Super Metroid: Super Metroid: Dependence Super Nintendo

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Just what it sounds like, a new Super Metroid level design hack. Take a look at the readme for more important info. There are some graphical kinks that were compromises with the SM code.

Savestates are recommended, as save points are pretty rare, but then, this hack is not as difficult as some of the other SM hacks released recently.

The hack was tested completely on SNES9×1.42, so if you encounter emulation problems, try it on that, although it works on ZSNES for me as well.

de?pen?dence
n.

3. The state of being determined, influenced, or controlled by something else.
4. A compulsive or chronic need; an addiction

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By Black Telomeres

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A message from the author:

Thank you for choosing Super Metroid: Dependence for your SNES9X or ZSNES emulation system!

Super Metroid: Dependence is a full level design/layout hack, focusing more specifically on individual room design. It's a bit more non-linear than some previous hacks, and maybe even more so than the original Super Metroid. Whether that's good or bad is up to you.

Since there are very few save points in the game, I'd advise save state use. And unlike some of the other Super Metroid hacks, there are map machines around. However, if you use them, beware the icons on the map, they're incorrect. If I had enough hex expertise to change them, I would have. The map itself is correct though, although like in the original Super Metroid, it conceals more than it tells.

The following are some random things I think you should know about the game before beginning, although if you're strictly hardcore and you want to figure out absolutely everything at the cost of maybe a bit more trouble, then you can skip the rest.

There are a couple of different branches you can go off on depending on which order you want to face different bosses in, and thus you can also make the game easier or much harder by following diverging paths. If you find the path you're going down seems a bit too hard for the level of equipment you have at the time, try experimenting and looking for different ways in other sections of the planet.

If you go to the Wrecked Ship with only 2 energy tanks or less, and it's very possible that you may do so, then heaven help you, for you will not be prepared for what will await you there. Unless you're very good at fighting Phantoon.

Also, the spring ball is now a required item. If you can beat the game without it, congratulations, you're probably superhuman. But I'm pretty sure it's required.

There are also a few sequence breaking opportunities in the game. To give you an idea: With some decent ingenuity, 2 bosses can be skipped without abusing the game...too much. I'll let you figure out exactly which ones, if you care to. I wanted to make more skippable, but that wouldn't have exactly made for a long game, now would it?

For anyone who might want to go for 100% item completion, 97% is the new 100%.

Anyway, that concludes this readme file.

Super Metroid (JU) [!].smc - GOODSNES 2.04
CRC32: D63ED5F8
MD5: 21F3E98DF4780EE1C667B84E57D88675
SHA-1: DA957F0D63D14CB441D215462904C4FA8519C613
SHA-256: 12B77C4BC9C1832CEE8881244659065EE1D84C70C3D29E6EAF92E6798CC2CA72
Time to Beat
Main Story 7h 27m
Main + Extras 8h 16m
Speedrun Avg 1h 29m
Release Date
Feb 27, 2007
17 years ago
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