On Level Design: A Macro Map design and some Ecology!

Before I go on, lemme just say this is a VERY VERY fine point. If you’re making a game, this is a finer point you can pretty much ignore and be fine. But of you’re looking for polish and your game is suited for this (unlike say, Mario), then you’re good. Lemme also say that this is brought upon by Other M (Haven’t played it yet) and this thing with putting cold levels in Metroid games. Apparently people confuse metroid with ‘being about all sorts of climates’ nowadays or something. So this is a half rant/half lecture on eco systems in map design. Lets start with the history.



Alright, I won’t lie. Metroid kinda sucks dick. At the very least, it aged very bad. But still, I will say this. Within the same year, Spelunker, Super Pitfall and Metroid came out and tried out the open ended exploration thing. One of these games succeeded. Metroid is an interesting novelty as it basically drops you in a world with no aim or direction.You get the hint that you need to kill two monsters to proceed in the game early on and thats it. From there you wander around, bomb every brick and collect everything until you succeed. Then you encounter Metroids and have no idea what to do about them. Only experimentation allows you to kill them and the experimentation does not come easy due to the nature of different guns replacing each other. The game does give you two different shots at the ice beam, but anyways. What of the map?

Well Metroid is not an advanced enough game to convey an ecosystem in a significant way outside “fire sea horse is in a sea of fire”. The map layout it’s self is huge by NES standards (and interesting enough, is compressed in such a way that it generates a ‘secret’ glitch area that is like many many times greater in size than the actual game, but thats another story), but its use of rows and columns in it’s design create a map that is…. digestable. We can also see that brinstar, the ‘main’ area is the higher most area, with both Norfair, Ridley’s Hideout and Kraid’s hideout being toward the bottom of the planet. Nothing significant, but some design elements are considered. The big problem here is that Metroid is made out of ‘megablocks’ that form screen templates. Ever notice how a lot of metroid screens look exactly the same? WELL, thats how it got to be so big. Thats also why those hidden areas accidently exist (I won’t write about that anymore here, but if you’re curious, look up ‘metroid hidden areas’. The topic has been explored extensively by more knowledgeable people). After awhile everything blends together until you are truly, horribly lost.

Two notes

First one is on topic: If the screen transitions, the horizontal/vertical scrolling HAS To switch. Remember how you had those two columns in the beginning with the one screen ‘tunnel’ room between them? Well now we know why that exists.

Second one for fun: You know the good Ol’ Justin Bailey code. Well, that is not a special password. That is a RANDOMLY GENERATED PASSWORD that passes Metroid’s password checksum and is interpreted as expected. It exists sheerly through random chance. There is a special password though. NARPAS SWORD (followed by a bunch of 0s), which makes samus invincible. The name probably has nothing to do for a sword, but probably means either North American Release Password or Not A Real Password. Just a fun bit of trivia.

So what can we learn from Metroid? Not much, the game sucked. If anything we learned that people will tolerate ‘suck’ for exploration.

Metroid II: The Return of Samus

Holy Christ on a stick, this game sucks too. How did we even GET to Super Metroid? Well, probably because this was a gameboy game and for a gameboy game, this shit is pretty baller. Also we didn’t get Super Metroid yet so we didn’t know what a good Metroid was yet. So lemme start off with one fact. THE MAP DOES NOT FIT TOGETHER.



