Home Creators Posts Import Register Favorites Logout

Downloads

Content

Following hot on the heels of Episode 523, it's the second part of our discussion of Super Metroid's design and structure, and how those elements have become baked into the medium. Now, some of this conversation is a reprise of the previous episode, but that is as it should be. In true Metroidvania fashion, Stuart and Diamond and I powered up by finding Nadia Oxford and adding her to our conversational arsenal. So, fully equipped for this topic at last, we're able to retrace our steps and find those last elusive conversational collectibles in order to max out our topic completion stat. 

Now, please look forward to the speed run follow-up episode, where we'll do it all again in half the time.

Art: John Pading. Edits: Greg Leahy.

14:29 - Orchestral Game Concert #4: Super Metroid (Brinstar)

22:57 - Drifting Sands

34:23 - Forgotten Depths

42:28 - Warrior's Fire

54:56 - Zebesian Brood

1:06:42 - Tackling the Beast

1:20:50 - Metroid: Zero Mission: Nemesis Ridley

1:31:24 - Cursed Derelict

1:40:39 - Cyclopian Horror

1:48:29 - Theme of Samus Aran

Closing - Orchestral Game Concert #4: Super Metroid (Finale)

Files

Comments

Frankie's Cauldron

I watched that attract mode SOOOOOOO much! I learned more in there than I did in school. Lovely episode!

Andrew Webb

I’m of Jeremy’s age. Metroid has always been my favorite series since my buddies and I stayed up all night in 5th grade at a sleepover party. I’d say it was pretty popular at least with my friends.

John Simon

I was able to 100% the game in under 3 hours. That brevity is an asset. No need for fast travel stations when traversing the world isn’t a slog and you’re given a couple of shortcuts. I must have played the first few hours or so of SOTN a dozen times, dropped it, lost my save file or whatever and never felt I’ve made any progress even a quarter of the way into the game. I’d only beaten SOTN once when when the PS 1 was current and as much as I’d like to make it through again, it feels like a project to undertake. Contrast this with Super Metroid where you can get through several major bosses in an hour. Maybe it’s familiarity? SOTN has an experience system so you’re encouraged to grind for levels, like it’s an RPG which IMO just feels wrong for a game like this.

Andrew O.

I used to listen to this podcast with my kids around. I stopped a while back when Henry would come on and drop F-bombs. Not a moment too soon it seems. lol

Ciaran Magee

I think something that makes Super Metroid different to other Metroidvanias(especially IgVanias) is how deliberate all the spaces are. Every room has a purpose and something that makes it different. Even ordinary corridors contain hidden passages or items. (Also, the Wrecked Ship is different from the Space Pirate ship from Zero Mission)

Ex-Boxhound

At the age of 9, Metroid 2 was the first game I bought myself because "the robot" looked like Robocop (which I also had on Game Boy). Not long after, a tv commercial revealed the existence of Super Metroid, and a graphically superior Samus speed-boosting in 16-bit, full-colour glory. I eventually saw Super Metroid’s oversized box, appropriately lurking amongst xenomorph model kits in a Beatties store here in the UK. I didn't have a SNES at the time, and instead left the store with the Fantastic Dizzy / Cosmic Spacehead double pack for Mega Drive.