Comments on: The Anatomy of Super Metroid | 9 | Hidden depths http://www.anatomyofgames.com/2014/01/29/the-anatomy-of-super-metroid-9-hidden-depths/ Defunct, amateurish, game design analysis by Jeremy Parish Wed, 25 Nov 2015 23:31:21 +0000 hourly 1 https://wordpress.org/?v=4.5.7 By: Ario http://www.anatomyofgames.com/2014/01/29/the-anatomy-of-super-metroid-9-hidden-depths/#comment-2362 Fri, 31 Jan 2014 09:01:43 +0000 http://www.2-dimensions.com/?p=9842#comment-2362 @Pip: You asked, “How much of the ability to sequence break was intended vs unintended?” It’s impossible to answer that with any certainty. All that we know is that the game’s developers provided players with several means to do so, and that players have codified, through experimentation, ways to speedrun the game using those means. It is kind of amazing how (as far as I know — someone correct me if I’m wrong), no matter how much you ignore the intended sequence of events, there’s no way to get stuck in the game. I’m not sure how that happened. I can’t imagine that the developers had enough time to make sure of that.

It was funny to return to fight Crocomire after getting the plasma beam, firing a powered up shot at its open mouth, and watching it flash like crazy until it had backed up onto the unstable surface and fell in. Just one shot!

The X-Ray scope is hard for me to accept. Anyone who has gotten far enough in the game to find it clearly understands enough of the design principles at work to not need a helping hand; the scope takes away some the boundary-nudging archeological mystique of exploration; and, like Jeremy notes, it breaks up the standard of Samus’ abilities having two sides. Sure, it’s optional — but it still exists, and that mere presence has an effect on the integrity of the world (just like the maps). I wonder if it was a last-minute addition after concern was expressed by higher-ups about the game’s general level of penetrability.

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By: pkb http://www.anatomyofgames.com/2014/01/29/the-anatomy-of-super-metroid-9-hidden-depths/#comment-2361 Thu, 30 Jan 2014 19:37:59 +0000 http://www.2-dimensions.com/?p=9842#comment-2361 This was the second segment where I got stuck in my first playthrough. I had completely forgotten about the shaft on the way to the ice beam. It did give me the opportunity to spend a couple of hours scouring the rest of the map, so I guess I can’t complain.

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By: Natabuu http://www.anatomyofgames.com/2014/01/29/the-anatomy-of-super-metroid-9-hidden-depths/#comment-2360 Thu, 30 Jan 2014 17:48:33 +0000 http://www.2-dimensions.com/?p=9842#comment-2360 In my playthough last year, I actually got stuck for a while in the big room after Crocomire. I forgot about the running jump and kept trying to shine park my way up there.

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