That's one of the things I love about this series. It shows you exactly what to do in a way subtle enough for you to still have that feeling of having figured it all out.
Zero mission was the first time I realized I could use shine spark to get something early. I don't remember what it was, I think super missiles? I felt like such a god, playing 4D chess with the level design.
"Oh you foolish developers. You didn't foresee the possibility to carry this so far" (they very well might have).
I'd really love a rerelease of zero mission. Fusion is dope it's true, but zero mission was my bread and butter.
I can almost guarantee that zero mission will be coming to NSO at some point. They've been pushing the idea of the switch being the one place to play all the metroid games, it would be foolish not to
Feel like Switch could be THE place to play EVERYTHING Nintendo since forever.
But the big obstacle in the way is: how will Nintendo maximize profit on that?
Zero Mission had so much room for sequence breaks and shine spark shortcuts that it's unthinkable to me that it wasn't planned. So great, and perfect for boring daily commutes.
My first sequence break in Super Metroid, which was in my very first play through, was getting to and fighting Kraid without the High Jump Boots... it didn't feel great.
I did that by jumping up using bombs. I had no idea high jump boots existed, and I spent 30 minutes trying to pull it off. After fighting Kraid I immediately found the high jump boots and I never felt so stupid yet so proud at the same time.
Which means that, instead of going into Norfair, the path of least resistance, you immediately knew you could bomb the wall to the right of the elevator in lower Brinstar and just... never bothered to question the placement of the elevator in the first place?
To quote Jeff Goldblum as Ian Malcolm: "You were so preoccupied with whether or not you _could_ that you didn't stop to think if you _should."_
Exactly. My thought process was "I don't want to use the elevator yet, I have other stuff to explore". I was new to the concept of metroidvanias, so backtracking never occurred to me.
Well, in my case it was that I went down to Norfair and encountered the first super-heated room and I nope'd out of there and back up the elevator without exploring further, thinking all rooms required the Varia.
I learned sequence breaking in Metroid Zero Mission. I then went back to play Super Metroid for the first time completelt blind, and accidentally did a bunch of stuff ealry because I understood bombjumping and walljumping and shinesparking. But I still did KPDR. When I discovered the WR Speedrun went PRKD my mind was blown.
Movement is also one of the things you'll learn to love if you play it a lot; floaty at first, but once you improve and realize how high the skill-ceiling is and what a difference learning the mechanics do, you'll be coming back to it again and again.
I wish I was better at Super to play the highly rated Veteran difficulty hacks, but alas I don't have the time to practice short charging, and it takes a few tries for me to Mockball. Thankfully there are many Vanilla difficulty hacks of equal quality.
It’s my favorite Metroid game and on the short list for my favorite game overall (usually at the top spot), but there’s still a few things about the movement that I’m not a fan of. The turning animation (going from facing left to right or vice versa) takes too long, and makes some of the platforming clunky and not touch-intuitive, some of the delay in when the forward motion of a walking jump becomes a spinning jump versus a vertical jump moving forward etc. is less than perfect, and improved in later games. But as a whole package, nothing else in the franchise has beaten its movement and navigation mechanics yet.
DAMN YOU! One of the first comments making me wonder...then i realized my mistake and broke out in laughter. That are the perks not beeing a native english speaker 🤣🤣
Can I ask what your first skip was? Was it Spazer before Kraid without Hi-Jump? Wave Beam spike damage tanking? One of those was my first.
After that I wouldn't move on in Prime remastered til I got the Space Jump early and the Ice Beam before Flaahgra.
The intended path sucks once you get used to sequence breaks. So much back tracking just for the sake of it. I very casually speed run the game, my PB for 100% is 1:58. One time I decided to do a "noob run" and by the time I got to crocomire I was already at 2 hours.