God dammit. SO you wanna talk about getting lost? The screens are so big compared to what you can see, they all look like the same fucking grayscale shit and shit doesn’t even lead up to places it should lead. It is horrible. But anyways, some neat stuff does exist in this game. I actually beat it the other day to see how well it aged. Not well, but like Metroid, it’s an interesting relic. So as Samus you explore SR388, the home planet of the metroids (Well, if you wanna be a fag, Zebes is their homeplanet as the Chozo made the Metroid to kill the X parasite on SR388! :D) to well… commit genocide. The levels are all very natural. Winding caves — it’s literally like spelunking as you drive deeper and deeper. Unlike the eventual Super Metroid idea, you don’t advance with new abilites, you advance by killing off all the metroids in a given area (to be fair, the items help you find metroids), and the ACID LAKE in the center vein structure of the map lowers. So whats cool about any of this? Well unlike Metroid, the place feels like a natural cave of sorts. Metroid either looked built and industrial or abstract (why is the ground made of bubbles? D:). Even when it did seem rocky, the straight forward nature of everything made things seem man made. Metroid II does not feel man made, in an interesting and BAD way. It damaged gameplay but it is interesting. In no other metroid do you spend as much time walking and platforming without seeing an enemy. Prime seemed to borrow a bit from this, but did it in a much more tasteful capacity. Anyways since theres no proper ‘areas’, the whole ecosystem thing is also kinda weak here. The enviroment gets more hostile as you go deeper, but you also see more and more chozo made constructions outside the statues. By the time you get to the end (which features the most idle walking), you reach what is called Phase 9 (the lava dropped 9 times), which is also called ‘The Royal Palace’, a constructed breeding ground for metroids. The tunnels feel authentic in their desire to be as inconvenient as possible. It’s rather an interesting development, even though the sacrifices made to do it are almost unforgivable. The difficulty in backtracking is a problem, but there are actually more missiles and energy tanks in the game then you can actually hold, so that softens the blow. You can see what they were going for. Also they had a huge boner for the morph ball. The spiderball sounds fun on paper, but it’s the most tedious, slow, buggy piece of shit in the world. I also have a strange suspicion that the emptiness near the end of the game is unintentional and that they literally ran out of time for the game. I can see it going either way, but the thought that the decisions were intentional interests me more.

Metroid II also features a lot of Flora and Fauna that appears in Super Metroid… which is obviously sort of weird, but hey, those Chozo are wacky bird people. Anyways clearly this is a game meant to capitalize on the feeling of exploration Metroid game, while trying to deal with the sense of being lost. The Acid lake was arbitrary but if you look how each area’s unlocks allowed access to new metroids, you can see where they got the idea for an interactive, ability driven map. Because why rely on the metroids? At the moment it was necessary, but moving on their goal became clear. Between Metroid and Metroid II you can construct the prototypical design for Super Metroid in an atmospheric and Exploratory sense. Metroid II is ultimately a failure and has probably aged worse than Metroid (which as I said, is fairly digestible). Also they decided that their map should fucking fit together.

Super Metroid

Japan isn’t a fan of Metroid. Looking at the above games though, it makes sense. But Super Metroid is one of the best designed games out there and it’s aged amazingly. It also leads into what I want to talk about. Now, I’m forgoing my favorite image of the cocktail napkin sketch of Super Metroid, for a more practical map…. but lemme link to an even LESS practical map . Yeah, thats the whole god damned game in an image. It’ll help.

So what does Super Metroid do wrong? Besides the pit with the god damned green monkey motherfuckers (etecoons — also the spinespark birds are Drachoras) where you have to walljump, not much. That part is trivial to me now, but when I was a kid it filled me with rage. The map has tons of interesting things going on. It has the organic nature of Metroid II, with a digestible structure like in Metroid 1. The map is pseudo non-linear and the lock and key mechanics are made up of acquirable moves. It uses the pillar ‘super structures’ from Metroid as a way to divide areas up neatly. Only once you get to Maridia do things get kinda confusing. Anyways, I wanna talk a bit about the Zebes ecology.

You start in Crateria, which is rocky, damp and stormy. There is very little life — some grass and moss, but very little life. The tile set is cold and it is storming outside. It implied in sources that this is actually acid rain. Upper Crateria is filled with with Acid pools, either from the first detonation of Tourian or just because thats how Zebes rolls. You re-explore the ruined Tourian and the original metroid starting location — which for the record is 2 screens short of being in perfect alignment with their positions in the original Metroid (for the record, you can practically fit the original metroid in the dead space created by the elevators and Brinstar and Norfair maintain their geographical locations from one another). As you head down you see more life — stone like mushrooms and hardened hives of small animals. You take an elevator down and BAM, life. It’s warmer down here and the acid rain doesn’t reach. Life is booming. Upper Brinstar (green and Pink Brinstar) is rolling with life and the boring ass Spore Spawn. But then you head deeper and suddenly Brinstar begins to dry out. The soil is read and there is less life. Clearly we’re closer to norfair… But hey wait, water. You pass through Maridia and things are damp again. You drop by Norfair, get highjump, and then go viisit Kraid. Kraid’s layer is kept wet from Maridia, so life is abundant again. The dried green and red glowing background imply this is a dubious balance, but is balanced enough for life.

