Stumbling through Super Metroid - Part 10
Jun. 1st, 2013 07:50 am![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
Celebrating ten parts! But this is, without a shadow of a doubt, the dullest video to produce that I've done in this entire project. After making what I thought was great progress for the last few videos, here I was reduced to running around the entire game in a very big circle for just shy of two hours, after which I asked Kjorteo to give me a pointer and through him I remembered about the giant scary face in the rock that had scared me off several videos ago.
This video is mostly me hoovering up secrets, messing about and getting frustrated. Once again, over two hours of gameplay have been compressed down into exactly fifteen minutes.
http://youtu.be/Fh2_50_qgFw
This video is mostly me hoovering up secrets, messing about and getting frustrated. Once again, over two hours of gameplay have been compressed down into exactly fifteen minutes.
http://youtu.be/Fh2_50_qgFw
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Date: 2013-06-01 03:06 pm (UTC)It's true that, for a first time player, Crocomire might seem like the big boss of the area, but the are hints - he's not on the big statue and he doesn't have an eye door, nor a boss marker on the map. Then again, Phantoon doesn't have that last one either, because you can't access the map machine before you fight him...
I too find it awkward that you can't look at all your maps (I thought there was a way that you could, but if so it's lost on me now). I can see why they'd want to actually encourage you to move about instead of just looking at the map, but it would be helpful to be able to know that your goal is in Norfair if you're all the way at the top of Crateria.
As for finding things like the X-ray scope - well, it's hard to remember where everything is, especially if they're areas you visited at the beginning, but Metroid is fairly good at providing distinctive visual cues - like the distinctive gray grapple blocks, and the particularly tall or long geometry of the rooms that feature them. Besides, that's what the map is for!
I'm certainly not criticising David for not finding them earlier! It's his first time playing what is a fairly overwhelming game, and I know he was concerned with forward progress. It's a big ask to explore every nook and cranny, especially when easy to just assume that most of them hold missile expansions. I'm just, I guess, opining on the nature of the game's guidance, playing devil's advocate, that sort of thing.
But all the same, I don't want to pretend that the scope was particularly well-hidden. It's certainly one of the more awkward items to get, physically, but the room leading to it is quite distinctive. It's probably one of the most heavily-broadcast non-essential items in the game; it just happens to come at a time where the game is opening up considerably and it's difficult to know where to go first, let alone remember all the areas you have to revisit with your shiny new item.
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Date: 2013-06-01 03:10 pm (UTC)no subject
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Date: 2013-06-01 04:10 pm (UTC)*near approximations
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Date: 2013-06-01 04:16 pm (UTC)I was particularly interested in the guides for adventure games, which described such obscure things that I couldn't even imagine the context - such as "when the frogs come down, jump on the thing that looks like a whistle". (Not a made-up example - a direct quote from a walkthrough that I can't remember the game for...!)
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Date: 2013-06-01 04:41 pm (UTC)no subject
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Date: 2013-06-01 04:48 pm (UTC)(no subject)
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Date: 2013-06-01 08:34 pm (UTC)(Sorry, couldn't resist a bad "wear/were/where" pun.)
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Date: 2013-06-01 05:59 pm (UTC)no subject
Date: 2013-06-01 05:20 pm (UTC)http://engl165lg.files.wordpress.com/2012/07/gm8e01-22.png
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Date: 2013-06-01 05:28 pm (UTC)Fusion and Zero mission (and even Metroid 1 and 2) are interesting experiments to see the progression (or history) of the series, but none of that, I believe, is as fascinating as seeing how it was adapted for 3D - and FPS, to boot, to actually put you in Samus' shoes. It has to be one of the most intelligent, well-designed conversions from 2D to 3D ever. And you know, I'm completely sold on it, but I never finished it - the artifact hunt at the end slowed me to an eventual stop, and so I haven't even played Prime 2 or Prime 3. I'll have to revisit it myself, soon enough.
Let us not speak of Other M.
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Date: 2013-06-01 05:38 pm (UTC)As someone who is a big fan of the original Metroid Prime I... warn against playing its sequel. It is an interesting example in seeing how the same team using mostly the same pieces they made a great game with can then go and make a mediocre one and has some rather fine bosses, but the game design itself is all over the place.
This is mainly due to the game going "lock and key" mad. While Super Metroid and Prime has several of these (missile/super missile/powerbomb doors, bombable surfaces, shinespark blocks, etc.) Prime 2 goes over the top absurd on this front. Between various missiles, abilities and actual keys you have to pick up there is probably 15-20 various locks and keys in the game world and IMHO the game sort of collapses a bit under all of it.
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Date: 2013-06-01 05:44 pm (UTC)CHOZO RUINS:
Ruined Nursery: 0/1 Missile packs (req. Bombs)
Ruined Gallery: 0/1 ??? (req. Bombs), 1/1 Missile Packs (collected)
etc.
It couldn't hurt to keep track of the obstacles that prevent even basic exploration ("why is there this big empty room with doors on the other side that I haven't been through? Oh, according to my notes it's Varia-requiringly hot in there and there was a Grapple Beam point to get over the wall") but the main goal is to have a list of all the missiles/energy tanks/etc. you've collected. If you do, then at the very very end of the game, when you just have to go beat the endboss but you suddenly remember "oh, right, there's a different ending if you get 100% completion!", you can compare your list with a walkthrough's list of what all is where, and determine instantly and at a glance where the "wait, there are two missile packs in Transport Tunnel A in the Chozo Ruins??" hole in your collection is.
This completely eliminates the "now you have new exploration powers but you forgot about that one locked room from sixteen hours ago" problem that kept David from picking up the incredibly-obvious-in-retrospect X-Ray Scope in this Super Metroid run, but only if you're not lazy with that list.
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Date: 2013-06-01 06:03 pm (UTC)Edit: Oh, Trilogy is one of those rare hard-to-find out-of-print titles, now. Well, that makes things more complicated. Come on, Nintendo, you can still get Twilight Princess as normal, and that was a launch title! How could you let something like Prime Trilogy fall through the cracks!? Hmph.
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Date: 2013-06-01 06:09 pm (UTC)no subject
Date: 2013-06-01 06:11 pm (UTC)http://www.dolphin-emulator.com/system-requirements.html
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Date: 2013-06-01 06:17 pm (UTC)Maybe he should get one *hint hint* for if he ever does want to stumble through a difficult-to-emulate console game *hint hint*.
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Date: 2013-06-01 06:31 pm (UTC)They're pretty cheap, I think I saw one for about $40 and you might know that you can actually watch TV on your computer with one, so it's not only useful for capture, if what I heard is true.
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Date: 2013-06-01 06:57 pm (UTC)no subject
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Date: 2013-06-01 08:03 pm (UTC)In broad strokes, they tend at least to be thematically/ecologically distinctive - Brinstar being the creepy plant and insect area, Norfair being the extremely hot, lava-filled caverns, Maridia being the, uh, sea or lake area, and Crateria obviously just being the surface and near-surface section. I mean, I'm stating the obvious here, but I really did find the division interesting. It compartmentalizes, as you said, and gives a definite flavour to each location, somewhat borrowing the interesting parts from the traditional "(theme)-world" construction while avoiding the worst bits. The fact that the section naming is ideosyncratic and reconcilable with the game's premise just makes it better.