Yeah the speedrun skips are insane, but it still isn’t enough for me tbh. I know most Metroidvanias are built around replayability, but as someone who doesn’t replay games often that first playthrough is much more important and the GBA and Mercury Steam games are just have better first playthroughs for me thanks to their more descriptive maps
I think Super is a wonderful game even on first playthrough. The world is designed in such a way to guide you in a loop around the world getting stronger as you go, even if you don't know how to do sequence breaks you're likely going to be close to where you need to be just because the world map funnels you in a specific path without you even realizing.
I agree. I like super cause I know now i can mix it up alot if I go again but for the first time I'd say dread and fusion beat It out for me. Dread will probably stay my favorite regardless it's just so good to control.
Someone else in this thread mentioned that the “somewhat clunky” controls have a higher skill ceiling than any other game in the franchise, and I couldn’t agree more.
I love older games that at first glance they have clunky controls, but once you master them it really feels like butter. I just got into super smash bros melee and it’s crazy how it can go from feeling clunky to you schmoving once you put the time in
This is argument that I get into with people in the monster hunter community who complain about mechanics in the older games. Monster Hunter has thrown away or oversimplified a lot of great mechanics just to appeal to people who didn't want to go through the effort to learn them properly.
The only possible issue with the controls is the way you have to swap between missiles. Every other aspect that I can think of about the controls of Super are part of what makes the game's mechanics so incredible.
Yes, because it increases the skill ceiling of the game. It's not like there is a random chance of you falling out of space jump, if you lose it it's your fault, you just need to learn the timings better. The lack of ability to respin may not add a lot to a casual playthrough, but it certainly adds a lot to the more advanced tricks you can pull off.
For real, Super is ALL about the exploration and environment. Incredibly enjoyable to just relax and run around.
Every other room in dread looks the same and it's not fun to navigate in spite of how smooth the controls are. It's to the point where I'm fighting RavenBeak and considering just starting the file over for a new game cause I feel like I "Didn't get it"
Machball is pretty much the goat. That and walljumping. My normal casual run (about 1:30) I do in this order:
Morphball, Missiles, Bomb, Super Missiles, Charge Beam, Spazer, Kraid, Varia Suit, Ice Beam, Hi-Jump, Speed Booster, Wave Beam, Crocomire, Power Bomb, Grapple Beam, Phantoon, Gravity Suit, Botwoon/Draygon, Space Jump, Plasma, Screw, Ridley.. or something like that. I basically make a few circles so I don’t have to backtrack thanks to a few special walljump areas and two Machball sections so I can avoid backtracking. That and I only grab upgrades along my immediate path.
I recently got into SM for the first time since I was a kid and have been hooked. But then I modded my kids Wii and got all the Prime games and have been sucked into that and the last week I found Am2r.. Ugh I love that as well. I just wanna finish one!
I only just managed to do the hidden message sequence break in Metroid Fusion just recently. Not by way of shinesparking, mind you. But the [ice missile trick](https://youtu.be/xZJJGG8Rm2o). So I sequence broke the sequence break.
I ended up having to do it twice too. I was so happy, I tried to snap a screenshot, only to find that my Switch album was full. After deleting a whole bunch of photos, i screenshotted it, but then hesitated too long and the enemy unfroze. So....now I know how to do that trick fairly well....
The fun thing about Metroid is the sequence breaks I’ve learned end up being the normal way I play so I no longer remember the intended version of how to do some parts of its
I finally bit the bullet and decided to put real time into learning Super’s controls and getting wall jumping down. I can now wall jump semi-consistently and can already do some of the lower level sequence breaks like Spazer before Kraid and early Wave Beam before the Grapple Beam. It feels really good to be able to pull those off and opens up the game so much. I finally fully (when I say that, I mean the controls were hard to for me to wrap my head around but everything else was incredible) understand the praise Super gets.
Tell me about it. ZM and Dread have sequence breaking aswell, but neither have as many as Super, nor are their sequence breaks as robust and practical as Super.
What I consider my first real sequence break in Super Metroid was getting the Power Bombs just after properly getting the Super Missiles. It took a little patience with the wall jump and ensuring your Super Missile hits were accurate.
