Super Metroid
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Of course, hardcore players like me don’t need strategy guides (“Ha! I laugh in the face of your pathetic guide of weakness!”), and I blitzed my way through this enormous and complex game with nary a moment’s pause. OK, maybe I peeked at the guide a teeny weeny bit, but only when I was really stuck. Honest. ~Lewis Packwood
Super Metroid
Format: Super NES Genre: Adventure Released: 1994 Developer: Nintendo
Metroid Prime on the GameCube was a strong contender for the list, but in the end I decided to go with Super Metroid as my most fondly remembered Metroid game. If you’ve never played it, I urge you to download it from the Wii Virtual Console with all possible rapidity – it really is an absolute classic, reflected in that fact that it’s still knocking around the top of the Game Rankings ‘All Time Best‘ list.
The thing that always stands out in my memory about Super Metroid is the bloody great big box that it came in – bizarrely, Nintendo decided to ship the European version of the game with an enormous strategy guide detailing every last corridor and secret item in the whole game. I don’t think this kind of marketing tactic has been attempted before or since (correct me if I’m wrong) and you’ve got to admit that it’s a bit of strange decision. It’s as if Nintendo were about to launch the game and then suddenly thought:
“Ooooh, maybe it’s too difficult for them? What if they get a bit, you know, frustrated? I know, let’s tell them exactly how to do everything in the entire game. That should do it.”
Of course, hardcore players like me don’t need strategy guides (“Ha! I laugh in the face of your pathetic guide of weakness!”), and I blitzed my way through this enormous and complex game with nary a moment’s pause. OK, maybe I peeked at the guide a teeny weeny bit, but only when I was really stuck. Honest.
The highlights of Super Metroid were undoubtedly the bosses – particularly the screen-filling Kraid (see screenshot below). He (I presume he’s a he anyway) doesn’t seem to learn though. Put it this way: if I was entirely invulnerable except for a weak spot in my mouth, I would probably keep my mouth shut the entire time, rather than periodically unleashing reptilian screams of fury then wondering why I kept getting hurt.
However, I think the overall reason that Super Metroid was so successful was that it constantly drove you to see what was around the next corner. Every few screens you’re presented with some sort of barrier to your progress – perhaps a seemingly impassable lava pit or a platform that’s just out of reach – and one of the game’s joys is collecting a new item or ability and then backtracking through the game to see what new areas it will open to you. In fact, Super Metroid engendered an almost compulsive urge to explore every nook and cranny of the game world in the hunt for elusive weapons and upgrades, and the triumphal music that accompanies the discovery of each item is right up there as one of the most pleasing game sound effects of all time (possibly only beaten by the music accompanying the opening of a treasure chest in Zelda: Ocarina of Time).
You could argue that its excellent graphics and inspired shift to 3D make Metroid Prime the instant stand-out game of the Metroid series, but in terms of gameplay there’s very little Prime does that Super Metroid doesn’t.
Excluding duplicated games, Super Metroid is currently at number 8 in the All Time Best games list – which is frankly not high enough in my opinion. Buy this game now: you won’t regret it.
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