caauyjdp's Ratings and Reviews
Metroid zero mission Hard en by yohann [MZM Vanilla+], rated by caauyjdp on Sep 10, 2020 (Star Star Star Star Star )
97% in 6:06
Wouldn't call it hard, but it's definetly for "veterans".
There's some(very few) minor tiling and clipdata errors.
I think some places have potential for getting stuck if you're low on ammo.
It's a bit trolly, but it's a fun kind of trolly :)
Temple of the Winds by Moehr and Albert V. [SM Exploration], rated by caauyjdp on Jul 05, 2020 (Star Star Star Star Star )
97% in 3:37
Play this.
Super Zero Mission by SBniconico [SM Exploration], rated by caauyjdp on Feb 12, 2020 (Star Star Star Star Star )
97% in 26:28
Best sm hack I've seen in terms of room/world movement/route options. Some patience might be required.
Metroid Fusion C.L.E.A.N. Station by Mar99troid [MF Exploration], rated by caauyjdp on Nov 21, 2019 (Star Star Star Star Star )
100% in 0:33
Just replayed this, and it's even better than I remembered.
Single wall walljumps go a long way to make fusion tolerable.
There's secrets, routing options, early items once you've learned the hack.
I don't like fusion, but I like this.
edit: replayed with 1.15 version this time because newer version has proper end% scaling
Metroid: Oil Spill by Spedimus [MF Exploration], rated by caauyjdp on Aug 12, 2019 (Star Star Star Star Star )
48% in 1:56
A really good fusion hack. There's a lot of freedom in terms of where you can get to and what you are able to skip.
"Veteran" difficulty is probably bit of an overstatement. I don't play fusion much and I tend to struggle with bosses in it, and this hack was at about same feel of difficulty when I started. After beating it a couple of times I'd say it might be even a bit easier than vanilla.
Super Metroid: Hidden by TN [SM Unknown], rated by caauyjdp on May 11, 2019 (Star Star Star Star Star )
96% in 8:40
Good hack. Found two oob, and map doesn't save properly, but it didn't bother me too much. Fixed in final.
Liked what this hack does with torizo and ridley fights, and that enemy vulnerabilities were tweaked.
Super Metroid Containment Chamber by Lioran [SM Challenge], rated by caauyjdp on Mar 21, 2019 (Star Star Star Star Star )
No completion stats.
Didn't manage to execute on the final puzzle, but learned a lot along the way. Had to use hint file solution videos often, which are a very useful/excellent feature.
Metroid: Takeover by Spedimus [MZM Exploration], rated by caauyjdp on Feb 02, 2019 (Star Star Star Star Star )
83% in 1:42
Great hack.
Super Metroid: Escape II by Hiroishi [SM Exploration], rated by caauyjdp on Nov 09, 2018 (Star Star Star Star Star )
97% in 12:04
Great hack.
Worst thing about it were both ways of getting tourian missile(although there might be more than one?). I ended up doing both with blue suit, which might have been intended way because there's an easy renewable way of getting it in tourian.
Escapes were trivial compared to attempting to get that missile.
Rise by begrimed [SM Speedrun/Race], rated by caauyjdp on Dec 22, 2019 (Star Star Star Star Star )
No completion stats.
Played this for about an hour.

Feels and plays like an exploration hack, there's a lot of secrets with optional items and alternative paths that allow to progress if you've skipped an item.

Enemy damage is nerfed so you're never really in danger to die, and since ammo is infinite, all drops are health(never saw a small health either).

Unfortunately, hack lacks a lil bit of polish. I've gotten up to pink brinstar, and the only properly working save station was the first one near start of the game. There's also one other that is broken but manages to loads you into draygon's room. Hud shows ammo counts after reloading, so that's another unpolished thing. There's also an out of bounds in maridia which killed one run for me, don't go into horizontal pipes looking for secret passages.

Killed draygon, botwoon, crocomire, phantoon. Got missiles, supers, pbs, grapple, both suits, spring ball, hi-jump, ice, wave, spazer, some etanks and reserves.

