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The World Design of Super Metroid | Boss Keys

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    In 1986, Nintendo released Metroid on the
    NES.
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    It was nothing like the company’s other
    games: it wasn’t cute and colourful and
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    full of chirpy music.
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    It was dark, and atmospheric.
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    Bounty hunter Samus Aran felt truly lost and
    alone as she explored an endless sprawl of
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    dank, alien corridors.
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    And it was fascinating.
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    But it was flawed.
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    It was way too easy to get lost, the world
    all looked the same, and many secrets were
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    hidden behind brick walls.
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    It was the start of something cool, but it
    needed refinement.
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    The sequel, 1991’s Metroid II: Return of
    Samus on the Game Boy, didn’t really help matters.
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    It was still dark and scary - and it had a
    surprisingly
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    impactful ending for such a formative game.
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    But the monochrome screen made it even harder
    to find your way around - despite the fact
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    that the game is much more linear than the
    first one.
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    We’d have to wait a few more years for the
    real deal.
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    And then we got it.
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    In 1994, Nintendo released Super Metroid,
    on the Super Nintendo.
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    Finally, the idea behind Metroid was given
    the proper execution.
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    The game, once again, dropped Samus into a
    lonely, alien world - the same planet Zebes
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    as Metroid 1 - but this time, you could actually
    get around without drawing a map, bombing
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    every wall, or buying an issue of Nintendo
    Power.
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    The structure of the game is much the same:
    just like Metroid 1, this game is about making
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    a mental note of obstacles.
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    Then finding items.
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    And then backtracking to those obstacles to
    either find goodies or the next bit of the game.
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    But this time, things are different.
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    The world is much bigger.
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    The power-ups are more interesting.
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    The bosses are more varied.
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    And the designers take a much more active
    role in getting you through Zebes - just,
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    with far more subtlety than Metroid 1’s
    overbearing remake, Zero Mission.
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    How did they do it?
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    Well, really, the only way to properly describe
    how the game does this is to take you through
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    it, step by step.
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    Which is exactly what I’m going to do in
    this video.
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    Let’s touch down on planet Zebes, once again,
    and start the second episode of Boss Keys,
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    Season Two.
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    Just like Metroid 1, this game wordlessly
    explains its set up in the first few screens.
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    In the very first corridor of Zebes, we walk
    past a bunch of doors that we can’t get through.
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    Pink doors that bounce away our bullets, and
    tiny gaps we can’t squeeze through.
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    Eventually, we’ll find the entrance to Old
    Brinstar - which is actually the final and
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    starting areas of Metroid 1.
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    And here, we’ll grab the Morph Ball and
    Missiles.
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    With no where to go, we can only go back to
    where we came from.
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    But now, these areas are teeming with space
    pirates, letting us know that this is actually
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    the right way to go.
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    So in the first few screens, Super Metroid
    says: this world will branch out at every
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    point but many of those routes will be inaccessible
    until you have more powers.
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    And oftentimes, the path forward will actually
    be behind you.
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    So, we use those missiles to grab the bombs
    and - woah!
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    Heh, a good reminder that you can’t rely
    on expectations in this game.
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    Now, with the Torizo dead, it’s time to
    use these bombs to explore further.
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    And if you don’t know where to use them,
    you’ll soon learn about the virtues of the
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    map - oh yeah, Super Metroid finally adds
    a map screen to the franchise.
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    And map terminals.
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    You’ll find map terminals in the game’s
    five major locations - Crateria, Brinstar,
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    Norfair, Maridia, and the Wrecked Ship - which
    reveal some of the rooms around you on the map.
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    Handy, when it shows you rooms that are hidden
    away behind brick walls.
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    That makes finding map rooms almost as useful
    as finding a new power-up - and is one example
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    of how Super Metroid is way more player friendly
    than the obtuse Metroid 1 - but without being
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    quite so aggressively hand-holding as Zero
    Mission.
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    The newly updated map screen shows a room
    over to the left - giving you the hint to
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    use your bombs and keep going.
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    Here, we’ll find the last point of interest
    in Crateria.
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    At the far end of an ominous tunnel is a great
    golden statue depicting four bizarre monsters
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    - one of which we faced in the game’s prologue.
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    I’m sure we’ll be coming back to that,
    later.
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    For now though, let’s hop onto the elevator
    and make our way down to Upper Brinstar.
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    So. Let’s take a break to map out the structure
    of Super Metroid, at this early point.