Stuff like this exists elsewhere. Above Maridia, Crateria and the wrecked ship are wet and damp. The missile lake and entrance to the ship are clearly results of Maradia’s underground ocean. Lower Norfair, the hottest part of the planet, is at the lowest point, perhaps the core. Things aren’t perfect (the first red wall in Brinstar is next to Mardia, but a player wouldn’t ever realize it. Lower Norfair lines up with the grappling hook segment which isn’t portrayed as insanely hot (and theres water!), but generally when you look for it there are a LOT of attentions paid to the little detail. Super Metroid crafts a believable world. It makes concessions when necessary, but it knows it doesn’t have to be unyielding. The little details it puts in crafts an excellent atmosphere. You can make all sorts of assumptions too. Was the guy who died infront of Kraid’s liar a survivor of the wrecked ship? Well, maybe that was the intention, until Zero Mission explained that, but it’s still a cool touch. Probably just a some Federation Marine chump who got killed by the door.

The map in general is almost perfect. At the very least, it is the best, most interconnected map in it’s genre. Even where it has chokepoints (only one way into Norfair), the nature of things funnel you there from multiple starting points. No teleportation require and no need to break the interconnected nature of the maps.

Metroid Prime I & II

It’s been awhile so my memory is rusty, but first, lemme say this is the cause of all my grief here. WHY THE FUCK IS PHENDRANA DRIFTS NEXT TO MAGMOOR CAVERN? ARE YOU GUYS EVEN TRYING? Prime actually has a great atmosphere and wonderful ecology on the micro scale, but their maps have always been sorta bad. Sadly Prime is their best attempt. The game is great overall, and it’s slower, more pondering pace makes its map issues (you will check your map a lot. Forever) less of a concern, it does discard a lot of metroid lessons. The game, made by Retro Studios seemed to mistake Metroid for being about crazy enviroments or something. Then in II they went for the hub design which sucked dick (also light and dark world, where the dark world HURTS YOU so you can’t explore), and III is a shooter so whatever. A note about Prime from a level design standpoint thats positive — and probably the cause of this issue. Prime was made by level designers making levels out of squares — than the art team came in and made the room look great. There seemed to be a bit too much of a disconnect — or at least a lack of planning that lead to these quick, goofy location transitions. Their methodolgy was good though!

Also again, fuck Hub designs, because next we’re talking about

Metroid Fusion

Fuck you person who surely disagrees, this game sucks. Thank god Prime was good (Even if its map was weak), or else we’d be 1:4. Fusion I think got a lot of paces because handheld Metroidvania’s still sucked. The game controlled well, which is a big plus, but it has an awful map. We’re back to MII territory. THE MAPS DO NOT CONNECT. Fuck you, map designer, that shit is NOT COOL. Also the map sucked, the bosses sucked, the exposition sucked, Adam locking shit off sucked, having to go to nav rooms before trying to proceed sucked and well the whole game fucking sucks, short of the controls and the tileset used for the main space ship (it’s seriously kinda swank).

The map is divided into 5 zones. ICE ZONE, FIRE ZONE, JUNGLE ZONE, WATER ZONE AND….. Dark… Zone? Man, fuckin’ A guys. Now like with Other M’s bottle ship, I think the concept is stupid, but at least you can’t fuck up the ecology bit. The problem here is the zones are almost entirely separated from each other and you can gain and lose access to them based on the will of the plot. Can’t use your new toys to get new items, Adam doesn’t approve. The game is disjointed and the nav stations only serve to slow the game down. There is a single line of interconnectivity among the sectors, but seriously the shit is so lame. Lemme sum up my feelings on Fusion in a forum post.

