Friday, August 4, 2017

Super Metroid Part 1 - Getting Started


            Super Metroid is a classic to the point where it almost needs no introduction, and where it’s almost cliché of me to be doing it for a first analysis. It’s a game that pits you, in the shoes of galactic bounty hunter Samus Aran against the evil Space Pirates and the Metroids, incredibly dangerous alien creatures. While that may be the game’s plot, it ends up being more of a struggle of you against the harsh and maze-like planet Zebes that the game takes place on. This game is perhaps the cornerstone for the existence of the Metroidvania genre: games where you explore a large world, initially powerless, before gaining new upgrades and abilities that let you find new routes in previous areas. In Super Metroid, you’ll find yourself constantly lost as you scour Zebes for new upgrades and a path forward. There are three main things Super Metroid does well that I’d like to focus on for the entirety of this series, and they are: mood, upgrades, and room recognition. Super Metroid is a game that has a surprisingly compelling atmosphere for its time and it’s one of the reasons for its status as a classic, so it will be important to dissect what the game does to pull this off on such limited hardware. And in a genre focused around upgrades, it’s important to look at those too and see how they function in relation to the game world and what reason they have to exist. Finally, Metroidvanias suffer from a kind of unique problem, where they want to feel like a mystery the player is slowly unraveling, yet at the same time without any guidance or hints, the affair feels more frustrating than anything, and in order to circumvent that, Super Metroid needs to make sure all the important rooms you’ll need to return to are ones you will remember somehow.


            This first portion will only cover the game’s intro, which contains no upgrades or branching paths, so the only thing to focus on is the mood. Luckily, the beginning of Super Metroid is all about setting up the game’s isolated and foreboding mood, and right from the get-go the title screen is there to give you a taste of what kind of game you’re getting into.  Unique atmosphere was hard to create on the SNES. Sprites were blocky, music was chiptune, and there were some pretty hefty hardware restrictions to work around. Super Metroid spits in the face of the naysayers and its presentation oozes with atmosphere for the time. The title screen starts with slow pans over an empty laboratory with dead scientists lying on the floor. Everything is dark and still, except for one Metroid contained in the center of the lab. Those who are familiar with the series know how big of a threat that one Metroid can be, and those that aren’t will find themselves wondering what exactly that floating gelatinous blob is. And of course, there is the iconic haunting tune that slowly plays over the whole scene.

If you aren’t the average gamer who mashes the A button throughout the entire title screen and sit back for a bit, the game will start to show you clips of gameplay of the many different powers you will obtain on your adventure. You can see the speed booster, grapple beam, and more on display on short clips. Interspersed between these adverts for future items, there are quiet, eerie scenes where Samus doesn’t really do anything, but instead the focus is on showing the desolate and ominous planet.  But all of these clips, whether to get you looking forward to future powers, or to make the planet seem more ominous, all end suddenly right before they should. Some cut out right before Samus is about to walk through a door, others before her bullet is about to collide with an enemy, none of the scenes end smoothly, and it makes it so the entire sizzle reel is slightly off-putting. 


            It’s not until you hit the play button however that the action really takes off. And by “the action really takes off,” I mean you have to watch a short video detailing the events of the previous two games. Samus will give a summary of her past two adventures, her fight against the Metroids and the Space Pirates that might use them for evil. Important moments are reenacted using Super Metroid’s engine which gives you a good idea of what the game will look like before you even begin playing. Whether or not the developers were anticipating Super Metroid to become the hit classic that it is, this intro cutscene certainly helps the game since most people now who play it haven’t played the severely outdated Metroid 1, or the hard to find Metroid 2. The quick intro cutscene makes it so all players can enter the universe of Super Metroid on a level playing field. The review of the previous games also transitions perfectly into the plot of this one as a direct sequel to Metroid 2. The last Metroid is in captivity and the galaxy is safe. Things being great makes for a terrible game plot however, so just as Samus is leaving the space station she left the Metroid at, she picks up its distress signal. So she hurries back to investigate what’s going on and ensure the safety of the last Metroid, and that’s where you finally get control of the bounty hunter.