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    And to do this, we can use a dependency chart
    - which is something I came up with during
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    the first season of Boss Keys.
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    On this chart, diamonds represent upgrades
    that Samus can use, and squares represent
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    the obstacles that she can overcome with those
    upgrades.
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    For this chart, I’m also using triangles
    to represent non-essential pick-ups like missile
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    tanks and the map room.
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    Not every single pick-up, mind you: just the
    ones that can be found with simple exploration,
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    or are found behind obvious locked doors and
    obstacles.
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    So these upgrades, locks, and pick-ups cascade
    down from this horizontal line, which represents
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    all the places we can visit right now.
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    And the locks go below the upgrades.
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    I’ve also put on some locks we can see,
    but can’t overcome - like some high up areas
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    in Crateria, that will need the space jump.
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    And a green door, which requires Super Missiles.
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    I’m going to use dotted lines, until we
    can actually reach this stuff.
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    So here’s what the graph looks like at the
    moment.
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    So far, pretty simple.
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    Let’s move on.
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    When we get into Brinstar, we’ll find a
    lot of dead ends.
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    A room that we’re too slow to travel through.
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    Some weird symbols on the ceiling.
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    A yellow door, which won’t budge.
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    A green one, much the same.
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    And blocks that don’t blow up when bombed
    - but instead show us an icon of some power-up
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    that we’ll need to attain if we want to
    break through.
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    There’s lots to explore here - but it’s
    all dead ends.
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    A stark message that we’re not strong enough
    yet, and a reminder that we’ll have to come
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    back here later.
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    We can do two things, however.
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    We can fight the first mini-boss in the game,
    Spore Spawn, and get the Super Missile.
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    And we can get the Charge Beam.
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    That’s hidden down here.
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    Well, I say hidden: the game has two very
    obviously different blocks, and the slight
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    hint of a ceiling.
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    Throughout Super Metroid, hidden areas like
    this are pretty well telegraphed, with plenty
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    of hints.
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    There’s hardly any random bombing, like
    Metroid 1.
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    The charge beam is also one of many items
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    in Super Metroid that are completely optional:
    extra weapons like the charge beam, spazer
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    and plasma beam, handy upgrades like the spring
    ball, and the very useful x-ray beam - which
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    makes it even easier to spot hidden walls
    - are not needed to finish the game at all.
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    Their existence is great though, as they can
    be found at any time, making the game less
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    linear.
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    And they feel like genuine secrets that other
    players might completely miss.
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    Let’s update our graph again.
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    So we’ve got lots of dead ends, and only
    a few things we can actually do.
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    For now, Super Metroid is staying quite simple.
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    After you open that green door with a well-placed
    super missile, you’ll come into this room.
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    You’ll shoot this blue button to open this
    gate, and exit to the next room.
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    What you may not have realised, though, is
    that the gate shuts behind you, and it’s
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    impossible to hit the blue button with your
    current tool set.
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    You’ve just completely cut off access to
    everything in the game before this point.
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    This is for two very important reasons.
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    One is that the next room requires you to
    use a skill you might not even know you have:
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    the run.
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    And Nintendo doesn’t want you to think you
    don’t have the necessary upgrade to get
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    through this room and have you wander back,
    trying to find some alternate route.
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    No, you’re stuck here until you figure it
    out.
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    Read the manual, maybe.
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    The other important reason?
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    Well, soon after this room, the same thing
    happens again.
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    You’ll fall down this shaft and you can’t
    get back up.
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    Again, there’s no access to the world behind
    you.
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    All that stuff in Brinstar, with the yellow
    doors and the funny symbols and breakaway floors?
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    You can’t get there anymore.
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    And in this way, I think Super Metroid tries
    to avoid overwhelming you with options.
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    Remember that gripe from Metroid 1, where
    you have so much access to the world that
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    finding the way forward is dizzying?
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    Not so much here.
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    Because the world closes off behind you, you
    only ever have a small chunk of Zebes to explore
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    at once.
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    Right. We’re in Lower Brinstar now.
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    And, first, you might notice that the map
    screen has another treat for you: a secret
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    room, just to the right of this elevator.
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    Unfortunately, once you’re inside, you’ll
    realise that you can’t jump up here yet.
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    But look at that spooky face.
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    That’s definitely worth checking out, when
    you’re skilled enough.
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    This is a classic example of using a really
    distinct visual as a landmark, to cement it
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    in your brain and help you remember to come
    back once you’ve got the right gear.
