15:35, not quite. In any room with brown-gray doors that start flashing once you beat all of the enemies, the brown-gray doors will remain unlocked (blue) for the rest of the game as long as you hit them with your beam at least once after killing all the enemies. So in this particular room, as soon as you kill all the enemies, you can hit every door with your bean before you proceed to go through one of them and when you enter the room again all the doors will still be unlocked (blue) without having to beat all the enemies again. Most people do not know this as in most instances, brown-gray doors do not come in more than one door per room.
I love how all metroid games and even Zero mission makes Brinstar look like a swampy cave, while Super metroid brinstar is an extraterrestrial cherry blossom.
As a Metroid fan, I like to use the blocks in all 2d versions as a unit of measurement. And this is the first and possible the last game where Samus is three blocks tall while the rest of the 2d Metroids feature her only being two blocks tall. Making Samus in Super Metroid the tallest she's ever been in a 2d Metroid game.
@@Zeldamaster0999There are chozo statues that help you or give you an item. They're just statues. The ones that come alive to attack you are called Torizo.
8:30 It still amazes me that, to this very day, almost all Metroidvania games use this EXACT style of map, down to the color of explored rooms being blue and unexplored ones grey. Yes, the maps in most post-1995 titles have added features (like where Doors are, and being able to Pin areas so you know where to backtrack to later) but you can pull up pictures of Super Metroids' maps, Symphony of the Night's map, and Bloodstained's map and they're all nearly identical in terms of presentation. Hell, even Hollow Knight uses this map template, even if the rooms are drawn more to scale and the colors are a bit different. For them to get it so right on their very first attempt that it set the standard for a quarter century (and counting) is WILD. 19:45 Considering that Mother Brain herself is (mostly) a cut-scene-in-boss-clothing, you're not wrong to say Ridley is the real final boss, at least in terms of being a tough-as-hell test of your combat abilities. 21:20 *cough* zero mission *coughcoughcough* ZERO MISSION *cough* 21:50 The wall jump-teaching critters "sing" the "item get" jingle, I love that so much. 22:55 DON'T YOU DARE INVOKE the baby YOU HEATHEN 25:00 And now, this sequence is significant part of the culture of every "Game Done Quick" charity marathon. 27:10 See you next mission!
17:20 You missed one of supers biggest hints. The enemies crawl from below and pass on it to get you to shoot and open it. There are MANY secret items that are found that way. One of the biggest strengths of this game is the way that it tells you where to go without actually saying it. While an average kid most certainly wouldn't spot it, the older audience would.
Yeah I'm honestly not sure why I felt the need to point that spot out, it is very fair. I think that might have been an area I struggled with on my first playthrough? In my Metroid 1 video I even praised that game for doing basically the same thing at the entrance to Kraid's lair, so yeah I was just being a lazy ass here haha.
I honestly love the run button and I'd hate to see it changed. Not only does it give you more control over your movement speed, but it allows you to move without triggering speedbooster as well as opening up a bunch of unintended stuff like short charging
This is one of those games that everyone should play through at least once before they die. Other games like this are OG RE4, Super Mario Bros 3, Breath of the Wild, Ninja Gaiden Black, Metal Gear Solid 3, Chrono Trigger, Metroid Prime, Devil May Cry 3, Street Fighter 2, A Link to the Past, and Mario Galaxy 2.
How the hell did I never notice that SM is the only game in the series with a run button, and I've played through SM, Fusion, and ZM many times. But yes, the item cycling system is definitely clunky. Fusion and ZM's method was much more intuitive. Other than that the game is amazing.
My biggest issues with super metroid is that you cannot go into your spin jump midair, and that you can't get the springball until late game. It kinda feels like a slap in the face that you can't get an item that is, at best, a convenience until after most of the spots it would have been useful have gone by.
That's a legit nitpick. Honestly could have just made it a feature of the high jump boots. Maybe the reason is they want to encourage people to do the bomb trick?
One thing I hated about this game was the path was often hidden in a way that would be near impossible to find without a guide. You used Draygon’s lair as an example but the Lower Norfair entrance and the path to the speed booster are two other examples. The first time I played this game I was 9 years old and there were no TH-cam guides, I had a book lol
I managed to find the Speed Booster without much issue. for me it was the Ice Beam. It's really easy to miss the path that leads to it and had me going in circles for hours until I finally gave up and went to TH-cam.
I think that was the point. It's supposed to to be difficult and hard to find. Which is why it's so great. You can beat the game with some toying around and then you can beat the game with some crazy shit
That's kind of a thing I loved about this game though. I still find things on subsequent playthroughs that I never knew about before. It rewards you for trying new things and going well off the beaten path.
The kids on here thatvare complaining about how hard it was without a guide, SERIOUSLY ?? I was 7 years old when i was playing this game and it took me two years to completely beat it. Sometimes i would go days searching before i actually found out how to continue. The generation of kids now have no idea how to covercome adversity on their own.
oh no, this game... I have no words. The year was 1996 and I was recovering from femur surgery. 13 years old, super nintendo my cousin rented the games and one day it came out with SM... I hated it for 3 minutes now it's been 27 years of pure love...
If I had played it as a kid I'd have that feeling But because I beat it 2 days ago, I played it like a psychopath, I have high adaptability and I binged all the 2d metroid games (in one way or another, so no metroid 1 and 2, but ZM and AM2R)
My only complaints with this game (my favorite game of all time BTW) are the shoulder buttons for aiming down and up, the weird wall jump controls, a fake wall that won't go away even with the x-ray after you kill ridley and the worst of all, the last save room that is impossible to go back (without using glitches)... But still my favorite game, wish I could play it with metroid dread controls!
I loved the should button aiming. Always missed it in the other Metroid games after it. Wall jump is extremely satisfying to me too. Feels great when you know how it works.
I installed the redux romhack, which likely alleviates a ton of issues, but even still... I _hate_ the grappling hook. There's one section in Maridia where you have to perfectly get across with the grappling hook and I swear it has taken me half an hour just to get across it even with save states to checkpoint my progress across the platforms. I have never been so frustrated with a Metroid game and its mechanics before.
2 things, and if they're already mentioned I apologize.. First, if you're having trouble with the diagonal shinespark, you can hold down the angle up buttom after charging and it'll aim you the direction you wanna go. 2nd the psuedo screw attack is great for avoiding damage from Phantoon's fireballs. Also in the sand pits of Maridia, if you closely watch the water current in the background and time your jumps correctly, you can use the current to help pull you out of the sand. Oh, and the grapple beam will oneshot a lot of smaller critters including the mocktroids!
