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Analysis of Super Metroid's intro


RoboGuy9000

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I'm an inspiring game designer and artist, I have so many great ideas for games that I'd really like to see happen, but like Extra Credits said it's not all about concepts, it's also providing ideas on how to make it work as a game, what emotion I plan to evoke and how to do it effectively. How to make the game's design work with the mechanics, (example: Superman 64's linear point A to B design did not work with the open flying mechanic. So they made the rings so the player would have a linear path to follow.).

 

So after watching the video Extra Credits made on playing like a designer I thought I'd apply what I read and heard to Super Metroid's intro, it was all I could do at the time and I plan on doing more.

I posted my observations here.

http://robo-guy9000.tumblr.com/post/29491855130/a-design-analysis-of-super-metroids-opening

I'd greatly appreciate critique and methods on how to improve my observations.

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I don't know anything about designing games, but your analysis seemed very accurate. Super Metroid is one of my favorite games, and you pointed out a few things I never really realized before. Good job :)

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At first I thought this was going to be something about speculation of the plot and storyline, which is soemthing I'm very interested in, but luckily, I'm into game design in general too, so that's good enough for me~

 

Anyways, I think you've made a very good and thorough speculation of the in-depth opening cinematic of Super Metroid, one of the best Nintendo games of all time. It was 1994, and cinematics and cutscenes were both very limited features in video games at the time, yet, Nintendo being Nintendo, they were able to pull through and squeeze out everything they could to make it a memorable game.

 

And nice paying attention to the smallest details, especially the mention of the Nintendo logo and it's somewhat ominous presence and appearance. I hope to see more out of your take on this.

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My journey in the fandom started on April 5, 2012. I joined here on April 24, 2012. Where that journey is headed now, who knows...

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