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Alpha1195
01-19-15 12:31 PM
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01-19-15 12:31 PM
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A review of Super Metroid Base Ver 0.7

 
Game's Ratings
Overall
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Sound
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7
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6
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01-19-15 12:31 PM
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| ID: 1127067 | 617 Words

Alpha1195
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I've spent the last day or so trying to find modded versions of Metroid games that I felt were adequate enough to enjoy for a few hours. Super Metroid Base Ver 0.7 more than did the job. While it isn't an original story, I feel that it improved upon the 1994 release of Super Metroid greatly. Not only are the controls a lot smoother than the original, there are new abilities to boot. The speed booster activates earlier, and the shine spark ability lasts longer. With the morph ball, you can now jump and activate it without the need to duck and then aim down. My one complaint about the new abilities is about the back flip (the backwards jump that you can do while crouching.) It seems that this ability is useless unless you crouch when you fire at enemies, or if you are sequence breaking. Sequence breaking in this game is so much easier than in the original. With the reworking of the bomb function, you can literally fly if you set your bomb button to turbo. It makes accessing certain areas so much easier with it. With the bomb jump, I was able to:

-Access the power bomb early

-Access the Ghost Ship early (These ghosts are scarier than I remember)

-Get murdered by Phantoon

-Access Maridia early (I kept dying because all the enemies there do so much damage to Samus when she only has a power suit)

-Bomb jump to the speed booster (You're supposed to get it post-grapple beam)

-Etc.

While I'm not entirely against sequence breaking, I do feel that it should be made a little harder. Redesigning the rooms where you can sequence break to make it more difficult, as well as fixing the bomb jump should do the trick. In the original Super Metroid, bomb jumping was a difficult thing to master, as it should be. When you were able to sequence break using it, you felt satisfaction and accomplishment. In this Hack base, the bomb jump was simplified into mashing the bomb button, or using a turbo mode to just hold it. Part of what I liked about the original Super Metroid was the frustration you felt at not being able to do a certain thing. You would have to build the skill to be able to sequence break, and this game just doesn't ask that of you. 

Enough about that though, lets move on to the boss fights shall we?

The boss fights (Other than Kraid) can be described in one word: Murder. 
With the revamped boss patterns, as well as the increased damage, you go through each boss fight over and over again, dying, even though you have a sufficient level of power to be able to win it. 
However, this isn't a bad thing. With video games now-a-days, especially with the Metroid series, there is a lot of hand holding (Especially in Prime 3). This brings back the nostalgia of old school gaming. While not quite the carnage fest that is Metroid: Fusion, this increase in difficulty makes this game stand out as an improvement on the original, rather than a poorly executed mess that some of the other Metroid hacks are (I'm talking about you Metroid: Phazon. You had so much potential.) It brings back the feeling that the entire world is against you, until you collect enough power ups to take ownership of the environment. And I think that's something that newer Metroid games lack. 

Overall, I highly recommend this for fans of the original game, as well as developers who are seeking to use Super Metroid as a base for their games. It is the purpose of this game after all.
I've spent the last day or so trying to find modded versions of Metroid games that I felt were adequate enough to enjoy for a few hours. Super Metroid Base Ver 0.7 more than did the job. While it isn't an original story, I feel that it improved upon the 1994 release of Super Metroid greatly. Not only are the controls a lot smoother than the original, there are new abilities to boot. The speed booster activates earlier, and the shine spark ability lasts longer. With the morph ball, you can now jump and activate it without the need to duck and then aim down. My one complaint about the new abilities is about the back flip (the backwards jump that you can do while crouching.) It seems that this ability is useless unless you crouch when you fire at enemies, or if you are sequence breaking. Sequence breaking in this game is so much easier than in the original. With the reworking of the bomb function, you can literally fly if you set your bomb button to turbo. It makes accessing certain areas so much easier with it. With the bomb jump, I was able to:

-Access the power bomb early

-Access the Ghost Ship early (These ghosts are scarier than I remember)

-Get murdered by Phantoon

-Access Maridia early (I kept dying because all the enemies there do so much damage to Samus when she only has a power suit)

-Bomb jump to the speed booster (You're supposed to get it post-grapple beam)

-Etc.

While I'm not entirely against sequence breaking, I do feel that it should be made a little harder. Redesigning the rooms where you can sequence break to make it more difficult, as well as fixing the bomb jump should do the trick. In the original Super Metroid, bomb jumping was a difficult thing to master, as it should be. When you were able to sequence break using it, you felt satisfaction and accomplishment. In this Hack base, the bomb jump was simplified into mashing the bomb button, or using a turbo mode to just hold it. Part of what I liked about the original Super Metroid was the frustration you felt at not being able to do a certain thing. You would have to build the skill to be able to sequence break, and this game just doesn't ask that of you. 

Enough about that though, lets move on to the boss fights shall we?

The boss fights (Other than Kraid) can be described in one word: Murder. 
With the revamped boss patterns, as well as the increased damage, you go through each boss fight over and over again, dying, even though you have a sufficient level of power to be able to win it. 
However, this isn't a bad thing. With video games now-a-days, especially with the Metroid series, there is a lot of hand holding (Especially in Prime 3). This brings back the nostalgia of old school gaming. While not quite the carnage fest that is Metroid: Fusion, this increase in difficulty makes this game stand out as an improvement on the original, rather than a poorly executed mess that some of the other Metroid hacks are (I'm talking about you Metroid: Phazon. You had so much potential.) It brings back the feeling that the entire world is against you, until you collect enough power ups to take ownership of the environment. And I think that's something that newer Metroid games lack. 

Overall, I highly recommend this for fans of the original game, as well as developers who are seeking to use Super Metroid as a base for their games. It is the purpose of this game after all.
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