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Hey there. I'm a long time Super Metroid fan that just recently discovered this whole SM editing bizzo, and as such, I'm throwing myself into the scene as quick as I can, to find out what's going on. I've learnt a lot in the last few hours, but there's one thing that I'm having trouble with, and that's finding reviews/reccomendations/information about the various hacks out there.

Golden Dawn, Dependence, Redesigned, Darkness, and others - I know the names, but that's about it. I've seen people say they're good, and others say they're bad. Some say that hack "x" is hard, but what sort of hard it is, they don't say. I know that saying something is "good" can be very sucjective, so I'm looking for the why's, and they're hard to find...

So I was thinking perhaps we could have a thread about the various hacks that are out there, and have some sort of review or info process. In my opinion, keep away from the traditional x/10 score system, because they're too subjective in a system which is subjective already... but what I think could be feasible, is a writeup about the game, that tells the reader what sort of changes have been made from the original vanilla Super Metroid, and roughly what to expect. Something like this...

Quote:
Seraph Metroid (note: this game is just an example, it doesn't really exist)
Homepage: www.seraphmetroid.com
IPS patch info: Super Metroid (JU)!, headered version.

Seraph Metroid is the first hack from a newcomer to the scene, Least100Seraphs. As such, it's got some great ideas, but they're not always pulled off effectively. The design of this game seems to be largely built around the original map, with few changes to the layout of rooms, but with items in different locations and some buffed up enemies. Other than this, it plays much like the original Super Metroid, with little in the way of hidden paths, no special skill requirements (mockball, etc.) and only occasional Shinespark and walljumping required for progress. This game's a nice first effort, and fun, but other than that, nothing too radical. A good first hacking effort, and a nice gentle entry into Super Metroid hacks for players.

Difficulty: slightly harder than Super Metroid.
Map variation: little difference.
Special techniques required: Shinespark - occasionally. Mockball - no. Speedball - no. Wall jump - occasional. Bombjump - no.
Hidden path frequency: low.
Suited for beginners to Super Metroid.


So what do you guys and gals think? I'm only new to this place and the scene, and I don't know if its been done before, and at this point I can't really contribute my own reviews, as I only started trying out hacks today :D but I wanted to contribute in some way and I thought this could be cool. I hope this takes off, because I think it could help out a lot of people.
Thread title: 
EP has sort of a shorthand for some of what you're talking about on his site as far as how extensive the hack is. For example:

http://www.freewebs.com/metroidhacks/fullhacks.htm

Hacks in the fullhacks segment reorganize the rooms extensively and alter the layout of the planet, thus they're almost like a new game based on SM's engine.

http://www.freewebs.com/metroidhacks/halfhacks.htm

Whereas halfhacks usually change the rooms themselves and the item order/placement and such but not so much the layout of the planet.

http://www.freewebs.com/metroidhacks/completeredesigns.htm

Complete redesigns are like full hacks that also alter things such as physics, add new items, and various other changes.

http://www.freewebs.com/metroidhacks/minihacks.htm

Minihacks are shorter than the normal SM and may have some room reorganizing done, usually to get you to the rooms the creator wants quickly. Their goal is typically something that can be accomplished within the confines of a smaller hack, like challenge.

As far as physical difficulty in fullhacks, I'd say SFI, Legacy and Dependence are closest to SM's difficulty, but they're all slightly harder. SFI is probably the easiest full hack you can play, but then it has that freezing problem that you need to use SMILE to fix; or you can attempt to use FP's fix to skip the freeze. Anyway, Golden Dawn, Redesign, and Limit seem to be a step up in difficulty from those, so ideally, you should probably play the ones closer to SM's difficulty, then work your way up to these three. As far as half hacks like Reverse, most of them I either played too long ago to accurately gauge their difficulty or my memory of them is hazy. The Japanese halfhacks all seemed to be pretty hard when I played them, but that was before I had gained experience playing the full hacks. I'd have to go back and replay them in order to accurately gauge them. And of course, don't even try to play SM:Impossible until you're really, really good at the game  :)

