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The World Design of Super Metroid | Boss Keys

Jun 10, 2021
But the good thing is that each elevator room will lead to several different areas, which amounts to a central system that will allow you to make transfers quickly. Additionally, almost every room in the game will have some unique features, which will make things easier for you. to remember the layout of the map. This is the same everywhere. Metroid Prime 1 is much better. Another flaw of the game is that the map sometimes doesn't help. You can't see where the door is. Rooms may not be connected. The colored doors are not marked and you cannot tell if you have visited the secret room.
the world design of super metroid boss keys
However, only the map of the current area can be seen. The above issues were later fixed in the GBA version. Also, I think there is still a process in "Super Metroid" that is too linear. This process should allow players to freely choose to kill the remaining ones in any order. There are three

boss

es, but the game still allows you to kill Phantoon. First, then Draygon and finally Ridley. Although some people disagree, I think the linear process is not necessarily a bad thing, but it is a pity that players who are lost can do it. Explore the surroundings and progress.
the world design of super metroid boss keys

More Interesting Facts About,

the world design of super metroid boss keys...

In fact, you can break the order. You can fight the

boss

es in another order. How to get accessories in advance and skip certain skills entirely? Well, when you explore freely, you're likely to come across these guys, a group of small animals, who demonstrate advanced abilities to Samus. One teaches you to bounce off the wall and the other teaches you to run as fast as you can and then. convert kinetic energy into flying towards the sky. This is very interesting, because they are not skills like "Freeze Gun" or "Morphing Ball", they are high-level skills that Samus has always had, but you just don't have them.
the world design of super metroid boss keys
You know, in order for you to use these skills next time, for example, you don't need to "high jump". It's a pity that you can't jump here with "boots" or run with "light cable". Don't break the order too much unless you use more subtle game errors and fast-running techniques like "pseudo ball dash" and "bomb jump," but that still makes the late game more fun. This is the strength of "Metroid" and what many "Metroid" games lack. If the goal of the

design

ers of "Metroid" is to allow players to explore freely without letting them get too confused and frustrated, then "Super Metroid" "》It can be called a first-class game.
the world design of super metroid boss keys
It uses a simple system. Structure and one-way road to introduce you. Once you are familiar with driving, you can explore the game freely. It uses powerful visual landmarks to help you build a map in your mind. It also uses many small tricks to subtly guide you. The game also brings the most exciting feeling of "Metroid Castle". It has been used by countless independent developers, was enthusiastically imitated and praised by critics, and was hailed as one of the best games of all time. However, its sales were mediocre at the time. We also had to wait eight years for the series to return.
Luckily, it was on GameCube. Yes, a very similar work was born! In the next episode of Boss Keys, we will add the "Galactic Castlevania" suffix and race to Dracula's Castle to explore the layout of that "Castlevania X: Symphony of the Night"

world

.

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