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« on: April 29, 2009, 02:10:16 PM »
Just wanted to say that I loved the Super Metroid Retrospective. When the RFN crew is really passionate about a subject, the discussion gets very interesting. The episode was really on the same level as Retronauts.
Super Metroid is one of my all time favorite games. A friend of mine either had it or rented it when I was eleven or twelve, because I remember playing it briefly. After that, I never touched it and forgot about it as system generations shifted. In 2002, I got the 150th issue of EGM that ranked Super Metroid as the best game of all time. Since I was getting back into SNES games, I decided that I would track the game down and play it. That summer I finally received a copy of it from a friend and couldn't wait to try it out.
I had a hard time getting started. I never played a lot of shooters, so I found myself dying quite a bit. I think I faced the Chozo Statue five embarrassing times before I got the hang of it. One of the first things I noticed was how creepy Super Metroid was. The feeling of isolation is so strong, and certain areas definitely play to that, such as Maridia and the Wrecked Ship. Other touches such as the dead hunter outside of Kraid's lair add to the overall effect. I'm pretty sure I jumped a few times, like when I fought Kraid for the first time.
One problem I had in the game was with wall jumping. It can be a hard technique to master. I fell down the trap door in Brinstar that's before one of the energy tanks, and there's no way out without wall jumping. I thought my poor SNES controller was going to break from the noises it made as I tried to make it up the shaft. I finally made it to the top and went back for the energy tank, only to fall back down again.
The last thought about the game that comes to my mind is how stressful the end of the game can be. It's not the fight with Mother Brain, but the escape afterward. You're in such a hurry, that it's easy to miss a jump up the shaft and fall a few screens down. Then it was a pain to deal with the room with the corridors that led to dead ends. Every time you mess up, that counter will throw you off if you let it.
It was such a great experience playing through it that summer. I ended up playing through probably three or four times. I think I'll probably end up doing another run through it this summer.