I do love how this game really doesn't require you to use a guide (as long as you're generally familiar with how to play Metroid in general in terms of progression and finding hidden areas to move on to the next place), though the one part I did get stumped on and had to use a guide was the glass tunnel you break with the power bomb, wish there was a bit more of an indicator there. Very creative by the devs and makes a lot of sense though. Also, I know you said you struggle with doing Shinesparking Diagonally, and I did too in Super, but SomeCallMeJohnny said in his Super review there's actually a trick to doing diagonal upward Shinespark very easily. All you gotta do is store the shinespark, hold whatever button you have mapped to aim diagonally, then hold B to shinespark and Samus will shinespark diagonally up, hope this helps you! Another interesting trick Johnny brought up in his video is that during the Phantoon fight, for some reason if you turn off the Ice Beam, Phantoon stays on screen longer to shoot. I'm guessing it's some glitch the game's code, but that's also very helpful for Super replays. I never knew about the Power Bomb sequence break that you found with the Wave Beam, that's pretty cool. The way I sequence broke to get the power bombs early on my first playthrough was after I killed Crocomire; to the left of the room where you fight him in there's a large chasm that at the very far left of leads to a room that has a Power Bomb, and you normally need the Grapple Beam to get it. It took many attempts of me trying very hard to master Shinesparking, but eventually I managed to properly time shooting open the door and then shinespark through it all the way across that chasm to get my first Power Bomb, which let me get the Grapple Bomb super early too and shaved off a lot of time and backtracking on my playthrough, I still remember it and plan to abuse it in my future playthroughs of Super. I'm glad someone else agrees that the Grapple Beam feels very clunky, I'm sure it was great for its time but I think the way SR and Dread refined it and made it a lot better was very much needed. I also adore Ridley's lair, filled with the hardest enemies of the game and feeling so oppressive with challenge and it's design, it feels like you're traversing through the pit of Hell itself, which fits Ridley very well. As for the Ridley fight itself, I hear there's a way to kill Ridley without him grabbing you, but it involves some kind of glitch I haven't ever looked up that speedrunners found and abuse. You could probably look it up if you want to kill him without him grabbing you in future playthroughs though. Super's final boss being an emotional rollercoaster cutscene really stands out to me, especially for the time it was made, that was just unheard of in 1994. The only other final boss in gaming that I can think of that's like this in a similar way is Mother 3's final boss, but it's an RPG so the presentation is handled differently (but is just as genious in my opinion). Super in general feels a lot like a reimagining of Metroid NES with it being set on the same planet, having returning bosses along with new ones and a few returning areas but mostly improved, and much more overhauled and polished gameplay, and I love it for that. Overall another great review from you and I agree with most of your points, very excited to check out your other reviews in the near future man!
Ehh, I wish I had used a guide from the start, honestly. I got about up to Crocomire and then everything fell apart. Did a lot of backtracking and lost patience with the area's design.
good video. 15:37 each door in this room needs to be unlocked only once after killing all enemies. but yeah, in a casual play you wouldn't think to double back and reopen all three doors after killing everything. 22:31 the blue hoppers in tourian can be killed with five super missiles oh also, x-ray and reserve tanks become much more important when you learn of major glitches ;)
For that blue hopper I mainly just meant the scripted one that the Baby Metroid attacks, but yeah the other ones can be killed. I've never tried that many glitches in this game other than some of the really common ones that are used in speedruns and stuff, but I was always intrigued by the spacetime beam glitch in particular lol
I used to love sequence breaking as a kid, and I remember being able to run the game in an hour, give or take. World record is 40m so I could have been way ahead of the curve, as that was 1995. I forgot how big this game is, like completely forgot. I'm playing prime for the first time with the remaster, then I'm gonna give this a revisit. Great series, thanks for making.
You can skip the intro section by keeping one savegame right after landing on Zebes, and then just copy that save on a new playthrough. More importantly though, there is this amazing thing called Super Metroid Redux which brings the improvements of the GBA games into SM, like the weapon switching system, diagonal aim system, improved map, hard mode, etc. Also adds an auto-run option and you're not slowed down anymore when landing on the ground. But most importantly, it comes with an optional module to heavier physics which removes the floatiness and generally makes it so much tighter and faster-paced. It combines the best of both worlds so well that now when I play the GBA games I wish they felt as good as SM, instead of the other way round. It's a dream come true. And it has another optional module that just removes the intro section.
actually, thanks to the button mapping system theres a button layout where you dont have to rely on too much thumb movement or claw formation. if you map shoot to X, run to Y and jump to B, you can place the tip of your thumb between Y and X and press down B with the base of your thumb. thats how i always play the game.
That room in the wrecked ship does not require you to kill all the enemies EVERY time, if you kill all the enemies the first time then open all of the doors they will stay blue on future ventures
I just want to thank you for the idea of thinking about the confrontation with Mother Brain as an interactive cut-scene; it seems obvious in retrospect but I, personally, never would've seen it without you. I'm one of those mutants who are incapable of even noticing atmosphere in an artistic sense, so since, as you note, it's not really a fight, it was my one real gripe with the game. Now, thanks to you, I can see the Ridley fight as the final boss and that fixes everything that matters. So, again, thank you!
To solve the "maybe we need claw to play this with run" conundrum: map run to A (bottom button, I'm using xbox as a base), map fire to X (left button) and map jump to B (right button). You'll always run, and jumping and firing are just a thumb roll away.
great retrospective! every time i replay super metroid, i am constantly impressed with how the devs nailed so, so many aspects of the game. like, how do you go from the first two games to this one? really enjoyed the way you presented your thoughts about it. definitely checking out the rest of your channel!
I rented that game when I was 7 the year it came out. Super Metroid is amazing. It’s tough but back then, you didn’t have guides or the internet. You had to figure out yourself. Not only were the graphics amazing but it was very well designed and the story was told solely through the environment, gameplay, and music. You had to think and explore. I got 96% of the items and I beat it in a weekend. The first Metroid came out when I was born. I didn’t really play Zelda much till Ocarina of Time came out. Mainly because I love Sci-fi over fantasy. I called Metroid “Zelda in Space” because it played like it with the exploration and upgrade hunting aspect. Like the lore better too. For me it was the ending. Being 7 years old. Seeing the baby Metroid die helping you made me cry a bit then get pissed at the final boss and the space pirates as I got full power, laying waste to all of them! So for me, it’s that. It was a challenge, but the end is so satisfying. Especially if you played it in a day and an age where you had to problem solve and get to the end yourself. I played Metroid Dread the same way. That game was extremely tough, but in a good way. This is the way these games are meant to be played. Didn’t beat the original until years later. But Zero Mission is definitely the definitive version of that game! Anyone who doesn’t have access to the original should definitely play that! If people want to get their feet wet with 2D Metroid, play Fusion as, in my opinion it is the easiest of all of them. And Samus Returns is also great as the definitive version of Metroid 2. Check it out. That was good too! But when it comes to games like this, the internet has spoiled things. People just can’t or don’t want to just problem solve anymore. Playing blind is the way to go! FINALLY Metroid is getting the love it deserves in recent years. CAN’T WAIT FOR PRIME 4!!!
Nice vid. The run button is necessary however, it’s basically there to give more dynamics for puzzles, also allows you to activate an ability down the track.
I can agree with the criticism of Samus' controls in this game but I think I prefer it. The gba control scheme in ZM and Fusion is good but there's something that feels better to me about how floaty Samus' jump is in this game. There is a fan patch that makes Samus control more like the gba games but I hesitate to use it in case it would make going back to the original controls feel bad. I'm actually quite fond of diagonal Shinespark as it's perfect for that one large room in Maridia that you normally have to use the Grapple Beam to cross.
I've played that fan patch. It does free up the controls a little bit, but at the same time it's pretty clear that the game was designed around having the run button so it eliminates some of the intended challenge. Plus it also has some really weird interactions with the Speed Booster and causes it to activate almost immediately. Not really sure what that's about.
The levels of genius in this game are amazing. Still being played 30 years later, because of all the forethought and great design. Sequence breaks, the story, music, sound effects, all combine to create a game that is as good the 100time you play it as well as the first.
