Cosmic's Ratings and Reviews
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Metroid: Lost Chozo by jasinchen [MZM Exploration], rated by Cosmic on Jul 30, 2022 (Star Star Star Star Star )
88% in 6:27
[Watch Video]  
Oh My Fucking God.
This hack has been a WILD ride, *constantly* subverting my expectations. The start is a bit rough, it's fairly easy to get lost because of how sprawling it is, but persistence is key, and the hack gains more traction with each major upgrade you find. Progression is spaced out but also quite open ended which builds up anticipation for what you will find next. Puzzles will push both the game's mechanics and your own skill to the test. You start with the Zero Suit, something that few if any other hacks do, and it's actually really fun!! The hack is chalk full of custom music which, along with the level design, does an excellent job establishing the atmosphere of each area while also making exploration feel pretty laid back. There's even a bit of environmental storytelling here and there. Bosses you may know pretty well have been recontextualized to be more engaging.

I have a couple suggestions/minor nitpicks that could in my opinion make this hack even better:
- Save and map stations could use the theme of the area they are in, rather than their own. This makes them feel like they actually belong to that area specifically and it adds to the immersion since the music isn't being interrupted.
- Missiles and Super Missiles could be able to reveal destructible blocks just like bombs do. This gives them more utility and means no more having to bomb jump to ceilings and hope you lay a bomb close enough to see what the block is.
- Beams could also reveal normal missile blocks like in Dread or Samus Returns, due to them often being in places hard to reach with bombs.
- I see this hack uses the Quote Inspired Tractor Beam but it seems to not be the updated one that properly catches up with the player.
- I believe red doors could take three missiles instead of only one. This would add utility to super missiles, because you could choose to open the door with one super missile instead of 3 missiles, and 3 hits is a perfect balance between time spent and ammo consumed opening the door. Less farming is required to obtain 3 missiles, and less time is spent sitting in front of the door blasting it until it opens. The same could be said of 1 missile, but I personally find that 1-missile doors make super missiles feel more redundant in Samus' arsenal.

This is now my favorite ZM hack hands down. Excellent work, jasinchen!

Junkoid by P. Yoshi, Mindflower [M1 Exploration], rated by Cosmic on Jul 27, 2022 (Star Star Star Star Star )
% in 2:07
I for one quite enjoyed this hack. It is aesthetically pleasing for one, with a theme that I don't think anybody has really experimented with in hacks before, playing as someone who is not samus or "totally-not-samus." Definitely is up there in quality with Rogue Dawn as an NES hack. As I may have said in my review of Rogue Dawn, it would be in one's best interest to overclock the PPU in your emulator to prevent any slowdowns; That is when NEStroid shines its BEStroid.
Precision by Bolognab [SM Unknown], rated by Cosmic on Jul 02, 2022 (Star Star Star Star Star )
No completion stats.
Super Metroid Fugue on Globe by JaceTheBodySculptor [SM Speedrun/Race], rated by Cosmic on May 04, 2022 (Star Star Star Star Star )
No completion stats.
Super Metroid: MINI by Mr. Hiryu [SM Unknown], rated by Cosmic on May 03, 2022 (Star Star Star Star Star )
No completion stats.
Super Metroid: Redesign by Drewseph [SM Exploration], rated by Cosmic on May 03, 2022 (Star Star Star Star Star )
No completion stats.
Super Metroid Revolution EX by RealRed [SM Exploration], rated by Cosmic on May 03, 2022 (Star Star Star Star Star )
No completion stats.
Super Zero Mission by SBniconico [SM Exploration], rated by Cosmic on May 03, 2022 (Star Star Star Star Star )
No completion stats.
Metroid: Extraction by Conner, Exister, Raygun [MZM Quick Play], rated by Cosmic on Mar 06, 2022 (Star Star Star Star Star )
100% in 0:47
A fun bite-size hack that serves as an eye-opener for custom code not yet seen in other hacks.
Metroid II EJRTQ Colorization 1.3 by Quantam [M2 Improvement], rated by Cosmic on Jul 19, 2021 (Star Star Star Star Star )
91% in 2:45
This hack made me like Metroid 2 more than NEStroid. There's no better way to play the original Metroid 2 than with this patch, at least for now. You won't believe how much better this game is with a touch of color. There may still not be a map, but now that you can better establish landmarks it's not nearly as awful to navigate SR388. This hack is even compatible with real hardware (GBC and onward I think)
V I T A L I T Y by Digital_Mantra [SM Exploration], rated by Cosmic on Nov 25, 2020 (Star Star Star Star Star )
90% in 8:35
Take what I say with a grain of salt because this is the only DMan hack that I have completed, and I usually don't play Super Metroid hacks. To me, this is Digital Mantra's magnum opus. The best hack of the worst year, and possibly the best hack we will ever get.