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    The same thing happens with Ridley’s lair,
    sort of.
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    And definitely with the entrance to Tourian.
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    For now, though, the only other place you can go is down, into Norfair.
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    Here, you’ll find more dead ends - like
    a room that you’re too slow to run through,
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    and a room too hot to be in.
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    And you’ll also find another power-up: the
    hi jump boots.
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    Oh hey, now you can go back up here, kill
    the first boss - Kraid - and get the heatproof
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    Varia Suit.
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    Yes, that’s just how I pronounce it now.
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    Oh hey, now you can go back to that superheated
    room, and get the speed booster.
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    Oh hey, now you can get through that first
    room, and get the Ice Beam.
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    By bouncing you back and forth between Norfair
    and Lower Brinstar, Super Metroid is training
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    you to know that your goal isn’t always
    in the immediate vicinity, like it was earlier
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    in the game.
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    Sometimes you’ll have to backtrack a fair
    bit, to a previous zone even, to find the
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    next step forward.
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    It’s graph time, again!
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    So here’s Lower Brinstar and Norfair.
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    You might remember that there are some obstacles
    back in Upper Brinstar that we could now overcome
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    with our new items, like the speed booster,
    but - remember - they’re up an impossibly
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    high shaft, and behind a one-way door.
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    We just can’t get to them, meaning that
    they stay as dotted lines on our graph.
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    Once again, Super Metroid is reasonably straightforward
    in its structure, and pretty compact in its
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    world size.
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    But here’s the thing: Super Metroid is a
    game that will hold your hand tight, when
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    it wants to.
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    And let it free, when it wants to.
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    And at the beginning, the game holds a pretty
    firm grip: this early part of the game keeps
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    you stuck in a very small location, and uses
    one-way paths to keep you locked into just
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    a handful of rooms at once.
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    And with each power-up you get, there’s
    a very limited number of places to actually
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    use it.
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    After you get the Varia Suit, there’s only
    one superheated room to explore.
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    After you get the speed booster, there’s
    only one room where you can use it.
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    After you get the bombs and super missiles,
    there’s just a couple obstacles that you
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    can now overcome. And so on.
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    If Super Metroid kept up like this, I think
    it would grow tiresome and be way too easy.
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    But that’s not the case.
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    Because, now, this is the moment that Super
    Metroid shifts.
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    So you’ve just got the ice beam.
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    And almost every time you get a power-up in
    Super Metroid, you’ll be trapped until you
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    use that power-up to get back out, giving
    you a handy tutorial on how to use it.
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    But, also, that room will give you hints about
    where that power-up can be used next.
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    Like, after getting the ice beam you’ll
    need to freeze this enemy to get out.
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    And where else have you seen these enemies?
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    Oh yeah, right here on that shaft you fell
    down into Norfair.
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    So now, you can get back up, use your hi-jump
    to hop up here, and grab the power bomb.
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    And it’s here that Nintendo lets go of your
    hand.
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    if you follow the path forward, you’ll head
    up here, jump off this ledge, and realise
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    that - hey, you’re back at the start of
    the game!
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    You just did a full circle of Zebes.
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    But things are very different now.
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    The spooky, ambient music… has been replaced
    with a bombastic, heroic tune….
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    Samus is now kitted out in her iconic orange
    varia suit.
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    And the path forward is… uh, well, I don’t
    know.
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    Because at this point, you can now explore
    a huge amount of Zebes - including all those
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    old areas that were previously locked off
    by one-way paths.
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    And there’s a massive number of obstacles
    you can now overcome.
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    By my count, there are about seven places
    you can power bomb, two places you can use
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    your speed booster, and one place you can
    use your high jump.
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    And none of them are calling out to you as
    the obvious next step.
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    So after a very straightforward and somewhat
    guided route through the game, Super Metroid
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    says it’s now time to explore for yourself.
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    Sometimes you’ll find handy upgrade.
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    Like, remember this speed booster room in
    Brinstar?
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    You can now go in there and get a reserve
    tank.
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    Sometimes you’ll find dead ends, like a
    room where you won’t be able to advance
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    without the grapple beam.
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    Sometimes you’ll find some weird animals
    - more on them, later.
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    And eventually, you’ll find the path forward
    - it’s actually down here, in Norfair.
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    I really like this.
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    Remember that end game item hunt from Zero
    Mission?