Also, you might want to modify your system to have two different difficulty ratings - physical difficulty and exploration difficulty. This is because some people like one but not the other. And some hacks are hard exploration wise but aren't so hard as far as physical difficulty, and vice versa. People who are new to playing hacks can probably more easily tolerate exploration difficulty (since they can always ask for directions and hints) moreso than physical difficulty (which may make it impossible for them to progress)
Edit history:
Cardweaver: 2007-12-14 12:23:10 am
Well, so far I've played Impossible, Redesign, Golden Dawn, Dependance, N00bsmasher, and of course, Gravy.

Impossible is aptly named, I never did manage to beat itWoot! I did manage. Its very hard, and requires many skills most players can't do consistantly. The map is just like SM, but the item order is varied widely. I would only recommend Impossible for masters with a lot of patience. Now that I have conquered it, I realize that the overall design is quite nice. (4/5)

Redesign is very very different from SM. The map is different, the physics are different, and there are even new items/abilities. I did manage to beat this one, but it took about 27 hours of in game time to beat. I recommend this one to someone looking for a new experience, but is able to keep up with a fairly steep learning curve. I really liked this one, but it almost needed its own instruction manual. (4/5)

Golden Dawn and Dependance are very interesting hacks as well, you won't really recognize much of anything based on the rooms, but the physics/general structure is the same. I recommend these to people who liked the exploring part of SM. Neither one is very hard IMO as far as enemy/boss/environment difficulty, but you will be searching for items for a while. GD: (3/5) Dependance: (3/5)

N00bsmasher... I was smashed. Its very short, but extremely hard. If you really want a challenge, and can perform some of the more difficult manuevers as well as deal with the world's hardest metroids, then I guess this one is for you. I like a challenge, but nobody likes to have their face stepped on. (2/5)

Gravy is my own creation, so naturally i think its great. The abilities required are: mockball, speedball, single-wall jumping, short-charged shinespark, mid-air shinespark, and good reflexes. Its no where near Impossible difficulty, but it can be quite challenging sometimes. As far as itemfinding and hidden passages go, there are a couple hidden paths that aren't obvious at all, and the general itemfinding can be difficult. (5/5)

For players new to hacks, I recommend trying to do harder runs of SM before you play the actual hacks. for example: a no boss or mini boss run, or even something as simple as skipping spore spawn, and then going through norfair before Kraid.
So far I have played Impossible, Redesign, Golden Dawn, Dependence, Noobsmasher, Gravy, Limit, Reverse, Legacy, SFI.... maybe that is all of them. I also want to point out that I am the kind of player that does not like exploring as much as the physical challenge, that is why my reviews may seem illogical to some. I also recommend separating exploring and action when it comes to difficulty, because they are completely different things and they both are a very important things in the actual playing experience.

I have not finished Golden Dawn, because it really is not my cup of tea. Maybe some day I will finish it, but not for some while. I recommend it if you like searching places and items and you enjoy a vast experience. At least I think that it will provide entertainment for a long time. (My rating for now: ★☆☆☆☆) [for the symbol-impaired: one out of five]

SFI I probably did not finish either, but if I remember correctly, it gives player a chance to play through SM in a different atmosphere, but it is a lot like the original, both in design and difficulty. (My rating: ★☆☆☆☆) [one star]

Dependence and Legacy were both good hacks, they felt just like another version of SM. Not too hard, not too easy either. It has been a long time since I have played these, so I cannot say anything specific about them. (My rating: ★★★☆☆) [three stars]

I am still halfway through Reverse, but I think it is a good hack. Lots of glitch-like elements and awesome shinesparking. Not much room for sequence breaking or trickery though. (My rating: ★★☆☆☆) [two stars]

Limit was a nice experience, I liked the difficulty and some glitching it required. That elevator-shinespark-blue suit -thingie did not work though, had to use cheat codes to get past that part. I recommend this for more experienced players that know something about tricks and glitches. (My rating: ★★★★☆) [four stars]

