Hello Malstrom,
I have been reading your thoughts on Other M and Super Metroid lately (and agreeing with most of it), and I’ve been particularly interested in your thoughts on Super Metroid’s difficulty. You knock Super Metroid for being very easy compared to Metroid, but I don’t think that’s that important in the big picture. The ease goes away when you’re replaying it, trying fervently to get that fastest time, and you then come to really enjoy its smooth controls and sense of freedom. Things like the wall jump don’t become “game breakers”, per say. They add a layer of depth that one can appreciate only on upon replaying. To me, Super Metroid is a masterpiece for two entirely different reasons: (1) Its atmosphere and exploration create incredible immersion for the player the first (and maybe second or third) time they play it, and (2) more importantly, its solid level design and nonlinearity, as well as floaty physics and game mechanics which give the player a very satisfying sense of control and freedom; make REPLAYING the game extremely enjoyable, over and over again. The game really has something for everyone.
If you want the game to be as hard as Metroid, you can certainly make it by omission. This I think is one of the standout features of games like Metroid and Mega Man X, and I think why Super Metroid’s disappointing default difficulty compared to Metroid’s doesn’t matter all that much in the long run. It really doesn’t matter how easy the game CAN be, because you can make it as difficult as you’re comfortable with without doing anything at all. There is of course a limit, when you’re going out of your way to make a game difficult, but that’s the beauty in difficulty by omission.
Sorry if that part was a little rant-y. I’m having a bit of trouble expressing how I feel about it just right. And now to the real point of this e-mail…
I would very much like to know if you’ve played this ROMhack before, and if you have, what your thoughts on it are. I’ve played quite a lot of ROMhacks in my day, and I think it’s simply the greatest ROMhack around. It succeeds marvelously in bringing back that Metroid “feel” which the original Super Metroid was sorely lacking. It’s ruthlessly difficult, and you really have to use your head for some of its puzzles. And it isn’t like other hacks that merely swap the areas around to create a hodgepodge of a new game. Core mechanics are changed and the level design is extremely creative.
There are SOME moments that are so frustrating you might suspect that they weren’t designed without save states in mind, but that’s to be expected in almost any ROMhack (the authors make them only for the most devoted of fans), but unlike, say, Kaizo Mario, it IS perfectly possible to beat it 100% without save states. And the sense of accomplishment you get when you do beat it properly without save states is amazing. To be perfectly honest, I think the hack’s author “gets” Metroid FAR more than Sakamoto seems to. My fantasy would be Nintendo letting him head a new 2D Metroid.
If you haven’t played this hack before, and you’re as much a Metroid fan as I think you are, I strongly recommend it. At least play through it a few hours sometime and let me know what you think of it.
I haven’t looked at the romhack. Aside from a Mario Bros. 3 romhack, I haven’t really looked into them. More interesting to me have been some total remakes of old games done by fans as mods to PC games (some people have spent years of their lives making an Ultima V and Ultima VI remake, which I still need to try out).
You said:
(1) Its atmosphere and exploration create incredible immersion for the player the first (and maybe second or third) time they play it, and
I agree with you about the atmosphere and all. But this has more to do with being a late era Super Nintendo game than anything else. Games like the Donkey Kong Countries, Final Fantasy 6, and Chrono Trigger also had incredible immersion and dare I say probably even better music.
(2) more importantly, its solid level design and nonlinearity, as well as floaty physics and game mechanics which give the player a very satisfying sense of control and freedom; make REPLAYING the game extremely enjoyable, over and over again. The game really has something for everyone.
I think you are confusing ‘backtracking’ with ‘non-linearity’. Super Metroid was a very linear game. In order to go through the green door, you must get super missiles. In order to get through the yellow door, you must get power bombs. The level design seems to be like a parade of gimmicks. You got the space jump. Oh, look, there are some areas that only the space jump can reach right near the location. You got screw attack. Look. There are some areas that only the screw attack can go through near that area. I never felt like I was in command but constantly doing a ‘find X obstacle, must get X item to pass’ to ‘get X item’ to ‘pass through X obstacle’. Then you come to another obstacle and repeat the cycle over and over with each item.
