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Sunday, August 14, 2011

Desert Island 10: Super Metroid

Let's say I wind up on a deserted island in the middle of the ocean somewhere. Say some all powerful imp did this to me. And he let me keep ten games for the rest of my miserable life. These are those ten games.



Super Metroid - Nintendo R&D1, 1994

The Basics


Dude, it's Super Metroid.

No, really, Super Metroid.

But then just saying that isn't really all that explanatory if you, say, are completely ignorant of just how awesome Super Metroid is. And if that's the case, perhaps a history lesson on the origin of Super Metroid would be useful.

The original Metroid was a title on the original NES, one of the original silver box games on the system. It was a sci-fi exploratory game, where the protagonist Samus Aran was presented with a planet. The player is first introduced to the game by being brought down an elevator to a landing, and presented with a flat hallway. There are two ways to go, right and left. Where do you go?

Now, if you know anything, you have to head left to get the first power up, the Morph Ball, which will let you explore more later. That kind of thinking at the time, though, was anathema at the time. Players were used to games more like Mario, where the only goal was to go to the right as fast as possible without dying. However, the player in Metroid is eventually presented with a differently colored door that their blaster cannot open. Now, if the player is thinking logically, they know that they have nowhere else to go but left. And so they're introduced to Metroid. It's not a fast, twitch based game like Mario. It's a slow game. It's meant to be more explored and memorized than just run through. And honestly, the first (and second) game aren't very good. But they are important milestones. Suddenly, games weren't monodirectional. Suddenly developers had more space to play with.

Super Metroid is Metroid. Literally, even. The entire map of Brinstar is reproduced in Super Metroid, along with an additional area. There are more, bigger bosses, and Samus is given more and better weaponry to fight them with. What's more, the addition of Samus' walljump and the use of her equipment (notably the speed booster) as aids for exploration rather than combat emphasize the role of exploration. Super Metroid is all about finding a path through Brinstar, not necessarily about blowing everything up.

Why It's Here

IT'S SUPER METROID.

But fine, that's not a compelling argument. So I'll just say this then:

It is one of, if not the best, designed games of all time. And if not that, then it's certainly the best designed map based around it's main characters' skillset of all time. See also: One of the best of all time.

The trick with a Metroidvania is creating a good, cohesive map with a lot of secrets that isn't too big, too small, too full of enemies, or too barren. The problem with a lot of the later Castlevanias (AKA Igavanias) is that they all fall prey to one of these follies. Symphony of the Night is absolutely massive, and is really great for about half the game, but the reverse castle is a ridiculously boring expanse that has nothing in it, and by the time you get to it you are completely invulnerable to all but the most dangerous boss. Circle of the Moon is actually surprisingly small, and Order of Ecclesia somehow hits all of these problems at the same time.
Super Metroid, conveniently, does not have this problem. In fact, it's got the perfect carrot-on-a-stick system set up. No room takes more than ten minutes to traverse, and each area is diverse with just enough enemies to give the player some challenge while moving through. As the player moves on, they constantly find new pieces of equipment to make exploration easier and open up new areas. So the player is always seeing something new and awesome.

But here's the thing, any game can do this. The way this is described makes it seem as linear as a Mario game. And that could definitely be said of the original Metroid and its first sequel. Super Metroid isn't like that at all, all thanks to one move: The Walljump. While it's never mentioned officially in the game (the most explanation the player receives for it is in a really evil wall, where you have to watch tiny monkey things pull off the move). The Walljump requires no special equipment. It can be done literally anywhere. And it's the most important move Samus has.

Using it allows her to sequence break, to skip certain power-ups and bosses that are normally in the sequence. This is done to add to the challenge, to get faster times, whatever. It's also been key to Super Metroid's longevity.  My first playthrough of the game took me about 10 hours, because I was taking my time/got lost/couldn't find my way.

Compare, then, to the fastest time in the Speed Demo Archives: 32 minutes. Now, that's a half hour that doesn't make use of (too many) glitches. There is constant improvement.

And honestly, that's why it makes the list. Sure, it's one of the best designed games of all time, but then so is Alien vs Predator (Arcade), at least with regards to side-scrolling beat 'em ups. But there is constant room for improvement, and I'm more than willing to try for it with a short game such as this. Who knows, maybe I too could get my time under a half hour.

Assuming unlimited free time.

On a beach.

With unlimited power.

And a good TV for it.

And my not getting bored.


It's Super Metroid.

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