Super Metroid: Golden Dawn Cartridge

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First off, just as a warning to any less experienced players, walljumping is absolutely required from the very beginning. Other techniques that are required to complete the game are "infinite" one-wall walljumping, single bombjumping, and the midair morph. Some madd crumble block skillz are also required. As with most hacks, "infinite" bombjumping is not required.

Similarly to Dependence, save states are required because sadly there are no consistant, reliable regular save points. They cause even worse errors in this game when implemented than they did in Dependence. Try to keep a backup savestate, also. While this game has been playtested a lot and you shouldn't be able to get truly stuck at any point, as with almost any game, you can never rule out the possibility that you could get into a difficult area with low health and have a tough time escaping or something of that nature.

Physical difficulty (i.e. the need for feats of manual dexterity) is definitely stepped up from Dependence. Also, unlike that hack, this one is less nonlinear in the order of the bosses you fight and items you collect, although path you follow through the areas may be quite nonlinear, most notably the many connecting passages throughout the opening area. It's still about as nonlinear as most other hacks out there though.

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