Despite using mostly vanilla assets, Digital Mantra has forged a world that is incredibly detailed, immersive, and unique. Samus is not on Zebes this time, she is on Auriga. There are an incredibly limited number of hacks that don't feel like you're still just on Zebes. I won't go into detail here, but actions that the player takes tend to have an effect on the environment which makes Auriga feel alive. Auriga is vast, equal to if not bigger than Zebes. Because of this, it is also quite a long hack compared to others. Of course, there is also plenty of sequence breaking you can do. I do have some minor gripes with the level design however. There are many such occasions where you will find something that you believe is in the foreground (i.e. a solid object) but actually lies in the background, or vice versa. This can hurt or even end up killing you. That may be intentional however. Also there is at least one area that has a lot of rooms layering over each other, which ends up being incredibly confusing and hard to navigate. Tchornobog is the biggest offender of this, I'm sure you will discover why when you play through.

The difficulty of this hack is slightly harder than Super Metroid, but only by so much. Not a single advanced technique is required to complete this hack. (i.e. short-charging, IBJ) You really don't even need to walljump anywhere. What makes it harder than vanilla is the scarcity of resources. There are energy and ammo recharge stations, but expansions tend to be few and far between. This problem comes to a head when you fight Ridley, but fortunately there is an escape shortcut if you feel you aren't equipped to defeat him just yet. To me, this was the hardest part of the hack, as I absolutely had enough gear to take him on, but I continued to absolutely melt when fighting him. Why? Because of screw attack and respin. Screw attack resets your invulnerability frames (i-frames) and respin lets you start spinjumping at any time in the air. I would get combo'd by running into his tail, trying to space jump away, and run into his tail again. This gave me an opportunity to learn how to properly fight SM Ridley, instead of just spamming my weapons and tanking hits.

There's a story here too, and oh my god it really is something else...So be sure not to skip map stations! Fret not however, these stations are intentionally designed not to give much away. You will not spoil your expedition through Auriga by collecting these map stations. In fact, the way the map works is also fairly different from vanilla. Dots now only indicate major items... Expansions are truly hidden. Despite having no indication on the map, it's not all that hard to tell that something might be a secret item. Knowing where it is tends to just be half the battle, however. Even if you have the powerup to get it, you may need to do some snooping around to find a path to it. I'm a big fan of this because it builds anticipation and makes you use your head a little more than just "break block and grab item."

Back to that story though... Not a whole lot is said. Most of it is still given through subtext. Some things are so subtle, you may miss them unless you take a break and come back later! The ending was totally unexpected and it's something that will stick with you even after you complete the hack.

Overall, despite its minor grievances, this is still definitely the best hack to date. This will be my new #1 recommendation for people looking to try Metroid romhacks. I've got to wonder though... Will this be DMan's final or best work? Or might something else be around the corner?
Super Metroid - Revamp by The Brothers Crafters [MZM Exploration], rated by Cosmic on Jul 29, 2022 (Star Star Star Star Star )
87% in 2:17
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Compared to the original SM GBA edition I liked this a lot more. A lot of the smaller issues are fixed like making noob bridge a little challenge again, and the custom music is excellent as well. Vertical doors are OUT, replaced with horizontal doors and some changes in routing. The world is more interconnected than vanilla SM with a couple extra connections and the main route is also a little different in that you get ice beam before you fight spospo.

