• Hey Guest. Check out your NeoGAF Wrapped 2025 results here!

The Metroid Retrospective Part lack of foresight

Nuke said:
I'll take Chrono Trigger and A Link to the Past into that fight any day of the week.

I can't speak for Chrono Trigger, but LttP hasn't aged nearly as well as you might think. LttP has alot of obscure solutions to progress and the dungeons are amongst the easiest in the series. I couldn't finish it. I didn't feel like my brain was challenged at all, I just felt like I was doing trial and error in the overworld and just walking around in dungeons.

Also, the original Metroid has aged like crap. No map screen, archaic controls, and icky sound. It's great for the concepts it brought but I didn't even collect the long beam before stopping.
 
thinout.gif


super metroid is better :P
 
Nuke said:
No. Quite simply.

Feel free to present facts as to how Super Metroid was more innovative and influential than the original Metroid. I love Super Metroid...I do, but it was basically just a polished up extension of the original. Nothing wrong with that mind you, but it is what it is.

It may have flawless gameplay, but that doesn't score it many points for innovation. And for me, that's a requirement for slapping on "Greatest Game Ever" tags.

Influence and innovation are fine and all, but there's only so much they can do to compensate for gameplay holes, and the original Metroid has something of a swiss-cheesey consistency there. Bottom line: Super Metroid fixed practically every issue with the original, making it a much more entertaining and consistent gameplay experience.

I'll take Chrono Trigger and A Link to the Past into that fight any day of the week.

Chrono Trigger, yes, but Link to the Past? Again, another case of a game that was eclipsed by subsequently entries, specifically Link's Awakening and the Oraclles.
 
Man I'm looking forward to watching this, their Zelda retrospective was very well done and got me so pumped up for Twilight Princess. I'm expecting it to do the same for me and Metroid Prime 3 :D (Unfortunately I don't have time to watch it now, so I'll watch it later!)

Looking forward to the inevitable Mario retrospective in time for Mario Galaxy!
 
cartman414 said:
Chrono Trigger, yes, but Link to the Past? Again, another case of a game that was eclipsed by subsequently entries, specifically Link's Awakening and the Oraclles.
Due to hardware limitations alone, Link's Awakening and the Oracle titles can't touch A Link to the Past.

As for Super Metroid being perfect, I've always felt the game took a little stumble in quality toward the end. Tourian felt rather rushed, as did the finale.
 
The downplaying of LttP's quality lately sickens me. I've replayed that game not nearly a year ago and it's still the best 2D Zelda by a landslide. /offtopic
 
that retrospective actually made those older games look like they have aged pretty well I thought.

I played both metroid and metroid II both when they came out. The second one was too hard for me and I never beat it.

I'm frothing at the mouth to see the Super Metroid retrospective. I don't care if I know everything about what they're going to show/say. :O............

My main beef with Metroid prime is the first person shooter controls. I saw it in the store when it came out, tried to play it, and I just can't. I just do not like that way of gaming.

It's sad because that's what is popular now, and that's what is going to be made, and that's what most young people think metroid is now. It doesn't need to be 2D, I just wish there would be a 3rd person perspective game. I really like the morph ball control and those few seconds when you go out of the visor and you can see samus in a 3rd person perspective. I did that for about a minute or two thinking how much I would like the game if they had made it that way instead :/
 
ZealousD said:
Also, the original Metroid has aged like crap. No map screen, archaic controls, and icky sound. It's great for the concepts it brought but I didn't even collect the long beam before stopping.

Well, you sound like an authority on the subject, having played long enough to not quite get the long beam, an item you get no more than 5 minutes in.
 
Darunia said:
The downplaying of LttP's quality lately sickens me. I've replayed that game not nearly a year ago and it's still the best 2D Zelda by a landslide. /offtopic
Yes. LttP is on the same level of quality and timelessness as Super Metroid. The sound, visuals and pacing are perfect.
 
Darunia said:
The downplaying of LttP's quality lately sickens me. I've replayed that game not nearly a year ago and it's still the best 2D Zelda by a landslide. /offtopic
If you haven't played The Minish Cap that is.

In my opinion while Metroid is the more innovative of the two (although SM does innovate in some less pronounced ways), that should not stop SM from being heralded as one of the greatest games of all time.
 
SCReuter said:
Due to hardware limitations alone, Link's Awakening and the Oracle titles can't touch A Link to the Past.

:lol :lol :lol :lol :lol :lol :lol :lol :lol :lol :lol :lol :lol :lol :lol :lol

Hardware shmardware. LA and the Oracles at the core were superior to LttP in my book.

