Super Metroid (SNES)

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Cheeky Devlin
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PostRe: Super Metroid (SNES)
by Cheeky Devlin » Mon Oct 11, 2021 1:32 pm

OrangeMKN wrote:
Cheeky Devlin wrote:I'm struggling to think where in Maridia you were talking about


After you blow open the pipe there is a long climb upwards and then a door through to the top left of a large room. That room has an exit top right you have to grapple across to, and through that door is a short vertical climb up to another area. Instead of going up to that area, there is a section of floor you have to shoot to progress. That's what I missed!

Ah right, I know where you are.

Yeah that room has the floor broken up into segments, which is often shorthand for bomb/shoot me. I can see how it could be easy to zoom past it without paying much attention to it.

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Pedz
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PostRe: Super Metroid (SNES)
by Pedz » Mon Oct 11, 2021 4:59 pm

I enjoyed Hollow Knight, not enough to get all the the stuff you need to get the good ending, but it was really good.

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Robbo-92
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PostRe: Super Metroid (SNES)
by Robbo-92 » Mon Oct 11, 2021 5:23 pm

Hollow Knight is fantastic, probably a little too long on a standard run (bet speed runners have got the time right down as they always do) but overall it’s fantastic. I’m really hoping Dread can beat Hollow Knight overall for me, I’d like to think having beaten HK that Dread can’t be that much harder but the first boss in Dread was pretty though till you’d got the pattern down.

On the topic of Super Metroid, I really need to try and play it to completion……. What I’ve played in the past was good though. Never even got around to buying Samus Returns on the 3DS either :fp: If they all came to the Switch (either online like Metroid and Super Metroid) or the most recent versions on the eShop I’d be very happy to drop a handful of money their way!

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deathofcows
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PostRe: Super Metroid (SNES)
by deathofcows » Mon Oct 11, 2021 11:51 pm

Inspired by this thread and finishing Metroid Dread I've gone back to try Super Metroid. I won't re-write my thoughts from the Dread thread but the mood in this is still fantastic, I think, and though Samus' movement is slower and more considered (and there's a lot of small platforms to land on) I enjoy moving her around.

The soundscape is still awesome and varied and really adds to the overall sense of variety and journey - upper Brinstar is so upbeat and adventurous even compared to the haunting, flute-y lower Brinstar theme, never mind the eeriness of Maridia.

I also appreciate the game-y abstraction here. Whereas in Dread it's sort of tied to real-world structures and corridors and architecture, here you get these bizarro rooms like one that is just bubbles and eyes. It gives a rich, full sense of texture and place Because it's depicted in sometimes abstract tiles of colours (sometimes just one?!) and textures not Despite this?

I also appreciate the way each room is loaded and seen separately because SNES - it plays slower but you also get this feeling of immersion and enclosure throughout.

And OR you mentioned the Tile-Y-ness of Dread's visuals in the initial trailers, and having finished it I think it Does seem more tile-y than Super but wasn't exactly sure why. Now that I'm re-playing Super I can see that the ground tiles are often coloured in a way that makes them look irregular, by having the background/wall colour fringe the edges of the tile irregularly, so even that flatb textures are given an overall sense of being worn and organic. This might seem basic to many but I like it!

Finally OR though I get some of your issues with movement and upgrades and stuff, I always remembered the monkey and bird bits to be great. I've just replayed them and still love them! It adds a lot to the fullness of the world to see some harmless/friendly lifeforms, and the way you observe them going about their own business to learn moves feels playful to me, and even wordlessly communal in this otherwise hostile world? And the monkey things are cute! I love it!

Also it's making you aware part-way through the game of moves that were there all along, instead of being an unlockable. Like Celeste?! And you love Celeste!

Anyway I'm enjoying it and will probably finish it.

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Hypes
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PostRe: Super Metroid (SNES)
by Hypes » Tue Oct 12, 2021 8:21 am

As I'm currently playing through Super Metroid some of what you said rings true, certainly about the controls. With my first Metroid being Fusion I learnt all the moves required and so never had the learning requirement that I might have had to pick up throughout Super. I still can't get the hang of switching through missiles and cancelling and so often find myself firing off some super missiles accidentally or not having them when needed.
I also agree with your point about Maridia. I've now played Super through several times and I still got lost trying to find that way through, but I'm learning each time and hopefully I'll get it next time. My main gripe with Maridia is the sand. I hate it. It nearly ruins the game. There seems to be no regular way jumping out of it, sometimes you're stuck, sometimes you can only do a small jump, and other times you can do a huge spin jump. It's so frustrating.
But there's lots to love, I'm finding new things even this time and making quicker progress in different areas, and find myself enjoying it more

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OrangeRKN
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PostRe: Super Metroid (SNES)
by OrangeRKN » Tue Oct 12, 2021 11:18 am

Hypes wrote:My main gripe with Maridia is the sand. I hate it.


