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Super Metroid, like so many NES-hits-turned-SNES-classics, is eminently playable today. If one were to make a list of seminal must-plays — games like BioShock, Shadow of the Colossus, and Braid — Super Metroid would not only make the list, it would top it.
The secret sauce to this genius is simple, if underrated: coherency. As the famous ending is another stage in a series of understated story-telling moments, so does the rest of the game fit neatly into the whole without distraction. In crafting a seamless, non-linear world that expanded both outwards and inwards, R&D1 either understood what they were doing or were doomed to create a broken, disparate experience.
Super Metroid plays out similarly to Metroid — so similarly, in fact, that intrepid players will instantly recognize certain iconic hallways. A Metroid veteran will know exactly where to find that morph ball power-up. But it is homage rather than retread, and it maintains continuity long enough for the veterans to realize that the Zebes they knew only scratched the surface. Here we find Norfair and Brinstar, better known as the red and green areas from Metroid, but we also explore a haunted ship, an underwater maze, and the stormy surface of the planet itself. Each are filled with their own flora and fauna, and each are slowly excavated with the missile, super missile, speed boot, grappling hook, and super bomb. Zebes is peeled back like an onion, and each layer hides a new ability to find, a new creature to best, and a new theme song to hum along to.
The game’s classic soundtrack is as responsible for the character of the different zones as the creatures that inhabit them. It begins with the title theme, a piece that sends chills up the spine and sets the mood for the sinister machinations the player will experience when she presses Start. Then it proceeds onward from ominously understated space station noise to the famous escape theme, then back to disquietude for the opening scenes on Zebes. The soundtrack’s recognizable themes are replayed and remixed to this day.
Which brings us back to coherency. The game critic struggles to find a chink in Super Metroid’s armor. Backtracking can be a chore in any game, but Super Metroid never lets go of the joy of discovery. Implausibly mastered boss patterns can be frustrating for any shooter, but there are always more upgrades to find and more rooms to explore in the meantime, until victory can be attained by attrition. Mixing genres can be fatal, but Super Metroid’s quiet marriage of action to adventure knows its place and trusts that bond to stand on its own without needing to mess with the NES formula.
Perhaps it is that last fact, that Super Metroid expanded upon the Metroid idea only laterally, with more enemies, more weapons, and larger maps, that makes Metroid worth remembering. Super Metroid is without a doubt a better game, but its innovations were primarily seven years old at the time. There is a second lesson here, then, about innovation versus renovation. The best games are rarely new concepts. More often, they are simply good concepts expanded but trimmed, experiences distilled to their basic theses and far removed from the conflicting nonsense that is all too tempting to leave in.
Next time, Metroid: Zero Mission illustrates just how that conflicting nonsense can ruin the simplest of tasks: remaking an aged classic in the tropes of its perfected prodigy.
This essay first appeared on Game Snobs.