“So I just did something terrible. I played through Fusion. Now, I haven’t played Fusion since it came out and with only one playthrough in 8 years, I was practically going into the game fresh. I remembered a few things. The stupid computer plot, the themed sections of the ship and a few trace ‘oh yeahs’ were about all I had going for me.

The game still sucked balls. One thing on the plus side though: Certain areas had reaaaaally nice tile sets and use of color, notably the first area. Saying that though, I could have lived without ever seeing a potted plant or vending machine in Metroid. Otherwise most of the enemies look like ridiculous cartoon characters, save for a few rebuilt enemies from SM and maybe a handful of originals. The linearity was beyond my memory, it was INSULTING. At one point the game tells me to get an item in a ROOM I’VE ALREADY BEEN IN, and then, on route to the room, traps me in a navigation room AGAIN to say “ARE YOU SURE YOU KNOW WHERE IT IS? Y/N”. The whole plot reminds me of the sort of thing I yell at Indy developers for making. It was so contrived and I didn’t feel like anything was gained by listening to Samus get wet over Adam while she rode the elevator.

Granted I think Samus introspective are potentially cool, but this game did not show how to do it. Every bit of injected plot, besides a few reveals, are just painful.

Also GOD THE BOSS FIGHTS. I mean, I admit too that SM’s bossfights leave something to be desired, but these were AWFUL, especially toward the end. My strategy in all these fights were to just pound the bosses with my insanely good missiles and take whatever damage and say ‘whatever’, only dodging the occasional high damage attack. The whole game seems to be made up of patternless bosses who’s gameplay involves ‘try and jump over the big obnoxious enemy’. This isn’t even to go on to say how hilariously ugly and nonsensical Nightmare looks .l Also Ridley suddenly bursting into ANIMU RIDLEY OOOH YEAH. zzzzzzzz

This game is amatuer hour at R&D1. They definitely didn’t have a feel for making a Metroid game. Not being a metroid game isn’t bad, but the problem is in their failed attempt to make a Metroid game they made a game that was bad overall. For example theres a few sections that take some Metroid style intuition, but they come totally out of left field. I’ve been being dragged by the nose so long that NOW, for like, ONE ROOM, I’m supposed to intuit where to go? Screw you, game.

SA-X also seems pretty dumb. Theres like, one tense moment followed by a bunch of ‘die until you learn course/trick: Repeat until success’. It’d be better if she just didn’t totally wipe the floor with you. You survive by cheesing her. You either die or you survive almost unharmed. As you hide behind an obvious wall. zzzzz

Also I thought the plot would be cooler if that was the real samus. I kept looking at her saying “Man, why don’t I look like that? I’m just a Mottled Samus, like some sort of EVO body type or something.”

Anyways to be fair the game isn’t entirely awful. It’s some okay-but-flawed action adventure game on it’s own, but it is well under the radar of quality for games I would normally play.”

Also here is something someone else describes that happened to me.

“So, Sector 5. You get the Power Bombs there! As someone who’s played Super Metroid previously, I recognize this as a Good Thing, and figure I might want to play with my new toy.

Oh, wait, this is Fusion, I have to go back to my ship now, because the computer told me to. Hm… on the way, there’s this area I can now open up with my power bombs! Screw you, Adam, I’m gonna investigate that place.

Oh wait, I can’t, there’s a grub blocking the corridor right after it, and it’s covered in adamantium plating that my weapons can’t touch. Sigh. To the ship it is, then. I save here. Adam now tells me to… go exactly where I was going to go so I can try to start up a generator. But there was a grub in the way before, I can’t get through!

Except the grub was woken up by Adam’s yammering, or something, so it’s not in the way anymore. Really, Fusion? Really?”

Metroid Zero Mission


To be fair, Zero Mission is pretty damned great. Not Super Metroid great, but great. The map interconnects nicely. It uses the memorable parts from the first Metroid well and discards the rest. It has a well internconnected map with a sensible arrangement. It doesn’t go the subtle ecological route. The map is solid, but not outstanding. We also get to find out that the wrecked ship is Ridley’s ship. Fun stuff. I dig on Zero Mission but I can’t figure much to say. It’s like a less good version of Super Metroid mixed with some unique charm from the original Metroid. It does have some goofy arbitrary bits though. Also the stealth segment is hit or miss (I liked it).