Noobsmasher was a nice little hack. Those deathtroids were just plain evil, but with right strategy, they were not that bad to handle. Not a hack that I would try without save states. Recommended only for advanced players. (My rating: ★★★☆☆) [three stars]

Redesign was a nice experience as well, it really felt like playing a whole different game with all the changed physics and whatnot. Large hack that will definitely keep item-searchers busy for a good while. If you are only in for a little challenge, this is still a good choice because some parts really require skill to get through. Not for impatient players, sometimes I wonder how I had enough motivation to finish this, because usually I get tired of the meaningless traveling across the map. (My rating: ★★★☆☆) [three stars]

Gravy is one of the newest, but it still has conquered a good place in my heart, because it has a lot of variation and some challenge too. The map layout is basically the same as in original, but rooms have been altered to provide a different feel in some places. Items are not too hard to search, but some of them are hidden very well. Like Cardweaver said, some skills are mandatory with this hack, such as short-charge and mid-air shinespark. 100% is a very nice challenge in this one. (My rating: ★★★★★) [five stars]

And last but not least my favorite, Impossible. This one has the same map layout as the original and lots of items are in their original places, but the route is forced and diverse. You have to travel in power suit through Upper Norfair, whole Maridia and even Lower Norfair, so there should be enough challenge for anyone. Requires several skills like IBJ, DBJ, fast walljumping, flat mockball and speedball...Boss fights get sicker and sicker as you proceed. Twisted Evil Save state abuse danger  Twisted Evil Definitely the king of physical challenges, not for greenhorns  :)  (My rating: ★★★★★) [five stars]
Maybe its just my computer, but Lance, did you give every hack five boxes or do they represent something else? *Assuming that they do mean something else*
Almost happy
Lances ratings in () are all bunch of "?" to me.
They look find to me. They are stars.

Anywho, I will giv emy take on hacks later, when I have more time.
Yeah they are meant to be stars, white-filled means given star and borders-only means "empty star", I think you know what I meant. I think they are so special that not every browser shows them correctly. Maybe I will change them or add something next to them, because I think most people will not be able to see them right.
Edit history:
Fano7: 2007-12-12 05:30:01 pm
Every Bit Counts
I have played a few hacks, so I'll tell you what I think of them.

Golden Dawn: I have yet to complete this. Mainly because of how hard the items are to find. I mean, spenting 30 minutes to an hour searching for your first missile pack is not fun at all IMO. I will return to play this hack, someday. Just not my style. Don't know what this hack requires, except lots of paitence. My rateing: ★☆☆☆☆ (1/5)

Limit: This is my secound favorite hack of the game. It changes the way you play the game. It completely redesgins the map (even someparts of Ceres are different). It also changes the item collection. And finally, it changes the diffuclty, making it much harder, but not Impossible hard. The blue suit glitching didn't work for me, but whatever. It's still a great hack. Requires many skills, like Gravity Jumps, suitless underwater movement, Blue Suit, wall jumping, and mabey mockball and speed mockball. My rateing: ★★★★★ (5/5)

Reverse: I have yet to finish this hack. So far it is fun, with a few things changed. For one the item collection is different, and sligtly changed level desgin. The funnest part so far was the downward diagnol shinespark. Requires Shinesparks, walljumps, and some searching. Also changes the boss order. My rateing: ★★★★☆ (4/5)

Redesgin: I have yet to finish this awsome hack. At least awsome until past Gravity. Then it gets hard, as you have no cule where to go except to Maridia (I have been searhing for a new item for about a month now). But I digress.  The physics were changed, the game desgin was changed, and the item order was changed. Requires shinesparks, a lot of searching, and walljumping. Favorite time was Hells run. Secound Favorite was Lost Caverens. Third was the escape.My rateing until post Gravity: ★★★★★ (5/5) My rateing for post Gravity: ★☆☆☆☆ (1/5) Nice, fun, and a must play. BEST HACK EVER MADE. My rateing: ★★★★★ (5/5)

n00bsmasher: A very fun, short hack. Requires alot of fast movement. The list includes wall jumping, spike dogeing, crumble block jumping, a heated room suitless, speedball, and very fast reflexes. I did not get smashed, but this also is not easy. My rateing: ★★★☆☆ (3/5)