I recently got to finally playing this game and I can see why it's praised as one of the best games of all time. Can you imagine playing something like this during it's release? It basically set the foundation for all future metroid and metroidvania style games. Personally for me, I enjoy fusion the most out of all the 2D metroids, but my favorite metroid game is Metroid Prime.
this is one of my fav games of ALL TIME! AMAZIN! this was the first game that let me go left or right.. up or down... get awesome power ups that let me go back to previous locations and check out secret spots! awesome boss fights, awesome combat, amazing atmosphere, a legendary soundtrack.. blah blah blah 10/10 imo! i LOVE this game! i wish the devs of this game have nothing but blessings for the rest of their lives XD
I’ve replayed the game so many times and only once did I ever have Ridley do the grab death sequence. Every other time he just falls after enough damage is dealt.
No other Metroid has *Perfected* the "Show don't tell" Story approach like Super Metroid did! So many INCREDIBLE personal scenes captured in such a minimalistic way... 👀 Only 2 real downsides are the convoluted weapon selecting and Maridia.. I HATE that place! Oh and btw the Pirates did not *clone* the metroid larva, they used Beta Rays to make it reproduce asexually as discovered by the Federation according to the Metroid manual 👍
I’ve played every game that you are talking about in this series except for Samus Returns (Metroid 2 remake), and I must say that this is unquestionably the best game in the original 2D series! I haven’t gotten the chance to play Dread yet, but from what I’ve read, Super Metroid is still better in the opinion of most people. So in other words, I’ve played all of the 8-bit and 16-bit games. Sam, I know that you said Zero Mission is your favorite Metroid game, and having beaten it just yesterday, I can definitely see why! It places right behind this game in my opinion because of a few factors, such as map layout, Fusion style exploration guidance, and overall pacing. I actually prefer the control scheme of Super Metroid over Zero Mission. I like that the “R” button gives quick access to missiles in the GBA Metroid games, but I honestly don’t mind pressing on of my face buttons to change between items. Granted, you started on Zero Mission and Fusion, so that’s the control scheme that you are used to, but I like the flexibility of most of the control options that Super Metroid gives you. Also, don’t be hating on the grapple beam, because that thing is awesome once you get the timing down! I always preferred it over trying to maneuver a risky wall jump. I definitely missed the run button in the GBA games as well. That’s just my viewpoint on the controls though. When it comes to the other elements, Super Metroid is better at boss fights, map layout, game pacing/progression, and exploration guidance than any other game in the 2D series (as far as I know). However, I LOVE the extra storytelling, fluidity of controls, and epic plot twists that Zero Mission has! Again, I love Zero Mission, but it’s still places second to Super Metroid in my opinion.
For those that say that fusion is my favorite prime is my favorite zero mission is my favorite yeah that’s fine but that doesn’t mean they are better than super.
Another flaw I think that's in Super is that it locks you in with the monkeys to force you to learn wall jumping. The timing isn't the most generous and your save is down there so you're just stuck there, at the bottom of the hole, with those monkeys, until you figure it out.
That's reasonable. I like that there's a sort of tutorial within the game itself on how to wall jump, but it can be tough to understand what the monkeys are trying to show you since wall jumping in this game is so much different to how it is in most other games. The save station is pretty cruel too haha.
@@basedsamtv I just wish you could leave and come back to try to solve the mystery of what's going on here, without halting your momentum suddenly like that. Walljumping is so awesome once you get it down though, completely changes replays.
The weapon select problem could have been easily mitigated as well without fundamentally changing the game. Just make them toggleable in the Samus menu. All of her other abilities can be turned on an off at will, so why not the grapple or the X-Ray specs? Would certainly make boss fights less of a pain since I would be able to turn 3 of the options off and only cycle through the missile and super missile.
I did not know wall jumping was a thing for a good 10 years after this game came out. When I ended up in the shaft with the green dudes, I bomb jumped my way out. And then when fell thru the speedbooster floor where you learn to shinespark, I tried to bomb jump out only to hit the blocks and not be able to leave, so I shut the game off and didn't play it for a good 3 or 4 years 😂😂😂
I love this game. It was my introduction to the series. It is also probably my least replayed game in the 2D series. The reason being exactly what you said about the controls, and also I think the wall jump, bomb jump, and shinespark being just a bit easier to pull off in Zero Mission makes it less frustrating, and allows them to get more creative with the shinespark puzzles. At least horizontal sparking isn't needed if you're not speed running and going to wrecked ship early, and diagonal sparking can be done by initiating it while aiming diagonally, but I love how later games expanded on the speed booster and shinespark. I love how with the proper techniques you can do 100% without having to do the endgame victory lap like later games. I don't go for 100% often in the later games.
Also putting a save point right before Mother Brain when you're locked into Tourian with no return was kind of a dick move. I know they wanted players to start from the beginning and see how much better they were after taunting them by telling them how many items they missed, but when I realized that I couldn't go back and search for them without starting over it kind of put me in a sour mood. Of course I did start a new game later, because it's Super freakin' Metroid
The sprint button is one of the most important aspects of this game in speedrunning. No sprint button, no shortcharge, less sequence breaks. From a non speed running perspective, I can see why this might be hindrance to the casual player. However, it is arguable that speedrunning is one of the major factors that keep this game completely relevant today. To paraphrase the current WR holder: there is literally no skill ceiling on this game. New strats are still being discovered. This is all because of the absolute freedom of the control scheme. I really enjoyed this video, and the rest of the series btw.
I just tried super metroid redux and it basically fixed all the issues I have. Auto run, weapon swapping is like zero mission, the map shows door colors and if you actually picked up an item, item % tracker, and the sand in Maridia doesn't make me wanna die
I just finished a whole playthrough of this game, and I just remapped run to my controller's trigger, that way I didn't have to do thumb acrobatics. I also remapped the diagonal aiming to the left bumper and trigger. Super intuitive that way I think
When playing this game, I had no idea a grappling beam existed, so I got the X-Ray scope using only the ice shots and damage boosts (granted, I'm playing on the switch, wich can go back in time, so it wasn't as painful)
5:35 I'll let you know that I started playing this thing months ago and I got stuck in this STUPID ROOM cuz I didn't know the run button was a thing so THANK YOU for getting me past that! I'm back in the game yaaaay!
A small nitpick, but super missiles actually do 5x the damage of normal missiles, evidenced by the fact that you need 5 normal missiles to open purple doors, but they can also be opened with a single super missile. Though I could be wrong and this only applies to doors and not enemies
It's actually what you said, this is only for doors, in damage power, regular missiles does 100 of damage while super missiles do 300 of damage, but yeah, it would make sense if they did 500, weird design decision I guess....
22:30 you can kill that enemy but you need something like 8 super missiles to do so. The Amarillo/lobster round bug, the snail and the strongest guys that shoot at you on the walls are unkillable, but mostly everything you can kill
There is actually a way to skip the opening cutscene after you've seen it once. Just reset the console after your first viewing, and you will see a 0% completion save file with Samus in Ceres. Just copy that save file to the other two slots, and now whenever you want to start a new game, you can play from one of those files with no opening cutscene. That's how speedrunners do it. I also don't know why you think the mockball is "obviously a glitch." The smooth morph is definitely not a glitch. This is when you morph while falling at just the right time so that you land without bouncing. And the "mockball" is just smooth morphing while moving at high speed. Since it's the bounce that slows you down in the first place, this allows you to morph without slowing down. It might not have exactly been intended (there's no way to know), but I don't think it's a glitch.
