SUPERINTELLIGENCES CONSIDERING WHETHER OR NOT TO BLACKMAIL YOU (Super Metroid)
So that’s that, then; we’re safe. Nemesis contained in a singular, defined terrain, the rest of creation free for our joyously innocent explorations. Oh boy, we’ve even got a good game up next, Super Metroid. Indeed, an excellent game; no one would judge you for declaring it your favorite for the system. A top five without it seems contrarian.
Let us simply bask in its presence.
Sentimentally, it pays a lingering debt from the NES era. Metroid is a curate’s egg; a brilliant game ruined by its limitations. Metroid II improved it, but was ultimately constrained by the tinny confines of the Game Boy’s grey-on-brown monochrome, a tantalizing glimpse of what could be. More broadly, there’s the whole genre of the exploration-platformer, which had been done pretty well – Castlevania II, for instance, or even arguably Metroid – but never brilliantly.
Until Super Metroid, of course. We have talked before about the Super Nintendo as the decadent phase of platformers, home to finely polished perfections of a form on the brink of decline. Nothing embodies this more than Super Metroid, a game so good Castlevania managed to outlast the rest of the genre by a full seven years by ripping it off, including arguably the only genuine classic platformer of the Playstation era.
Some of its virtues are technological. The Super Nintendo meant that a save system was the default instead of passwords, removing one of the original game’s most frustrating aspects. Players now resumed play after a break with their health intact, and with a sufficient variety of possible respawn points to avoid tedious replaying of segments. It also had the capacity for an automap, the absence of which from Metroid was functionally an accessibility issue for me due to a fine motor disability affecting my handwriting and making drawing my own game maps impossible. (Copying a password down was bad enough.)
Others are simply on the level of mood and iconography. No era suits the Metroid series quite like the early 90s, where Samus’s body armor and the cod-Geigeresque alien landscapes feel utterly at home. Hirokazu Tanaka’s soundtrack – the strongest aspect of the original game – sounds glorious in Kenji Yamamoto and Minako Hamano’s 16-bit upgrade, and moreover sounds like nothing else in video games. Where other games of the era were turning in droning techno soundtracks, Super Metroid offers a lurking bassline punctuated by clipped choral vox, as the enemies and machinery chirp and whirr unsettlingly over them.
And the game is confident in all of this. It opens with a sparse intro level – a run through a hauntingly empty space station that culminates in an easy Ridley fight and a recreation of Metroid’s race-the-timer finish. Then your exploration of Zebes proper begins and it’s enemy-free again, relying on the planet’s visuals and the thrill of traveling through the ruined passages of the first game. On the playthrough I just did, it was five minutes of game clock time – before I actually encountered my first non-Ridley enemy.…