the battle. His HP is unchanged, so you just can hit him 10 times with Missile. And that's incredibly hard. What's the difficult, you're asking? You don't have High Jump Boots, so you must Wall Jump. A lot. A LOT. A LOT!!! You should do so to land on platforms and... these platforms are made of crumble blocks which are also graphically glitched. So you can hit Kraid only when he's going to the left enough, walljump, shoot him to make his mouth open, fall down, wall jump again, fire Missile and just hope that you won't miss. Oh, and I forgot. During this sequence you may be hit by SUDDENLY respawning claw in the top screen. So you must not only walljump, but also think of "don't get hit by claw". Author spent about hour or so to make the whole hack, I guess. But he could spent another hour to find the position of that damn claw and change the single bit to move it a bit and make everyone happy more or less.
Of course, you'll miss a lot of times and fall on spikes a lot, so you'll have to restore the ammo shooting claws and... another surpise. When you need Missile so much, you'll get energy. When you're sufferring from low health and shooting claws in hope to get energy ball just to survive, you often get... NOTHING. When you have enough health and ammo, Kraid is far from you. When Kraid is near to shoot him, you don't have Missiles or having not so much energy to risk. And such things are happening over and over until you finally beat him, lose your life of break your controller (if you even dare to play this). The choice is yours.
The more or less efficient technique that I just discovered is to shoot his belly when he's near, THEN starting walljumping in hope that there are no claws flying above you and shooting to his mouth. Exit is in the Varia Suit room.
Any hack author that completes a hack KNOWING that there are perma-stucks in it (and does nothing to fix it/is content with them) is one who clearly didn't try very hard to make it (Unless it's a contest hack).
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''.
Knowingly leaving permastucks in is an instant 1-orb rating. It's what you would expect from the author though.
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