It's really not easy the first time you play it. But that won't change the fun I, or my younger self, had with the game. So yeah, looking back I think the game is easier for me to play. The map often tricked me by not showing secret entrances and stopping me with dead ends. ![]() The difficulty level means nothing compared to the silence my character experience when running through a quiet hallway, and the chilly feeling I had from the atmosphere it created compared to other games that just blared music during play. My grasp of metroid-style games and my mechanical reflexes have improved in these years.īut to be honest, none of this matters. I will grant that the final boss was silly, but I wouldn't call the game embarrassingly easy as I would be accusing my younger self of being incompetent (and why I generally discourage people from making generalizations about a game based on their private skill-level). Since college, I play it at least once a year and am having an easier time with the game, having beaten it several times. I stopped playing Super Metroid prior to high school because I did find it difficult. Was this realization really so overpowering that you would delete your prior opinions rather than save them? I think it's great when we question our past assumptions, but deleting written work makes it sound like you don't appreciate your past feelings. That seems like a very unpleasant reaction to a thought. You wrote that there was this article coming along that detailed your thoughts on the game, but that you deleted the article because of a realization that the game was embarrassingly easy. Not to mention that the map is essentially a checklist of "what haven't I done" that's a bit more subtle than a quest log in a modern RPG. Even after you get the map of an area, you still have to explore your way around, and the secret areas are still hidden, too. ![]() ![]() I see no problem with the map - I've recently been playing the first two games for the first time, and trying to memorize the layout is just frustrating, and doesn't add to the challenge in an enjoyable way. So maybe some of the sequence breaks involving the wall jump were intended, but I doubt the others were. Most of the sequence breaks you mentioned rely on the "mockball" technique, which isn't that easy, and is almost certainly a bug. Sure, the game doesn't have the traditional level of difficulty of many games from the era (Ninja Gaiden, for instance), but it's complex, and still difficult if you are trying for a speedrun or minimum-item run. That fight is hard enough that I died even on my last 100% playthrough a few months back. Mother Brain may just be an interactive cutscne, but Super Metroid does have a final boss fight - Ridley.
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