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Original Metroid for NES still unrivaled

As opposed to manually mapping out every room with pencil and paper?

no, as opposed to committing the game world to memory. you couldn't replicate this gameplay in a later metroid just by taking out the automap...the worlds are too big and too convoluted to conveniently memorize. this is why the original metroid will probably remain unrivaled: to bring real exploration back to the genre, developers would also have to build smaller, simpler, and more memorable worlds.
 
SantaCruZer said:
yeah funny how games like these are more fun without a map since finding new areas are more exciting without one.
Ya thats so great... Until you enter the wrong area by mistake for the tenth time because everything looks the same.

"Hmmm was it the 3rd door from the bottom or the 4th..."

You will be asking yourself this question (or something similar) about a million times due to the fact that all the verticle rooms look identicle and so do the exits found in these rooms. Really very tedius.
 
drohne said:
no, as opposed to committing the game world to memory. you couldn't replicate this gameplay in a later metroid just by taking out the automap...the worlds are too big and too convoluted to conveniently memorize. this is why the original metroid will probably remain unrivaled: to bring real exploration back to the genre, developers would also have to build smaller, simpler, and more memorable worlds.

Well, you can rely on the map maybe if you're lazy but i know my Super Metroid map by heart. It's even easier to memorize the world in Super Metroid as all the rooms are different instead of hundreds repeating in the original Metroid.
Level Design was lacking in the first Metroid.
 
For some reason, I'm reminded of those annoying monsters from the Brandish series who, as they moved around the map, would "eat" up your automap (if they moved over an area you had explored, that area would disappear form your automap).

I wonder if the whole fad of using one of the NDS' screens to display a map will cause developers to think about how they can make things more interesting....
 
Yeah Metroid1 is still a fun game, although kinda easy these days.
And really, the map isn't that complex compared to about any games released these days..don't be such a puss!
 
While I agree with some of the complaints about the original's lack of diversity in level design, I still didn't find myself getting lost very often when I finally sat down and played through it. I was too young to do that when it came out, but I beat Super Metroid when it came out because I had fond memories of watching my older brother play Metroid...and I was an instant fan after that. The difficulty is far above the newer incarnations of Metroid, you can only get so many energy tanks, Samus doesn't control nearly as well and there's no save points or energy refills. Personally, I like it. One of the better 2D versions and definitely better than the Primes.
 
Wyzdom said:
Well, you can rely on the map maybe if you're lazy but i know my Super Metroid map by heart.

...you know super metroid's map by heart after playing through it however many times with the aid of the automap. that map isn't readily assimilable on first playthrough. this is why super metroid can never replicate the metroid experience.
 
drohne said:
...you know super metroid's map by heart after playing through it however many times with the aid of the automap.

I mean it's as you play through the game that you learn the map.
And with the map being drawned for me in the game, it's even faster to remember where things are and to rely even less on the map even if there is one.

Actually, the way i personally play i a way to favorise memory health ( lol )
I'm always using maps the less possible.
 
Himuro said:
See Shadow of the Colossus. It trumps Super Metroid in all of these categories.

It frightens me to think what would happen if they made a metroid game as frightening and ominous as some parts of sotc.
 
I loved prime for the first encounter of the planet alone. The music when you first arrive on the planet is actually a remake of THE ORIGINAL Metroid. I love it to death and would kill for a rip of that music. Just beautiful.
 
marsomega said:
I loved prime for the first encounter of the planet alone. The music when you first arrive on the planet is actually a remake of THE ORIGINAL Metroid. I love it to death and would kill for a rip of that music. Just beautiful.

yeah the first talon overworld is awesome.
 
I've been thinking. How could a Metroid game be made so the map isn't always so static? I threw some ideas around in my head, like semi-randomized maps made out of several pre-made chunks, slightly altered on the fly to fit together. Stuff like that.

But then I read what some of you wrote about Shadow of the Colossus, and I got a wonderful idea:

A Metroid game where the entire map is being roamed and burrowed through by a slow but absurdly huge worm creature that can dig through "solid" walls and various liquids, whose movement through the game world causes the map to constantly change as new tunnels are opened up, old ones cave in, etcetra. You can't stun or destroy the monster - at least not at first - only try to stay the hell out of it's way.

As you explore the world, your experiments with things you find will tell you more about the creature's behavior. An explosion might attract it's attention, while you might find that some kind of beacons - maybe some of those magical Chozo statues - cause it to avoid areas. There might also be, say, some kind of digging tool - you can't use it to break "solid" walls, but you could use it to tunnel through the dirt the monster has knocked loose.