To me, I’d make 3 changes to this game, then it would be perfect: 1. Skip cutscenes you’ve already seen (beginning, credits, etc) 2. Faster collecting items. The screen with the item name lasts forever. Much prefer it with a loading time like Fusion for example 3. MAKE THE DOORS LOAD FASTER
Super Metroid is good IF you use a guide, shame the controls didn't age that well tbh It really needs a remaster with updated controlls and less cryptic progression
The incredibly high skill ceiling, wealth of tricks and glitches, freedom of movement and varied physics simply wouldn't be possible if Super Metroid didn't have the controls and mechanics it has. Many of the sequence breaking tricks are easy (mockball) and utilised in some stunning ways by speedrunners. It all creates a 'flow' that just isn't possible within the rigidity of the controls/mechanics of Zero Mission/Fusion. No wonder Super Metroid is still the most replayable and most actively modded and speedrun game in the series.
Well put. Super's mechanics are the most interesting and unique in the series, and it definitely helps the game stand out among the rest. The game's skill ceiling still hasn't been reached (if it's even humanly possible to do so) by even the top speedrunners, and it's endlessly rewarding to continue practicing if you're interested in pushing the game to its absolute limits. With that being said, I think that may be part of the reason WHY I actually prefer ZM: the lower barrier to entry. With the simpler controls it's easier to just pick up and play if you've got a couple hours to kill, whereas with Super it's more of an acquired taste that comes after a few playthroughs. Oh, and nostalgia, of course.
@@basedsamtv thanks dude. I agree, but I'd also add that Zero Mission also now has the nostalgia factor - not only is it now about 20 years old, but the game itself is a remake of a much older game and so was basically built off nostalgia lol
When it is like the first game you ever played, all those complaints about controls seem either not that big a deal or the way it was supposed to be. But just like you with those newer games (zero mission), I am biased. I think you raised some fair points. BUT U WRONG!! 🤣
hey i liked that video. SM is my personal favorite game of all time, but lots of your small criticisms are valid. on the dash button though: there is this mechanic called "short charging". It enables you to store a shine spark using a very small area, it uses the fact that the game only checks for the dash button being pressed on certain frames. Now you might say, that's an unintended mechanic, same as the mochball. However, they made it so shine sparks can damage Draygon, but the room is just a bit too small to store a spark the normal way. Coinkidink? I think not. Would be impossible without a dedicated dash button. Oh and dont you dare disrespecting springball again 🤣 cheers mate!
I would highly recommend playing Super Metroid Redux, a ROM hack that gives Samus her GBA controls. Its hard mode is super difficult, similar to Zero Mission's. There's also an option to increase Samus' weight, so she controls even more like the GBA games. And the map adds doors.
If you enjoy playing Super and wanna shake things up check out the varia randomizer. It has different skill levels (I can't green gate glitch to save my life so generally play on lower difficulty) and modes. Also lots of customization.
Going through these retrospectives and enjoying them so far, but had to make one comment about the run button. I agree it would have been better to not have it at all and just always be running, but my workaround is to map run to the R button. You do lose one direction for aiming, but you almost never need to aim down diagonally while not moving so that's the one I sacrifice.
One of my favorite games of all time. You forgot to mention how many players quit the game at the glass tube though, never able to figure it out. I got stuck for like 2 weeks lol. I mostly love the controls, though select to cycle is lame. Only control part of the game I hated was wall jump. It’s the reason I never save the animals. I will never save them. Those little gremlins mocked me while I sat at the bottom of that inescapable well for hours. As an adult I figured out the trick and can do it easily, but it’s counterintuitive. It SHOULD be jump + direction. Nope. It’s direction + jump. Grappling beam was mostly useless, but I barely noticed as a kid. Much as I love Metroid Dread, with perfect controls, amazing abilities and an awesome new suit, Super Metroid lets you interact with the world more naturally. It’s way more immersive. And mother brain is not an easy fight unless you’ve done it 2+ times. She’s properly challenging
yeah i feel like i definitely overlooked a few things that could cause some issues. most of the issues i highlighted are things that either still bother me as someone who's already played the game a lot, or things that i remember *really* standing out from my first (few) playthroughs. the glass tube power bomb for instance i already knew about because i knew how to escape crateria in zero mission, but there isn't any info with super itself on how to do that which could be an issue.
@@basedsamtv Ah. If you already knew the trick going in then it would just be a cool scene in the game. For those of us who played pre internet, it made no sense. Missiles, bombs and X-ray show nothing. Why would anyone try power bombs? Lol. It’s a 10/10 game though. Not flawless. Swinging on the grappling hook was janky for example. But I’ve beaten it 3 or 4 times and will probably beat it again in the next couple years
This is the first time that Ive ever heard of the grab death with Ridley. He definitely will die if enough damage is done, and i guess that I always did enough.. 🤷🏼♂️
You do not need to kill every enemy every time in the room at the top of the wrecked ship. Common misconception. When you kill all the enemies, it activates the doors. If you open both doors before leaving, they remain permanently open.
Super Metroid Rating without the wall jump: 100% Super Metroid Rating with the wall jump: 99.9% on good days, 50.1% on days you throw the controller across the room.
15:35, not quite. In any room with brown-gray doors that start flashing once you beat all of the enemies, the brown-gray doors will remain unlocked (blue) for the rest of the game as long as you hit them with your beam at least once after killing all the enemies. So in this particular room, as soon as you kill all the enemies, you can hit every door with your bean before you proceed to go through one of them and when you enter the room again all the doors will still be unlocked (blue) without having to beat all the enemies again. Most people do not know this as in most instances, brown-gray doors do not come in more than one door per room.
This also works for those Super Pirate rooms on Lower Norfair.
I love how all metroid games and even Zero mission makes Brinstar look like a swampy cave, while Super metroid brinstar is an extraterrestrial cherry blossom.
That explosion on metroid/ZM gave brinstar a glowup
I mean, the original NES design of Brinstar is in this game, too
As a Metroid fan, I like to use the blocks in all 2d versions as a unit of measurement. And this is the first and possible the last game where Samus is three blocks tall while the rest of the 2d Metroids feature her only being two blocks tall. Making Samus in Super Metroid the tallest she's ever been in a 2d Metroid game.
You mean in this game they used the smallest bricks to build the areas.
Y=Shoot
B=Jump
A=Run
X=Item Select
Select=Item Cancel
these are the only acceptable controls in my opinion
Agree
Indeed. And don't turn off moon walk unless you have no taste
@@Dime_time333nah
@@axl256gamesx7 ya
I’d say that works, but move the face buttons one rotation counter clockwise. 🤙🏻
Ah yes, the Chorizo statues. Made of tasty sausage.
"torizo"
Chorizo is still a better name for it lol❤
I thought it was “Chozo” 😅
Bocata chorizo
@@Zeldamaster0999There are chozo statues that help you or give you an item. They're just statues. The ones that come alive to attack you are called Torizo.
8:30 It still amazes me that, to this very day, almost all Metroidvania games use this EXACT style of map, down to the color of explored rooms being blue and unexplored ones grey. Yes, the maps in most post-1995 titles have added features (like where Doors are, and being able to Pin areas so you know where to backtrack to later) but you can pull up pictures of Super Metroids' maps, Symphony of the Night's map, and Bloodstained's map and they're all nearly identical in terms of presentation. Hell, even Hollow Knight uses this map template, even if the rooms are drawn more to scale and the colors are a bit different.
For them to get it so right on their very first attempt that it set the standard for a quarter century (and counting) is WILD.
19:45 Considering that Mother Brain herself is (mostly) a cut-scene-in-boss-clothing, you're not wrong to say Ridley is the real final boss, at least in terms of being a tough-as-hell test of your combat abilities.
21:20 *cough* zero mission *coughcoughcough* ZERO MISSION *cough*
21:50 The wall jump-teaching critters "sing" the "item get" jingle, I love that so much.
