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I was thinking about this while commiting more intellectual theft, and I believe there are three reasons why the game seems and is short.  The first two are obvious but the third wasn't, to me.

1.  You've seen it all before.  Not just the items and the gameplay and the monsters, but even the majority of the level layout.  This game is largely NOT faithful to the original, either in difficulty, open-endedness, gameplay, graphic design, or level design, and thus it's impossible to see it as anything but a new game.  As a new game, it doesn't have enough new content.

2.  There is simply less real estate.  There are drastically fewer passages than Super Metroid and others.  Prime at least tries to get more life out of each individual room-as it should.  No FPS since Doom (especially console FPS which don't even employ a mouse-bleh) has truly had an atmosphere of speed, and thus they have to milk interaction and content out of each stepping stone.  You can debate that if you like, I doubt I'll change my mind.

3.  Here's the important one.  There's less pathing crossovers.  Think about Super Metroid.  Two entrances into Maridia.  Many ways to move around within Norfair.  Multiple routes out of Brinstar.  Crateria behaving as an always accessible hub rather than a distant passageway to Tourian or Chozodia.  There are a couple of vertical passages within Norfair that I considered to be errors in the game's design the first few times I played, because there was just no reason to use them.

And what were the boring parts of SM?  Lower Norfair, Kraid's area, the ice beam area-those places where there is one way in, and one way out.  (normally)

ZM has a few of these pathing crossovers, (not sequence breaks since they are INTENDED) the vertical drop to Ridley, the way past the green door in Ridley, the entrance to Tourian from the climbing chamber, but all of these are hidden well from the casual player.  Unless I am aggressively seeking tricks, there's only one way to proceed, and that ends up being boring.

The most shocking stupidity of all is that the normal straightforward route to finishing the game, in spite of the hand holding statues and complete lack of obvious pathing crossovers, is often some obscure or weird thing, like the tiny passage at the bottom of the power grip pit, or the tiny passage under the high jump boots.  The way to actually finish the game normally should at least be something you can clearly see and walk straight to, with no confusion or scrutinizing.

How can they bring the Metroid series back up to the level of Super Metroid?

1.  A straightforward way to proceed, even if it's not to the next objective.  No game suffered more brutally from this than Fusion.  (Only one area is accessible, but I have to just randomnly bomb everything to find a way forward-yuck.)

2.  More content.  Not every room has to have multiple puzzles or tricks or items.  Obviously every room has to have a purpose or the game is garbage, but having details that don't serve a purpose still serve the role of atmosphere, content, something you have to think about, examine, shoot at, jump towards, and so forth.  Just being a hub to other areas is a purpose.  (Many rooms in ZM have 3 or 4 purposes, prove me wrong)  I remember thinking most of Maridia was pretty boring when I played SM, but that dross often serves to make the interesting areas even more appealing.  Maridia wasn't linear, it simply suffered from not enough pathing crossovers, see #4.

3.  Ways to get somewhere other than the obvious next objective by doing something SIMPLE.  Ie, jumping.  Shooting.  Rolling into a ball.

4.  More pathing crossovers.  Returning to exactly the same areas from a different direction and with a different ability.  A room doesn't even need a purpose the first time if it's purpose becomes available later.  Partial access to areas that can't be completely explored with the items you currently possess.

Think if Maridia had had access to Lower Norfair, but you couldn't proceed in LN without space booster and/or plasma beam?  That might not alter speed runs or change the overall design of the game, but it would have been -cool to feel like you have some freedom in movement.