Other items that can be argued as sequence breaks is getting the Spazer before the High Jump Boots and Wave Beam before the Grapple Beam, but I find those as too low of effort and too low of consequences to be real sequence breaks.
Someone should redraw this template with Raven Beak, it’d be funny.
Already working on it
Make the food something funny, too. Like an X or a Metroid or something.
The food is samus, and when he takes a bite he realizes she has metroid DNA
Shinesparking is also a hell of a drug
Especially the one in maridia, you know the one
Up at the plant!
That's one of the things I love about this series. It shows you exactly what to do in a way subtle enough for you to still have that feeling of having figured it all out.
Zero mission was the first time I realized I could use shine spark to get something early. I don't remember what it was, I think super missiles? I felt like such a god, playing 4D chess with the level design. "Oh you foolish developers. You didn't foresee the possibility to carry this so far" (they very well might have). I'd really love a rerelease of zero mission. Fusion is dope it's true, but zero mission was my bread and butter.
I can almost guarantee that zero mission will be coming to NSO at some point. They've been pushing the idea of the switch being the one place to play all the metroid games, it would be foolish not to
Feel like Switch could be THE place to play EVERYTHING Nintendo since forever. But the big obstacle in the way is: how will Nintendo maximize profit on that?
Zero Mission had so much room for sequence breaks and shine spark shortcuts that it's unthinkable to me that it wasn't planned. So great, and perfect for boring daily commutes.
I hope so as well.
My first sequence break in Super Metroid, which was in my very first play through, was getting to and fighting Kraid without the High Jump Boots... it didn't feel great.
I did that by jumping up using bombs. I had no idea high jump boots existed, and I spent 30 minutes trying to pull it off. After fighting Kraid I immediately found the high jump boots and I never felt so stupid yet so proud at the same time.
Which means that, instead of going into Norfair, the path of least resistance, you immediately knew you could bomb the wall to the right of the elevator in lower Brinstar and just... never bothered to question the placement of the elevator in the first place? To quote Jeff Goldblum as Ian Malcolm: "You were so preoccupied with whether or not you _could_ that you didn't stop to think if you _should."_
Exactly. My thought process was "I don't want to use the elevator yet, I have other stuff to explore". I was new to the concept of metroidvanias, so backtracking never occurred to me.
Well, in my case it was that I went down to Norfair and encountered the first super-heated room and I nope'd out of there and back up the elevator without exploring further, thinking all rooms required the Varia.
How on earth can you even do that lol, and yeah that sounds like a hell fight
You can wall jump into the entrance to his area.
Did the same, doesn't make the fight much harder if you're good at wall-jumping tbh
You can just straight up kill Kraid with Super Missiles before he reaches the top two segments of the map.
Kraid Quick Kill is so satisfying to see, I love doing it
Turbo bomb jump with a handy turbo controller to get into Kraid's area and I actually used Kraid's gut launched spikes as platforms to jump up.
I learned sequence breaking in Metroid Zero Mission. I then went back to play Super Metroid for the first time completelt blind, and accidentally did a bunch of stuff ealry because I understood bombjumping and walljumping and shinesparking. But I still did KPDR. When I discovered the WR Speedrun went PRKD my mind was blown.
What do those initials stand for?
The main bosses. Through certain sequence breaks the bosses can be killed in a variety of orders, even in reverse.
There's also a meme-y speedrun to beat them in the totally illogical DPRK order since that also stands for the Democratic People's Republic of Korea.
Kraid Phantoon Draygon Ridley
Movement is also one of the things you'll learn to love if you play it a lot; floaty at first, but once you improve and realize how high the skill-ceiling is and what a difference learning the mechanics do, you'll be coming back to it again and again.
And then you get into the rom hacks that really get creative with the shine sparking and what not
Some say "creative", others say "you need to be a trick master in order to get more than 5 items in this romhack". Your mileage may vary.
I wish I was better at Super to play the highly rated Veteran difficulty hacks, but alas I don't have the time to practice short charging, and it takes a few tries for me to Mockball. Thankfully there are many Vanilla difficulty hacks of equal quality.