So anyways, what can we learn from all this? Well, make your maps LINE UP like a pro. But we also learned that subtle details can craft an interesting world that feels internally consistent. For example, most Castlevanias feature the clock tower to the right of the Castle Keep. Why? Because during the Final Approach, the clock tower is traditionally off to the right in the background. HoD ignores this. That doesn’t make the game. HoD and Aria get this wrong. HoD has the clock tower fundamentally in the wrong place and Aria for some reason puts the Clock Tower on the LEFT side, which is kinda goofy. Does this make or ruin a game? No, but it helps make a game feel consistent. In IWBTG the map didn’t line up (granted my task was harder and I was inexperienced. Adding filler screens to connect things would be terrible and IWBTG isn’t a real exploratory metroidvania either. Still, I think you could sketch a picture of the IWBTG world featured in the game. There is some oddities (why is thhe start of the minecart on top of a tower? D:), but generally you have the above ground (which you drop off of on either side to lower areas), the underground and a tower, all geographically located next to each other. This could be more ideal (and anything else I make will be more ideal), but this sense of structure is something I think is missing from a lot of fan games. I digress mostly because IWBTG is more about pacing, cleverness and humor than it’s poorly considered map that happened to work out.

Details push things another step forward and if you’re trying to construct a world or structure, even though gameplay comes first, things should be sensible. Towers where towers should be, catacombs UNDER the map, high places on the TOP of the map (or on the ‘outside’ of the map, like in SoTN). That sound obvious, but if you’re making a map, be absolutely sure to actually DO IT. If you wanna be awesome though, you go the extra mile like in Super Metroid and make all the area not only blend into each other, but exist in a sensible manner that reveals hints at the nature of the world it’s self.

Edit: So heres some added little stuff from people on the Talking Time Forum.

From Kishi

NARPASSWORD refers to Tohru Narihito, the guy who converted the game from the game from the FDS to the NES (which included implementing the password system, since the FDS version had saves).

From Eusis

Minor nitpick there (though is more me being baffled by Sakamoto & crew): the ship at the end of Zero Mission ISN’T the one from Super Metroid. Seems like a lost opportunity to do something like that which should fit nicely, then go “nope, that was some other ship!” Apparently you saw parts of this other ship around the same area but… gah.

Hooooo, really? Thats a pretty interesting bit of information

15 thoughts on “On Level Design: A Macro Map design and some Ecology!

  1. uh, the ice area in metroid prime isn’t next to the lava area. It’s above it. I can only assume it’s supposed to be a long way above, so one’s in high mountains and the other’s almost out the bottom of the planet’s crust.
    Anyway, who says you can’t have a volcanic area in the middle of an otherwise cold area? Lava’s not interested in the climate.

  2. http://kayin.pyoko.org/magmoorsky.png

    Magmoor Caverns clearly isn’t all that deep. Anyways sure you could do that. And they did. But the point is more they missed the point. “Hey lets just throw a bunch of random areas together and connect them with elevators and it’s all cool because each areas has a big theme. This is fairly…. flanderizing. I mean, you could go to the drifts and half the moutan could be smoking with melted snow from heat coming from Magmoor caverns and all the sudden you have a cool little interaction between two areas — but instead we get signs (Magmoor’s sky) that they’re not even paying attention to anything at all, in the ‘macro’ sense of the world they’re building.

  3. Yeah, I guess I see your point there. I don’t object to the two areas being next to each other, but they could have made an effort to make them feel like they fit more. I get huge nerd boners for the kind of details you describe in Super Metroid. That’s how I would try to do it if I had the chance.

  4. Yeah, it’s not that it makes Prime a bad game or anything but it’s a level of polish Super went through that makes it really stand out. None of the games really come close in that respect. Even with map layout, Prime is a little loose, but it still manages to be a great game regardless.

  5. This was interesting. I was just looking for level layouts for Metroid games as research and I found this, truly insightful. I’ve been dragging my feet on playing Super Metroid (not a single play through yet), but you know I think I’ll go buy it tomorrow. Honestly, I’m very grateful for this read.