There's still a couple minor nitpicks like a broken crocomire or the music not always looping but for the most part it's a much more polished version of SM GBA.

All in all a great hack, if you're looking to experience what SM would be like with GBAtroid engine, or you just want to play a good MZM hack, this is the hack for you!

Metroid - Rogue Dawn by Grimlock, Optomon, snarfblam [M1 Exploration], rated by Cosmic on May 27, 2022 (Star Star Star Star Star )
63% in 3:53
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As someone who doesn't like NEStroid normally, I really enjoyed this hack. I will admit I have picked up and set down this hack multiple times because the first 2 areas' similar appearance turned me off, getting myself lost and thinking every area was going to look the same. Fortunately I kept going and from there things really picked up! The custom music and graphics were beautiful, and the new abilities, enemies, puzzles and mechanics left me in awe! It still suffers from NESisms like poor performance but you can take care of that by using an emulator that can disable the sprite limit and overclock the PPU. The map is also fairly difficult to read but it's better to have one than none at all so I can't complain much. That may have even been intentional. The difficulty is higher than that of NEStroid, but with modern touches the playing field is more even.

Ice Metal Uninstall by Crys [SM Exploration], rated by Cosmic on May 03, 2022 (Star Star Star Star Star )
No completion stats.
Came for the quirky ship and HUD graphics, stayed for the gameplay. I believe that early on it's pretty easy to get lost/stuck. However, as you shoot and bomb all the things you will eventually find where to go next, and from there it only picks up steam. I admit it's been a hot minute since I've played this hack, maybe it's time to play again.

Spooky Mission 2: The Nightmare Before Christmas by Spooky Team [MZM Exploration], rated by Cosmic on Nov 03, 2021 (Star Star Star Star Star )
93% in 6:06
Spooky 2 is one of the best ZM hacks to date. Spooky team went all-out here, not a single punch was pulled.

I didn't like 1.0 very much but patch 1.2a has fixed a lot of the issues that I had with the game previously, and I also noticed things that I didn't before.


+ It's chalk full of custom music!

+ New bosses and enemies!

+ The puzzles can be pretty genious at times, testing the player's knowledge of Zero Mission mechanics!

+ From minimal tiling errors to speak of, to use of an animated tileset in Boneyard, to a dedicated warp zone, a lot of care was taken in building the world of Spooky 2.

+ This hack taught me about some really cool engine tricks, like BG0 shenanigans with Chozodian save stations and room transitions, and stop enemy block weirdness. Very cool!

Additionally, with the patches, many of the issues I had have been fixed:

+ Enemy placement has improved

+ Tiling has been much improved

+ Serris is less annoying

+ Music isn't switching as much anymore

+ Setpieces like the flame gate in express are more obvious now

+ The flames are much more obvious, using the animated map icons from vanilla

+ Late game shortcuts are put in more obvious locations (like the screw blocks near the first warp zone in Pumpkin have been moved so they aren't covered by HUD)

+ A secret ballspark puzzle in boneyard was made more obvious and easy to perform

+ Enemies like Arachnus were made vulnerable to screw and speed, making for some fun shinesparking at the end

There's still a few nitpicks I have with the hack but they are design choices of Spooky Team more than anything else. Namely:

- I wish this hack had mid-air ballsparking. (without the hi-jump check) This would allow players to obtain items from ballspark puzzles without the need for spring ball, while still being a challenge.

- I feel there are too many dead-ends in this hack. This often made exploration feel slow and clumsy. I'd open the map, plan a route where I want to go, and then have to re-route as I realized there are dead ends. Areas where I struggled with this in particular include the Spider Nest and Glacier. IMO, these ought to at least be bypassable with screw or power bombs.

- With how huge this hack is, the 3x3 minimap no longer seems to cut it. Without frequent use of the world map, I'm often losing my way, even when I pre-plan where to go. Maybe one day we will get a 5x3 minimap?

- The placement of missile and super missile door caps felt often arbitrary. Some areas would have them before abilities, where others kind of just had them to...have...them...?