Darunia said:
The downplaying of LttP's quality lately sickens me. I've replayed that game not nearly a year ago and it's still the best 2D Zelda by a landslide. /offtopic

Personally I've been on the "slightly overrated" boat all along. Link's Awakening and the Oracles gave me what I've felt what was missing from there. Now granted, LttP is still superb, but the 2d games that followed it, save for Minish Cap, were even better in my book.
 
Darunia said:
The downplaying of LttP's quality lately sickens me. I've replayed that game not nearly a year ago and it's still the best 2D Zelda by a landslide. /offtopic

I played Alttp when it came out on VC and shortly afterwards LA.
LA is so much more of what i expect of a Zelda-game than Alttp. Alttp is a dungeon-crawler. You go from dungeon to dungeon, nothing in-between. LA is different. There are many things to do on the overworld, lot of awsome stuff. And then there are the ruins...

@topic:

Looking forward to part 2 and 3. The first 2 Metroid-games are probably the least favourite imo.
 
EphemeralDream said:
If you haven't played The Minish Cap that is.

In my opinion while Metroid is the more innovative of the two (although SM does innovate in some less pronounced ways), that should not stop it from being heralded as one of the greatest games of all time.

I'm a little confused. That a game being more innovative should not stop it from being one of the greatest games of all time? That doesn't quite make sense.

Anyways, while innovation is admirable, it only helps if said innovation hasn't been replicated in a tighter and overall higher quality package. Such is the case of Metroid being eclipsed by Super Metroid, not to mention its own remake Zero Mission. Would I still rank Metroid amongst the most influential, or a la EGM, the greatest games of its time? You bet. Would I rank it amongst the greatest games of all time? Not a chance. There are simply too many games that have come out since then that are superior as a whole, including many of the same genre.
 
OMG OMG OMG, I'm all into metroid right now and I enjoyed this video a lot.

Oh by the way, Metroid Prime IS FULL OF WIN AND AWESOMENESS I LOVE IT!
 
Quick question for anyone that knows...
I just watched that whole Zelda retrospective. At the beginning they play a very good version of the overworld theme. Does anyone know which Zelda its from?
 
Another cool retrospective. Hopefully GT will get some PC games in there (an Infinity Engine or Bioware RPG retrospective would be amazing).

Also, I'd like to add something.

I think Super Metroid sucks.

I freely admit that I just don't "get" the game. It seems like a below-average sidescrolling shooter mixed with an average platformer mixed with really boring adventure elements. The graphics are dull, with lots of samey, generic-looking backgrounds. The level design isn't much better; it mostly consists of randomly scanning/blasting/bombing things without much in the way of clues or puzzlesolving to make your exploration meaningful. What am I not doing right in this game?

By contrast, I think Metroid Prime, Zero Mission, and to a lesser extent, Fusion are all enjoyable games. They solve all of my problems with Metroid Prime (and Metroid 1 and 2).
 
cartman414 said:
I'm a little confused. That a game being more innovative should not stop it from being one of the greatest games of all time? That doesn't quite make sense.

Anyways, while innovation is admirable, it only helps if said innovation hasn't been replicated in a tighter and overall higher quality package. Such is the case of Metroid being eclipsed by Super Metroid, not to mention its own remake Zero Mission. Would I still rank Metroid amongst the most influential, or a la EGM, the greatest games of its time? You bet. Would I rank it amongst the greatest games of all time? Not a chance. There are simply too many games that have come out since then that are superior as a whole, including many of the same genre.
By "it" I was referring to Super Metroid, sorry. IMO it's probably the most polished product Nintendo's ever made and is likely in my top 5 games of all time.
 
Chairman Yang said:
I freely admit that I just don't "get" the game. It seems like a below-average sidescrolling shooter mixed with an average platformer mixed with really boring adventure elements. The graphics are dull, with lots of samey, generic-looking backgrounds. The level design isn't much better; it mostly consists of randomly scanning/blasting/bombing things without much in the way of clues or puzzlesolving to make your exploration meaningful. What am I not doing right in this game?

By contrast, I think Metroid Prime, Zero Mission, and to a lesser extent, Fusion are all enjoyable games. They solve all of my problems with Metroid Prime (and Metroid 1 and 2).

About the game not giving many clues, it's true, but that's the very reason a lot of veterans prefer this to, say, Metroid Fusion; I admit you might get stuck at times, not knowing what to do, but for the time it was a lot better than most games (you had a CLEAR MAP of the areas!), especially when compared to Metroid.

