Super Metroid - dperry analysis

Written: December 2, 2025 at 12:28 AM
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INTRO

  • What impressed you?
    • 0:21: "I freaking love this game so this is just going to be 3 hours of of some tremendous super metroid action" (0:29)
    • 1:52: "this is mostly a direct followup to the first game so it can't be overstated how important the graphical Fidelity leap is between the first game and this one first game feels quite um young immature not as not as mature for sure compared to this one" (2:36)
    • 3:24: "ah oh no s station was under attack all right let's go save Sarah Sarah station space Colony" (3:31)
    • 3:47: "that's a cool effect the uh the gradient it's like foggy and hazy and blown out um towards the bottom of the screen" (3:54)
    • 4:11: "now the game feel compared to the first game is tremendous" (4:18)
    • 4:18: "environmental storytelling I would also say" (4:23)
  • What would you change?
    • (missing information here)
  • How could it be better?
    • (missing information here)

GETTING GOING

  • What impressed you?
    • 5:23: "timers from a game design perspective [Music] are 100% there to induce urgency or anxiety depending on how uh how you feel about those timers" (5:44)
    • 7:08: "they did this in the original Metroid as well but same design principle is uh if you play Mario or pretty much any other platformer game you start you run to the right and then this doesn't let you do that so it's letting you know very very very very quickly that this is not a forward progression run to the right platformer you need to go to the left" (7:46)
    • 8:09: "I find it interesting that this game has uh has a very simplified control scheme so you can jump you can shoot and those are the two ways that you interact with the world everything else is really uh some some level of adaptation of that so run jump shoot" (8:36)
    • 8:44: "I love that they have simplified that you even open doors by shooting this is a uh a Trope that was established in the um in the first game that they're carrying over here it's it's iconically Metroid to shoot the doors open" (8:57)
    • 9:10: "they're also giving me all of these things to need to remember to come back to like already they've just basically said like this is a slow game you're going to come back over and over and over and coming back and by coming back um you're going to finally explore everything but they this this early they're just straight funneling me" (9:35)
    • 10:50: "very Nintendo a very Nintendo tutorial section here is I got that morph Ball but I'm stuck here and rather than giving you a tool tip that says here's how you use it they just make you figure it out which is part and parcel of how Metroid games work which is just fantastic" (11:10)
    • 27:31: "Nintendo sticking to this method as solidly as they do that they teach you without explicitly telling you is one of my things that favorite things that Nintendo does" (27:45)
    • 28:21: "there's something so genuine about needing to struggle just a little bit but they guide you through it so well the learning process" (28:32)
  • What would you change?
    • (missing information here)
  • How could it be better?
    • (missing information here)

FUN

  • What impressed you?
    • 0:21: "I freaking love this game" (0:29)
    • 17:39: "Super Metroid let's go that's how I feel about it too I'm excited about today I'm going to be playing for about 3 hours total" (17:50)
    • 18:02: "think about the uh the level structure I think that's one of the coolest things about this game is the progression the the Invisible Hand That guides you through the game and keeps you from feeling lost even though it's quite a quite a big world to explore" (18:16)
    • 24:46: "the thing that I like about Metroid Venia games as a genre is that some while while there is combat in them um and it pays to be like good the combat it's not the focus it's not the primary focus the primary focus is this exploration" (25:21)
    • 26:32: "they're like by the way just telling you how how this game is not combat focused and they threw me into a mini boss like eat eat your words pretty great" (26:38)
    • 2:18:47: "Super Metroid is extremely good um it's very polished" (2:19:03)
  • What would you change?
    • 47:50: "I feel like the combat is is all pretty or the the boss combat is all pretty clunky um and I'm not sure whether or not that was done on purpose or it's just a a consequence" (48:13)
    • 48:39: "big boss combat and methodical gam play don't seem to go together tremendously well" (48:47)
  • How could it be better?
    • 2:20:45: "somewhere in the middle would be fantastic" (2:20:51) (referring to controls pace between floaty and snappy)

VISUALS

  • What impressed you?
    • 3:47: "that's a cool effect the uh the gradient it's like foggy and hazy and blown out um towards the bottom of the screen" (3:54)
    • 5:44: "look at that gradient on the bottom of the screen again it's it's the same effect but now it's red instead of blue and the environment is also not blue it's all saturated in different colored" (5:59)
    • 16:45: "suddenly there were space pirates there's a lot of uh pallet swaps I realized that before playing it previously" (16:50)
    • 18:16: "it's also one of the most atmospheric games" (18:34)
    • 18:34: "I don't know who the composer is for these games [Music] but it's just the right amount of musical while still also not" (18:56)
    • 50:49: "there's so much so many animation frames for this game it's just so good" (50:59)
    • 51:05: "something in the design that's interesting to me is when you get lower floors it gets more cursed and the tunnels gets more small you know I never noticed that but I'm definitely going to notice it now it's really cool more claustrophobic" (51:22)
    • 2:18:52: "if you look Samus is sitting there breathing just so much so much detail put into animations especially compared to the almost dopi in comparison Metroid 1 uh Graphics the soundtrack is incredible" (2:19:10)
  • What would you change?
    • 32:11: "the significance of this has was lost on me until I actually read an article that talks about what it is um not the most obvious" (32:26)
  • How could it be better?
    • (missing information here)

INTELLIGENCE

  • What impressed you?
    • (missing information here)
  • What would you change?
    • 47:50: "the combat is is all pretty or the the boss combat is all pretty clunky" (48:05)
    • 48:39: "big boss combat and methodical gam play don't seem to go together tremendously well or something maybe I mean it's not like bayetta or something where the whole point is just really great feeling combat" (49:07)
  • How could it be better?
    • (missing information here)