  6. Metroid fusion was the worst of the bunch, you don’t get any freedom to wander around and taking orders from a lowsy computer which very is annoying. The damage taked from enemies are insane. The new fusion suit is not that bad, but I still like the old varia suit way better.If nintendo wanted to continue the saga they should find a good plot to get her back in her power suit. As for the map, it sucks big time and is badly connected.
    What is all crap about that Adam guy? She just get wet when she thinks of him and besides that guy looks like Chris Cooper from the Bourne Identity in the Other M game.

    As for Metroid Zero mission. I liked the whole first part until I reached Ridley ship and Chozo Ruins. I simply hate it . If I wanted to play a stealth game I would prefered to play Metal Gear Solid instead. It just breaked the pace of the game big time. The game is about exploration, get new items to reach inaccesible areas. The Meta Ridley final boss is simply lame and horrible, I still like Mother Brain for final boss just like in the original one. The maps areas are badly connected they even overlaps themeselves for example Brinstar doesnt seem to fit through Tourian, It just doesnt feel right.

    The best of the bunch is Super Metroid by far.

  7. I don’t personally mind the stealth bit but only because of it’s brevity, but yeah, Super is, by far, the prime pick of the bunch. I do agree though that Meta Ridley looks way too goofy and cartoonish, but I think thats a problem with almost every metroid boss since Super.

  8. Old post is old, but just thought I should point out (in case anyone else wanders across here in the future) that I disagree partially with some cases of map-overlap, particularly because they are 2D platformers. A planet isn’t an ant farm. It’s a three-dimensional world that you can’t expect to flatten into a single plane. Doors may all look alike in a planet condensed into 2D presentation, but in the 3D planet that the map represents, the door might be “angled into” or “angled out of” the screen. This is especially evident in Metroid Fusion as an easy example. It’s a space station, and the connecting tubes between sectors is a circular set of hallways that makes for a disconnected “ring” around the outer fringes of the space station. This isn’t to excuse any discombobulated maps, but it’s a reasonable explanation for maps that overlap horizontally or have a slight vertical misalignment.

    On the topic of Fusion, while it is certainly not as enjoyable of a map design, logically speaking if you are desiging a space LAB, a crucial element would be to make sure different simulated environments are separate from each other and to make sure environmental conditions do not bleed into each other or mingle. It’s important to keep in mind that while you’re exploring these environments, you’re not exploring the planet of origin. The entire place is still a space station and a lab.

    As for the armor design of Fusion, one thing to keep in mind is that the Power Suit (and traditionally the Varia and Gravity suits as seen in Zero Misson/Super Metroid) are of chozo design. After the surgical removal of the X-infected Power Suit, she was given new armor. Considering she was in the care of humans I believe it’s safe to assume that the Fusion armor is of human design.

    Still Fusion has its flaws, and despite that, it’s still among my top three GBA games.

    A mistake that some people make *cough*Alb*cough* is that the final boss in Zero Mission is not Meta Ridley. Ridley was first defeated by Samus in Metroid and Zero Mission, after which he re-appears along the Prime series as Meta Ridley – a previously injured and recovered Ridley cybernetically enhanced by Space Pirates. The final boss in Zero Mission is actually Mecha Ridley, a fully mechanical imitation.

    Anywho, not looking for any fights. I just thoroughly enjoy Metroid and in-depth discussion/analysis of details.

  9. Hey hey hey! Cool to see a comment so late into this article’s life. Lemme just jump right into the stuff I disagree with.

    Okay so Fusion not fitting together? That’s okay. The game is in discrete areas and that’s okay. The fact they’re even connected is surprising to begin with. Now, Zero Mission and Metroid 2? In those cases, they only betray the sense of space that a player can develop. So yes, a real world does not actually exist in 2d space — but it is presented in 2d space and is best when either consistent with 2d space or when it actively shows it’s 3 dimensional space (Games with like, doors in the backgrounds and stuff). Sometimes being “realistic” is really a bad thing. Like, the problem in FPSs where you have uninteractable doors everywhere. That drove people crazy! We got around things by often doing unrealistic things player never opens doors. Doors are always partially open if they can be opened. Doors are a different color or are just presented differently or fake doors all have rubble or are barred etc etc etc because doing the strictly realistic thing actually brings attention to how unrealistic things are in the game. Like that little micro-rant I had about the vending machine in Fusion betraying how weird the whole station layout seems. Other M for all it’s fuck ups did a good job of making the ‘lived in’ parts of the station feel like places — with stairs where you’d expect them and all that. In Fusion it was just weiiird. Not everyone is of course sensitiveness to this stuff but it is interesting to note!