Personally, I don't find the graphics dull: there's enough variety for such an expansive game. Not to mention animations and the attention to small details (Samus drips for a bit after coming out of the water).
 
Kuramu said:
Well, you sound like an authority on the subject, having played long enough to not quite get the long beam, an item you get no more than 5 minutes in.

That's because I felt its age immediately.

1.) You don't actually start the game with full energy. Huh?
2.) Password system. Eww.
3.) You can't duck. You can't jump up and shoot down. Some enemies in the game are actually short enough that your beam goes right over them. Those guys that crawl on the ground for instance, you can't kill them unless they are crawling on the wall or ceiling for that reason. It's stupid. If I see an enemy, I should be able to shoot it.
4.) There's a sound effect for every step you take. That little sound is like a drill to my ears.

The sense of exploration of isolation is still there, but like I said, the controls and sound are completely archaic.

SCReuter said:
As for Super Metroid being perfect, I've always felt the game took a little stumble in quality toward the end. Tourian felt rather rushed, as did the finale.

Although I'd agree that Super Metroid isn't perfect, the finale is the last thing you should point to. Mother Brain was fairly easy but they pulled out a hugely emotional ending without needing a single piece of dialogue.
 
Chairman Yang said:
Also, I'd like to add something.

I think Super Metroid sucks.

I freely admit that I just don't "get" the game. It seems like a below-average sidescrolling shooter mixed with an average platformer mixed with really boring adventure elements. The graphics are dull, with lots of samey, generic-looking backgrounds. The level design isn't much better; it mostly consists of randomly scanning/blasting/bombing things without much in the way of clues or puzzlesolving to make your exploration meaningful. What am I not doing right in this game?

By contrast, I think Metroid Prime, Zero Mission, and to a lesser extent, Fusion are all enjoyable games. They solve all of my problems with Metroid Prime (and Metroid 1 and 2).
Well, I see it this way; the main draw of Metroid's atmosphere is that you've been dropped alone onto an alien planet. Now, which better complements that feeling, having to rely almost entirely upon your own wits in your exploration, or finding a network of magic computers that constantly give you waypoints to help you along? The latter, while a bit more user-friendly, kind of kills the theme of isolation and self-reliance.
 
Shig said:
Well, I see it this way; the main draw of Metroid's atmosphere is that you've been dropped alone onto an alien planet. Now, which better complements that feeling, having to rely almost entirely upon your own wits in your exploration, or finding a network of magic computers that constantly give you waypoints to help you along? The latter, while a bit more user-friendly, kind of kills the theme of isolation and self-reliance.

I don't mean clues in terms of magic computers talking to you, I mean hints and puzzle-solving built in to the environment. Look at Metroid Prime and Zero Mission (and some parts of Fusion) for examples.
 
Chairman Yang said:
Another cool retrospective. Hopefully GT will get some PC games in there (an Infinity Engine or Bioware RPG retrospective would be amazing).

Also, I'd like to add something.

I think Super Metroid sucks.

I freely admit that I just don't "get" the game. It seems like a below-average sidescrolling shooter mixed with an average platformer mixed with really boring adventure elements. The graphics are dull, with lots of samey, generic-looking backgrounds. The level design isn't much better; it mostly consists of randomly scanning/blasting/bombing things without much in the way of clues or puzzlesolving to make your exploration meaningful. What am I not doing right in this game?

By contrast, I think Metroid Prime, Zero Mission, and to a lesser extent, Fusion are all enjoyable games. They solve all of my problems with Metroid Prime (and Metroid 1 and 2).
I'm not going to argue with you, and the reason I'm not going to do it is because you don't just think it's not the best Metroid, or aged in some meaningful way, but because you think it sucks. Super Metroid is not for everyone. I will say that the sprite work and animation is generally agreed (not just by SM fans) to be some of the best the era had to offer, and the variety of backgrounds and visual effects is truly stunning if you get far enough in the game. And I can't explain what you're "not doing right" because there is no one right way to play Super Metroid. But I can relate my own personal first experience with the game, which is still fresh in my mind from this winter.

After the first half-hour, I was tempted to stop playing. Like you, I was a little put-off by the much-acclaimed graphics, and confused by the gameplay. Only the music stood out--the ethereal, haunting soundtrack was what first interested me in the game, the second being its popularity in the speedrunning community. I started to wonder why the game had received so much praise.