Gravy: Gravy is the newest, and very fun. Not really steped up in physical difficulty, but some items were hidden prety cleaverly (cough cough X-Ray). You have a sense of knowing where to go, but still having to find your way. Nice hack, a must play for everybody. Requires mockball, speed mockball, thinking, searching, walljumping, and short charge. My rateing: ★★★★★ (5/5)

Impossible: I don't really know what to say about this hack. It's not for begginers, as it requires many tricks and just quick and percise action. The layout is about the same as the orignal, but stops major sequence breaks (well any at all, except for one). You know where to go, but you just need to do it. And trust me, it's not easy. You need to do Norfair (both upper and lower) and Maridia without the Varia or Gravity. You need walljumping, thinking, suitless Norfair, suitless underwater movement, shinesparking, and the list goes on. My rateing: ★★★★★ (5/5)

Puddin: To be writen. My rateing: ★☆☆☆☆ (1/5)
Way to steal my stars  :-D

I recommend that you too put some other explanation next to them too, since I think there will be lots of people who will only see boxes or question marks.
Every Bit Counts
Quote from Lance Uppercut:
Way to steal my stars  :-D


Rolling Eyes

Quote from Lance Uppercut:
I recommend that you too put some other explanation next to them too, since I think there will be lots of people who will only see boxes or question marks.


Done.
Eschews avatars
Limit, Legacy, and Redesign are, IMO, the best hacks simply because they simultaneously change the game completely and retain its atmosphere perfectly.
Impossible is well-named, and very good for the ego if you can take it.
Golden Dawn and Dependence are somewhat acquired tastes; their feel is very different from the original. Once you stop expecting them to ever feel like Super Metroid, they're quite fun.
You'll either love SFI or hate it. Almost the entire hack is devoted to aesthetics, and there is literally something odd or amusing or secret in every single room.
Reverse seems like it was designed lazily, but it contains probably some of the most original level design of any of them.

My personal favorite? Limit, closely followed by Reverse. I'm a sucker for good level design, and that guy is a master (the same guy, Sin, made both).
I cant really come up with good recommendations these days. But I will say this. I have played every single hack on my list except impossible.
Edit history:
ICheatAtGolf: 2007-12-07 07:48:16 pm
Well, i've played every hack as well.  And since no one wants to read through 20 pages of reviews, i'll try to keep this short.  I would go with Limit if you want some awesome gameplay and steep difficulty.  (Not as steep as impossible)

Or, if you just want a fresh new experience, without a steep challenge, go with Legacy, SMI, or Reverse.    Legacy can have you a bit bored at times, SMI has amusing secrets, and Reverse will just leave you saying "damn that was freaking awesome" when you see some of the technical tricks the designer pulled off.

Impossible is very hard, i'd even go as far to say that the posters here are underrating the level of challenge involved with that hack.  If you've played through SM less than 100 times, you're probably not going to make it even halfway through this hack.  Sorry.

Magma was a good hack, but as far as I know, it's impossible to get now.

The less known hacks, such as Grapple, T-Metroid, Short-Troid, Darkness Spreads, Return to Zebes, Another of Super Metroid (easy and hard) are usually one of three things.

1.  Exploration is annoying
2.  Not changed enough to be enjoyable
3.  Badly programmed (messed up frame rate ftw?)

I wouldn't mess with the less known hacks unless your a bigger SM fan than me, which i doubt.
I was able to beat SMI, and I've only played through the original like three times.
Quote from Bolognab:
I was able to beat SMI, and I've only played through the original like three times.


Then you're a fast learner and probably belong at the head of a very large company instead of on a message board.

Anyway, the number was obviously exaggerated. 
Recently I've played through 3 new hacks (and I finally beat impossible!) So I'll give those reviews now.