Recommend you try this, especially if you're not opposed to using save states.
If someone were to fix save stations and upload a new version, I'd might even rate this 5 orbs.
Metroid - Rechoose by huanmengxujing [MZM Boss Rush], rated by caauyjdp on Nov 19, 2019 (Star Star Star Star Star )
18% in 0:38
Interesting hack. Liked the little changes to make some areas accessible even if you didn't pick up an item that you'd normally have in vanilla. Doesn't require wall jumping or bomb jumping(at least iirc). Bonus points for neat ending image(s?).
Some item choices mattered in interesting ways. No morph ball -> can't pick up (power)bombs either, and can't fight acid worm. Didn't get a specific unknown item -> can't choose that path.
Not overly difficult unless you make it so, and doesn't overstay its welcome.

Minor bug, you can exit kiru giru room the way you came from after killing him which will prevent you from progressing. Also, you can _probably_ skip ice(on purpose tho) and will be unable to come back to it after getting to tourian, tho I didn't check if metroids were killable without ice(black pirates were probably changed, so maybe metroids too(didn't check black pirates tho)).

edit: mb escape is a bit difficult in one place without mobility items, but still doable.
Super Metroid: SnowCrash by uzqap [SM Unknown], rated by caauyjdp on Jul 19, 2019 (Star Star Star Star Star )
92% in 5:48
Sadly, this has nothing to do with the book.
A decent hack for practicing mockball and short charging. Has some annoying moments.
All mockballs had ceiling assistance so you don't have to learn short hop, tho that can be considered a negative.
It is possible to get back into maridia without gravity even after breaking the tube.
Super Metroid Nature by Jefe962 [SM Speedrun/Race], rated by caauyjdp on Jan 06, 2019 (Star Star Star Star Star )
90% in 0:00
Very well made but unfortunately nothing memorable. No challenging rooms in terms of enemies or hazards, and no interesting puzzles. Only things that stuck in memory are design oddities with optional items: needing 3 supers to get another super, needing pb to get a not hidden super, needing a super to get a missile, having to do a speedball to get a missile.
Metroid: Zero by OneOf99 and CaptGlitch [MZM Challenge], rated by caauyjdp on Jun 20, 2018 (Star Star Star Star Star )
72% in 1:54
Just beat it on normal with 1 super to spare, and at least two missile packs uncollected. I probably wasted about 10 missiles, on missing and unnecessary doors. Did not have to learn zebetite skips.

The no health refill part of the hack fixes my only problem with ZM, it being too easy when played casually. It doesn't make it punishing, but makes it hard enough to consider reloading after taking couple of avoidable hits, or turning back to grab that out of the way energy tank you'd normally get later just so the low health alarm would stop(not saying it should be disabled).

No ammo refill is very interesting to me. I was curious if it'd be doable even before this hack, so getting a chance to try it is great. Unfortunately hack ends after mother brain escape, so I still don't know if vanilla is beatable without refills, although it seems highly likely.

I've encountered some minor issues along the way, and for lack of a better place will list them here.
After beating kraid, both his arms didn't despawn, and kept doing the death animation. Camera position was also still locked. Easily solved it by just blindly going left and bombing my way to next room, but still. Room was acting normal after re-entering.
If you don't save at the ship, refill sound doesn't stop playing until you leave the room.
Navigation statues seem to all start in sitting positions, which lets you avoid the "cutscene", but some of the statues were used in vanilla to make one way paths, so that kind of breaks that.
Can't block refill bugs from respawning by leaving the drop uncollected anymore.
Despite hack description taunting noobs to play on hard, hard mode is not unlocked after credits.

The biggest problem I have with this hack is that it makes charge beam actually useful(i'm pretty sure it's a required item now, to beat the hack).

