Owner of Game Wisdom with more than a decade of experience writing and talking about game design and the industry. I’m also the author of the “Game Design Deep Dive” series and “20 Essential Games to Study”
And The Greatest Foe (a particular frog in the swamp, 2 minutes)—but Youtube’s awful policies think it’s made for kids, despite the frog getting murdered bloodily at the end, so they made it unembedable. YOUTUBE HAS DONE A STUPID THING, LET THIS ALLCAPS MESSAGE STAND IN TESTAMENT TO THIS RIDICULOUS FACT.
On Romhack Thursdays, we bring you interesting finds from the world of game modifications.
Why do people play romhacks in the first place? I’m setting aside joke hacks (most aren’t that funny), and hacks that seek to make something completely different from the original. I’m talking about the normal style of hack, the type that tries to deliver more of the original game. Especially for a game that’s beloved and well-made in the first place, like Super Metroid?
But you can’t go home again. Without substantial modification to the game’s code that even extensive hacks almost never pull off, the result is a remix of the original game. Making a game by itself is pretty hard, making an interesting modification that works as an extension of the original, while not going overboard in one of a half-dozen ways, is nearly impossible. Many hacks are unplayably hard. For some, like those invaders from the dark universe of kaizo hacks, that’s the point, but most players just aren’t into that scene. But if the game isn’t harder, then the people who are in the hack’s audience will probably just be bored.
I’m not quite sure that Hyper Metroid SUPER walks the line perfectly. I haven’t finished it (I have a deadline after all), and while I find it interesting there’s at least one sticking point I’ve noticed. But it does its job about as well as any other romhack I’ve seen, I haven’t spotted any bugs, and it’s fun to explore and work through the structure of Super Metroid once again, with a different map and items found in a different order.
The hyperbolic name is a result of it being a sequel to a sequel (to a sequel). Hyper Metroid was a previous hack from ten years ago, by creator RealRed, that’s pretty highly regarded by the Super Metroid hacking community, judging by its rating of 4.62 on Metroid Construction‘s user rating poll. Hyper Metroid won an award in the year of its release, and is at 19th place on its ranking of all Metroid hacks. While it’s only been out six days now, Hyper Metroid SUPER has a rating of 4.87, and is currently at the top of that same list.
Hyper Metroid did an excellent job of turning the Super Metroid engine to the exploration of a new world. Hyper Metroid SUPER is a great refinement in design, and shows what ten years of consideration and attention to design can bring to a game. The sudden deaths and hard stalls that are a problem with most romhacks are not here, but neither is it easy or simple. It’s still the work primarily of one person, and that presents limitations that are not easy to overcome when compared to an original game that was a strong team effort. But I haven’t rolled my eyes in the parts of the game that I’ve played so far, and that by itself is an accomplishment.
One aspect that’s deserving of mention is how, perhaps inspired by Metroid Zero Mission, Hyper Metroid SUPER guides the player along in their explorations in a manner similar to Nintendo’s own games, but also purposely allows for sequence breaking by an experienced player.
As stated, I haven’t finished Hyper Metroid SUPER yet, and it’s the kind of game where all it takes is one badly-designed element to wreck the whole experience. But so far, like the users of Metroid Construction, I rate it highly.
Nintendo has a habit of, with each new console, throwing a bunch of features at the wall to see what’ll stick. Most things, let’s be frank, don’t.
Top of my head? The DS’s second screen? It worked for a while, but now seems pretty well an abandoned idea. The 3D features of the 3DS. StreetPass. AR games. Their brief experiments with free-to-play on the 3DS. The whole darn Virtual Boy. Need I go on?
One of these features was the idea of system-supported services that software could use to interact with the player outside of borders of their channel. Miis were the finest example of this, of course, and amazingly Nintendo hasn’t abandoned them yet, although ideas like Miis that could travel between systems on their own have been conveniently forgotten.
But on the Wii, there were a few less publicized things that games could do. Super Mario Galaxy and its sequel were known to send you messages on the system bulletin board to congratulate you on winning, or to give you hints of Stars to find.
About a year ago GVG did a recounting of Wii games that used, of all things, data from the Weather Forecast Channel. They pinned down nine pieces of software that did this. It’s a feature that Peter Molyneux notably abandoned when he directed Black & White (after announcing it), but Nintendo actually did it. Here is the video, which is a fairly padded 9½ minutes:
The title says nine games used it, but the channel only lists seven, and not all of them are even games! The software named:
Mario & Sonic at the Olympic Winter Games (could be enabled in Options)
Nights: Journey Into Dreams (in the Nightopian garden)
Quick! Name a level in Sonic Adventure 2 that isn’t City Escape (the first level)!
You probably couldn’t think of one. Maybe Pumpkin Hill, from remembering its rap-based theme song? But one very distinctive level in that game is the last one on the Hero Side: Final Rush.
Wait, what do I mean by Hero Side? None of this paragraph really matters, but…. There’s two scenarios in it, the Hero story with Sonic, Knuckles and Tails, and the Dark story (the game shies away from the term Evil) with series debut characters Shadow and Rouge, and Dr. Robotnik, a.k.a. Eggman, playable. The story scenes from Sonic Adventure 1 were ditched in favor of a level select map, and the varied gameplay of the first game narrowed down to running stages (Sonic/Shadow), searching stages (Knuckles/Rouge) and shooting stages (Tails/Eggman). Gone were Amy and Big the Cat’s playstyles, and Omega’s were given over to Tails and Eggman.
Of course, everyone most loved the running stages. The game’s named after Sonic, after all, even though they had some issues. The issues, they were what many people who played the game remembered. Although the game is arguably an improvement on SA1, gave us more insight into Eggman’s history and motivations than we’ve ever had before or since, and even its lore plays a big part in the Sonic 3 movie, it’s still a 3D Sonic, and so it’s still seen as inferior to the Genesis originals. The 3D Sonic game released after Sonic Adventure 2 was Sonic Heroes, which was mostly about running; the searching and shooting gameplay seen in SA2 hasn’t to my knowledge returned since.
But as ZoomZike reminds us, there are interesting ideas in Sonic Adventure 2! He examines the last of the running levels (if you don’t count the very hard to unlock Green Hill level), in fact the last Hero Side level in the game.
Final Rush takes place in space (there’s still gravity though), and is themed around Sonic Adventure’s 2 new gimmick, rail grinding. You’ve shredded on rails throughout the game up to this point, but most of Final Rush takes place sliding around on rails improbably placed in Earth orbit. The level is rife with opportunities to send your pitiful blue garden mammal through a fiery reentry. My own memories of the level, like most of the game, involve camera struggles and fighting glitches, but I remember Final Rush being entertaining at least.
Owner of Game Wisdom with more than a decade of experience writing and talking about game design and the industry. I’m also the author of the “Game Design Deep Dive” series and “20 Essential Games to Study”