            When you first arrive at Ceres Station, you enter a vertical shaft of a room with nowhere to go but down. This descent gives players ample space to familiarize themselves with the game’s floaty physics as well as get basic movement down, and it also makes for a tricky platforming challenge when coming back up, something to remember. The fact that you have to fall down rows of platforms means you have to get acquainted with Super Metroid’s gravity, and you have perform sideways movement to get down from these platforms, so that’s two of your basic actions right there. Most players also won’t just blindly walk off the edge of most of these platforms even though they can, subconsciously most will try to jump off the platforms meaning a lot of players will also figure out jumping in this room too. Once you reach the bottom however, you have to jump to proceed.
            The door to the next room is raised above the ground, and if you are to simply walk off the edge of the last platform like your average, non-jumping loser, you end up on this lower section of the ground, with the door painfully out of reach. After burning through your supply of cheat codes and strategy guides, you may attempt hitting the button on your controller that usually makes characters jump, and surprise, it can make Samus jump too. Now that the design has forced everyone to learn how to jump it can move on to other things.


            Except it doesn’t, and the next room puts another ledge in your way just to reinforce the jumping skill you now know. Following that, it’s just a straight shot to the next room. That next room is another vertical descent, although it lacks the floating platforms in the previous descending room, meaning it is much easier to climb back up, something that once again will be important soon. Besides that, this room doesn’t teach anything new, but instead just helps to prolong the tension of this opening sequence. You know something bad has happened on this space station, but everything is eerily quiet, with everything being colored with this dark and foreboding muted blue. One thing Super Metroid uses a lot of is silence, which is pretty different from a lot of the games at the time that focused on action. For this entire opening section so far, you haven’t seen any signs of life, neither friend nor foe, and the heavy stillness of the environment means there is nothing to do but let the anticipation grow as you get deeper and deeper in, wondering what could have happened here, and what could be waiting.


            The next room, however, is where the tension jumps up a level. In a genius move, the iconic title screen, while already doing a great job of promoting intrigue and atmosphere, also acts as a preview of this one room. So when you enter it in-game, you know it must be something important. The tension at this point reaches a climax when you recognize this as the title screen room, but notice one stark difference: the case is shattered and the baby Metroid is gone. Those returning from previous Metroid games know this is bad news, and those that haven’t, thanks to the intro video, also know it’s not a good situation. Even when you reach this pivotal room however, there is still no movement, nothing going on, already prolonging the growing suspense that certainly exists at this point. This almost setpiece serves to reignite the player’s intrigue and suspense, because the developers knew if they dragged it on too long, it would start to wane, and this room provides a twist to the current plot. Now they know something happened here, it was attacked, the scientists killed, and the Metroid gone. Perhaps it broke free and attacked, or maybe the Space Pirates returned, thirsting to control the power of the Metroid.


            Luckily it doesn’t take long to discover the truth. Players might have expected your journey into the station to end at this room, but instead you travel through another long hallway, once again ominously silent to maintain the suspense that the previous room just built up. Then, once you enter the next room, the background sounds cut out, and tension is relieved as you see a reassuring sight.
The Metroid is waiting, safe and sound, at a dead end. It’s almost too good to be true, and in fact, it can’t be true, players will realize, as it couldn’t have moved itself if it’s still in the container. When you approach it, two bright orange eyes flash in the dark, before slowly revealing the large form of the Space Pirate leader Ridley.
            He roars menacingly, challenging you to try to stake your claim on his stolen prize, and then begins Super Metroid’s first boss battle. And it is a cakewalk… for Ridley. All you have is a simple blaster and the ability to jump, and his movement patterns are erratic, and the arena small. Luckily, once Ridley brings you down to 25 health, he flies away, activating the space stations self-destruct sequence.  This encounter does two main things that the game will build and play off of for the rest of the experience. First, it shows that you are weak. Your measly bullets barely seem to do anything against Ridley, and he was able to slice through your health like butter. Secondly, it gives players a main antagonist. No Metroid game before has had this; in the two previous entries you were just traveling through a planet until you stumbled across a big bad who you promptly blasted in the face for no real reason. Ridley’s appearance establishes him as a major character, even for players who didn’t see him in the original Metroid, and makes the player hold almost a grudge against him, looking forward to, or perhaps fearing, the eventual rematch.