    As for the rest, this gets to a core issue. You’re thinking of this from a lore -> game perspective when things likely weren’t conceived like that. Like, I’d argue “Why do we think doing a space ship with enclosed ecosystems is even a good thing?” It leads to that sorta… hammy level design and hampers interconnectivity. I could forgive Fusion for that (first time experiment!), but then Other M does the same thing. Ugh. But that’s… another topic. Same with the Armor design. If your decisions in the plot/lore lead to an ugly-as-hell character, perhaps it’s not the best decision? Or perhaps you can modify it differently? Lore and Game have to sorta serve each other, especially in games like this (some other games can get away with ignoring one side or the other). So we can explain away gameplay flaws with in game logic, but that doesn’t stop them from being gameplay flaws. So I get where you’re coming from, I just don’t think that’s a good enough excuse.

    Though as mean as I am about Fusion as far as GBA games go, it’s pretty okay and since writing that article I have come to better understand why people like it more. I don’t like the niche it fills, but that’s a matter of taste. I maintain most of my criticisms remain true, but the game has many good qualities that I often ignore.

    And as down as I was on some of the things you said, I appreciate the comment and think it was totally cool that you wanted to have a discussion about your thoughts. :)

  10. I disagree with you.
    Metroid II is probably the best game in the series simply because it focuses on what the series is about – Metroids! The feeling when you play Metroid II is that of being stuck alone on an hostile enviroment where you never truely feel safe and at any moments notice, you could be ambushed. The map is a long maze of conftusing caverns that may or may not lead into dead ends, forcing you to backtrack.

    This is sorta re-borrowed with Metroid Fusion, making it a close second behind Metroid II. The same feeling of helplessness is there along with the feeling of claustrophobia. I’d say that if Metroid II was giving me the feelings of watching Aliens, then Metroid Fusion feels like Alien. Yes, sure it’s linear than most Metroid games but that’s not necessarily a bad thing and there are ways to pseudo-break the linearity.

    Don’t get me wrong though, nothing beats Super Metroid as one of the if not THE greatest games of all time, but Metroid II shares that spot hand in hand.

  11. Oh my god I hate II and Fusion so much, I don’t we’re going to find any common ground (Well, besides maybe appreciation for sexy Shirow artwork~). But to get Fusion out of the way: I don’t think it contributed anything interesting to the series. The SA-X concept was possibly it’s high point (which I think it mostly flubbed. She was scary the first time, but after that it was clear that every time I saw her was just a puzzle segment). Over time, I’ve learned from people that the game holds up more like an action game with some degree of exploration (it controls very nicely)… but besides sorta half-assing the SA-X thing, I can’t say they contributed much to the Metroid formula.

    MII IS different. While I still maintain that the game verges on unplayable unless you’re some crazy person or have buttloads of nostalgia, it actually does perfectly the evolutionary path of Metroid -> Super Metroid. Now, one thing to keep in mind — game concepts can be ultimately fail and still be interesting. Like, rarely something is done that is just irredeemably bad in a game. Sometimes it’s a situation like Fusion’s plot (It didn’t HAVE to be bad, it just was) or sometimes it’s like Metroid’s map (Has a lot of interesting benefits, but with, for most players, crippling flaws). It’s fascinating and not without merit, but I can’t in good faith put it up there with Super Metroid, a game that gets near universal praise, when Metroid II is, for reasons i can relate to, almost universally desired. I can put Super Metroid infront of almost anyone and watch them enjoy themselves. Most won’t get past the first few metroids in Metroid II before declaring the game to be dogshit. That isn’t an immutable indictment against the game, but it’s a pretty harsh one. I could say Metroid II is perhaps the second most -interesting- Metroid?