Probably won't be replaying it, but it was solid fun while it lasted.
Odd Mission by Ing-ing [MZM Vanilla+], rated by caauyjdp on Mar 11, 2018 (Star Star Star Star Star )
75% in 2:17
NOTE: For those attempting 100%. This hack seems to have more of some of the items than vanilla, and it makes endgame screen percentage misleading. I have collected 29 missile packs, 24 super missile packs(vanilla has 15, I'm capped at 30 supers, 9 of the packs didn't count), 17 energy tanks(vanilla has 12, I'm capped at 1299 energy, 5 tanks didn't count), 5 power bomb packs, and 14 upgrades(including varia, not sure how it's counted). Endgame screen shows 75% although I'm counting 89 items. Also got "glitched" 87%, 105 items, by clipping into vanilla ridley

Played this through six times so far, around 25 hours total, and will probably play it through a couple more times.
A very nice redesign of vanilla map.
I accidentally managed to miss power grip on first playthrough, which made me finally learn how to bomb jump properly, but I don't think it's actually required anywhere.
It does seem to require you to go through heated rooms without protection, which could be non obvious, but there is an energy tank on the way to heal you up. Nevermind, varia is gettable before that.
Vines in norfair seem to have ungodly amount of hp, not sure what's that about, could be a way of gating you before you have enough missiles/supers, but having to mash missiles every time you pass through was kind of annoying.
It seems you only get one chance to get charge beam, which seems doable with missiles, but you can get supers before that, which makes it a non-issue.
Two states of Imago Cocoon/Kiru Giru room is kind of odd, not sure if it's a bug or intended, but going down to fight Imago hangs the game. You can always get around that by using any other exit.
You can get stuck getting out of the space jump room, if you try to go out the way you came in.
Map/minimap has some issues, like odd exits on the map/minimap that don't seem to exist in the room, and wrong door types, and I'm still not sure if some items are actually there, or if the map is wrong, but that only makes 100% more difficult and doesn't prevent you from completing the game.
Game seems to prevent you from going back from save room just before mother brain, which is a very odd choice.

Other than that, it's like playing ZM again for the first time.
Loved every minute of it.

Other hacks I've played are Metroid Other ZM, Deep Freeze, Winter Mission and Metroid: Spooky Mission. Odd mission is imho best of those, with Metroid Other ZM being close second.
If this were to get a version 1.1 with map/minimap fixed, even leaving all the other issues in, I'd rate it 5/5

P.S. It it possible to get into kraid without any items, and get back out after beating kraid. Way out is even kind of hinted/discoverable without prior knowledge.
P.P.S. There are at least three rooms with items, that are in different states/versions depending on which entrance you used to get in. Some items are only present in specific room states/versions. Might be intended.
P.P.P.S. Possibly permastucks: Going past 2nd(original) hive room without morph ball. Using shortcut to get around "power grip plant"(two ways of getting out that I know of both require speed booster, but having speed booster makes the plant disappear anyway. It might have a 3rd condition to despawn?). Getting missile in top left corner of kraid without bombs or power grip.
AMNR - Nes Mission by The Brothers Crafters [MZM Exploration], rated by caauyjdp on Jul 04, 2020 (Star Star Star Star Star )
100% in 3:08
Played version 1.2 of this for about 4h30m. Got 100% because author was in the chat giving hints, probably would have stopped at around 75% otherwise.
I have almost none experience with nestroid. Level design of nestroidy parts is.. I don't want to say bad. It's on par with original I guess, with very similar looking rooms, and copy/pasted looking segments. Nestroidy also means no slopes, and there's very few places where you can charge speed, tho vanilla places where it'd be needed were changed accordingly. Traversing is still kind of a pain tho. Especially once/since health is not an issue.
There's clipdata errors, potential softlocks if you try to explore before getting bombs, but nothing majorly broken.

Game got a lot more interesting for me in crateria and tourian(and beginning of chozodia that was altered) which were supery parts of the hack.

