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    ss3teddy's GameLog for Super Metroid (SNES)

    Friday 25 January, 2008

    Gameplay:
    After more time playing Super Metroid, making it through Miridia, not much has changed. The game is still exploration focused, with little to no plot involved. The errie tone of the game is maintained at all times through the lack of character and social interaction. Still Samus travels throughout Zebes with no direction whatsoever. Just aimless wandering.

    The gameplay aspect of the game continues to be very fun, with missle or bomb expansions in nearly any room that requires work to get to, whether it be dodging spikes, fighting off hordes of enemies, or taking on an overpowered boss in order to reach that final room. The aimless wandering, ironically, continues to be one of the most fun aspects of the game.

    Design:
    The level design of the game is excellent. Platforms are constructed in such a way that the player thinks that Samus can explore anywhere, but actually, there is really only one or two paths that lead to progression of the game. Most other times, the player will usually ed up at a wall that is too high to jump over or a door that requires a certain weapon to open. The game gives the player a space that is seemingly open, but is actually more linear than it first appears. There are, however, little sub-paths throughout areas that lead to some type of useful (though not necessary) upgrade.

    If one likes rewards, this game is one of the greatest out there. This game is constantly rewarding the player for exploration. Missle, SuperMissle, and Power-Bomb expansions can be found at the end of every path. This gives Samus the preparation needed to take on bosses with relative ease, as well as keeps the player interested in collecting everything there is to find. The enemies, once killed, also give the player any health and weapon restoration items needed to keep Samus at maximum health and firepower. The enemies also respawn upon leaving and re-entering the area, letting the gathering of ammo and life continue until the player is ready to proceed. Even defeated bosses accommodate Samus with enough compensation to make it to the next save station. Everywhere the player goes, rewards await.

    Super Metroid is a great game for the SNES, and is arguably still one of the best 2-D platformers even today. It combines a constant reward system with amazing level design to keep the player coming back for more.

    Comments
    1

    Definitely an entry worth reading. Good job on the analysis of the gameplay. But perhaps giving your second "gameplay" insight a bit more thought, would have doen the job. Overall, good job!

    -Theodore R. (Grader)

    Sunday 27 January, 2008 by DragoTJ
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