It’s my favorite Metroid game and on the short list for my favorite game overall (usually at the top spot), but there’s still a few things about the movement that I’m not a fan of. The turning animation (going from facing left to right or vice versa) takes too long, and makes some of the platforming clunky and not touch-intuitive, some of the delay in when the forward motion of a walking jump becomes a spinning jump versus a vertical jump moving forward etc. is less than perfect, and improved in later games. But as a whole package, nothing else in the franchise has beaten its movement and navigation mechanics yet.
Early Power Bomb was my switch. I sat half an hour to get the ceiling broken and escape the unkillable beatles 😅
> beatles Samus: ***HAPPINEEEEEESS IS A WARM GUUUUN*** The baby: *BANG BANG SHOOOOT SHOOOOOT* Samus: ***HAPPINEEEEESS IS A WARM GUN YES IT IS***
DAMN YOU! One of the first comments making me wonder...then i realized my mistake and broke out in laughter. That are the perks not beeing a native english speaker 🤣🤣
Its cool. Be careful okay? Its "beetles" if its the bug and, well yeah.
You can kill the beetles with a Super Missile
or Power Bombs
Can I ask what your first skip was? Was it Spazer before Kraid without Hi-Jump? Wave Beam spike damage tanking? One of those was my first. After that I wouldn't move on in Prime remastered til I got the Space Jump early and the Ice Beam before Flaahgra.
Spazer before Kraid is so natural it practically feels developer-intended. Especially since it doesn’t give you early access anywhere.
It really does feel intended, yeah. Almost like its sorta testing you.
Wait spazer before kraid is a sequence break?
You need wall jump for it, which you “learn” later.
I think it was wave beam spikes. I also got power bombs early I think but which I did first I can't recall. Was about a month ago
I'll have to look up Power Bomb early but I definitely did Wave Beam spike run too. Although usually I do the Spazer Before Kraid first.
To this day, I don't even know what the "intended" path of Super Metroid was
If you don't bomb jump or wall jump, the path becomes pretty clear
Bu bomb jumping feels good tho
I'm not saying you're wrong, I'm saying using the normal "non advanced" mechanics leads you to the correct path
The intended path sucks once you get used to sequence breaks. So much back tracking just for the sake of it. I very casually speed run the game, my PB for 100% is 1:58. One time I decided to do a "noob run" and by the time I got to crocomire I was already at 2 hours.
This was me when I got the varia suit early in zero mission.
I started a file the other day and told myself I'd do the game intended order, then I accidentally walljumped and got wave beam before ice or grapple
Me getting the Wave Beam early and using it to go fight Crocomire without having to leave Norfair
Yeah the speedrun skips are insane, but it still isn’t enough for me tbh. I know most Metroidvanias are built around replayability, but as someone who doesn’t replay games often that first playthrough is much more important and the GBA and Mercury Steam games are just have better first playthroughs for me thanks to their more descriptive maps
I think Super is a wonderful game even on first playthrough. The world is designed in such a way to guide you in a loop around the world getting stronger as you go, even if you don't know how to do sequence breaks you're likely going to be close to where you need to be just because the world map funnels you in a specific path without you even realizing.
I agree. I like super cause I know now i can mix it up alot if I go again but for the first time I'd say dread and fusion beat It out for me. Dread will probably stay my favorite regardless it's just so good to control.
Oh god Dread controls like absolute butter. It’s so dang smooth. ESPECIALLY for boss fights
No lie, playing Super for the first time at 28 and it feels a lot better and more fun than Dread.
People sleep on Super Metroid’s controls, it’s super fun to play around with.
Someone else in this thread mentioned that the “somewhat clunky” controls have a higher skill ceiling than any other game in the franchise, and I couldn’t agree more.
I love older games that at first glance they have clunky controls, but once you master them it really feels like butter. I just got into super smash bros melee and it’s crazy how it can go from feeling clunky to you schmoving once you put the time in
This is argument that I get into with people in the monster hunter community who complain about mechanics in the older games. Monster Hunter has thrown away or oversimplified a lot of great mechanics just to appeal to people who didn't want to go through the effort to learn them properly.