P.S. Just remembered that map was correct(barring one slight error in brinstar) and that almost brings it up to four orbs for me.
Arena 2 by Jathys [SM Boss Rush], rated by caauyjdp on Jul 23, 2019 (Star Star Star Star Star )
72% in 0:18
Patch is for headered rom despite what page says.
Huge improvement on Arena 1.
Animals saved.
Plasma was a bit glitchy, maybe spawn requirement is time? Gravity can be recollected.
Finding path to kraid was annoying even with eventual hint from the readme.
Summer Mission SHORT by Ing-ing [MZM Exploration], rated by caauyjdp on May 07, 2019 (Star Star Star Star Star )
53% in 5:04
I liked speedbooster/screw/pb tiles, and mechanic used behind ridley's room, but that's about it.

No walljump, power grip only works on specific things, ibj might still be possible, but definitely not vanilla.
If you get power grip before bombs, you can explore a lot of areas, and that makes finding bombs harder because it could be anywhere in those areas.
Automatic missile spam wasn't interesting from the start, and got really annoying during boss fights because of seemingly low damage.
Mother brain fight was garbage due to refill bugs. On one hand they made it impossible to do anything, on the other hand drops refill so much that I just tanked everything.

Only part when playing was actually fun was one multi room spark chain and that only took a couple of minutes.

edit: just found space jump.. path to it is neat.. upgrading to 3 orbs
Vermifugal by alexman25 [MZM Quick Play], rated by caauyjdp on Feb 02, 2019 (Star Star Star Star Star )
12% in 0:10
Incredibly broken but also very short, so it still manages to be fun.
Does not seem to have Mua despite hack name.
Also, has better looking underwater effect than Return to Zebes :)

edit: just replayed this. old 30% seems to have been with repicking up items, actual % I was able to pick up was 12%. Game seems to crash during a boss fight on mGBA, but "works" on no$gba. Also, a save station was working at one point, so it might be posible to explore further past some uninteractable blocks if they have the same breaking condition.
Chararin 2 by What Chara [SM Challenge], rated by caauyjdp on Aug 15, 2020 (Star Star Star Star Star )
No completion stats.
Played this for around 24h30m. Got around 92% if vanilla item counts.
Died in escape. Did not feel like retrying.
Way to ws was hidden in a dumb way. Some things left me curious how they were intended.
Was a good excuse to practice.
Chararin by What Chara [SM Unknown], rated by caauyjdp on Aug 08, 2020 (Star Star Star Star Star )
No completion stats.
Played this for around 8h30m, did not get to any of the major bosses. Nothing super frustrating except having no idea where the hack wants me to go next. One neat thing was hack remidning of other ways to glitch gats and x-ray exit blue/speed door.
Super Metroid: Hermit Kingdom by Kojakt [SM Exploration], rated by caauyjdp on Jul 11, 2020 (Star Star Star Star Star )
90% in 4:48
A bad halfhack.
Lots of one way passages which force you to do a huge loop to get back. Some speedblocks that either mean that you're supposed to have a blue suit/do a short charge into mockball/that it's an exit/that hack is unfinished? One room pretty early on strongly hints that it's there for players to get spike suit, which I didn't learn yet. Maridia without gravity is forced, but there's shit ton of platforms added, so what's the point?
Found one broken door which leads into solid blocks, and one out of bounds.
Ketchup beam was nerfed into nothing?
Hack tosses you into rooms from other areas without even bothering to make them fit current one.
Map doesn't save properly. Has at least 4 etanks more than vanilla which leads to garbled hud gfx.
Got tired of this hack by the time I was done with brinstar.
Metroid Bloodstone by NORTHa [SM Quick Play], rated by caauyjdp on Jun 20, 2020 (Star Star Star Star Star )
No completion stats.
Neat puzzle/platforming hack that unfortunately doesn't have saves(as far as I know). It generously gives you 3 etanks worth of extra energy at the start and has refills between challenges, but if you die, you get to start from the beginning. I can only guess it's because saves were hard to make back then, and that people were expected to savestate, which would have made this a much more enjoyable experience, but alas.

Played up to stage 3, seemed like a 4 orb hack to me, until I fell out of bounds(?) in acid, and that's where I stopped playing.
For parts that I've played it was interesting guessing if if author was aware of some of the tricks that allowed to bypass sections of the hack and if it was intentionally that way because restart at the beginning, or if it was accidental.

