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Super Metroid (Nintendo SNES) discussion [game]
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9.64/10 from 107 user ratings |
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Welcome to the official discussion thread for Super Metroid on the SNES!
To start, please add this game to your log, add it to your collection (if applicable), and (when you are ready) rate it using the link above!
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One of the best games of all time, or the best game of all time? I won't listen to any discussion that doesn't acknowledge one of those two options. Metroid has always been a kind of strange Nintendo franchise to me. Most of the other franchises (at least from Nintendo internal developers) have a sort of similar tone... cartoonish, colorful, etc. Metroid though is just a straight up slick sci-fi thriller. Anyway, I remember renting this game with my cousin and not really knowing what to expect, because to be honest, I never really got into the original Metroid game much don't kill me. Super Metroid, however, changed my world. I played through like half of the game in a single rental, and then went out and bought it later to play the rest. And then played through it a few more times. It's just so freaking brilliant. Awesome progression mechanics, awesome boss fights, awesome music... awesome everything. The controls are a tad bit awkward to go back to, but they still work. Best game ever? Probably. URL to share (right click and copy)
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10/13/12, 23:26 Edited: 10/13/12, 23:29
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Also, do certain enemies only drop certain items? Because at one point I had run out of super missiles and was trying to get through a lock that required them and seriously killed like 30 or 40 enemies in that area without getting a single super missile drop. I finally just had to leave that area and go to another one and find new enemies and then I instantly got a super missile drop. Annoying. @carlosrox Yeah that's the thing, once you get lost in Super Metroid there aren't really any clear hints on where to go next, often you can check the map to find out, but not always. I remember last time around I got stuck at a part where you have to power bomb in a room to find a new path below the room because on the map it looked like I had already done everything that could be done in that area, it was all filled in with pink or whatever since the room below was a "secret" room that wasn't on the map. A modern game would probably at least have an icon on the map or something showing what is needed there. Not complaining though, I think Super Metroid found a good balance between the not even a map to check in the original Metroid and the hand-holding of modern games. So what got me stuck in Maridia is that room near the boss where there are spikes on the ground but they are fake spikes and there is a path below them. Same thing happened as above where I had been there once and left so my map was already filled out for that room, and the room you go to next is a "hidden" one so it's not on the map. The only thing that pointed me back in the right direction there was me thinking wait, I had to fight a mini-boss to get to that whole area and then I didn't actually find anything there, they probably wouldn't have you fight a mini-boss if you weren't ready to do whatever you had to do after the mini-boss yet, RIGHT? So that led me back down that path and I found the secret that time. But that was after like an hour of running around confused. |
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@Hero_Of_HyruleGlad you liked it. The game does a surprisingly good job at funneling players forward without making it obvious--for instance, after your first run through Brinstar, you eventually fall down a tall shaft full of Rippers that you can't escape until you find the Ice Beam. So for the next hour (or more), you can't return back to the large chunk of game that you started off in, lessening the potential amount of areas to backtrack in. It's basically saying "Hey, if you get stuck, you can rest assured that the answer isn't in any of that part of the map." Which is good because I think the game's most obscure bit of progression is right around that point: Super Missile-ing the wall in the Norfair elevator shaft to get to Kraid. That could've used an extra visual cue. Otherwise, still my favorite game ever! I speedrun it regularly because it's insane how much of the game you can skip or take out of order due to the wall-jump and other quirky, advanced moves. The Spore Spawn, Crocomire, and Golden Torizo minibosses are completely skippable, for instance, as are items like the Grapple Beam, X-Ray Scope and High Jump boots. |
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