But the deeper I descended into Zebes, the deeper the game became. The sense of isolation increased, the environments got progressively more fantastic, the graphics that had at first seemed cartoony started to look startlingly realistic, and I was soon lost in it. The sense of exploration is what makes the game meaningful, and I'm someone for whom exploration--doing things your own way, discovering rather than being led--is the number one element that I love in games.

And you can't play Super Metroid for any length of time without admiring the game's polish. In brief, Super Metroid is probably the most carefully designed game I've ever seen. From the incredibly detailed enemies and the huge, powerful boss fights to the hidden elevators, myriad secret passages and densely packed levels to the amazing physics engine and in-game cutscenes, the attention to detail and overall quality--the creator's clear refusal to do anything the "easy" way, the way that might compromise the gameplay at the cost of immersion--oozed from its every pore. Little things like the power bomb beam stacking working differently, the bosses not simply requiring the most recently acquired item, the world design that was so different from the classical platformer, like seemingly useless tricks like holding down cancel while selecting to select an item for one use, like the shinesparking and walljumping techniques that were not bugs as they were in so many other games, but features explained by the creatures of the world, made the experience all the more unique and compelling. And the powerups--the Speed Booster, Screw Attack, the Gravity Suit, the Grappling Hook--make the already deep game even deeper, adding wonderful complexities to every route and opening up new gateways to new areas that were almost like new worlds. My quest to find the missile packs and my determination to complete the game with as high a percentage as I could manage meant that I had the opportunity, and the desire, to pour over every nook and cranny in the game, to go through every room and explore the haunting, fantastic, living, breathing planet.

And it all contributed to the sense of truly unmatched immersion that was begun when I set foot on Zebes, and didn't end until I got to my ship--no long stretches of text or pretentiously drawn-out dialogue interfered with my experience, no occasions on which I lost control of Samus made me passively watch the game instead of playing it, and, in short, nothing made me play the game the "right" way. The very idea that there is one valid way of playing Super Metroid is alien to the game's very concept.

But what finally pushed the game, for me, from mere greatness to untouchable perfection was the way that the game's depths--its elaborate physics engine, its freedom from unnatural barriers, its huge world and its keen, urgent call for exploration--led naturally into speed tricks, sequence breaks, and out-of-"order" playing. Even something as simple as infinite bomb jumping--trivial from a timing perspective compared to many of the other tricks--opens up hundreds of new routes and new gameplay ideas, and makes every out-of-reach item not just a trophy to be returned for later, but a fresh challenge. Can I get super missiles without fighting Spore Spawn? What about his Super Missiles? Without power bombs? Can I get those two missile upgrades I've been longing for in Crateria before I even enter? With walljumping? Do I really need the High Jump boots to get to Kraid, or is there another way? The answers to every question on that list is yes, and they're just a few of the questions that can pop up in the first ten minutes of the game (if you're a speedy, anyway).

I don't even want to think about how much time I spent on those tricks, since I usually didn't save. By the end of my first game, the in-game clock reported that it had taken me over fourteen hours. My rate of item completion? 87%. After all my combing and searching, after spending literally over a month on the same game, I had missed 13 items, and as I later found out hadn't even discovered every room yet.

That's my story. For me, Super Metroid was (and is) an unparalleled, infinitely replayable experience, every runthrough fresh and meaningful in its own way, its every aspect polished until it gleams. And that's why I can't argue with you--because while normally I would say that I love the game so much that I can overlook the few flaws it has, when it comes to Super Metroid I have a hard time even spotting any flaws. I don't know if this story was helpful or confirms your suspicion that this game is not for you in any way, but if my experience was anything like that of the many Super Metroid lovers here, it should at least explain to you why we value it so highly, and why we are so devoted to it.
 
Sharp said:
Step away from it for a bit and try it again and it will come alive. Sure doing combat the normal way is a bit shallow, but doing it quickly enough can be extraordinarily tricky and use all sorts of advanced shtuff. Try two-rounding Draygon sometime! I hope you've practiced your short charge! Or Botwoon (you need the special grenade / charge beam / wave beam combo, if I recall correctly).

The game remains as deep as it ever was, and the speedrunning community has made it truly timeless by exposing all the depth for us to use.

Hey Sharp, check this out:

Boost Ball Guardian makes people cry:

http://www.neogaf.com/forum/showthread.php?p=6644222

Speedrunners stomp his ass flat without Dark suit or a single E-tank:

http://www.metroid2002.com/echoes/boss_tricks_boost_guardian.php
 
Great post, Sharp. I'd like to add, though, that you don't need to be a speed-runner, sequence-breaker, or even a fan of such to adore Super Metroid. It's superb, even as 'just' a normal game.
 