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    It was fun, but kind of awkward: you basically
    leave the intended path at the very end of
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    the game and take a huge detour to do a victory
    lap of Zebes.
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    but in Super Metroid it’s slap bang in the
    middle of the game.
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    You don’t know where to go, so you just
    have a wander and see what you can find.
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    The game takes a break from linearity, to
    let you just explore for a while.
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    And then there’s that sensation of simply
    stumbling upon the next area.
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    That’s a really potent feeling that some
    Metroidvanias do well - this feeling of organically
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    discovering some massive new area filled with
    unseen stuff.
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    It’s a feeling we’ve seen in previous
    episodes of Boss Keys, and it’s a sensation
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    that we’ll definitely come back to in a
    future episode of this season.
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    Oh, and during this exploration of Zebes you
    might revisit this room and find that one
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    of the statues has turned grey - reminding
    your that your ultimate goal is to kill four
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    bosses - well, three now - and then come back
    here to finish the game.
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    The next step is to kill Crocomire, who has
    the most metal death in all of video games,
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    and get the grappling hook.
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    This is a really fun item to use.
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    And the game has a really nice loop in the
    level design, after you get it: instead of
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    asking you to just boringly backtrack to the
    start of the area, there’s a whole bunch
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    of rooms that bend back on themselves and
    bring you right back to the elevator in Norfair.
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    From here, Super Metroid again asks you to
    explore.
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    There are about seven spots where you can
    use the grappling hook, and they’re dotted
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    all over Zebes.
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    Some lead you to new power-ups like the wave
    beam, and x-ray beam.
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    Others lead you to upgrades like missiles
    and energy tanks.
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    And one leads you to the wrecked ship, where
    you’ll continue your adventure.
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    Here, you’ll face the second boss of the
    game: Phantoon.
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    And after this, Super Metroid starts getting
    a bit cheeky, and introduces more of those
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    obtuse brick walls from Metroid 1.
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    Like, to get to the gravity suit, you need
    to bomb through here.
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    To get through maridia, you need to get into
    this little hole.
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    And to get into Maridia proper, you need to
    drop a power bomb in this glass tube.
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    To be fair, all of these things are telegraphed.
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    Before getting the gravity suit you can see
    a room here, so it’s a case of looking for
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    some way of getting in there.
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    You can see enemies coming out of this hole,
    letting you know it exists.
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    And the smashed tube here should give you
    a clue that you can smash this tube, over here.
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    But in all of these cases - as well as some
    other easy-to-miss passages later in the game,
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    it can be a huge issue if the player thinks
    they’ve hit a dead end and goes off looking
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    elsewhere.
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    This is when players can start getting lost
    - and frustrated - in Super Metroid.
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    Anyway.
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    The underwater world of Maridia is a bit of
    a maze, but it’s also very contained.
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    After exploring all of zebes with the power
    bombs and grappling hook, you’ll likely
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    stick to this one zone until you’ve finished
    off the third boss of the game: Draygon.
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    Lke Zelda: A Link to the Past and Dark Souls,
    Super Metroid has a changing structure - with
  • 15:50 - 15:54
    some bits that have you making quick forward
    progression, and other bits that have you
  • 15:54 - 15:56
    exploring in a more open fashion.
  • 15:56 - 15:58
    And that’s what happens now.
  • 15:58 - 15:59
    After getting the space jump.
  • 15:59 - 16:02
    there’s a bunch of places where you can
    use it - like for getting the spring ball
  • 16:02 - 16:04
    and plasma beam in Maridia.
  • 16:04 - 16:06
    Or getting some goodies in Crateria.
  • 16:06 - 16:11
    But the place you actually need to use it
    is down in Norfair, to get to Ridley’s lair.
  • 16:11 - 16:14
    The entrance to Ridley’s Lair is a bit weird,
    actually.
  • 16:14 - 16:16
    So for one, it’s got three locks in a row.
  • 16:16 - 16:18
    You need a power bomb to get in.
  • 16:18 - 16:21
    Then the gravity suit to withstand the lava.
  • 16:21 - 16:23
    And then the space jump to get up to Ridley.
  • 16:23 - 16:28
    If you come all the way back here after getting
    each power up, you’re gonna leave disappointed.
  • 16:28 - 16:29
    Twice.
  • 16:29 - 16:34
    Also, this imposing head would be a very distinct
    landmark to put in your noggin if you just
  • 16:34 - 16:36
    found it while exploring Norfair.