22:55 DON'T YOU DARE INVOKE the baby YOU HEATHEN
25:00 And now, this sequence is significant part of the culture of every "Game Done Quick" charity marathon.
27:10 See you next mission!
Ridley does die after he receives enough damage. The grab death is a shortcut
17:20 You missed one of supers biggest hints. The enemies crawl from below and pass on it to get you to shoot and open it. There are MANY secret items that are found that way. One of the biggest strengths of this game is the way that it tells you where to go without actually saying it. While an average kid most certainly wouldn't spot it, the older audience would.
Yeah I'm honestly not sure why I felt the need to point that spot out, it is very fair. I think that might have been an area I struggled with on my first playthrough?
In my Metroid 1 video I even praised that game for doing basically the same thing at the entrance to Kraid's lair, so yeah I was just being a lazy ass here haha.
I honestly love the run button and I'd hate to see it changed. Not only does it give you more control over your movement speed, but it allows you to move without triggering speedbooster as well as opening up a bunch of unintended stuff like short charging
Now I just want to walk, the SA-X walk in fusion, and samus can only moonwalk (same animation)
This is one of those games that everyone should play through at least once before they die. Other games like this are OG RE4, Super Mario Bros 3, Breath of the Wild, Ninja Gaiden Black, Metal Gear Solid 3, Chrono Trigger, Metroid Prime, Devil May Cry 3, Street Fighter 2, A Link to the Past, and Mario Galaxy 2.
How the hell did I never notice that SM is the only game in the series with a run button, and I've played through SM, Fusion, and ZM many times. But yes, the item cycling system is definitely clunky. Fusion and ZM's method was much more intuitive. Other than that the game is amazing.
My biggest issues with super metroid is that you cannot go into your spin jump midair, and that you can't get the springball until late game. It kinda feels like a slap in the face that you can't get an item that is, at best, a convenience until after most of the spots it would have been useful have gone by.
Yeah I agree the spring ball is found too late in the game. The only flaw I agree with.
@jamesk1868 the fact that there are so few complaints about Super Metroid is a testament to just how amazing this game is.
That's a legit nitpick. Honestly could have just made it a feature of the high jump boots. Maybe the reason is they want to encourage people to do the bomb trick?
@@gamble777888that trick is annoying to do in some spots
One thing I hated about this game was the path was often hidden in a way that would be near impossible to find without a guide. You used Draygon’s lair as an example but the Lower Norfair entrance and the path to the speed booster are two other examples. The first time I played this game I was 9 years old and there were no TH-cam guides, I had a book lol
I managed to find the Speed Booster without much issue. for me it was the Ice Beam. It's really easy to miss the path that leads to it and had me going in circles for hours until I finally gave up and went to TH-cam.
@@RockyVegaTV dunno why but i had lots of trouble finding power bombs lol
I think that was the point. It's supposed to to be difficult and hard to find. Which is why it's so great. You can beat the game with some toying around and then you can beat the game with some crazy shit
@@babaG819 yeah it really is super fun im replaying it rn on nintendo switch
That's kind of a thing I loved about this game though. I still find things on subsequent playthroughs that I never knew about before. It rewards you for trying new things and going well off the beaten path.
The kids on here thatvare complaining about how hard it was without a guide, SERIOUSLY ?? I was 7 years old when i was playing this game and it took me two years to completely beat it. Sometimes i would go days searching before i actually found out how to continue. The generation of kids now have no idea how to covercome adversity on their own.
oh no, this game... I have no words.
The year was 1996 and I was recovering from femur surgery. 13 years old, super nintendo my cousin rented the games and one day it came out with SM... I hated it for 3 minutes now it's been 27 years of pure love...
If I had played it as a kid I'd have that feeling
But because I beat it 2 days ago, I played it like a psychopath, I have high adaptability and I binged all the 2d metroid games (in one way or another, so no metroid 1 and 2, but ZM and AM2R)
My only complaints with this game (my favorite game of all time BTW) are the shoulder buttons for aiming down and up, the weird wall jump controls, a fake wall that won't go away even with the x-ray after you kill ridley and the worst of all, the last save room that is impossible to go back (without using glitches)... But still my favorite game, wish I could play it with metroid dread controls!
I've forgotten the cycling menu.... Add that to the list hehe
I loved the should button aiming. Always missed it in the other Metroid games after it. Wall jump is extremely satisfying to me too. Feels great when you know how it works.
I installed the redux romhack, which likely alleviates a ton of issues, but even still... I _hate_ the grappling hook. There's one section in Maridia where you have to perfectly get across with the grappling hook and I swear it has taken me half an hour just to get across it even with save states to checkpoint my progress across the platforms. I have never been so frustrated with a Metroid game and its mechanics before.
2 things, and if they're already mentioned I apologize.. First, if you're having trouble with the diagonal shinespark, you can hold down the angle up buttom after charging and it'll aim you the direction you wanna go. 2nd the psuedo screw attack is great for avoiding damage from Phantoon's fireballs. Also in the sand pits of Maridia, if you closely watch the water current in the background and time your jumps correctly, you can use the current to help pull you out of the sand. Oh, and the grapple beam will oneshot a lot of smaller critters including the mocktroids!
THAT's their name?!
Mocktroids?!
They're THAT lame?!
They're a failure of metroids
I do love how this game really doesn't require you to use a guide (as long as you're generally familiar with how to play Metroid in general in terms of progression and finding hidden areas to move on to the next place), though the one part I did get stumped on and had to use a guide was the glass tunnel you break with the power bomb, wish there was a bit more of an indicator there. Very creative by the devs and makes a lot of sense though.
Also, I know you said you struggle with doing Shinesparking Diagonally, and I did too in Super, but SomeCallMeJohnny said in his Super review there's actually a trick to doing diagonal upward Shinespark very easily. All you gotta do is store the shinespark, hold whatever button you have mapped to aim diagonally, then hold B to shinespark and Samus will shinespark diagonally up, hope this helps you! Another interesting trick Johnny brought up in his video is that during the Phantoon fight, for some reason if you turn off the Ice Beam, Phantoon stays on screen longer to shoot. I'm guessing it's some glitch the game's code, but that's also very helpful for Super replays.
I never knew about the Power Bomb sequence break that you found with the Wave Beam, that's pretty cool. The way I sequence broke to get the power bombs early on my first playthrough was after I killed Crocomire; to the left of the room where you fight him in there's a large chasm that at the very far left of leads to a room that has a Power Bomb, and you normally need the Grapple Beam to get it. It took many attempts of me trying very hard to master Shinesparking, but eventually I managed to properly time shooting open the door and then shinespark through it all the way across that chasm to get my first Power Bomb, which let me get the Grapple Bomb super early too and shaved off a lot of time and backtracking on my playthrough, I still remember it and plan to abuse it in my future playthroughs of Super.
I'm glad someone else agrees that the Grapple Beam feels very clunky, I'm sure it was great for its time but I think the way SR and Dread refined it and made it a lot better was very much needed. I also adore Ridley's lair, filled with the hardest enemies of the game and feeling so oppressive with challenge and it's design, it feels like you're traversing through the pit of Hell itself, which fits Ridley very well. As for the Ridley fight itself, I hear there's a way to kill Ridley without him grabbing you, but it involves some kind of glitch I haven't ever looked up that speedrunners found and abuse. You could probably look it up if you want to kill him without him grabbing you in future playthroughs though.
