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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
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some bits that have you making quick forward
progression, and other bits that have you
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exploring in a more open fashion.
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And that’s what happens now.
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After getting the space jump.
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there’s a bunch of places where you can
use it - like for getting the spring ball
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and plasma beam in Maridia.
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Or getting some goodies in Crateria.
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But the place you actually need to use it
is down in Norfair, to get to Ridley’s lair.
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The entrance to Ridley’s Lair is a bit weird,
actually.
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So for one, it’s got three locks in a row.
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You need a power bomb to get in.
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Then the gravity suit to withstand the lava.
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And then the space jump to get up to Ridley.
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If you come all the way back here after getting
each power up, you’re gonna leave disappointed.
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Twice.
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Also, this imposing head would be a very distinct
landmark to put in your noggin if you just
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found it while exploring Norfair.
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But because it’s behind an unremarkable
yellow power-bomb door, you’re less likely
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to file this in your brain under “very important
rooms”.
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But back to the adventure.
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So you explore Lower Norfair, find some more
cheeky areas - oh, we can just walk through
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walls now, can we?
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okay - get the final power-up, the screw attack,
and kill off Ridley.
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With the fourth boss of the game finished
off, we should hopefully know it’s time
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to return to that ominous room in Crateria,
and enter the final zone of the game.
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This is almost identical to Metroid 1, only
with four bosses instead of two.
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And the rest of the game is pretty familiar,
too: we kill off Metroids with the ice beam
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and missiles.
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We fight Mother Brain in a jar.
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We - oh my.
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That’s a bit different.
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We have an escape sequence.
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Don’t forget to save the animals!
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And we escape an exploding planet Zebes in
our spaceship.
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The end.
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Mission complete.
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Job done.
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Genre… defined.
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So let’s look at that dependency graph again.
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If we put in a red line for where the game
lets us pass back over that point of no return,
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we can see a pretty sizeable shift.
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Suddenly, the game gets very wide, as there
are loads of places where we can use items,
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and we can backtrack to every point in Zebes.
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And I think splitting Super Metroid into two
distinct acts like this is a really good idea.
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We get almost a tutorial at the start.
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And then - once the game is satisfied that
we get how things work - the reins are removed,
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and we’re asked to fend for ourselves.
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But I do think the game struggles a little
in this second half.
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Super Metroid’s Zebes is actually quite
tricky to navigate, with spindly corridors
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and a somewhat confusing layout, making it
slightly tedious to get from one end to the other.
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Plus, Norfair only has one entrance - this
elevator - despite the fact that you’ll
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need to repeatedly return there.
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That makes getting around more difficult than
it needs to be.
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Oh!
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And until you find the wave beam, which lets
you open those blue-button gates from the
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other side, the world has some annoying one-way
paths that will need to be circumnavigated.
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In its favour, though, is that each elevator
room branches off into a bunch of different
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zones: effectively a hub and spoke system,
that makes for easy transport.
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And also, almost every single room in this
game looks completely unique in some way,
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making it easier to remember their layout
- especially compared to the very samey Zebes
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from Metroid 1.
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Another way the game struggles is that the
map screen is pretty unhelpful at times.
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You can’t see doorways between rooms, so
two connecting areas might not actually join up.
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There are no icons for coloured doors.
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Secrets have the same icon whether you’ve
found them or not.
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And, you can’t see the map for an area that
you’re not currently stood in.
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All of this would thankfully be fixed up in
the GBA games.
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Also, I think it’s a shame that Super Metroid
is still completely linear in this part of
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the game.
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I feel like this would be a great time to
let players go off and kill the remaining
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three bosses in any order you like: but the
game still makes you fight Phantoon before
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Draygon, and Draygon before Ridley.
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This is not the end of the world - despite
what some people seem to think, I don’t
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think linearity is necessarily a bad thing.
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But maybe a missed opportunity.
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And it would help players who got lost if
they could go off, explore another part of
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the map, and make progress there instead.
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Then again, you can break this sequence.
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You can fight bosses in a different order,
get items before you’re supposed to, and
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skip some upgrades entirely.
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How?
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Well, when you’re exploring the world in
act two, you very well might come across these
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guys - a bunch of animals who will teach Samus
how to do advanced manoeuvres.
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One lets you bounce off walls.
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The other lets you build up speed with the
speed booster, and turn that kinetic energy
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into a massive jump.
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And this is really interesting because they’re
not actually upgrades, like the ice beam or
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morph ball.
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These are just advanced manoeuvres that samus
can do - and could always do, you just didn’t
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know about them.
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So next time you play the game you can use
these tricks to, say, get up here without
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the hi jump boots.
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Or to get over here without the grappling
hook.
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Unfortunately, you can’t break the game
apart too much unless you start using glitches
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and speedrunning techniques that aren’t
taught to you, like the mockball and bomb
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jumping.
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But it’s still something to make the game
more interesting on later playthroughs.
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This is something Metroid does well, but many
other Metroidvanias don’t really incorporate.
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If the goal of a Metroidvania designer is
to find a balance between letting the player
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explore on their own, but also not letting
them get too lost and frustrated, then Super
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Metroid does a pretty stellar job.
-
The game eases you in with a simple structure
and one-way paths, before letting you run
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loose when you’re more familiar with how
things work.
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It uses strong visual landmarks to help you
build a mental map of zebes. and there are
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plenty of tiny techniques to subtly guide
you forward.
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And it also nails one of the most exciting
sensations of a Metroidvania: by not always
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making the path forward obvious, you get the
thrill of organically stumbling into an interesting
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new area.
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You can really see why this game has been
so massively influential.
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But while it’s been copied by a million
indie devs, critically acclaimed by reviewers,
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and held up as one of the best games ever
made, it wasn’t a huge hit at the time.
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And the Metroid franchise was essentially
put on ice.
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We’d have to wait eight years for the series
to finally return, on GameCube.
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Luckily for us, though, something quite similar
came out in the intervening years.
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That's right!
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Next time on Boss Keys, we're putting the "vania" back
in Metroidvania, heading to Dracula’s Castle,
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and exploring the world design of Castlevania:
Symphony of the Night.