(This is the whole reason why the exploding glass tube has now been celebrated in 4 metroid games.  Is the tube cool?  No, pathing crossovers are cool.  And the tube wasn't used for that purpose in later games.)
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Ready and willing.
You know, the thing is, I'm getting really pissed at the frequency thatt everyone throws "THIS GAME IS T00 5H0RT nD 0T 34SY!!1111" at new Nintendo games these days... it's getting freakin ridiculous. Games today seem shorter and easier because we're all getting better at games. This game is a bit on the short size, true, but I don't see how they could have made it longer without A) Messing with the actual map sturcture (as in the little boxes) radically (rather than little cubbyholes), which it seems they didn't want to do because then the game would be TOO far removed from it's source materail, or B) adding ANOTHER large area to the end of the game like they did.
Good points, actually... The crossing paths thing is something I really miss from the first and third games in the series. I missed it in Prime, I missed it in Zero Mission, and... I won't even get started on Fusion.

I want LOTS of freedom, and LOTS of big rooms that LOOK like they hide something, but I just can't figure out what! The new Metroid games seem to have little of that... It's also funny how, despite having two new areas and 1000% more items, Zero Mission still takes about half the time for me to complete compared to the game it was based on.

Damnit... all this analyzing makes me wanna hop into the development map for my game and redesign the whole thing...
Most of the people I know that are complaining think that every game has to be a 97 hour RPG and that the only thing you're allowed to watch is anime.  Doesn't surprise me at all.
I('d) like to watch (some MP3 runs)
And what were the boring parts of SM? Lower Norfair

*buzz* wrong
:P
Quote from Red Scarlet Bulleta:
And what were the boring parts of SM? Lower Norfair

*buzz* wrong
:P


Indeed.  Lower Norfair is one of the most awesomely envisioned gaming levels ever created.  It's like trodding around in a transition zone between Earth and Hell (not that I'd know personally).  Atmosphere more than makes up for any lack in design.

i.e. Don't diss Lower Norfair or you die.
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Ready and willing.
Especially when you can't find the way back because it's a fake wall that looks real even to the X-Ray, so you rush on back through the acid-filled room.  Laughing

It wasn't even that hard. I screwed up serveral times and had a tank to spare.

BTW, I must say that ZM's Space Jump is the first Space Jump that's actually responsive. Even Fusion's Space Jump would zonk out every once in a while.
I have a feeling that when I play Zero Mission, It will be short but very good.

For all the people saying that this isnt a very good game because it is too short, listen to this. A GAME IS ALMOST NEVER DETERMINED BY THE LENGTH!!! IF YOU CANT TAKE PLAYING A GAME LIKE THIS, THEN YOU CAN WASTE AWAY SITTING ON YOUR COUCH WAITING FOR THE RELEASE OF MP2!!! IM SURE THAT GAME WILL BE NICE AND LONG!!!

Sorry if I got carried away, but I seem to lose control when someone determines how baqd a game is because it is too short.
Not impossible
just highly unlikely
I agree with that. Two of the best games of last year (Viewtiful Joe and Prince of Persia) were VERY short, but still undeniably awesome. I can play a good short game over and over again, but a bad long game I'll never touch again.
This game ended too quick, but I liked it. I've beat it two times, three times going. Oh well, they all can't be really long can they?
I tend to enjoy the shorter games more anyway.  Games like Zero Mission and others such as Contra:  Shattered Soldier, though short, stay fresh for me because they're a quick kick in the pants and you're done for a while.  And they're easy to pick back up again and get into when you want. 

If I play a really long game such as an RPG, I have to keep at it until it's beaten, because if I stop, I lose all momentum and probably won't play it for a very long time, and then I'll have to start over because I forgot where I was at. 

Zero Mission's length didn't really bother me.  When it ended, it felt like that's where it should have.  I was only afraid of it ending after I beat Mother Brain the first time (I'd avoided reading anything about the game until I'd finished it myself).
I love Super. It's a fantastic game, definately my favourite Metroid game. But I've played Zero Mission a heck of a lot more than I've played Super. Why? Because its shorter. In my experience, a short game is far easier to go back to an play again than a longer game, even if the longer game is a better game. I know Zero Mission is a game I can go back to and finish again within a day, whereas Super can take me up to a week to finish again. I don't want to play a game unless I can get at least a little time every couple of days to play it. Ok, a day or two missed won't hurt, but what if I can't get to the game again for a week? I'll have partly forgotten where I was, or what I was doing, so I'll want to start again. If I start again, then there was no point in playing the first bit in the first place, so I don't want to do that. The shorter a game is, the more likely it is I can find enough free time to guarantee that won't happen, so the more likely it is that I'll play it again.
It's almost like a weakness in the genome that people perceive "this is what I think..." as:  "you and your thoughts are inferior because..."  It seems that gentle compassion is more important to people than any degree of reasoning or opinions.