Super's final boss being an emotional rollercoaster cutscene really stands out to me, especially for the time it was made, that was just unheard of in 1994. The only other final boss in gaming that I can think of that's like this in a similar way is Mother 3's final boss, but it's an RPG so the presentation is handled differently (but is just as genious in my opinion). Super in general feels a lot like a reimagining of Metroid NES with it being set on the same planet, having returning bosses along with new ones and a few returning areas but mostly improved, and much more overhauled and polished gameplay, and I love it for that.
Overall another great review from you and I agree with most of your points, very excited to check out your other reviews in the near future man!
Ehh, I wish I had used a guide from the start, honestly. I got about up to Crocomire and then everything fell apart. Did a lot of backtracking and lost patience with the area's design.
good video.
15:37 each door in this room needs to be unlocked only once after killing all enemies. but yeah, in a casual play you wouldn't think to double back and reopen all three doors after killing everything.
22:31 the blue hoppers in tourian can be killed with five super missiles
oh also, x-ray and reserve tanks become much more important when you learn of major glitches ;)
For that blue hopper I mainly just meant the scripted one that the Baby Metroid attacks, but yeah the other ones can be killed.
I've never tried that many glitches in this game other than some of the really common ones that are used in speedruns and stuff, but I was always intrigued by the spacetime beam glitch in particular lol
I used to love sequence breaking as a kid, and I remember being able to run the game in an hour, give or take. World record is 40m so I could have been way ahead of the curve, as that was 1995. I forgot how big this game is, like completely forgot. I'm playing prime for the first time with the remaster, then I'm gonna give this a revisit. Great series, thanks for making.
You can skip the intro section by keeping one savegame right after landing on Zebes, and then just copy that save on a new playthrough. More importantly though, there is this amazing thing called Super Metroid Redux which brings the improvements of the GBA games into SM, like the weapon switching system, diagonal aim system, improved map, hard mode, etc. Also adds an auto-run option and you're not slowed down anymore when landing on the ground. But most importantly, it comes with an optional module to heavier physics which removes the floatiness and generally makes it so much tighter and faster-paced.
It combines the best of both worlds so well that now when I play the GBA games I wish they felt as good as SM, instead of the other way round. It's a dream come true.
And it has another optional module that just removes the intro section.
actually, thanks to the button mapping system theres a button layout where you dont have to rely on too much thumb movement or claw formation. if you map shoot to X, run to Y and jump to B, you can place the tip of your thumb between Y and X and press down B with the base of your thumb. thats how i always play the game.
Best Metroid ever. They never recaptured the essence of super Metroid. One of the best games ever imo.
That room in the wrecked ship does not require you to kill all the enemies EVERY time, if you kill all the enemies the first time then open all of the doors they will stay blue on future ventures
I just want to thank you for the idea of thinking about the confrontation with Mother Brain as an interactive cut-scene; it seems obvious in retrospect but I, personally, never would've seen it without you. I'm one of those mutants who are incapable of even noticing atmosphere in an artistic sense, so since, as you note, it's not really a fight, it was my one real gripe with the game. Now, thanks to you, I can see the Ridley fight as the final boss and that fixes everything that matters. So, again, thank you!
To solve the "maybe we need claw to play this with run" conundrum: map run to A (bottom button, I'm using xbox as a base), map fire to X (left button) and map jump to B (right button). You'll always run, and jumping and firing are just a thumb roll away.
great retrospective! every time i replay super metroid, i am constantly impressed with how the devs nailed so, so many aspects of the game. like, how do you go from the first two games to this one? really enjoyed the way you presented your thoughts about it. definitely checking out the rest of your channel!
I rented that game when I was 7 the year it came out. Super Metroid is amazing. It’s tough but back then, you didn’t have guides or the internet. You had to figure out yourself.
Not only were the graphics amazing but it was very well designed and the story was told solely through the environment, gameplay, and music. You had to think and explore. I got 96% of the items and I beat it in a weekend.
The first Metroid came out when I was born. I didn’t really play Zelda much till Ocarina of Time came out. Mainly because I love Sci-fi over fantasy. I called Metroid “Zelda in Space” because it played like it with the exploration and upgrade hunting aspect. Like the lore better too.
For me it was the ending. Being 7 years old. Seeing the baby Metroid die helping you made me cry a bit then get pissed at the final boss and the space pirates as I got full power, laying waste to all of them! So for me, it’s that. It was a challenge, but the end is so satisfying. Especially if you played it in a day and an age where you had to problem solve and get to the end yourself.
I played Metroid Dread the same way. That game was extremely tough, but in a good way. This is the way these games are meant to be played. Didn’t beat the original until years later. But Zero Mission is definitely the definitive version of that game! Anyone who doesn’t have access to the original should definitely play that! If people want to get their feet wet with 2D Metroid, play Fusion as, in my opinion it is the easiest of all of them. And Samus Returns is also great as the definitive version of Metroid 2. Check it out. That was good too!
But when it comes to games like this, the internet has spoiled things. People just can’t or don’t want to just problem solve anymore. Playing blind is the way to go!
FINALLY Metroid is getting the love it deserves in recent years. CAN’T WAIT FOR PRIME 4!!!
Nice vid. The run button is necessary however, it’s basically there to give more dynamics for puzzles, also allows you to activate an ability down the track.
I can agree with the criticism of Samus' controls in this game but I think I prefer it. The gba control scheme in ZM and Fusion is good but there's something that feels better to me about how floaty Samus' jump is in this game. There is a fan patch that makes Samus control more like the gba games but I hesitate to use it in case it would make going back to the original controls feel bad.
I'm actually quite fond of diagonal Shinespark as it's perfect for that one large room in Maridia that you normally have to use the Grapple Beam to cross.
I've played that fan patch. It does free up the controls a little bit, but at the same time it's pretty clear that the game was designed around having the run button so it eliminates some of the intended challenge. Plus it also has some really weird interactions with the Speed Booster and causes it to activate almost immediately. Not really sure what that's about.
@@basedsamtv That's a shame. I've seen people praise it. The way the Speed Booster activates in Fusion and ZM is basically perfect.
The levels of genius in this game are amazing. Still being played 30 years later, because of all the forethought and great design. Sequence breaks, the story, music, sound effects, all combine to create a game that is as good the 100time you play it as well as the first.
I recently got to finally playing this game and I can see why it's praised as one of the best games of all time. Can you imagine playing something like this during it's release? It basically set the foundation for all future metroid and metroidvania style games. Personally for me, I enjoy fusion the most out of all the 2D metroids, but my favorite metroid game is Metroid Prime.
I did play it when it was new. It was amazing, and is still great even now.
Finally something I can catch you on to correct you! Ridley does eventually die, him grabbing you is just quicker. Great vid and series tho
this is one of my fav games of ALL TIME!
AMAZIN!
this was the first game that let me go left or right.. up or down... get awesome power ups that let me go back to previous locations and check out secret spots!
awesome boss fights, awesome combat, amazing atmosphere, a legendary soundtrack.. blah blah blah
10/10 imo!
i LOVE this game!
i wish the devs of this game have nothing but blessings for the rest of their lives XD
just adding that ridley will in fact die if he doesnt grab you, but it needs to fail grabbing you 10 times before the game decides to let him die
I’ve replayed the game so many times and only once did I ever have Ridley do the grab death sequence. Every other time he just falls after enough damage is dealt.
I wonder if someone modded run to always be on if it would even be noticeable to anyone other than speedrunners.
No other Metroid has *Perfected* the "Show don't tell" Story approach like Super Metroid did!
So many INCREDIBLE personal scenes captured in such a minimalistic way... 👀
Only 2 real downsides are the convoluted weapon selecting and Maridia.. I HATE that place!