IMMERSION

  • What impressed you?
    • 1:06:13: "while this game is really exploratory and it's uh it's got these floaty controls it also kind of makes it feel like you're inside of samus's suit just kind of clunky I think it's a really interesting uh interesting design choice" (1:06:31)
    • 18:16: "one of the most atmospheric games" (18:24)
    • 2:20:02: "everything is about the Ambiance and the characters and the world and you feel lonely in it the music the sound effects I'll help with that" (2:20:17)
    • 2:19:18: "the first two hours of this game are nearly perfect um that they lead you through all the way down and around through norfair and things get super intense you get really low all the way down and then you come back up and then you're right where you started again" (2:19:37)
  • What would you change?
    • 1:06:25: "sometimes it just feels like a slog to get through" (1:06:31)
    • 1:51:07: "there's something simultaneously frustrating and compelling about just slogging from one side of the map to the next backtracking depending on the game and the the culture of the game I feel like backtracking can really suck but in the context of Super Metroid it feels like that's what you should be doing" (1:51:21)
  • How could it be better?
    • (missing information here)

CAMERAS

  • What impressed you?
    • 6:07: "this is interesting do I jump straight up um no I think I think that I jump the direction of the camera so that's cool" (6:13)
  • What would you change?
    • (missing information here)
  • How could it be better?
    • (missing information here)

CONTROLS

  • What impressed you?
    • 4:23: "this game feels very floaty in comparison to later iterations of Metroid um for example I'm currently stepping through um oh through Metroid dread and those controls are super super tight" (4:36) (noting floaty as feel, but tight in later)
    • 8:17: "very simplified control scheme so you can jump you can shoot" (8:25)
    • 35:43: "one thing that's nice about these soft controls is that you can do these tiny little jumps and then you just kind of like sink down" (35:57)
    • 36:11: "mostly like going but kind of you're floating down feels very space blish kind of like a Halo jump or something" (36:19)
    • 2:06:37: "I feel like I'm significantly better at controlling this game than when I first started two hours ago" (2:06:50)
  • What would you change?
    • 4:23: "this game feels very floaty" (4:30)
    • 12:45: "floaty soft controls" (12:51)
    • 5:03: "as usual starting a new game getting used to the controls again" (5:15)
    • 2:20:25: "I don't love I don't love the floatiness of the controls a ton" (2:20:38)
    • 2:21:04: "the bosses do feel clunky to fight when um because the combat itself is slow and methodical" (2:21:11)
  • How could it be better?
    • 2:20:38: "the extreme other side is like Metroid dread and I think that this game wouldn't do well with as Snappy and fast controls as Metroid dread has so somewhere in the middle would be fantastic" (2:20:58)

IDEAS

  • What impressed you?
    • 8:44: "you even open doors by shooting this is a uh a Trope that was established in the um in the first game that they're carrying over here it's it's iconically Metroid to shoot the doors open" (8:57)
    • 18:02: "the level structure I think that's one of the coolest things about this game is the progression the the Invisible Hand That guides you through the game" (18:16)
    • 27:31: "locking you in a room to teach you a new thing" (27:40)
    • 29:39: "valve has has said multiple times that they've learned that they're they they're basically trying to be the the Nintendo of PC game companies" (29:53)
    • 30:04: "trust the player to figure it out and and like play tested a bunch make sure that it's polished and it's the right amount of difficulty you want it to just just be struggling enough but not be so obtuse that you never figure it out" (30:16)
    • 38:43: "Super Metroid has the most secret rooms heck yeah it does" (38:50)
    • 59:37: "I just love the number of secret rooms in this game just feel like you could just keep finding stuff just keep finding" (59:44)
    • 1:55:51: "this kind of game is the game that I really enjoy the most it's uh very mechanically based there's not a lot of expose in it Exposition in it you pick up all the stuff while you're going like it's so easy to return to it" (1:56:30)
    • 2:19:49: "lots of really good Nintendo tricks of locking you in a room to teach you a new thing" (2:20:02)
  • What would you change?
    • 1:41:10: "this game does feel pretty darn arbitrary just like a really cool puzzle to untangle" (1:41:16)
  • How could it be better?
    • (missing information here)

MEMORY

  • What impressed you?
    • 2:18:34: "Super Metroid is extremely good um it's very polished the atmosphere in this 16bit era genre is great... the first two hours of this game are nearly perfect um that they lead you through all the way down and around through norfair and things get super intense you get really low all the way down and then you come back up and then you're right where you started again um it's a really good uh lead you through the world you feel like you're exploring but then um you've been guided pretty much perfectly throughout the the entire thing through all of the locked doors and stuff that seems like a very complex chart to keep track of um to to make sure that all those locks are only opened where you're supposed to um lots of really good Nintendo tricks... there's a very obvious reason why this game is on the list" (2:21:16)
  • What would you change?
    • 2:20:25: "the few criticisms I have are not even huge criticisms they're just kind of game flavor but I don't love I don't love the floatiness of the controls a ton... huge set pieces great bosses though the bosses do feel clunky to fight" (2:21:11)
  • How could it be better?
    • (missing information here)
  • (Additional from guidelines): "After turning the game off, how are you left feeling? Do you want to play more? If you only had 50 words to tell someone the high-point of the game what is it?"
    • 2:12:06: "I have basically gathered all the information I need for the Dave Perry Challenge... but I want to see what it's like and there's just so many upgrades too it's crazy cool game" (2:13:00) (implying wants to play more, but stops for challenge)
    • 2:12:37: "this game's long so I want to see what it's like" (2:12:43)