Dmantra's One room hack: This hack is short, sweet, and to the point, but I think I liked the earlier version the best. It's a little hard, requiring some spike dodging and some other tricks that end in death should you fail, but overall, I liked it. (4/5)

Bolognab's Cofinement: I loved this thing. Extremely good continuity, and end boss that scared the shit out of me at first, and some unique takes on how to use a skill. It does require some rather difficult wall jumping, and even a mildly short charged speedball, but other than that, just look out for the spikes (not too many), and have fun. A very nice hack for only one room. (5/5)

The sadness that is my Puddin: Had this been my first hack, it might have gotten some better reception, but as it is, it couldn't stand up to Gravy, and really, it shouldn't. Puddin is hard, sometimes to the point of being annoying, which I now realize was a mistake. However, somehow I managed to appeal to some people still, and so I have mixed feelings about it. The items are well hidden (maybe too well), the challenges are tough, and it requires massive speedball/mockball skills, as well as a general knowledge of most other skills, especially crumble block jumping/bombing. I'd give this a higher rating, but it doesn't really deserve any higher than a: (2 or 3/5)
YAY TEXT
All I've got to say is: If you only ever play one hack, play Redesign. Simply put, its the best hack ever made in my opinion, its even better than Super Metroid. Redesign has a map twice the size of super metroid, there is no change to the games engine which isn't good, and the 12 guardians are such a better way to open Tourian than the statues. This was the game that got me interested in hacking, its beautiful and any super metroid fan must play it.

PS: i also quite like my soul-sucking little demon, N00bsmasher
You realize that if Redesign was a commercially released game, reviewers would be deriding the 12 guardians as an unnecessary fetch quest, right?
Meri Kurisumasu! ^_^
Quote from Black Telomeres:
You realize that if Redesign was a commercially released game, reviewers would be deriding the 12 guardians as an unnecessary fetch quest, right?


Jealousy is and ugly colour.

Cardweaver's new Boss-hack is the shizzm.
Lol wut. That is absolutely true. They did it when Metroid Prime and Prime 2 required keys to unlock the final areas. I just find it odd he likes something that most people normally hate. Same with Windwaker's triforce piece quest. What, I'm not allowed to say this? Oh and let me be clear. I don't dislike the guardians that much because when you're playing a game you like, a fetch quest can lead to stretching out the "fun" and finding hidden things is fun. However, if it was in a game I didn't really like, I'd hate it. (See Prime1-2 lulz.) However, from a game design standpoint, using fetch quests is a tenuous strategy at best.
Quote from Kriole:

Jealousy is and ugly colour.


I kinda like green...

Also, I think most adventure/platforming games are just prolonged fetch quests. If you really think about it, in SM you have to fetch and kill each of the bosses, you have to fetch the items, and then you have to go fetch MB, only to later (maybe) fetch some animals.
Stuffs. Yar.
You do have a point. But I think that it's more of a "you have to fetch X number of the same item before you can advance" that irritates people... To continue with your SM example, you don't need to fight the bosses in any specific order... there's just an "easiest to do" order. That and fighting a boss is (usually) more exciting than picking up an item, and even fetching the items powers you up. And the animals are a small detour, so it's not as annoying... not that I'm trying to argue with you, Cardweaver. I'm just pointing out that, in certain circumstances, fetch quests can be fun...

At least, more fun than "Find 12 of these keys scattered around two worlds you've already explored" or "Fetch the princess... but she's in another castle!" :P
Doesn't matter to me if you're arguing... I like arguements.

I also enjoyed many of the mario games, most of which are fetch quests... 64, Sunshine, Galaxy, even Luigi's Mansion. Metroid II return of samus was probably more of a fetch quest than the other metroid games though...

I'm just saying that some fetch quests are good, (I liked redesign's) and others are annoying (Kirby 64 anyone?)
(user is banned)
Breathe in the Future, Breathe out the Past
Quote from ICheatAtGolf:
Magma was a good hack, but as far as I know, it's impossible to get now.


I've just started that one, recently came across it. Can't remember where. But that means it's not impossible to get  :P