Oh and btw the Pirates did not *clone* the metroid larva, they used Beta Rays to make it reproduce asexually as discovered by the Federation according to the Metroid manual 👍
I’ve played every game that you are talking about in this series except for Samus Returns (Metroid 2 remake), and I must say that this is unquestionably the best game in the original 2D series! I haven’t gotten the chance to play Dread yet, but from what I’ve read, Super Metroid is still better in the opinion of most people. So in other words, I’ve played all of the 8-bit and 16-bit games.
Sam, I know that you said Zero Mission is your favorite Metroid game, and having beaten it just yesterday, I can definitely see why! It places right behind this game in my opinion because of a few factors, such as map layout, Fusion style exploration guidance, and overall pacing. I actually prefer the control scheme of Super Metroid over Zero Mission. I like that the “R” button gives quick access to missiles in the GBA Metroid games, but I honestly don’t mind pressing on of my face buttons to change between items. Granted, you started on Zero Mission and Fusion, so that’s the control scheme that you are used to, but I like the flexibility of most of the control options that Super Metroid gives you. Also, don’t be hating on the grapple beam, because that thing is awesome once you get the timing down! I always preferred it over trying to maneuver a risky wall jump. I definitely missed the run button in the GBA games as well. That’s just my viewpoint on the controls though.
When it comes to the other elements, Super Metroid is better at boss fights, map layout, game pacing/progression, and exploration guidance than any other game in the 2D series (as far as I know). However, I LOVE the extra storytelling, fluidity of controls, and epic plot twists that Zero Mission has! Again, I love Zero Mission, but it’s still places second to Super Metroid in my opinion.
For those that say that fusion is my favorite prime is my favorite zero mission is my favorite yeah that’s fine but that doesn’t mean they are better than super.
Another flaw I think that's in Super is that it locks you in with the monkeys to force you to learn wall jumping. The timing isn't the most generous and your save is down there so you're just stuck there, at the bottom of the hole, with those monkeys, until you figure it out.
That's reasonable. I like that there's a sort of tutorial within the game itself on how to wall jump, but it can be tough to understand what the monkeys are trying to show you since wall jumping in this game is so much different to how it is in most other games. The save station is pretty cruel too haha.
@@basedsamtv I just wish you could leave and come back to try to solve the mystery of what's going on here, without halting your momentum suddenly like that. Walljumping is so awesome once you get it down though, completely changes replays.
When i was a kid getting stuck down there was a nightmare. For the life of me i could get out lol.
The weapon select problem could have been easily mitigated as well without fundamentally changing the game. Just make them toggleable in the Samus menu. All of her other abilities can be turned on an off at will, so why not the grapple or the X-Ray specs? Would certainly make boss fights less of a pain since I would be able to turn 3 of the options off and only cycle through the missile and super missile.
One thing that they changed big ti'm from the tequila's was her original run that she has in this game she has the best run Mechanic in this game😊
My biggest gripe with the game was not knowing what items I have or havnt obtained on the mini map when im back tracking
I did not know wall jumping was a thing for a good 10 years after this game came out. When I ended up in the shaft with the green dudes, I bomb jumped my way out. And then when fell thru the speedbooster floor where you learn to shinespark, I tried to bomb jump out only to hit the blocks and not be able to leave, so I shut the game off and didn't play it for a good 3 or 4 years 😂😂😂
BasedSam, Wow, this made my day brighter! Thank you!
Let me tell you something the super Nintendo had some of the most greatest masterpieces and this is one of them😊😊
I love this game. It was my introduction to the series. It is also probably my least replayed game in the 2D series. The reason being exactly what you said about the controls, and also I think the wall jump, bomb jump, and shinespark being just a bit easier to pull off in Zero Mission makes it less frustrating, and allows them to get more creative with the shinespark puzzles. At least horizontal sparking isn't needed if you're not speed running and going to wrecked ship early, and diagonal sparking can be done by initiating it while aiming diagonally, but I love how later games expanded on the speed booster and shinespark.
I love how with the proper techniques you can do 100% without having to do the endgame victory lap like later games. I don't go for 100% often in the later games.
Also putting a save point right before Mother Brain when you're locked into Tourian with no return was kind of a dick move. I know they wanted players to start from the beginning and see how much better they were after taunting them by telling them how many items they missed, but when I realized that I couldn't go back and search for them without starting over it kind of put me in a sour mood. Of course I did start a new game later, because it's Super freakin' Metroid
The sprint button is one of the most important aspects of this game in speedrunning. No sprint button, no shortcharge, less sequence breaks. From a non speed running perspective, I can see why this might be hindrance to the casual player. However, it is arguable that speedrunning is one of the major factors that keep this game completely relevant today. To paraphrase the current WR holder: there is literally no skill ceiling on this game. New strats are still being discovered. This is all because of the absolute freedom of the control scheme. I really enjoyed this video, and the rest of the series btw.
I just tried super metroid redux and it basically fixed all the issues I have. Auto run, weapon swapping is like zero mission, the map shows door colors and if you actually picked up an item, item % tracker, and the sand in Maridia doesn't make me wanna die
Great video once again ! Wonderful job... See you for the nex one about Fusion
I just finished a whole playthrough of this game, and I just remapped run to my controller's trigger, that way I didn't have to do thumb acrobatics. I also remapped the diagonal aiming to the left bumper and trigger. Super intuitive that way I think
I totally understand what you mean about the controls. I highly recommend the Super Metroid Redux mod. It'll make it more like the GBA games.
Great video man crazy how little subscribers you have after your Metroid videos
20:28 Not accurate. You can kill Ridley without him grabbing you. I have done so many times. It just takes a bit longer generally speaking.
When playing this game, I had no idea a grappling beam existed, so I got the X-Ray scope using only the ice shots and damage boosts (granted, I'm playing on the switch, wich can go back in time, so it wasn't as painful)
5:35 I'll let you know that I started playing this thing months ago and I got stuck in this STUPID ROOM cuz I didn't know the run button was a thing so THANK YOU for getting me past that! I'm back in the game yaaaay!
there's a reason it's called the noob bridge ;)
have fun with the rest of the game!
A small nitpick, but super missiles actually do 5x the damage of normal missiles, evidenced by the fact that you need 5 normal missiles to open purple doors, but they can also be opened with a single super missile.
Though I could be wrong and this only applies to doors and not enemies
It's actually what you said, this is only for doors, in damage power, regular missiles does 100 of damage while super missiles do 300 of damage, but yeah, it would make sense if they did 500, weird design decision I guess....
22:30 you can kill that enemy but you need something like 8 super missiles to do so. The Amarillo/lobster round bug, the snail and the strongest guys that shoot at you on the walls are unkillable, but mostly everything you can kill
There is actually a way to skip the opening cutscene after you've seen it once. Just reset the console after your first viewing, and you will see a 0% completion save file with Samus in Ceres. Just copy that save file to the other two slots, and now whenever you want to start a new game, you can play from one of those files with no opening cutscene. That's how speedrunners do it.
I also don't know why you think the mockball is "obviously a glitch." The smooth morph is definitely not a glitch. This is when you morph while falling at just the right time so that you land without bouncing. And the "mockball" is just smooth morphing while moving at high speed. Since it's the bounce that slows you down in the first place, this allows you to morph without slowing down. It might not have exactly been intended (there's no way to know), but I don't think it's a glitch.
BasedSam, keep grinding
15:36 ...unless you have the foresight to unlock EVERY door after defeating every enemy before you leave the room.