It's coarse, and rough, and irritating - and I'm glad this appears to be a thing and it wasn't just me unable to work out any consistency in jumping out of it!

deathofcows wrote:I also appreciate the way each room is loaded and seen separately because SNES - it plays slower but you also get this feeling of immersion and enclosure throughout.


Yeah I like the door transitions, they keep everything separate, make the map feel larger and the areas more distinct. I don't mind waiting for that transition to play out as it gives a brief moment of respite that helps with the game's rhythm. I was less fond of the elevators between areas, partly because of how they look (I didn't actually immediately know what the first one was) and how Samus flashes semi-transparent while riding them(?), and partly because I'd have preferred a move off-screen fade-to-black transition between the areas.

deathofcows wrote:And OR you mentioned the Tile-Y-ness of Dread's visuals in the initial trailers, and having finished it I think it Does seem more tile-y than Super but wasn't exactly sure why. Now that I'm re-playing Super I can see that the ground tiles are often coloured in a way that makes them look irregular, by having the background/wall colour fringe the edges of the tile irregularly, so even that flatb textures are given an overall sense of being worn and organic. This might seem basic to many but I like it!


Yeah it avoids looking tiled well for the most part, and I think it would do so even better viewed as intended on a CRT. Where tiling becomes more obvious is when using the x-ray scanner and seeing the extra visual effects removed so you just see the tiles alone, especially for those tiles blocks for "destroy with x" in place of the natural scenery. When destroying the scenery too the perfect square blocks make the tiling more obvious, but it kind of works because it's mechanical and related to the player wanting to find those blocks.

deathofcows wrote:Finally OR though I get some of your issues with movement and upgrades and stuff, I always remembered the monkey and bird bits to be great. I've just replayed them and still love them! It adds a lot to the fullness of the world to see some harmless/friendly lifeforms, and the way you observe them going about their own business to learn moves feels playful to me, and even wordlessly communal in this otherwise hostile world? And the monkey things are cute! I love it!

Also it's making you aware part-way through the game of moves that were there all along, instead of being an unlockable. Like Celeste?! And you love Celeste!


Hah, I refrained from mentioning Celeste as a point of comparison in my original post! There are a few things to unpack here I think:

First is the design principle of the animal NPCs being used as tutorials to demonstrate moves. I really like how the rest of the game tutorialises naturally and unobtrusively through clever screen layout and design, so that the player is likely (or certain) to discover a mechanic and prompted just by playing the game to learn something new. Things I mentioned like placing a door on the floor so the player thinks to try and shoot downwards, or making sure the player will get knocked back by a morph ball bomb and notice it has that effect. The animals feel like an admission of failure in designing a layout that could naturally guide the player into learning these moves. With the bird for example a collapsing floor would more naturally guide the player into a fully-charged sprint, just as an idea.

Second is how the sudden friendly NPCs are at odds with the hostile and isolated rest of the game world. I don't think they couldn't work as contrast against that, but them being so sudden and only appearing as move tutors makes them feel ill-fitting to me. I think if they were to be included they would work better more integrated in - imagine if the monkeys had been visible jumping off-screen and leading the way for several screens before culminating in their tutor moment, I think that would have felt a more natural inclusion.

Finally is the Celeste comparison, and I agree it is similar for being moves always in your moveset that the game makes you aware of partway through. I do like that! The difference I feel is how and where they come in the game. In Celeste most of those moments are back-loaded in the post-game B-and-C-sides, like the game is saying "Oh you want to get real? Ok let's get real!" - and then those moves become integral parts of the moveset from the moment they are introduced onwards. In comparison in Super Metroid learning these moves is forced on you mid-game even though they aren't then required at any point afterwards if you're just trying to finish it. I do like the revelation of advanced techniques within the moveset, but I think it would have worked better and been more impactful as a revelation if that was something that likely came in a second playthrough when you are already familiar with the game and looking for greater completion. Imagine again if those monkeys had appeared for several screens leading the way. In your first playthrough you see them wall jump up and away at the end of their segment, but you are able to progress normally to the left or right and think no more on them. Then in a second playthrough you think, wait a second, I bet there is something up there, and you then pay close attention to how they wall jump and teach yourself this advanced technique. That for me would have been a better way of doing it, I think.

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deathofcows
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PostRe: Super Metroid (SNES)
by deathofcows » Tue Oct 12, 2021 8:46 pm

Nah.

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PostRe: Super Metroid (SNES)
by deathofcows » Tue Oct 12, 2021 9:07 pm

For real though that's a great reply.

I understand your grievances with the animal stuff but for me it was a highlight the first time round and stuck with me, just as Maridia bridge/Chozo clasp did for you. It doesn't land for me as lazy design but as a lovely moment that raises the whole. It just works for me.