If you're not savestate averse, give it a try.
Super Metroid: Battle by Banana Oyaji [SM Boss Rush], rated by caauyjdp on Jun 03, 2020 (Star Star Star Star Star )
No completion stats.
Played this for about 1h50m(no idea what took so long). It was fun and enjoyable up untill screw attack. Did not finish. Very salty.
Escape from Metroid Zero Mission by uNsane [MZM Unknown], rated by caauyjdp on Jan 08, 2020 (Star Star Star Star Star )
41% in 1:11
Played around with this for about 4 hours.

First room is definitely the most interesting one, you get to experiment with metroid ai and rng, but once you get past it gets kind of boring.
There's some minor problems once you get past it:
You can get stuck in the 2nd room if you get locked into crouched position without morph.
One of the doors is set up wrong so you're never actually required to climb on frozen metroids.
Another door is accessible while it probably(two rooms were changed so it might have been intended) shouldn't, which allows you to get power grip and skip mb.
Some events are broken somehow, long beam navigation statue doesn't remember it's been activated and glass tube doesn't become breakable after charlie.

It was interesting that out of three unknown items only plasma was enabled before charlie.

Savestates are not necessary. It'd help if hacks like this started with a save room to skip repeating the ship landing cutscene but what can you do.
Legacy by Banana Oyaji [SM Exploration], rated by caauyjdp on Nov 11, 2019 (Star Star Star Star Star )
81% in 7:11
Map doesn't save, so I'd recommend trying to apply that patch before playing if you can't play in one sitting(or use save states). Not going to rate it worse because of this specifically, tho it did greatly inflated the playtime.

Tons of one way paths for seemingly no reason. Lots of fake walls with no hints(and hints of fake walls where there are none). No hint for path to grapple? Sudden area changes from regular door transitions. Terrible multisegmented maridia. Path to draygon not hinted as far as I can tell. Forced mockball to access lower norfair for no reason? Lots of rooms recognizably vanilla despite extensive changes, usually for the worse.

No spikes use tho, and some of etanks were placed nicely to give you a refill exactly when you might need it.

Wouldn't recommend completing it, but playing till you'll get frustrated might be worth it.
Super Metroid: Derprevation by Super_Metroid_1990 [SM Incomplete], rated by caauyjdp on Jul 26, 2019 (Star Star Star Star Star )
No completion stats.
Messed with this hack for about two hours total.
Unfortunately incomplete, wrecked ship is inaccessible from both directions due to broken doors.
Has altered bomb timing, and is so far the only hack where I actually liked this change. Going through gauntlet with it was actually really fun.
There's some broken doors. Very few changes past crateria(didn't go to lower norfair though because didn't find gravity).
Liked the whitish palette with the blue tint, and even varia palette looked kind of nice.
Has a deathtrap near gauntlet etank(which respawns) with respawning crumble block trapping you in acid with no exit.
If you have some time to kill, try messing with this hack.
Test by Jathys [SM Unknown], rated by caauyjdp on Jul 23, 2019 (Star Star Star Star Star )
No completion stats.
Worth "playing" just to read the new intro.
Super Metroid: Cristener Homenag by Juan Dennys [SM Vanilla+], rated by caauyjdp on Nov 05, 2018 (Star Star Star Star Star )
99% in 6:34
Not as bad as I heard.

It's not pretty for the most part, but it does have some nice looking parts.

There are softlocks. Never lost much progress to them.
One door near shaktool had broken scrolls but it fixed itself by going back.

Doing sand halls suitless was somewhat painful, but at least I learned how to get out of sand(sometimes). Plus, I'm not even certain if gravity was Draygon locked or if it was Botwoon and I could have had a suit by then.

Was really surprised to see that some bosses were nerfed by room changes(gt, phantoon and maybe ridley too). Kraid wasn't too bad as soon as I remembered facetanking. Draygon was weird, room changes gave you plenty of safe spots, and you can sill grapple kill him.

I think trick to Aqueduct was clever, but maybe that's just because I figured it out quickly.