Super Metroid - GBA Edition by The Brothers Crafters [MZM Exploration], rated by Cosmic on May 07, 2022 (Star Star Star Star Star )
91% in 2:28
[Watch Video]  
Animals Saved.

Surprisingly competent translation of Super Metroid into ZM, made by two brothers in only a few months that somehow beat a team of 6+ people working on & off for years to the punch. I like that rather than 1:1 copying SM into ZM, they used vanilla ZM enemies, mechanics and graphics wherever they could. In places where they ran out of ideas, they made shortcuts. For example, X-Ray is now a shortcut from red to blue brinstar which lets you clean it up and more quickly return to Crateria. Nice change IMO.

I don't like
-the physics are hot garbage. you move so fast horizontally you're basically fumbling all the time especially moving up vertical shafts.
-samus' ship looks like complete trash... it has a completely different (and worse) art style, pillow shaded, dithered, way too many colors, super "busy," and it's lost all its animations presumably due to its new shape.
-sequence breaks for the most part no longer feel possible. you can only go the intended route. which diminishes replayability significantly.
-noob bridge misses the point because there is no run button
-"lower norfair peek" misses the point because you don't see the entrance to ridley; you just see the other side of a lava pit
-the brinstar hijump gate misses the point because using the left ledge no longer works; you just jump up to the mouth
-room before "grapple beam" is quite obscure as to how to continue; I had to ballspark from the ledge just barely on top of the lava
-lava seahorses appear to be shooting their beaks at you
-drop rates for enemies is still vanilla zm's (bad)
-messed up enemy graphics being in the same room as items (room before wave beam)
-navy blue filler remaining the same brightness during a room transition
-pirates doing hella damage (50 damage projectiles)
-acid hazards felt incredibly inconsistent; some rooms that should have had the strong yellow acid in SM had weak ZM acid; other ones got it right using ZM green acid.
-while special care was taken to apply zm tilesets to sm rooms, no care was taken at all with the music. ZM brinstar is still what you hear in red/green brinstar. You still hear ZM norfair in norfair and ZM ridley in lower norfair.
-super missile tanks being +4 instead of +5. I think power bombs were also short what they should be. This is a problem because it forces you to farm for a super missile to get spazer beam or break open the refill at the bottom of red tower.
-artificially requiring hi-jump by inconsistently using no-grip blocks in spots the brothers clearly don't want you to go
-mini worldmap in the pause screen has some residual vanilla graphics that clash with the new graphics, rendering it unreadable
-purple + green flames from ridley and kraid show up in the wrong place on the map
-pipe enemies in pb section of green brinstar activate regardless of height/whether they are on screen or not
-power bombs bypass "wave gates"
-landing site respawning bomb blocks
-rooms with space pirates in them are super laggy (probably spazer beam's fault more than anything)
-I did not like being disrespectfully pestered all the time to fix the asm for this hack. They had no clue what they were doing on this end, and vented their frustrations at me.
-Maridia was frankly annoying to explore though I suppose that's a given. Like the metroid 2 ponds you fall through near the final area, but cranked up to an entire area.

it gives me ideas for future hacks:
- using bugs to drain the player of energy during a shinespark

All in all this hack was fun enough to play through but has many little gripes and frustrations holding it back from being truly great. If you are curious, go ahead, there is still fun to be had, and ideas to form for more ZM hacks. But it's DEFINITELY not a replacement for the original game. It feels more like a mediocre port.

Super Metroid CRE by Tundain [SM Quick Play], rated by Cosmic on Apr 03, 2022 (Star Star Star Star Star )
72% in 0:30
A fun spoof hack that doesn't overstay its welcome.

Everything is made of CRE -- common tiles shared from every room in SM - Things like doors, gates, breakable blocks. Enemies and even the map are shaped like CRE.

It's good, but not fantastic. I have some gripes:
- The Trippers before bomb torizo are often clipped through due to ceiling slopes above them.
- Shutters are often clipped through by taking damage from viola and geemers.
- Room before speedbooster has Rio that can creep up into the top right corner of the room. This makes them difficult to kill when you have projectiles that despawn offscreen.