I will never even consider speedrunning a game like Super Metroid. I replay it (or parts of it) every few months and I can't help but going through the game at my pace. It feels so wrong to me to just speed through everything.
 
Holy shit @ Sharp's post. I was going to create a Super Metroid specific appreciation thread in a while, but that has been rendered obso ****in lete because of your kickass post, which included almost every point why the game is so great.

Super Metroid is an unparallelled masterpiece. Anyone who doesn't agree to that... let's just say I'll probably still like you, but I might just jam a fork up your eye when you least expect it.
 
Darunia said:
Holy shit @ Sharp's post. I was going to create a Super Metroid specific appreciation thread in a while, but that has been rendered obso ****in lete because of your kickass post, which included almost every point why the game is so great.

Super Metroid is an unparallelled masterpiece. Anyone who doesn't agree to that... let's just say I'll probably still like you, but I might just jam a fork up your eye when you least expect it.

They'll all understand the awesomeness of Super Metroid in the next video part.
 
Sharp said:
I'm not going to argue with you, and the reason I'm not going to do it is because you don't just think it's not the best Metroid, or aged in some meaningful way, but because you think it sucks. Super Metroid is not for everyone. I will say that the sprite work and animation is generally agreed (not just by SM fans) to be some of the best the era had to offer, and the variety of backgrounds and visual effects is truly stunning if you get far enough in the game. And I can't explain what you're "not doing right" because there is no one right way to play Super Metroid. But I can relate my own personal first experience with the game, which is still fresh in my mind from this winter.

After the first half-hour, I was tempted to stop playing. Like you, I was a little put-off by the much-acclaimed graphics, and confused by the gameplay. Only the music stood out--the ethereal, haunting soundtrack was what first interested me in the game, the second being its popularity in the speedrunning community. I started to wonder why the game had received so much praise.

But the deeper I descended into Zebes, the deeper the game became. The sense of isolation increased, the environments got progressively more fantastic, the graphics that had at first seemed cartoony started to look startlingly realistic, and I was soon lost in it. The sense of exploration is what makes the game meaningful, and I'm someone for whom exploration--doing things your own way, discovering rather than being led--is the number one element that I love in games.

And you can't play Super Metroid for any length of time without admiring the game's polish, probably the most carefully designed game I've ever seen. From the incredibly detailed enemies and the huge, powerful boss fights to the hidden elevators, myriad secret passages and densely packed levels to the amazing physics engine and in-game cutscenes, the attention to detail and overall quality--the creator's clear refusal to do anything the "easy" way, the way that might compromise the gameplay at the cost of immersion--oozed from its every pore. Little things like the power bomb beam stacking working differently, the bosses not simply requiring the most recently acquired item, the world design that was so different from the classical platformer, like seemingly useless tricks like holding down cancel while selecting to select an item for one use, like the shinesparking and walljumping techniques that were not bugs as they were in so many other games, but features explained by the creatures of the world, made the experience all the more unique and compelling. And the powerups--the Speed Booster, Screw Attack, the Gravity Suit, the Grappling Hook--make the already deep game even deeper, adding wonderful complexities to every route and opening up new gateways to new areas that were almost like new worlds. My quest to find the missile packs and my determination to complete the game with as high a percentage as I could manage meant that I had the opportunity, and the desire, to pour over every

And it all contributed to the sense of truly unmatched immersion that was begun when I set foot on Zebes, and didn't end until I got to my ship--no long stretches of text or pretentiously drawn-out dialogue interfered with my experience, no occasions on which I lost control of Samus made me passively watch the game instead of playing it, and, in short, nothing made me play the game the "right" way. The very idea that there is one valid way of playing Super Metroid is alien to the game's very concept.

But what finally pushed the game, for me, from mere greatness to untouchable perfection was the way that the game's depths--its elaborate physics engine, its freedom from unnatural barriers, its huge world and its keen, urgent call for exploration--led naturally into speed tricks, sequence breaks, and out-of-"order" playing. Even something as simple as infinite bomb jumping--trivial from a timing perspective compared to many of the other tricks--opens up hundreds of new routes and new gameplay ideas, and makes every out-of-reach item not just a trophy to be returned for later, but a fresh challenge. Can I get super missiles without fighting Spore Spawn? What about his Super Missiles? Without power bombs? Can I get those two missile upgrades I've been longing for in Crateria before I even enter? With walljumping? Do I really need the High Jump boots to get to Kraid, or is there another way? The answers to every question on that list is yes, and they're just a few of the questions that can pop up in the first ten minutes of the game (if you're a speedy, anyway).