  • 16:36 - 16:40
    But because it’s behind an unremarkable
    yellow power-bomb door, you’re less likely
  • 16:40 - 16:44
    to file this in your brain under “very important
    rooms”.
  • 16:44 - 16:46
    But back to the adventure.
  • 16:46 - 16:50
    So you explore Lower Norfair, find some more
    cheeky areas - oh, we can just walk through
  • 16:50 - 16:52
    walls now, can we?
  • 16:52 - 16:57
    okay - get the final power-up, the screw attack,
    and kill off Ridley.
  • 16:57 - 17:01
    With the fourth boss of the game finished
    off, we should hopefully know it’s time
  • 17:01 - 17:06
    to return to that ominous room in Crateria,
    and enter the final zone of the game.
  • 17:06 - 17:11
    This is almost identical to Metroid 1, only
    with four bosses instead of two.
  • 17:11 - 17:15
    And the rest of the game is pretty familiar,
    too: we kill off Metroids with the ice beam
  • 17:15 - 17:16
    and missiles.
  • 17:16 - 17:18
    We fight Mother Brain in a jar.
  • 17:18 - 17:19
    We - oh my.
  • 17:19 - 17:21
    That’s a bit different.
  • 17:21 - 17:22
    We have an escape sequence.
  • 17:22 - 17:24
    Don’t forget to save the animals!
  • 17:24 - 17:27
    And we escape an exploding planet Zebes in
    our spaceship.
  • 17:27 - 17:28
    The end.
  • 17:28 - 17:29
    Mission complete.
  • 17:29 - 17:30
    Job done.
  • 17:30 - 17:32
    Genre… defined.
  • 17:32 - 17:35
    So let’s look at that dependency graph again.
  • 17:35 - 17:40
    If we put in a red line for where the game
    lets us pass back over that point of no return,
  • 17:40 - 17:42
    we can see a pretty sizeable shift.
  • 17:42 - 17:47
    Suddenly, the game gets very wide, as there
    are loads of places where we can use items,
  • 17:47 - 17:50
    and we can backtrack to every point in Zebes.
  • 17:50 - 17:55
    And I think splitting Super Metroid into two
    distinct acts like this is a really good idea.
  • 17:55 - 17:58
    We get almost a tutorial at the start.
  • 17:58 - 18:02
    And then - once the game is satisfied that
    we get how things work - the reins are removed,
  • 18:02 - 18:04
    and we’re asked to fend for ourselves.
  • 18:04 - 18:09
    But I do think the game struggles a little
    in this second half.
  • 18:09 - 18:13
    Super Metroid’s Zebes is actually quite
    tricky to navigate, with spindly corridors
  • 18:13 - 18:19
    and a somewhat confusing layout, making it
    slightly tedious to get from one end to the other.
  • 18:19 - 18:23
    Plus, Norfair only has one entrance - this
    elevator - despite the fact that you’ll
  • 18:23 - 18:25
    need to repeatedly return there.
  • 18:25 - 18:28
    That makes getting around more difficult than
    it needs to be.
  • 18:28 - 18:29
    Oh!
  • 18:29 - 18:32
    And until you find the wave beam, which lets
    you open those blue-button gates from the
  • 18:32 - 18:37
    other side, the world has some annoying one-way
    paths that will need to be circumnavigated.
  • 18:37 - 18:41
    In its favour, though, is that each elevator
    room branches off into a bunch of different
  • 18:41 - 18:45
    zones: effectively a hub and spoke system,
    that makes for easy transport.
  • 18:45 - 18:50
    And also, almost every single room in this
    game looks completely unique in some way,
  • 18:50 - 18:54
    making it easier to remember their layout
    - especially compared to the very samey Zebes
  • 18:54 - 18:56
    from Metroid 1.
  • 18:56 - 18:59
    Another way the game struggles is that the
    map screen is pretty unhelpful at times.
  • 18:59 - 19:04
    You can’t see doorways between rooms, so
    two connecting areas might not actually join up.
  • 19:04 - 19:06
    There are no icons for coloured doors.
  • 19:06 - 19:09
    Secrets have the same icon whether you’ve
    found them or not.
  • 19:09 - 19:13
    And, you can’t see the map for an area that
    you’re not currently stood in.
  • 19:13 - 19:17
    All of this would thankfully be fixed up in
    the GBA games.
  • 19:17 - 19:22
    Also, I think it’s a shame that Super Metroid
    is still completely linear in this part of
  • 19:22 - 19:23
    the game.