To me, I’d make 3 changes to this game, then it would be perfect:
1. Skip cutscenes you’ve already seen (beginning, credits, etc)
2. Faster collecting items. The screen with the item name lasts forever. Much prefer it with a loading time like Fusion for example
3. MAKE THE DOORS LOAD FASTER
The music is perfect, I'll always be able to temember that music
Super Metroid is good IF you use a guide, shame the controls didn't age that well tbh
It really needs a remaster with updated controlls and less cryptic progression
I went on an energy tank hunt before I went to beat phantoon, I also found spring ball useful
The incredibly high skill ceiling, wealth of tricks and glitches, freedom of movement and varied physics simply wouldn't be possible if Super Metroid didn't have the controls and mechanics it has. Many of the sequence breaking tricks are easy (mockball) and utilised in some stunning ways by speedrunners.
It all creates a 'flow' that just isn't possible within the rigidity of the controls/mechanics of Zero Mission/Fusion. No wonder Super Metroid is still the most replayable and most actively modded and speedrun game in the series.
Well put. Super's mechanics are the most interesting and unique in the series, and it definitely helps the game stand out among the rest. The game's skill ceiling still hasn't been reached (if it's even humanly possible to do so) by even the top speedrunners, and it's endlessly rewarding to continue practicing if you're interested in pushing the game to its absolute limits.
With that being said, I think that may be part of the reason WHY I actually prefer ZM: the lower barrier to entry. With the simpler controls it's easier to just pick up and play if you've got a couple hours to kill, whereas with Super it's more of an acquired taste that comes after a few playthroughs. Oh, and nostalgia, of course.
@@basedsamtv thanks dude. I agree, but I'd also add that Zero Mission also now has the nostalgia factor - not only is it now about 20 years old, but the game itself is a remake of a much older game and so was basically built off nostalgia lol
Oh that's what I meant, haha. ZM was my first Metroid game! I'm always going to hold it in high regard.
Great video, you deserve more subs than any lame tiktoker, you put a lot of time into this. Great work
When it is like the first game you ever played, all those complaints about controls seem either not that big a deal or the way it was supposed to be. But just like you with those newer games (zero mission), I am biased. I think you raised some fair points. BUT U WRONG!! 🤣
While I agree that the run button is unneeded I can't agree on the hate for the two shoulder button aiming. I love it. 🤷♂️
hey i liked that video. SM is my personal favorite game of all time, but lots of your small criticisms are valid.
on the dash button though: there is this mechanic called "short charging". It enables you to store a shine spark using a very small area, it uses the fact that the game only checks for the dash button being pressed on certain frames. Now you might say, that's an unintended mechanic, same as the mochball. However, they made it so shine sparks can damage Draygon, but the room is just a bit too small to store a spark the normal way. Coinkidink? I think not. Would be impossible without a dedicated dash button.
Oh and dont you dare disrespecting springball again 🤣
cheers mate!
My only problem is that I progressed so fast that I got to an area without the upgrade needed to traverse it and saved so I had to rest my save file
How does this only have 13k views
Based on all the reviews from growing up I expected a longer Metroid but what we got still is good ❤️
I would highly recommend playing Super Metroid Redux, a ROM hack that gives Samus her GBA controls. Its hard mode is super difficult, similar to Zero Mission's. There's also an option to increase Samus' weight, so she controls even more like the GBA games.
And the map adds doors.
If you enjoy playing Super and wanna shake things up check out the varia randomizer. It has different skill levels (I can't green gate glitch to save my life so generally play on lower difficulty) and modes. Also lots of customization.
The baby Metroid dying always gets me 😢
Going through these retrospectives and enjoying them so far, but had to make one comment about the run button. I agree it would have been better to not have it at all and just always be running, but my workaround is to map run to the R button. You do lose one direction for aiming, but you almost never need to aim down diagonally while not moving so that's the one I sacrifice.
One of my favorite games of all time. You forgot to mention how many players quit the game at the glass tube though, never able to figure it out. I got stuck for like 2 weeks lol. I mostly love the controls, though select to cycle is lame. Only control part of the game I hated was wall jump. It’s the reason I never save the animals. I will never save them. Those little gremlins mocked me while I sat at the bottom of that inescapable well for hours. As an adult I figured out the trick and can do it easily, but it’s counterintuitive. It SHOULD be jump + direction. Nope. It’s direction + jump. Grappling beam was mostly useless, but I barely noticed as a kid. Much as I love Metroid Dread, with perfect controls, amazing abilities and an awesome new suit, Super Metroid lets you interact with the world more naturally. It’s way more immersive. And mother brain is not an easy fight unless you’ve done it 2+ times. She’s properly challenging
yeah i feel like i definitely overlooked a few things that could cause some issues. most of the issues i highlighted are things that either still bother me as someone who's already played the game a lot, or things that i remember *really* standing out from my first (few) playthroughs. the glass tube power bomb for instance i already knew about because i knew how to escape crateria in zero mission, but there isn't any info with super itself on how to do that which could be an issue.
@@basedsamtv Ah. If you already knew the trick going in then it would just be a cool scene in the game. For those of us who played pre internet, it made no sense. Missiles, bombs and X-ray show nothing. Why would anyone try power bombs? Lol. It’s a 10/10 game though. Not flawless. Swinging on the grappling hook was janky for example. But I’ve beaten it 3 or 4 times and will probably beat it again in the next couple years
11:05: it's actually most probably intended or was known during development, there's a single check ever that prevents you from running in morphball
"Everyone and their mother knows how good this game is" can confirm, I showed her
This is the first time that Ive ever heard of the grab death with Ridley. He definitely will die if enough damage is done, and i guess that I always did enough.. 🤷🏼♂️
Try mapping the run button to L or R. It makes the game so much more fun. You don't need to angle down much. Worthy sacrifice imo.
I don’t agree with the control scheme point, but I can at least see your reasoning for preferring ZM et al. This is a pretty balanced take overall.
Yeah basically my only complaint is the run button forcing me to claw formation and cycling between items
Bomb CHORIZO is delicious.
He said Torizo which is what I robotic chozo statues are called. Oof.
I did not care for the movement; much prefer zero mission, fusion, and am2r
You got a few things wrong. But for someone who didn't play this first great job!
man, your videos are great... please do more
I got the Ice beam before the wave beam, then I got the wave beam like a renegade
I would actually argue that Super Metroid is in fact a perfect game. The best SNES game ever made.
You do not need to kill every enemy every time in the room at the top of the wrecked ship. Common misconception. When you kill all the enemies, it activates the doors. If you open both doors before leaving, they remain permanently open.
Try spaming power bombs when ridley is near death they deal a lot of damage, so do the beam combos
I love this game.
I love Zero Mission.
I love AM2R.
I love Planets and Rogue Dawn.
I love Dread.
I guess that makes me a Metroid fan! 😀
2:52 Super Metroid was my first. Trust me, it hooked me
Super Metroid Rating without the wall jump: 100%
Super Metroid Rating with the wall jump: 99.9% on good days, 50.1% on days you throw the controller across the room.
Technically, the Prime games also take place before this one, so how did Ridley come back after Prime 3 is an even more appropriate question lol
If you want a hyper beam without beating the game, have plasma beam selected and turn of wave beam, boom hyper beam,
If I was Nintendo I would make a Metroid movie with the story it could work
8:54 dat bomb chorizo doe))))
I like how he called the Chozo "chorizo" lol
No, he called it Torizo which is the name of the fake chozo statues that come to life. Get rekt scrub.