PLATFORM ADVENTURE
Super Metroid (SNES, 1994)
Subgenre: Metroid-like
Movement Mechanics: Wall jumping, Shinesparking (a long horizontal or vertical dash that lets you go through certain walls - requires charging up by running w/ the speed booster item equipped), Semi-flight via the Space Jump ability (Metroid II)
Other: Two escape sequences, Separate intro area
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Save feature and evenly placed save points (there are also ammo refill stations)
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Great map system (auto-mapper, mini-map, optional map terminals which reveal a sub area, item locations are hinted at but not shown exactly (shows a dot on the same room tile), some hidden areas not shown?)
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Several opportunities for sequence breaking
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Can toggle most gear upgrades on and off (inventory screen)
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Environmental storytelling (space lab, beginning, baby metroid, creatures that act like they live in the place instead of simply being enemies of Samus including some friendly ones that help her progress)
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​"God form" attained near the end
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Multiple endings (albeit with minor differences) depending on completion rate and time taken
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Enemy drop magnet via the charge beam
Playthrough - Video Review - Mini-Review
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Influenced by: Probably Zelda: A Link to the Past (map system, inventory), possibly Sonic the Hedgehog (speed booster, Super form), Batman (NES) or Rastan (SMS)(wall jump)
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Inluenced: Shadow Complex, Cave Story, Axiom Verge, Phantom 2040, Vigilance on Talos V, The Divide, Hollow Knight, Xeodrifter, A Robot Named Fight!, Gato Roboto, Portal 2 (intro), probably Symphony of the Night (map system at least), Aquaria, Ori and the Blind Forest, possibly Ecco the Dolphin