Golem:
registered on 2009-11-17 07:56:39 pm.
Gender: male
Location: Marylandio
This assumes no sequence breaking simply because I don't have any grasp on that yet. If you think it's relevant, please bring it up.
My main problem here is that I don't think bosses in Super Metroid offer any sense of cohesion; they seem randomly designed. (Why is Kraid designed the way he is? Is there any reason, or is it just random--did the designers just think it would be fun?) If you can refute that, please do so. I'm looking to make some sense out of Super Metroid.
I think bosses are a good way to think of the structure of Super Metroid. There's two bosses per area, more or less, though this requires thinking of the Wrecked Ship as part of Crateria and dismissing the Golden Torizo. If you think about it, bosses track your presence in a given area. You mostly spend the beginning of the game in Brinstar, and you fight both Spore Spawn and Kraid near the beginning; you really only hit Maridia near the end of the game, and you face Botwoon and Draygon close together. You explore Crateria near the beginning and the middle of the game, and this is reflected in the Torizo and Phantoon. You explore Norfair in the middle and near the end of the game, which is reflected in Crocomire and Ridley. In short, the sequence of bosses reflects the sequence of exploration.
And this makes sense, right? You have to explore to find a boss. You wouldn't fight a boss in an area without having done any exploration in that area, nor without going on to explore that area further. What's important, though, is that you never explore an area without facing a boss. You may nab the high jump boots before you face Kraid, but you're really only in Norfair two seconds when you pick up those boots. Also, you go right into Norfair right after Kraid, where you face Crocomire... so the structure and sequence still hold.
Put another way: if you move into a new area, you're bound to face a boss before you move into another new area. You don't leave Crateria until you face the Torizo, and you don't leave Brinstar until you face Spore Spawn (and, I would argue, Kraid). This isn't to say you leave Crateria immediately following the Torizo fight, but it certainly happens at some point before you leave Crateria.
Okay, fine, bosses are a good way of monitoring sequence. What can we learn about the sequence from these bosses?
My first thought was that we could look at boss defenses.
(You can tell how much progress I've made on the boss issue; this is the only thought I've had on the matter so far. I need a new way to look at bosses, and I'm hoping youse guys can offer some advice.)
Defense seems crucial to Metroid bosses. Mother Brain is within a glass case that's easily shattered. Why even have the glass case if it's just going to break apart in two seconds? To showcase Samus' power; Mother Brain's defenses cannot stand up to the power that Samus wields. After all, Metroid games are about--at least in part--a gradual accumulation of power. When Samus gets the Long Beam, she sort of stands a bit of a chance. (If you'll forgive a Metroid reference--I don't know what equivalent powerup you might find in Super Metroid. You might best relate it to the missiles.) When Samus gets the Screw Attack, she can truly kick ass. And there's lots of shades between; the missiles offer her greater firepower than any beam (except plasma? I'm not sure), and super missiles offer her something very potent: more powerful than the missiles, not as awesome as the Screw Attack. (Though Super Missiles do more damage to bosses than anything else in the game, while the Screw Attack won't do anything to bosses. Hm.)
So, it figures that, as Samus grows more powerful, bosses defenses would become weaker and weaker. Immediately, this works pretty well.
Spore Spawn - you can't get through its tough shell.
Kraid - you have to trick him into opening his mouth; otherwise he's invincible.
(The difference here is that Spore Spawn opens of its own will, while Samus is able to control when Kraid reveals his weak spot.)
Mother Brain - a joke of a boss fight, pretty much a cinema sequence. Samus rips up Mother Brain.
Ridley - while Ridley can do tons of damage to Samus, he also has no defense. He'll never deflect a shot or missile.
This soon falls apart, though. Phantoon goes back to Spore Spawn's level of defense; you have no control over when you can hit its weak spot. What, then, is it doing after Kraid in the boss sequence? The Torizo on Crateria has no defense, either. Why is it so early in the boss sequence, then?
So. Where I'm stuck right now is trying to get past this idea of boss defense. At the moment, it looks like it very much doesn't work.
Do you think it's possible to make sense of the boss sequence in Super Metroid? Do you think it's possible to explain why Draygon comes after Botwoon but before Ridley?
