|
|
|
|
|
A Nintendo community by the fans!
|
|
|
∧ |
Forum main |
|
|
Top 10 games on a Nintendo Platform According to Negative World - Third Time Charm! [top ten]
|
|
|
|
|
|
|
|
|
|
|
|
|
I have done this twice before, once in July '09 before the massive influx of users, and then once again in March '10, after we gained a whole bunch of new people. As you probably should know, if you are a member (and if you are not, why not join up?) we host a games database where all users can add and rate games on Nintendo consoles. And we also average out all of the ratings, to get a (semi-)official list of the top rated games based on the tastes of the Negative World users. First, a couple of rules. For the sake of this list, I am only counting games that have at least 10 ratings, and I have a new rule as well: I am only counting games that were unique upon release, no collections of previously released games. Of course Metroid Prime Trilogy is going to be very highly rated, it is 3 of the best games ever in one place! But I am more interested in seeing how the individual games fare, and not clogging up the top 10 with collections. Another small point... although we round to the nearest hundredth for the scores we display, in the calculations no rounding has taken place. So when it appears that games have "tied" in reality one has slightly edged out the other, and I am displaying them in the order they have placed before being rounded. Alright, let's do this!
|
|
|
|
|
|
11/09/10, 21:54 Edited: 10/31/13, 22:40
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
11/09/10, 21:54 Edited: 10/31/13, 22:40 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
@SimbabbadThe combat in Super Metroid isn't anywhere near bad. It's just that it's far from the focus. Enemies are typically more minor, troublesome obstacles than major barriers preventing your progress. Since the game focuses so strongly on exploration and upgrading Samus to really learn the environment and its secrets, having a convoluted battle system would only slow down the quality aspects of the game. The enemies respawn room by room, and refighting complex monsters with tons of health would get extremely old, extremely fast. It'd be the 2-D equivalent of those tedious Chozo Ghost rooms in Prime 1. And really, the only difference in the combat between Super Metroid and Metroid II is that Super Metroid's is easier due to Samus's larger arsenal. Considering Metroid II didn't require nearly as much learning the world as Super Metroid, that's perfectly fine. As for the level design, I've always found it brilliant. It's not Super Mario Bros.-style but it doesn't have to be. What works is that the areas are all integrated in a very organic way that makes what could've been a tedious maze-like environment (complete with repeating rooms like the first two games) into a memorable representation of Zebes. There's a healthy balance of dank, creature-filled hallways and more open, branching rooms, and even the series infamous vertical shafts provide variety in traversing them (compare Brinstar's to Norfair's to the Wrecked Ship's, for instance). The platforming, meanwhile, is terrific in that there're numerous ways to get around. Metroid 1's bomb jump was the start of this, but not anywhere near the level that wall-jumping, shinesparking, and mockballing will get you. There are so many cool areas that wrap around to shortcut to other areas, and so many ways to do things that SM is the most popular speedrunning game of all time. Plenty of sequences in the game mix platforming with action, such as using the Grapple Beam over spikes while light-providing bugs should stay alive, or outrunning a rising tide of acid while blasting a bunch of airborne Norfair Violas, or making your way across a series of platforms that rise and fall into the water to get to an E-Tank. Return of Samus is a lot simpler by comparison. I got it when it came out and while I enjoyed it, the repeating room design (really, that one large "open" cavern template with the Choob Leech was repeated about 5 times in the game), maze-like qualities of some of the vertical hatches, and pseudo-linear progression just make for a Metroid that's a little too sloppy and simplistic to me. Super Metroid's design is immensely respected and beloved by, like, everyone in the game industry. I'm puzzled why you'd think it was bad...I mean, I've played through the game probably 15 times (no exaggeration), and every time is incredibly fun due to the clever layout, nonlinear creativity, memorable locations, and the pursuit of the ever-elusive perfect speedrun. |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
∧ |
Forum main |
|
|