Your automap would keep track of everywhere you've explored, but it wouldn't show changes caused by the creature (or anything else) until you've witnessed them yourself. Except maybe the game might allow you to place one or two sensors that would "watch" an area, and send you the new map data when anything changes. These could also be used to track the creature's movement - but you'd only get a small amount of them, and they'd only have so much of a range.

The creature's movement would hopefully be different each game, and if the designers spent a whole lot of time with it, think of the crazy shit you could do - lava and water pouring into new areas, delicate ruins collapsing, all sorts of stuff. Maybe even make it so that when new tunnels are opened up, the "normal" monsters/animals from one area might move into another, totally disrupting the minature ecosystems we see in the Metroid games.

Hell, make there be several kinds of creatures. A huge and slow moving one that takes up quite a bit of the map and might block progress. One to three small ones that don't cause nearly as much damage but move extremely fast. Perhaps a small horde weak burrowing monsters that will split up when you attack it, forcing you to either hunt down each one individually before they regroup, or attempting to create a trap to get them all in one fell swoop.

So, basically, Metroid meets Dig Dug. Give it that name of "Metroid Dread", because a lot of the time you would have no idea if the ground is about to start moving beneath your feet.

what do you guys think? I suck, don't I? I suck! Oh god, I suck. But....

I AM GOING TO FILL THIS THREAD WITH MY SHITTY FAN IDEAS AND THERE IS NOTHING YOU CAN DO TO STOP IT*

*unless you are mod
 
I played it for the first time after Zero Mission, and I still thought it was pretty damn good. Some parts were so damn hard, but that made it all the more rewarding.
 
I dunno. It was cool 15+ years ago, but now it's just too annoying to play. Starting out with 30 energy all the time, the floaty jumps and only two firing directions, and the endless vertical tunnels destroy it for me.
 
SantaCruZer: I would recommend a game called Cave Story ~ Doukutsu Monogatari. Although this is an AGTP translation, IT IS FREEWARE. Really great game, has both a windows and mac patch version too.

http://www.tigsource.com/features/interview_pixel.html
http://agtp.romhack.net/doukutsu.html
http://www.gameflaws.com/cavestory/

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Zero Mission reminds me how broken the original Metroid is.

Zero Mission rocks. One of the best remakes offered.
 
Scrow said:
Metroid II doesn't need a remake as badly as #1 did, but it would certainly be most welcome.
I've never gone all the way through the first two Metroids, as the lack of a map just got me lost lost lost. However, at least on the NES there were different colors to differentiate areas.
 
I really wish I had played Metroid as a kid. As is, I only got to experience it on emulation several years later when it was past the NES's life. So I can't really get the most out of the game anymore. Super Metroid is still the most perfect video game experience short of tetris and mario 3/world to me. :(
 
heaven forfend, I agree with drohne (and jiji, but that's to be expected).

I LIKE Super Metroid on, and the Metroid-style Castlevanias, but jiji's right when he says they're mostly exercises in putting key A into door A and key B into door B, over and over again. What the first Metroid had which none of its sequels did was a sense of MENACE. A sense of being--quite literally--"off the map." Later games felt more like exercises in orienteering than exploration; of following pre-set paths, rather than making your own. And their soundtracks totally sucked in comparison, too.

Yes, it's hard. Yes, the gameplay is clunky. But it's a scary, evil game about being alone in a hostile alien world--not about picking up breadcrumbs as you follow the game designer's predetermined Best Path.
 
JackFrost2012 said:
Yes, it's hard. Yes, the gameplay is clunky. But it's a scary, evil game about being alone in a hostile alien world--not about picking up breadcrumbs as you follow the game designer's predetermined Best Path.
Indeed.

... not to mention that in real life, everything in a wilderness (or a cave) often DOES look the same.

Wasn't Prime an improvement in that regard, though? It brought back that feeling for me to a certain extent.
 
JackFrost2012 said:
heaven forfend, I agree with drohne (and jiji, but that's to be expected).

I LIKE Super Metroid on, and the Metroid-style Castlevanias, but jiji's right when he says they're mostly exercises in putting key A into door A and key B into door B, over and over again. What the first Metroid had which none of its sequels did was a sense of MENACE. A sense of being--quite literally--"off the map." Later games felt more like exercises in orienteering than exploration; of following pre-set paths, rather than making your own. And their soundtracks totally sucked in comparison, too.

Yes, it's hard. Yes, the gameplay is clunky. But it's a scary, evil game about being alone in a hostile alien world--not about picking up breadcrumbs as you follow the game designer's predetermined Best Path.

Kind of makes you think how Super Metroid would've fared had the wall jump or bomb jump not been added for the exact purpose of freeform exploration.
 
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