Super Metroid - Airy
Hack of Super Metroid
Super Metroid - Airy
Hack of Super Metroid
|Patching Information||No-Header (SNES)|
|Patch Version||Revision 3|
|Hack Release Date||28 August 2013|
|Last Modified||04 September 2013|
Here is a full hack for Super Metroid. The map has been completely changed in this patch. Also, you can shoot more rapidly with your weapon plus you will notice you can jump with the effect your body is more lighter than in a usual play through, hence the name of the title, Airy.
Contains patch for Headered & UnHeadered ROMS.
Here is a DEMO Vid on the patch.
ROM / ISO Information:
- Super Metroid (Japan, USA) (En,Ja).sfc - NOINTRO
- CRC32: D63ED5F8
- MD5: 21F3E98DF4780EE1C667B84E57D88675
- SHA-1: DA957F0D63D14CB441D215462904C4FA8519C613
- SHA-256: 12B77C4BC9C1832CEE8881244659065EE1D84C70C3D29E6EAF92E6798CC2CA72
|Contributor||Type of contribution||Listed credit|
User Review Information
AKA The Shooty-Floaty One!Reviewed By: jm102887 on 09 Nov 2020
It’s funny when a hack has a funny name and it’s because it basically spells out the feature of the hack, but Airy it is! So now that I’ve blazed through this hack, let’s set it down and let it out for some airy! 8D
THE WORLD: So as I’ve mentioned in other reviews I’ve done, I love brand new worlds in Super Metroid, and Airy at least tries to give that. No clue where this place is, but we get the cavernous Planetia (de Agua! ARRIBA!), the eerily dark fortress of Nadirn (of the I’m not givin’ Nadirn variety!…I’ll stop now .), the icy caves of Lonely, the watery and bubbly world of Airia, and a few others. Much as I like these places…this falls somewhat flat on its face for a handful of reasons, not particularly good ones either. The four main areas that you’ll be exploring the most of (Planetia, Nadirn, Lonely, and Airia), are all huge places but “shortcuts”, if you can call them that, don’t really save you but maybe a small handful of rooms instead of letting you cross from one side of the map to the other with relative ease. In other words, paths often loop back on themselves, but not in such a way that’s convenient at all, meaning you still have to tread long distances if you need to backtrack. Another nasty issue is the fact that while many hidden blocks were made pretty obvious, a few other places they weren’t, which can be pretty bad in some locations where you need to find a hidden path to continue. Yeah, I know, exploration and all, but consistency is nice to have, especially since this point of obvious vs no clue whatsoever extends to the fact that some items are marked on your map, others aren’t whatsoever. These problems are also very nastily apparent in Nadirn, which is almost woefully dark and a pain to navigate until you get the X-Ray Scope.
GAMEPLAY: Airy’s main gimmick is actually two-fold: faster firing rate and extremely high, almost floaty jumps. How this translates into gameplay and all is probably up to the player’s opinion. On the one hand, I quite liked both aspects, and occasionally found myself laughing at Samus machine-gunning with the Spazer and Plasma beams. The high jumps, especially once you have the High Jump Boots, leaves you feeling like you could jump up a gigantic shaft and enter an open door without interruption…and it in a way fits with the fact that you’re on an unknown planet whose gravity may very well be lighter than Zebes. Unfortunately…and I hate to say it, but both of these aspects do come with their own fair share of problems. The “machine-gun” arm cannon basically amounts to a ridiculously easy game, and pretty well makes the Charge Beam unnecessary for much beyond a boss or two. Never should an item really become “redundant” or “easily forgotten” in a good Metroid game, but the Charge Beam is almost detrimental to your offense in this case. The floaty jump mechanics, while a somewhat fun aspect, has pretty well no practical use, and it doesn’t translate very well with the Space Jump, making it pretty well a second redundant item along with the possibility of the High Jump Boots since there’s really no area you can’t reach from the get-go.
FUN: I know I’m basically ripping this game a new one, and while I apologize to the author for that, quite a bit of this game started to irk me over time. This game IS fun, don’t get me wrong, but it was more fun early on than the later stages of the game. Faster firing rate and floaty jumps are novel ideas to have, but that’s all they are, a novelty. In no way are challenges or the locales built around those two aspects. It’s also stupid easy to find new items, as many of them are very obvious with a single block clearly out of place, denoting what’s probably a pack of missiles or something. And this is probably the absolute biggest sin of this hack that I struggle to get past…the sheer randomness of the upgrades. Metroid, and Metroidvanias in general, follow a set of rules, and one of them is that progression USUALLY makes some sort of logical sense. “I found Super Missiles, so now I can go back and open that door I saw much earlier. Behind that, I found the Varia Suit, so now I can explore that superheated level I nearly died in on the way here” and so on. In Airy, you hardly move a room over before tripping over some new item, many of which wind up being key upgrades. You might find, and this is a loose example, the Wave Beam, Power Bombs, Gravity Suit, and Super Missiles all within three or four rooms of one another. What this means, however, is that there’s little to no thrill in finding these. They’re simply passed out…prizes for completing the “easter egg hunt” so to speak, whereas Super Metroid or more composed hacks will make you work for that additional 100 Energy or 5 Missiles…you will EARN it…but in Airy, they’re just handed out like participation prizes. Now I will concede to a few things I legit REALLY enjoyed…the 4 Reserve Tanks (I’m assuming as I only found 3, lol), are indeed more well hidden and require an advanced technique to acquire. This was something cool for me as I just learned how to do Mockball and thus it was good practice for me. The Statue also doesn’t lead to the final stage of the game, only to the key item required to GET there…and that was a nice touch, in my opinion.
MY RATING: 6/10 Gosh, I went all out and really ripped this one a new one, didn’t I? And I’m recommending the darn thing! Let’s just say…this one is for more casual gamers as it’s really not hard at all, most things are relatively easy to find, and the few difficult-to-get items are just the Reserve Tanks that some people could hardly care about anyway. Unfortunately, the game itself isn’t consistent exactly with the fact that plenty of things are almost in-your-face obvious while others just aren’t shown any hint of being there at all which can be a pain when trying to backtrack to figure out where the flip to go, the game’s main gimmicks are more novelties than useful or capitalized mechanics and pretty well trivialize 3 of your suit upgrades, and items have little to no logical sense of progression, which has the unfortunate side-effect of negating a Metroid, and Metroidvanias in general, game’s main thrill - finding that one, absolutely vital upgrade to allow you to progress further down an area you remember needing it to explore. I did have fun and chances are you will too if you can allow the good and fun points to balance out a chunk of these flaws. There’s plenty good here, but I think it could be significantly better polished than this.
Version Revision 3 Recommended - Yes
|AKA The Shooty-Floaty One!||jm102887||09 Nov 2020||Revision 3||Yes|