Super Metroid Decision part 2: Samus can't grapple with these consequences
With two bosses down and some conveyance hurdles behind us, I was in position to finish the playthrough in this second segment. That isn't to say there weren't still some head-scratchers remaining, primarily regarding the whereabouts of Maridia.
I had begun to suspect there might be one "decision" per area/boss, and that turned out to be spot-on. The second decision seemed like a no-brainer, although it may have actually proved to be the more challenging of the two specifically for gaining access to Maridia. The third decision ended up being more a matter of convenience than progression, and the fourth was a complete joke.
So all in all, this hack fell extremely short of what I had hoped it would deliver. The earlier decisions had amusing but trivial repercussions at the very end, but only one of them felt like it at all affected progression throughout the game, and none of them did so in any particularly groundbreaking or far-reaching way. Combined with some of the unpleasant-surprise changes to room designs, this hack came off as merely a brief series of shitposts rather than a clever implementation of the titular gimmick.
I have to wonder what a more ambitious, larger-scale effort following the same idea could accomplish, or whether it would run into limitations unforeseen by someone entirely uninitiated to Super Metroid level design and romhacking such as myself.
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