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Metroid Prime has a hard mode, but I'm a completionist so I never thought to make any Metroid game harder by not 100% completing it. Super Metroid is my second favorite of the series after Prime, but damn is it close. Super Metroid probably actually has Prime beat on one very important aspect, though I'm not sure what you'd call that aspect. Metroidvanias have this weird sequence-breakability where not only can you sequence break, but it seems like the devs designed the game around possible sequence breaks. Super Metroid, probably more than any other game in existence honestly, does this to an almost supernatural degree. For instance, the way the morph ball bombs work allows you to get yourself out of almost any sequence break situation you get yourself into. With each key upgrade, the sequence break possibilities multiply, but none of the sequence breaks actually break the game, or allow you to get permanently stuck. That's kind of crazy, considering Metroidvanias are all about not being able to continue unless you have the right ability. Metroid Prime does this as well, but to a lesser degree, and usually it requires weird wall clipping. It's my favorite for a few reasons, largely because of the way it does plot and lore, and largely because it's just a first love for me, but I definitely recognize Super Metroid's design greatness. I don't think it needs a hard mode, because it already has rewards for fast completion in the form of the ending differences, which adds plenty of challenge.