And if you don't like the tiling and the arbitrariness of the item icons revealed in the tiles, then Dread is going to make quite the impression if you ever play it! Super's stuff looks like primal, rock-hewn naturalism in comparison.

I'm finding this playthrough very moreish and absorbing - just got to the Wrecked Ship. Dread feels like a fun game but Super to me feels full-fat in immersion and mood.

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PostRe: Super Metroid (SNES)
by kerr9000 » Tue Oct 12, 2021 9:48 pm

Out of Super, Dread and Fusion , I would have to say Fusion is the one I like the most but I like all of them.

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Carlos
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PostRe: Super Metroid (SNES)
by Carlos » Tue Oct 12, 2021 10:15 pm

Super Metroid is a bloody good game but I always felt the pinnacle of the Metroidvania genre is still Symphony of the Night. An absolute masterclass in game design, with very little handholding from the developer. Many of the secret areas that unlock as you get the appropriate powerups are really well hidden encouraging some serious exploration. The second castle was a brilliant twist but even then that did not unlock unless you figured out the appropriate puzzles. Crucially it still manages that feeling of solitude with a heavy dose of gothic horror.

I remember it getting lots of 7's from PlayStation magazines unsure about how to grade a 2d game in the age of 3d. In hindsight it is probably the best game on the console and it hasn't aged a day.

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OrangeRKN
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PostRe: Super Metroid (SNES)
by OrangeRKN » Wed Oct 13, 2021 12:12 am

I think I'd like to play Fusion before Dread, although I'm not sure when I'll get round to that. I also really should play Symphony of the Night - I should check if I can still get it on Vita.

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Carlos
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PostRe: Super Metroid (SNES)
by Carlos » Wed Oct 13, 2021 10:38 am

OrangeMKN wrote:I think I'd like to play Fusion before Dread, although I'm not sure when I'll get round to that. I also really should play Symphony of the Night - I should check if I can still get it on Vita.


You can grab it on Vita and Xbox. If you like Metroidvania games you will love it.

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PostRe: Super Metroid (SNES)
by deathofcows » Thu Oct 14, 2021 6:55 pm

Anyway I finished Super Metroid - 77% items.

I'd only every played it once before years ago on emulator.

I probably enjoyed it even more this time round, and maybe even more off the back of Dread - once accustomed to the doors as punctuation, and the slow-loading map screen (compared to Dread anyway) I think it holds up. The atmosphere and mood is so thick and full. I still think it looks and sounds gorgeous and despite spending less time on it than Dread, the variety in the soundtrack and visual themes (compared to the ways I think Dread's visual and music design means areas blur together as described in other thread) made the adventure feel longer and more whole.

And though I don't want to sound like a nostalgic apologist, I think Samus's movements give it a unique gamefeel that suits its theme and style - like old-school Tomb Raider but actually still good to play today. I like that jump-direction gives you the more precise straight jump and direction-jump gives you the spin jump, and there's just enough time and pressure needed to make the latter happen to give it that sticky sense of momentum.

And I think the wall-jump is tough but eventually you get used to its timing enough for it to feel rewarding.

I agree with OR about the space jump, though - whereas in Dread I got used to its sweet-spot (just at and just after the tip of the arc?) in this I found it sometimes really easy to pull off and sometimes much trickier - I almost considered whether it was contextual per room as in rooms where it seemed needed/useful it was easy but in others I could barely loose it off. Odd.

The quicksand was finicky but then you realise it needs side-to-side back-and-forth full spin jumps to loose yourself from it I think? Even this added to the weight of the game, see also the super-treacly movements underwater before you get the gravity suit.

Everyone complains about the Metroid style of random little bits of wall and floor being the waypoints for huge, important areas - but once adjusted to its terms (i.e. morph-bombing as you roll across floors and getting the knack for what is the tell-tale sign of a potential area) I think it makes things feel genuinely archeological? And it gives this kind of thoroughness to the way you interact with the world I think? I also like that things feel asymmetrical and so on - like the world isn't defined around clear navigation and player-centric visual-design, but is its own, organic thing?

Anyway I found it very absorbing and rewarding and stylish and atmospheric. And Samus still looks sick and even her standing animation cycle looks great.

Oh and those little wall-mollusc things that shed their shells/skins look like Ohmu from Nausicaa (which I love) and give the fauna a sense of process, as well as just being the best because they're like Nausicaa and remind me of its opening exploration scene:



How Metroid is this?!

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OrangeRKN
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PostRe: Super Metroid (SNES)
by OrangeRKN » Thu Oct 14, 2021 9:50 pm

Now you've said it, watching that definitely has Metroid-like vibes. Which is not something I've ever thought about watching Nausicaa before :lol:

I'm glad to have helped inspire another enjoyed playthrough, anyway!

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