EDIT: Wait, you do head into Brinstar before facing the Torizo. Yeah, this isn't a very rock-solid reading of Super Metroid.
My main problem here is that I don't think bosses in Super Metroid offer any sense of cohesion; they seem randomly designed. (Why is Kraid designed the way he is? Is there any reason, or is it just random--did the designers just think it would be fun?) If you can refute that, please do so. I'm looking to make some sense out of Super Metroid.
I think bosses are a good way to think of the structure of Super Metroid. There's two bosses per area, more or less, though this requires thinking of the Wrecked Ship as part of Crateria and dismissing the Golden Torizo. If you think about it, bosses track your presence in a given area. You mostly spend the beginning of the game in Brinstar, and you fight both Spore Spawn and Kraid near the beginning; you really only hit Maridia near the end of the game, and you face Botwoon and Draygon close together. You explore Crateria near the beginning and the middle of the game, and this is reflected in the Torizo and Phantoon. You explore Norfair in the middle and near the end of the game, which is reflected in Crocomire and Ridley. In short, the sequence of bosses reflects the sequence of exploration.
And this makes sense, right? You have to explore to find a boss. You wouldn't fight a boss in an area without having done any exploration in that area, nor without going on to explore that area further. What's important, though, is that you never explore an area without facing a boss. You may nab the high jump boots before you face Kraid, but you're really only in Norfair two seconds when you pick up those boots. Also, you go right into Norfair right after Kraid, where you face Crocomire... so the structure and sequence still hold.
Put another way: if you move into a new area, you're bound to face a boss before you move into another new area. You don't leave Crateria until you face the Torizo, and you don't leave Brinstar until you face Spore Spawn (and, I would argue, Kraid). This isn't to say you leave Crateria immediately following the Torizo fight, but it certainly happens at some point before you leave Crateria.
Okay, fine, bosses are a good way of monitoring sequence. What can we learn about the sequence from these bosses?
My first thought was that we could look at boss defenses.
(You can tell how much progress I've made on the boss issue; this is the only thought I've had on the matter so far. I need a new way to look at bosses, and I'm hoping youse guys can offer some advice.)
Defense seems crucial to Metroid bosses. Mother Brain is within a glass case that's easily shattered. Why even have the glass case if it's just going to break apart in two seconds? To showcase Samus' power; Mother Brain's defenses cannot stand up to the power that Samus wields. After all, Metroid games are about--at least in part--a gradual accumulation of power. When Samus gets the Long Beam, she sort of stands a bit of a chance. (If you'll forgive a Metroid reference--I don't know what equivalent powerup you might find in Super Metroid. You might best relate it to the missiles.) When Samus gets the Screw Attack, she can truly kick ass. And there's lots of shades between; the missiles offer her greater firepower than any beam (except plasma? I'm not sure), and super missiles offer her something very potent: more powerful than the missiles, not as awesome as the Screw Attack. (Though Super Missiles do more damage to bosses than anything else in the game, while the Screw Attack won't do anything to bosses. Hm.)
So, it figures that, as Samus grows more powerful, bosses defenses would become weaker and weaker. Immediately, this works pretty well.
Spore Spawn - you can't get through its tough shell.
Kraid - you have to trick him into opening his mouth; otherwise he's invincible.
(The difference here is that Spore Spawn opens of its own will, while Samus is able to control when Kraid reveals his weak spot.)
Mother Brain - a joke of a boss fight, pretty much a cinema sequence. Samus rips up Mother Brain.
Ridley - while Ridley can do tons of damage to Samus, he also has no defense. He'll never deflect a shot or missile.
This soon falls apart, though. Phantoon goes back to Spore Spawn's level of defense; you have no control over when you can hit its weak spot. What, then, is it doing after Kraid in the boss sequence? The Torizo on Crateria has no defense, either. Why is it so early in the boss sequence, then?
So. Where I'm stuck right now is trying to get past this idea of boss defense. At the moment, it looks like it very much doesn't work.
Do you think it's possible to make sense of the boss sequence in Super Metroid? Do you think it's possible to explain why Draygon comes after Botwoon but before Ridley?
EDIT: Wait, you do head into Brinstar before facing the Torizo. Yeah, this isn't a very rock-solid reading of Super Metroid.
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