Metroid Fusion Repalette by MollyAncalime, Doc 4non & JKMaxx [MF Improvement], rated by Cosmic on Oct 14, 2022 (Star Star Star Star Star )
72% in 2:57
[Watch Video]  
The title of this hack is incredibly misleading and is the main reason for many of the gripes I have with this hack. There are honestly so many issues I have with this that it would take me at least an hour to put them all down into words. I'll try to keep it short.

For a hack whose primary intention is to change the palettes, there sure is a lot more unnecessary changes than there needed to be. There are changes in text, graphics, and even mechanics that really had no purpose being there.

Why allow players to SWJ and IBJ if it doesn't get them anywhere? If you have to add path blockages in to force people into the intended path? the SWJ patch actually makes arachnus a little harder because you now have to jump extend to get past the flames.

Why was the level design changed? Admittedly, I did like the pit block in the first SA-X encounter, but aside from that the rest of the design changes felt shoehorned to cut off sequence breaking (as said above) or to make edgier gorier rooms in sector 6 that are the metroid hack equivalent of using breaking benjamin's blow me away in a halo mod. I know what the intent was and I'm sorry. I still just found this to be really cringe.

The same goes for the text changes. The nods to the prime series and other m were nice, but the character of both Samus and ADAM were compromised by incredibly cheesy, edgy, convoluted dialogue that doesn't match how they spoke in vanilla. In some cases, these dialogues/monologues are longer than vanilla's, because reasons.. Seriously though, when has Samus ever said "Cowed?" This is just really bad fanfiction territory that makes no effort in adhering to the source material. These edits also tend to come with a lot of jank, like textboxes in dialogues not clearing before ADAM or Samus respond to each other, or setting music that immediately gets taken back away, or corrupted graphics in place of text or randomly on the screen.

The authors of the hack also seem to completely miss the point of ADAM's flavor text, either not using it when they should or using the wrong color which again, makes it come across as amateur's work. For example on a Main Deck dialogue, they put X Parasite in red text.
The main 2 text colors adam will use are yellow, and purple. Yellow is a highlight of key information so players know what's important as they read and/or skim through. Purple text is used to indicate locations. Sector 5 (ARC), SR388, Habitation Deck, etc. The only times that ADAM will use other colors is when mentioning the green and blue X parasites, and the level door locks.

Admittedly, I also did like that this hack tried out some unused or unterutilized enemies, and even weakened some infamous enemies like Yakuza, but this didn't really feel necessary and in some cases was quite jank, like all the Skrees just before the Lv1 security computer just kind of going all over the place in that room.

There's a lot of broken stuff too, probably the result of image-importing tilesets. For example, unlocked hatches often won't animate properly, and their transitions are screwed up. Minimap tiles appear to have been edited in some way because when opening the map screen there are these weird black dots on many of the tiles. The animation for obtaining Varia suit is messed up. There's a tileset in sector 6 that's a pixel shorter than it should be which leads to floating doors. For some reason Wide Beam was renamed to Spazer for what I can only guess is continuity's sake...? But the color of it is still purple and its behavior is different from spazer beam in SM so this is another nonsensical choice IMO.

Lastly, the palettes. I saved these for last because I do have at least some good things to say about them. While I don't agree with all the color choices made, Sector 6 and the depths of Sector 4 looked phenominal. Unfortunately, it feels half-baked in that there are still many occasions where maroon outlines still exist (they're now especially more obvious since in 99% of cases they've been changed to better fit the rest of the tileset instead), destroyed hatches in sector 2 still look like they've been petrified rather than destroyed, and some areas just look like straight up downgrades. Looking at you cave background in sector 1 that's just been desaturated into big brown blobs. There are also many spots where the color of "filler" tiles still have their weird coloration, like all main deck elevator rooms having this light brown filler instead of the pitch black that you see as you descend into a sector. Enemies like the blobs covering the ventilation shafts in SRX no longer having palettes that line up with the rest of the rooms' tileset. The animated palettes for charging beams were half-done, some of them looking pretty good and others like plasma with varia suit being almost concerning for people with epilepsy. I also personally did not like how much white there was. I prefer the look of the vanilla main deck with its warm lobby look. Definitely has more personality than generic white and blue sci-fi area #2891437. Making the Blue X white was also quite silly if you ask me.

