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Super Metroid - YPR
Original game : Super Metroid
Platform : SNES
Author : YP
Release date : 04 September 2013
Category : Complete
Patch version : 1.03
Modifications : G, L, T, P, O
Downloads : 908
ROM Information
Super Metroid (Japan, USA) (En,Ja).sfc - NOINTROHack description
Super Metroid YPRScreenshots




Contributions
| Contributor | Type of contribution | Description |
|---|---|---|
| YP | Hacking |
Reviews
| Good Ideas - Bad Execution | MetroidMst | 2013-10-24 | - |
I would like to say this hack is equal parts amazing and terrible, but unfortunately, I cannot. It leans way over toward bad unabashedly, and the few good things in it are the only redeeming value. Now, that isn't to say it is all bad. The good things in it are actually really amazing. It is just sad to see them used in a hack where people may quit before they get the chance to see them. So, a few complaints about the hack that hopefully the hack maker and others will keep in mind. The palettes are okay, but some parts that use transparencies get really obnoxious to look at after a little while. Transparencies aren't used much in hacks, and I do applaud the use of them at all, but it needed toned down a whole bunch for the sake of the player. Blindingly bad transparency palettes aside, there are other issues. The one major one I will focus on is the lack of direction of where to go at a certain point in the hack. Now, it is a Metroid game, and exploration is important. But what I am talking about here is not found with exploration. I found where to go by luck. A random bomb drop revealed a block that does not stick out in any way. What is worse, is that there is a bomb block over top of this hidden spot, but destroying that block will not reveal the secret. And since it is unassuming, the player will likely skip over it and then get stuck later on. This is fine for hiding items, not for a required pathway to discover. That whole hidden pathway isn't the end either, but it was a major point that needed mentioned above anything else. The only other major issue I want to hit on is Crocomire. Bosses in general have changes to them in YPR, which is a very good thing. Bosses generally feel like bosses for once, and the challenge was actually nice to find. But Crocomire took things to a whole new level. He was designed to be sadistic for the player, even with most their equipment. And the other problem is that the player might think they need to fight him way earlier than needed due to the aforementioned hidden pathway. With those out of the way, I will touch on some of the good things. While YPR was mostly a negative experience, when it got something right, it usually nailed it. There is some impressive work done in this hack. One of the best ideas came right at the end, as the player must fight a group of semi-custom mini-bosses to advance to the final boss. There is a locked door that if you look on the minimap it reads "100%" which of course, is telling you that there is no entry without collecting every item in the game. That is a very interesting idea, and gives the completionists something to work toward. I already mentioned the bosses in general and one really bad one in particular, but one optional boss in YPR is probably the most impressive custom boss made in Super Metroid to date. This hack has some pretty amazing things in it, but beyond admiring them, there isn't much fun playing to see them for yourself unfortunately. One other nice bonus is a couple of great puzzles involving some enemies. PROS
CONS
I cannot recommend this hack as something for the average player. It can be extremely difficult at times, so anyone who isn't skilled with Super Metroid would struggle with it. If anything, it might be best suited as a case study for any hacker out there. There are good ideas in this hack, and some are flawlessly executed, but combine that with the rest of this hack and it comes out sub par. So if you are looking for a hack to play and enjoy, definitely move on to something else. | |||