            After Ridley leaves comes the classic Metroid escape sequence. The original Metroid tasked you with an intense, timed climb out of the Space Pirate lair following the defeat of Mother Brain, the final boss. Here, it’s similar, except much easier, despite only having a minute. The main difference is the fact that this is just backtracking through the rooms you just passed through. This escape sequence is why I was so annoyingly insistent on the fact that the descent rooms would be a lot trickier to navigate when returning through them, because now you have to climb them with a time limit. The time limit is really mostly an empty threat here, but it works wonders in making the following section feel intense and scary, and in making you feel triumphant for conquering it, as a real sense of panic sets in as you watch the seconds tick down.  


During this sequence, the space station blares to life, showing real colors and replacing all the eerie blues with a dramatic red tint over everything, enforcing the sense of imminent danger. The dark blues that coated everything during your descent into the station helped make everything feel more dead and mysterious, but now that the mystery has been solved those colors are ditched for ones that will make the player feel the stress of this new predicament. 


The second descending room, the one that simply involved going down stairs with no potential falls involved, now becomes your first ascending room, which means you can get a bit of practice with the climbing and hazards before you do it with real stakes. Rooms have now been retrofitted with bursts of steam that pop out at predetermined points, knocking back Samus if you collide with them. They always occur in the same area, and are very predictable, but due to the pressure of the ticking timer and dramatic music, they’re a surprisingly tricky hazard for the panicked player. Even though players have been given a large surplus of time to complete this escape, getting hit by these steam geysers feel very stressful as you watch Samus get knocked back, missing your jump onto the ledge, losing precious seconds of time. You can get acquainted with that here, in this simple room before having to do it again where the stakes are real.


You then pass through the first hallway, which now has the added bonus of falling debris from the ceiling. It doesn’t do damage, but boy does it hurt you as a player when the recoil from it knocks you back, further from freedom and costing more of your ever-fleeting time.


You then make it to the imposing vertical room that marked your entry into this space station, and now marks your escape. Except while before, you just had to fall from platform to platform to traverse it, now you must jump up each platform, being sure not to fall and lose crucial progress. Intelligently placed steam vents further the stress and panic of this room, as it’s easy for a mistimed jump to put you right back on the platform you jumped from. Just for kicks and giggles, to show off the power of the SNES and probably to increase the coolness factor of pulling off this harrowing escape, the entire room starts to tilt from side to side while you make the final jumps.
            
          As you can see by my time, it takes someone who knows what they’re doing only around twenty seconds to complete this whole sequence. But for a panicked player still trying to get a grip on how the game plays, it can get scarily close to the one minute deadline. This makes the player feel all the more accomplished when they just narrowly beat the clock and succeed against this harrowing escape.


            With this tutorial out of the way, next week we’ll start taking a look on the main adventure that takes place on Planet Zebes. Since the rest of the game isn’t as tightly scripted as this section, it should be easier to cover a lot more ground in less space, so rest assured, not every week will be two thousand words about less than ten minutes of gameplay. And if you have anything to add, about Super Metroid and its opening, things I missed or should be corrected on, be sure to let me know in the comments below.

Key Takeaways:

  • The title screen is the player’s first experience with a game. Many developers consider it an afterthought and just use it as a way to display menus, but ones with thought and subtlety put into them can help establish a game before players even begin playing.
  • The colors, or lack thereof, in a game do a lot to subconsciously affect the player’s mood. Super Metroid starts with muted blues that make everything feel eerie and still, but when the action starts up the colors blare to life becoming vibrant and exciting.
  •  Adding a timer to something will almost certainly make it more stressful as long as it’s appropriately timed for the situation. Many games use things like scrolling walls of death, but there is something to be said for a timer counting down on you.


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