I really do not think that this hack should be in the Improvement category. It's more of a Vanilla+ hack, like playing Metroid Fusion if a hacker had recreated it from scratch with just their memory. I'll give credit where it's due but I really don't like most of the changes here.

Do Not Recommend.
Sigma++ by Silver_Skree [SM Incomplete], rated by Cosmic on May 03, 2022 (Star Star Star Star Star )
14% in 2:00
Was a fun hack that recontextualized boss fights until everything did fuck-you damage, had fuck-you health, the acid in crocomire's room moved up and down, and the final area had a point of no return. Also nowhere NEAR a ten minute hack as the average runtime implies. People have no idea how to properly punch in their IGT.

Did not finish.
Do not Recommend.
Metroid: Oil Spill by Spedimus [MF Exploration], rated by Cosmic on Apr 13, 2022 (Star Star Star Star Star )
37% in 1:30
[v1.5] While Oil Spill is certainly the best Fusion hack currently, that doesn't say much when the other Fusion hacks are kaizo. The hack still has a couple of frustrations.

What it does right:
- No ADAM/Forced linear progression
- Boss rooms almost always have a way out if you're underequipped or missing abilities.
- Level design is for the most part quite good. It doesn't just feel like a bunch of random pit and missile blocks or kaizo bullshit hidden paths and doors like other fusion hacks.
- 2 bosses in one room and the SA-X chases were pretty damn neat.

What it does wrong:
- Save and recharge rooms are rare. REALLY rare. Not even near boss rooms that lock you in.
- While vanilla fusion is too linear, this hack goes in the complete opposite direction where it is too non-linear. I only got an upgrade to my missiles and unlocked doors when I completed the main quest. I never fought ridley, nettori or box 1/2. I never got bombs or power bombs.
- Enemies are bullshit. Their stats are unchanged from vanilla and their placement is cheeky to say the least. Space pirates that do 70 damage to you and take 5 missiles to kill... Sidehoppers still immune to beams that can box you in and stunlock you... And the only compensation is still either 10 energy or 2 missile drops... Unless you're a masochist, this isn't okay.
- Environmental hazards (the oil) does absolutely ludicrous damage. Like... straight up 1 damage per frame. Combined with bullshit enemies and no avenue of regen above, you can get softlocked saving at low energy then falling into oil.
- Level design is cheeky at times. Like ledge grabs dipping the tips of your feet into oil causing you massive damage.

All in all I think it has the potential to be good but it has a lot of room for improvement.

Recommended if you're looking specifically for a Fusion hack. Otherwise, wait for updates.
Retroid GBA Edition by powerwindows/buns [MZM Vanilla+], rated by Cosmic on Jul 31, 2022 (Star Star Star Star Star )
No completion stats.
Yee Yee Ass tiling. Yee Yee Ass enemy placement. Yee Yee Ass scrolls. Yee Yee Ass transitions. Yee Yee Ass door placement. Yee Yee Ass lagging (intentional??????)
Did Not Finish.
Do Not Recommend.
See Me After Class.
420 spike landing site cre edit insta death barf kraid grapple clip hack by H A M [SM Spoof], rated by Cosmic on May 14, 2022 (Star Star Star Star Star )
5% in 0:04
Not Recommended.
Metroid Dread - The Reawakening: Remastered Edition TURBO by mccad [SM Spoof], rated by Cosmic on May 03, 2022 (Star Star Star Star Star )
No completion stats.
I can say with confidence that this is definitely one of the moments in my life
Metroid II EJRTQ Colorization 1.3 Beta by Quantam [M2 Improvement], rated by Cosmic on Oct 06, 2020 (Star Star Star Star Star )
No completion stats.
This is a good hack! However, this is a listing of the BETA version and not the full release. You can find the full release here:

For that reason, I do not recommend this version of the hack.