But in the original Metroid, the game felt like a very dangerous world and extremely easy to get lost in (even if you did have a map). The core gameplay was platforming and shooting. Items did help you get to other places, but the items assisted in your platforming and shooting. The ice beam, for example, made it much, much easier to get through several rooms even though you can get through those rooms without the ice beam. In Super Metroid, the core gameplay seemed to shift away from the platforming and shooting and more toward running from one room to another to get X item to get past X obstacle. The X item doesn’t become useful to assisting you in the core of the game because the game isn’t difficult to begin with and the monsters change to be difficult past item X so getting item X doesn’t really benefit your core experience.
I have this same complaint about Zelda. In early Zelda games, the core gameplay was arcade like swordplay. Items would assist you in this endeavor. Bombs and boomerangs would assist you in combat. In modern Zelda, they assist you very little in combat because the combat skeleton of the game is broken or non-existent. The purpose of the boomerang in modern Zelda is to solve the puzzle in the dungeon. After that, the boomerang becomes useless except to solve puzzles throughout the game. It is because of the collapse of the core gameplay (the swordplay combat), that Zelda is now seen as Aonuma as running from one dungeon to another to just solve puzzles and get a new item. Aonuma is bored with that. This is why we get pirates, wolves, and trains now in Zelda.
And this is why I suspect Sakamoto has strayed soooo far off course. Since the definition of Metroid stopped being about platforming and shooting and became ‘get item X to pass through obstacle X’, he has gotten very bored and seeks to ‘spice it up’ with dialogue, cutscenes, ninja style moves, etc. etc.
You needed above average platforming and shooting skills in order to beat Metroid. These skills were not as important for Super Metroid. Super Metroid still had parts of the core gameplay which is probably why the game doesn’t get old. After Super Metroid, those skills became even less important. The core gameplay skeleton slowly whittled away and Sakamoto threw in more ‘narrative’ junk to compensate.
Let me put it this way. Take away all the cutscenes, ninja moves, silly puzzles, and even some of the intentionally too numerous boss fights for Other M. Just stick to the core gameplay. Is it enough to carry the game? No. Aside from people’s complaints with the controls, it isn’t really that fun how the action gameplay was composed. It is because of this weakness which is why all the other junk (cutscenes et all) were thrown in.
A strong game has a very strong core gameplay skeleton. NES Metroid had no cutscenes, no dialogue, no ‘maternal instincts’ (you didn’t even know she was a girl), and relied almost entirely on its core gameplay. And the original was a phenomenon. Super Metroid also didn’t really have many ‘doodads’ added to it like ‘cutscenes’ and all. For the most part, Super Metroid relied on its core gameplay. As Sakamoto took over, the Metroid games have seen their core gameplay become more and more watered down with the doodads of cutscenes, ninja moves, more mini-bosses, and all increase. Now we are at the point of Other M where all we have is like 90% doodads and 10% core game.
If you have a timeline, on one side with Metroid you have the core gameplay being very much needed platforming and shooting skills. On the other side of the timeline with more recent Metroid games, the gameplay is more defined as ‘get item X to get past obstacle X’. Super Metroid is trapped in the middle as if it was a link in that evolution (or de-ev0lution). So Super Metroid is head and shoulders above other Metroid games. But to someone like me who is used to Metroid, Super Metroid feels like a decline. And games like Fusion and Zero Mission come across to me as unplayable because I fall asleep doing the ‘get item X to move past obstacle X’. Someone younger than me might think Super Metroid is ‘yay!’ and sense that Fusion and Zero Mission are ‘good’ but not as great as Super Metroid. We just have different expectations of the core gameplay.
This is also my chief complaint about Mario and Zelda. From my perspective, Zelda is about swashbuckling combat in a rich overworld where items assist you in the combat. In the most modern Zelda, the game is about puzzles, bad dialogue, and items to be used in the Puzzle-of-the-dungeon. I fall asleep playing modern Zelda games. So from those two poles of early Zelda and late Zelda, you can see a decline in the core gameplay and an increase in the doodads. In Mario, it is the same complaint. 2d Mario people didn’t transition to 3d Mario mostly because of a radical core gameplay shift from platforming to reach the end of a level to ‘use-a-gimmick-to-find-the-stupid-star’.
The reason why I think the fundamentals keep being less and less with each game incarnation is because they are ‘not fun’ for the developers. However, doodads are TONS of fun. It is so much fun for Sakamoto to make ‘cutscenes’. It is not fun for Sakamoto to make a rich maze-like world centered on platforming and jumping. Water flows through its least resistance. The willpower of game developers tend to flow towards areas where they do less work and have more personal fun. This could be a reason why Miyamoto was heavily resisting making another 2d Mario game for example. And this is why Sakamoto has no interest in making another game like Super Metroid. What you find awesome about Super Metroid, he will think is stupid and ‘repetitive’. Repetitive for whom? Why, for Sakamoto of course! Cutscenes are not repetitive for him, however. Yet, cutscenes are repetitive for the audience.