  12. I came here looking for a full map for the first Metroid and I couldn’t help to stop and read your post. And I would like to share some thoughts about it. First I sense a sort of “every Metroid game sucks except Super Metroid” attitude here, no one will ever disagree with you in the fact that Super Metroid is by far the best of the series but that doesn’t means that all the other sucks.

    For example, you start by saying that Metroid sucks and I think you are being unfair there, the game was in fact a major breakthrough at its time, the game was one of the longest at that time, they had to throw in the password system to allow people to “save” their progress. Also they did a marvelous work submerging the player in a loneliness and desperation atmosphere that is hard to accomplish even with today’s HD graphics and multichannel sound systems, they did it with 8 bits.

    Off course nowadays it is crappy, but that happens with most old games, like when you play the Final Fantasy I NES ROM and think “how did THIS saved a company from bankruptcy?”.

    About how maps won’t line up. I really think that it’s great how they managed to fit and perfectly line up all Zebes without gaps in Super Metroid and how they blended the environments together as everything in Super Metroid the map design was part of the masterpiece. I really haven’t played Metroid II (i tried but it was simply horrible, I couldn’t bear it) so I won’t say anything about it but the map does seems messy as hell.

    Then we have Fusion, a lot of people think that It sucks because it is streamline and you don’t get as much freedom as with Super Metroid but they almost always overlook the fact that It was designed with the Handheld Audience in mind not the core series players. They are casual players that just play from time to time and don’t want a game which takes days to complete because you constantly get stuck and need to backtrack to find the tools you need to advance (lame players maybe but their cash is valuable as any other’s).

    As xIronGolemx said, the design of the BSL Research Station accounts for the fact that the map doesn’t line up, because it has a circular distribution it is perfectly possible to go from one sector to the other and to the main deck and back and you can have as many passageways between sectors as you want. Also in a research environment you don’t want creatures from one environment to invade other environments nor want the conditions of one environment to affect the others. Also hatches in Fusion (as opposed to other Metroid Games) weren’t opened by weapon power they where electrically controlled so it makes sense that they get locked or disabled in distress situations or when the computer controlling the station concludes that they should be locked.

    Finally some random thought that I had when playing Fusion for the first time:

    If you think about it Fusion is the only entry in the series that gives you a perfectly logical explanation to why you have to start all over. Think about it… In Metroid II you just defeated Mother Brain so you are sent to SR-388 to wipe out the Metroids but what happened with all the missiles, the morph ball, the Varia suit and all the stuff you got in Zebes…? gone. Ok, all over from scratch, you re build your abilities and kill all the Metroids except for the larva, go back to the station, then “you had barely gone beyond the asteroid belt when you have to go back because the station is under attack” but during the trip you seem to have lost all your equipment again, why?. Back to Zebes to pick it all again. In the other hand in Fusion your suit was surgically removed leaving you with a diminished version of it. It makes sense that you have to regain all your abilities and basically rebuild your suit from zero.

    PD: Have you seen this? http://www.gametrailers.com/full-episodes/k0iffm/gt-retrospectives-metroid-retrospective–complete-collection

  13. Well, this IS a five year old post so I can’t totally stand by everything I said but to give a quick response to a very long reply…

    When I mean metroid sucks I mean metroid did not age well, and if I said it now today I would say it like that. I played the shit out of metroid back in the day!

    Metroid II not lining up is so egregious that you can actually tell at some points by playing it. Like, most people can’t really tell if like, Fusion or Zero Mission lines up because things make sense on the ‘local’ level. Metroid II doesn’t even make sense on the local level.

    Fusion isn’t that big a deal with how it doesn’t line up. Still, I have a hard time finding anything redeeming about that game personally. It very much seems a game people either love or hate. So I’m less apt to say Fusion is a horrible game, but I still hate it just as much. Not so much that it isn’t even a metroid I want, but it just isn’t a game I want (I’m down with something more actiony but that it doesn’t scratch that itch of mine right). Also yeah I say that video at… some point?

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