I don't even want to think about how much time I spent on those tricks, since I usually didn't save. By the end of my first game, the in-game clock reported that it had taken me over fourteen hours. My rate of item completion? 87%. After all my combing and searching, after spending literally over a month on the same game, I had missed 13 items, and as I later found out hadn't even discovered every room yet.

That's my story. For me, Super Metroid was (and is) an unparalleled, infinitely replayable experience, every runthrough fresh and meaningful in its own way, its every aspect polished until it gleams. And that's why I can't argue with you--because while normally I would say that I love the game so much that I can overlook the few flaws it has, when it comes to Super Metroid I have a hard time even spotting any flaws. I don't know if this story was helpful or confirms your suspicion that this game is not for you in any way, but if my experience was anything like that of the many Super Metroid lovers here, it should at least explain to you why we value it so highly, and why we are so devoted to it.

Great post!

I like!
 
Sharp said:
Cool post

Thanks, that shed some light on why people like the game (and it even kind of made me want to give the game another chance, although I'm not a fan of speedrunning/sequence-breaking which is apparently an important element of your enjoyment).

bathhouseterror said:
Who can honestly put ZM above SM? In anything.

I preferred ZM due to: better and more varied graphics and environments, better controls and general combat, and most importantly, exploration and hidden stuff that was based on observation and puzzle-solving rather than random blasting.
 
Glad my post was useful. Just to clarify, while I personally love the sequence breaking aspect of Super Metroid, it was never necessary for me to enjoy the game. It's just an added twist that, at least for me, adds hugely to the replay value.
 
1) They erroneously state Metroid II was developed by Intelligent Systems

2) Nintendo should release Metroid 1 and Metroid 2 redone on Wii Ware. Metroid 1 could simply be Zero Mission for all I care.
 
im seeing things i've never seen of super metroid, that boss where you use the grapple beam to electrify the boss, i dont remember doing that......
 

I wrote a big article YEARS ago published on a couple of sites like IGN which has lead to this early misconception. Like I wrote in a succeeding article years later, Nintendo R&D1 and Intelligent Systems are two completely different groups.

IS and R&D1 did have a history of working together on a couple of projects. But back to my main point. Metroid 2 had no Intelligent System's involvement.
 
Shikamaru Ninja said:
IS and R&D1 did have a history of working together on a couple of projects. But back to my main point. Metroid 2 had no Intelligent System's involvement.

Quick, to the wikipedia mobile!
 
Shikamaru Ninja said:
I wrote a big article YEARS ago published on a couple of sites like IGN which has lead to this early misconception. Like I wrote in a succeeding article years later, Nintendo R&D1 and Intelligent Systems are two completely different groups.

IS and R&D1 did have a history of working together on a couple of projects. But back to my main point. Metroid 2 had no Intelligent System's involvement.

Did a little reading, and you are correct. Intelligent Systems and R&D1 did coexist at some point, so they're not the same. Intelligent Systems split off of R&D1.

However, the Wikipedia page for Metroid II claims Intelligent Systems is the developer, whereas MobyGames claims R&D1 is. Confusing, this is.

xir said:
Quick, to the wikipedia mobile!

This is a pretty decent example of why that's a bad idea. :lol
 
Bluemercury said:
im seeing things i've never seen of super metroid, that boss where you use the grapple beam to electrify the boss, i dont remember doing that......

Maybe it's just that, you don't remember it. Because I plainly remember doing that when I played it just a couple months ago.
 
However, the Wikipedia page for Metroid II claims Intelligent Systems is the developer, whereas MobyGames claims R&D1 is. Confusing, this is.

Trust the Ninja. I actually learned alot years ago trying to set-up an interview Makoto Kanoh and Yoshio Sakamoto. Sakamoto's firewall was having none of it. Kanoh dropped a couple of jewels. :)

But, if you research the credits, you can see all the Metroid 2 staff are Nintendo guys. Many of them working for EAD now since the R&D1 team shrunk
 
SuperEnemyCrab said:
Can you imagine how awesome it would be if they did a Super Metroid upgrade to 1080p sprites ala Super Street Fighter II udon remake?
No doubt this is what we will be buying on the Wii HD virtual console. :D
 
Top Bottom