Really glad this hack wasn't stingy with resources, had plenty of etanks and supers/pbs by midpoint.

Giving this two orbs, but if softlocks were fixed(although how you'd fix many many grapple related softlocks is beyond me) it would have been a three.
Searching for Items by Terimakasih [SM Exploration], rated by caauyjdp on Oct 25, 2018 (Star Star Star Star Star )
No completion stats.
Save at the ship doesn't work, loads you somewhere out of bounds with the spore spawn.
Beginning seemed somewhat interesting, but not enough to beat my dislike of using savestates
edit: fixed saving at the ship by changing word at 80:C4C7 to 8D42. Did couple more heat runs, no idea if I'm supposed to have found pb/varia already, or if author intended to guess where to go in norfair. Running back to norfair from the ship(which doesn't even work without a fix) for another try is no fun.
Disturbance by interdpth/raygun [MZM Unknown], rated by caauyjdp on Apr 22, 2018 (Star Star Star Star Star )
99% in 2:14
edit: Replayed this recently. Found the way to tourian. I suspect(but haven't bothered to replay and take notes) one of the missile packs got changed to supers leading to game not being able to count item percentage correctly. There's also more than vanilla count of etanks which is part of same issue.

My only guess is that creator thought that zero mission was too difficult.
You start with power grip and get hi-jump in the next room. No long beam before hive room, but you can get 20 missiles before it. Platforms were added to make getting early varia trivial, and after you get varia, you also get a super missile pack, which give 3 missiles per pack on normal. Unknown items are enabled.
In contrast to this, Kraid and Ridley seem to have more health. Kraid was still trivial, but Ridley on the other hand is a missile sponge. After three attempts to stop wasting ammo on his tail swipes I figured I'm probably doing something wrong. Turns out he's vulnerable to charged plasma, and since I also had wave and gravity at that point... In retrospect, it's odd that I had to fight cocoon without ice. Probably should have checked if he was vulnerable to screw attack.
Couldn't find a way into tourian(except backdoor, but it was in escape state, so door to mother brain was gray), but gravity meant I could get power bombs and go into chozodia and complete the game anyway. Guardian and mecha ridley seemed unchanged, but escape sequence timer started at 99 minutes(or hours?) and just disappeared in the next room.
There were some ideas in this hack(not necessarily good or finished), but (barely) enough to keep me playing up to chozodia. Sadly chozodia itself seemed unchanged(except maybe some missiles were changed to supers?), and only interesting moments were game being confused when I got to places where suitless samus couldn't get to.
Can't really recommend this to anyone, but I've definitely played worse hacks.
P.S. You can leave chozodia. Either open high way first and return through that, or break the glass after guardian fight.
Super Metroid: Aquamarine by NORTHa [SM Unknown], rated by caauyjdp on Jun 22, 2020 (Star Star Star Star Star )
No completion stats.
Decided to try this after noticing it's by same author as bloodstone.
Bloodstone had spikes, but it aslo gave you energy so you could survive more than 1 hit.
Bloodstone had potential softlocks, this had an intentionally(?) partially missing ceiling, that either got you stuck out of bounds, or just locked you in forced two tile crouch.
And identical looking tiles were sometimes used for spikes, and sometimes not.
Granted, I didn't get very far, only got to the first red door.
Hard by Ir0n_BeasT [SM Challenge], rated by caauyjdp on Jul 23, 2019 (Star Star Star Star Star )
No completion stats.
Got it working with unheadered rom and ips from headered download link, Hard_[Ir0n_BeasT]_[uh].rar, named Super Metroid Hard by Ir0n_BeasT (Hack).IPS
Ceres timer is shorter, landing site is altered(and not well) and enemies buffed. Drops refill less.
Played up to red tower, with exception of landing site map and rooms seemed unchanged.
Arena 1 by Jathys [SM Quick Play], rated by caauyjdp on Jul 23, 2019 (Star Star Star Star Star )
No completion stats.
Patch is for headered rom despite what page says.
Nothing notable, except use of red crateria.