Going back to NES Metroid, it is not a hard game if you take your time and go slowly. You are much less likely to slip into the lava or get caught up with enemies hitting you. But if you move fast, the probability of you dying increases greatly. This is why the ‘faster time to beat the game’ worked. It wasn’t about cutting time as it was about forcing you to risk death more.
I find replaying Super Metroid to ‘get a better time’ to be very repetitive because of the lack of surprise. The enemies might slow me down from moving from room A to room B, but the enemies still are not a threat to my life. This is Metroid, not Sonic the Hedgehog. Metroid was an extremely scary game. You would get butterflies in your stomach when approaching a boss. Metroids would scare the hell out of you. I was never scared at all in Super Metroid except maybe with Phantoon. When first playing Super Metroid, as soon as I saw a Metroid, I turned around and ran away! They scared me that much. But with how pathetically they died, it didn’t feel the same.
I think there are tons of bad design choices made in Super Metroid. Let me give you a couple of examples. In NES Metroid, what was so awesome was how the context of the game changed depending on what item you got. When you got missiles, you had to think of the game a little differently than you did before. When you got bombs or the ice beam, again, the context of the game shifted. That area at the beginning where you walked over the blocks could now be bombed. You had to re-process this with the new context. Getting slowly killed by heat? You don’t know you need the Varia Suit. But once you get it, aha!
Super Metroid did do some of it right. The grapple beam was fantastic as was the dash. However, did we really need super missiles? It is the same exact context as regular missile. All it does is open up green doors. Ooohhhh. And ditto with the power bomb. We already had bombs, so how did power bombs alter our context? It didn’t. It was just to blow up a different type of brick. But the grapple beam was very different. So was the Space Jump (but that originated from Metroid II). Some of the new items were not that good and should have been used as items that altered the context of the gameplay. Imagine how dull it would be if there was a Super Screw Attack. Well, you have one screw attack. Why do you need another? To get through some different colored bricks? This is why the Varia Suit was cool, but the Gravity Suit was overkill. We don’t need two items using the same context.
Here is another example. Entertainment is dependent on surprise. What made the finale of NES Metroid so memorable was the surprise. The final stage of the game, you expect extremely difficult level with an extremely difficult boss. This was standard in all games. But Metroid twisted it up. The final level was very, very easy, but it was the few enemies that were crazy scary (Metroids). And the final boss was extremely passive and didn’t do anything (Mother Brain just sat there). It was the room that was so hard! It was the most dangerous room in the game!
Super Metroid constantly relied on a player’s experience of NES Metroid in order to create surprise (a mistake I believe). The miniboss of Kraid resembles NES Metroid but then he fills the screen when you meet the real Kraid. (It’s like you expect the developers to jump out from the back and yell “Surprise!” like a Surprise Birthday Party). With Motherbrain, it starts off resembling NES Metroid. But then Motherbrain turns into… a gigantic T-rex! WTF! Talk about out of place! Who came up with that stupid idea? And it went against the spirit of the original by having ‘dangerous room, passive final boss’ to a more generic final boss battle.
Regardless, the only way for the Metroid series to recover is to drop the ‘doodads’ (cutscenes, other characters, etc.) and focus on the core gameplay, on the fundamentals. If you ask Sakamoto to make another Super Metriod, what you will get is Fusion 2 because “Maternal instincts, cutscenes, and ninja moves are the Metroid experience, Malstrom!” Sakamoto says.
Super Metroid has more in common with Metroid than it does with Fusion or even Zero Mission. We know Nintendo is looking to make another 2d Metroid. If we do not want to get stuck with another Fusion, we should focus Nintendo’s eyes on NES Metroid. After all, that is what the makers of Super Metroid did. If you want another game that can measure up or surpass Super Metroid, the NES Metroid has to be an important factor (we got games like Fusion because Sakamoto dismissed it as ‘repetitive’ as he shoved in dialogue, cutscenes, and ninja moves).
I used to think the reason why games as good as the classics were no longer made was because of the lack of talent. Ever since Mario 5, I know now the answer is the lack of willpower. Strong fundamentals are boring for developers to work on. Instead, we get strong doodads which is fun for developers but repetitive for the gamers.