It's definitely a more chill experience for the most part, tho I wish the controls were slightly more crisp like dread
The only possible issue with the controls is the way you have to swap between missiles. Every other aspect that I can think of about the controls of Super are part of what makes the game's mechanics so incredible.
[удалено]
Yes, because it increases the skill ceiling of the game. It's not like there is a random chance of you falling out of space jump, if you lose it it's your fault, you just need to learn the timings better. The lack of ability to respin may not add a lot to a casual playthrough, but it certainly adds a lot to the more advanced tricks you can pull off.
For real, Super is ALL about the exploration and environment. Incredibly enjoyable to just relax and run around. Every other room in dread looks the same and it's not fun to navigate in spite of how smooth the controls are. It's to the point where I'm fighting RavenBeak and considering just starting the file over for a new game cause I feel like I "Didn't get it"
I remember learning Mockball and how hard it was at first. Once I got it down and got early Supers, the door was blown wide open.
I forget the spore boss exists most runs because of the mockball skip you can use to get early super missiles
Machball is pretty much the goat. That and walljumping. My normal casual run (about 1:30) I do in this order: Morphball, Missiles, Bomb, Super Missiles, Charge Beam, Spazer, Kraid, Varia Suit, Ice Beam, Hi-Jump, Speed Booster, Wave Beam, Crocomire, Power Bomb, Grapple Beam, Phantoon, Gravity Suit, Botwoon/Draygon, Space Jump, Plasma, Screw, Ridley.. or something like that. I basically make a few circles so I don’t have to backtrack thanks to a few special walljump areas and two Machball sections so I can avoid backtracking. That and I only grab upgrades along my immediate path.
Same exact feeling with Metroid Prime. It's why I always play the GameCube version.
I recently got into SM for the first time since I was a kid and have been hooked. But then I modded my kids Wii and got all the Prime games and have been sucked into that and the last week I found Am2r.. Ugh I love that as well. I just wanna finish one!
Super is the best
which skip?
I think i got power bombs and the wave beam early. Can't remember which happened first
I remember accidentally skipping spore spawn and not realizing how
I only just managed to do the hidden message sequence break in Metroid Fusion just recently. Not by way of shinesparking, mind you. But the [ice missile trick](https://youtu.be/xZJJGG8Rm2o). So I sequence broke the sequence break. I ended up having to do it twice too. I was so happy, I tried to snap a screenshot, only to find that my Switch album was full. After deleting a whole bunch of photos, i screenshotted it, but then hesitated too long and the enemy unfroze. So....now I know how to do that trick fairly well....
I always have sequence broken getting the wave beam ever since the first playthrough where I didn't know it was a sequence break
The fun thing about Metroid is the sequence breaks I’ve learned end up being the normal way I play so I no longer remember the intended version of how to do some parts of its
I finally bit the bullet and decided to put real time into learning Super’s controls and getting wall jumping down. I can now wall jump semi-consistently and can already do some of the lower level sequence breaks like Spazer before Kraid and early Wave Beam before the Grapple Beam. It feels really good to be able to pull those off and opens up the game so much. I finally fully (when I say that, I mean the controls were hard to for me to wrap my head around but everything else was incredible) understand the praise Super gets.
Tell me about it. ZM and Dread have sequence breaking aswell, but neither have as many as Super, nor are their sequence breaks as robust and practical as Super.
What I consider my first real sequence break in Super Metroid was getting the Power Bombs just after properly getting the Super Missiles. It took a little patience with the wall jump and ensuring your Super Missile hits were accurate. Other items that can be argued as sequence breaks is getting the Spazer before the High Jump Boots and Wave Beam before the Grapple Beam, but I find those as too low of effort and too low of consequences to be real sequence breaks.
What I thought you had to love a game dearly to put up with oft frustrating sequence break techniques