  • 19:23 - 19:27
    I feel like this would be a great time to
    let players go off and kill the remaining
  • 19:27 - 19:32
    three bosses in any order you like: but the
    game still makes you fight Phantoon before
  • 19:32 - 19:34
    Draygon, and Draygon before Ridley.
  • 19:34 - 19:37
    This is not the end of the world - despite
    what some people seem to think, I don’t
  • 19:37 - 19:40
    think linearity is necessarily a bad thing.
  • 19:40 - 19:42
    But maybe a missed opportunity.
  • 19:42 - 19:46
    And it would help players who got lost if
    they could go off, explore another part of
  • 19:46 - 19:49
    the map, and make progress there instead.
  • 19:49 - 19:52
    Then again, you can break this sequence.
  • 19:52 - 19:56
    You can fight bosses in a different order,
    get items before you’re supposed to, and
  • 19:56 - 19:58
    skip some upgrades entirely.
  • 19:58 - 19:59
    How?
  • 19:59 - 20:04
    Well, when you’re exploring the world in
    act two, you very well might come across these
  • 20:04 - 20:09
    guys - a bunch of animals who will teach Samus
    how to do advanced manoeuvres.
  • 20:09 - 20:11
    One lets you bounce off walls.
  • 20:11 - 20:15
    The other lets you build up speed with the
    speed booster, and turn that kinetic energy
  • 20:15 - 20:16
    into a massive jump.
  • 20:16 - 20:21
    And this is really interesting because they’re
    not actually upgrades, like the ice beam or
  • 20:21 - 20:22
    morph ball.
  • 20:22 - 20:27
    These are just advanced manoeuvres that samus
    can do - and could always do, you just didn’t
  • 20:27 - 20:28
    know about them.
  • 20:28 - 20:32
    So next time you play the game you can use
    these tricks to, say, get up here without
  • 20:32 - 20:33
    the hi jump boots.
  • 20:33 - 20:36
    Or to get over here without the grappling
    hook.
  • 20:36 - 20:40
    Unfortunately, you can’t break the game
    apart too much unless you start using glitches
  • 20:40 - 20:45
    and speedrunning techniques that aren’t
    taught to you, like the mockball and bomb
  • 20:45 - 20:46
    jumping.
  • 20:46 - 20:49
    But it’s still something to make the game
    more interesting on later playthroughs.
  • 20:49 - 20:57
    This is something Metroid does well, but many
    other Metroidvanias don’t really incorporate.
  • 20:57 - 21:01
    If the goal of a Metroidvania designer is
    to find a balance between letting the player
  • 21:01 - 21:06
    explore on their own, but also not letting
    them get too lost and frustrated, then Super
  • 21:06 - 21:08
    Metroid does a pretty stellar job.
  • 21:08 - 21:13
    The game eases you in with a simple structure
    and one-way paths, before letting you run
  • 21:13 - 21:16
    loose when you’re more familiar with how
    things work.
  • 21:16 - 21:20
    It uses strong visual landmarks to help you
    build a mental map of zebes. and there are
  • 21:20 - 21:24
    plenty of tiny techniques to subtly guide
    you forward.
  • 21:24 - 21:28
    And it also nails one of the most exciting
    sensations of a Metroidvania: by not always
  • 21:28 - 21:33
    making the path forward obvious, you get the
    thrill of organically stumbling into an interesting
  • 21:33 - 21:34
    new area.
  • 21:34 - 21:38
    You can really see why this game has been
    so massively influential.
  • 21:38 - 21:43
    But while it’s been copied by a million
    indie devs, critically acclaimed by reviewers,
  • 21:43 - 21:48
    and held up as one of the best games ever
    made, it wasn’t a huge hit at the time.
  • 21:48 - 21:51
    And the Metroid franchise was essentially
    put on ice.
  • 21:51 - 21:58
    We’d have to wait eight years for the series
    to finally return, on GameCube.
  • 21:58 - 22:02
    Luckily for us, though, something quite similar
    came out in the intervening years.
  • 22:02 - 22:03
    That's right!
  • 22:03 - 22:08
    Next time on Boss Keys, we're putting the "vania" back
    in Metroidvania, heading to Dracula’s Castle,
  • 22:08 - 22:12
    and exploring the world design of Castlevania:
    Symphony of the Night.
Title:
The World Design of Super Metroid | Boss Keys
Description:

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Video Language:
English, British
Duration:
22:35

English subtitles

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