
Stirrings from the retrogaming community say that this hack possesses a quality that is quite common among game hacks: extreme difficulty. A new technique that was Alien to SM has finally been added to the game as well, and you’ll need to use it carefully if you wish to get all 100% items. However if the wall is a smooth pipe, or an algae covered seawall, then Samus won’t be able to get ANY grip to jump from. IF a wall is rocky and has a gripping surface then Samus will be able to wall jump off of it. Wall jumping has become a bigger part in this hack. Hi-Jump boots now come packaged with Spring-Ball. One of them is required, the other a simple weapons addition to enhance your fire power. There are 2 new major upgrades that Samus will need to complete her adventure. Many tricks you knew in the original will need to be relearned which brings back that “unfamiliar” feeling of gameplay. I have also modified bomb jumping to return to the fast falling speeds of M1 and Metroid Prime. I know where I can wall jump, that I can bomb jump places, that I can easily get around this place by doing another thing. I also Favored changing the physics because in every SM hack I’ve played I get bored rather quickly because I already know everything there is. My reason for changing it is backed up by a Pirate data in Metroid Prime that states Zebes total mass nearly equivalent to Tallon VI. Every time I jumped I felt like I was wasting time waiting to land on the ground. Something that always bothered me has been the horribly slow falling speed in this game. These features are probably best explained in the “readme” file that comes with the hack, so I’ll quote that below: It has a completely new world map, some new items, physics changes, and a few other new features. Super Metroid Redesign is exactly as its title says: a complete redesign of Super Metroid. Fans of this seminal work can explore the planet Zebes all over again in a new hack by Drewseph and crew called, quite simply, Super Metroid Redesign. Well, my friends…in 2006, that wish was granted. For years I wished so badly for a new Super Metroid, even if it were the exact same engine with a completely new world to explore. There was only one problem with this otherwise excellent game: once you had finished it - exploring every nook, finding every secret, and collecting every power-up along the way - you had squeezed nearly every ounce of replay value out of the game. The atmosphere created by its top-notch graphics, music, and gameplay was palpable, enveloping me deeply into an incredible world of sci-fi fantasy and exploration. When I first played Super Metroid in April 1994, it was the most incredible gaming experience I’d ever had up to that point.