Of course, if that's the way the ball bounces, I'll dive in that direction.  I'm no fatalist-pragmatism is bloody but effective.

The question then becomes:  if humility/patience/love and the accompanying intentions take precedence over personal sentiment in our own minds, (which is as close to truth as we can get, especially given that all of what we call real is a perception) then the old concept of creating reality with words takes on a new meaning.  (God and creation etc.)

If we think of speaking as creating reality, (and I assure you it is-nothing as flattering and mollifying hearing your own words in someone else's mouth months or years later) then any time we state an opinion, we are in fact staging a direct attack, a kind of declaration of war against someone else's mental creations, and resultant comfort.

Another confirmation for the Socratic method, the peaceful method of waging war.
Quote from Yoshi348:
BTW, I must say that ZM's Space Jump is the first Space Jump that's actually responsive. Even Fusion's Space Jump would zonk out every once in a while.


ZM's Space Jump is the best Space Jump ever.  The reason it's good is because you can recover from any type of fall.  If you straighten out of a Space Jump in any game but ZM, you can't return to Space Jump in mid-air. Also, in ZM, you can fall as far as you want and recover whereas in Fusion, as an example, if you fall a certain distance during a Space Jump, you're going to just keep falling.

I really hate how if you press up on the control pad you come out of a Space Jump.  I don't think that was in the emulated version of ZM.  Also, I don't think the space pirates' shots knocked you out of a Space Jump.  Regardless of its shortcomings, ZM Space Jump is a joy to behold.
直死の魔眼使い
Quote from Faust:
I really hate how if you press up on the control pad you come out of a Space Jump.  I don't think that was in the emulated version of ZM.  Also, I don't think the space pirates' shots knocked you out of a Space Jump.  Regardless of its shortcomings, ZM Space Jump is a joy to behold.

Both things did indeed happen in the emulated version of ZM.
I mainly agree with the realestate issue, zero mission just seemed very very compact to me, i don't think that every room needs a purpose as you said, thats why i feel that super metroid feels so big in comparison to zero mission, while they both have about the same amount of space on the map... the only area in zero mission that actuallly feels huge is chozodia, and thats because its TOO big, but it served its purpose well.

zero mission was just lacking the atmosphere of super metroid, the music wasn't nearly as atmospheric... it was a little too upbeat, even though i absolutely love 95% of it.  (the chozodia theme after getting full suit, damn that shit gets annoying, it got annoying in metroid fusion as well) but it did kinda detrat from the atmosphere... at least ridleys area didn't use the same theme as lower norfair/magmoor again..

zero mission definately controls better than every single metroid out there yet, this is a huge plus for it... the way you move, shoot, jump, walljump*, bombjump* spacejump, aim at different things, ledge hanging, it was all nearly perfect
however, because of how compact the game is, it doesn't seem as though you ever really need to use spacejump except for chozodia, which sucks.. this has something to do with the linearity of it.  there are some nice puzzle rooms in this game that require mad use of shinespark and other twitch-puzzle skills to get through, (though nowhere near the amount in fusion) and i think those are a very welcome addition to the series, and quite enjoyable.  though the ones in this game didn't get anywhere near as bad as a few of the ones in fusion did, at least in fusion they made you use all of your abilities quite a bit more.
*they were made TOO easy for my tastes, i could never IBJ before without trouble, or same-wall walljump in super without trouble (actually, i can barely walljump in super at all still) and in this game they were both done with amazing ease.. im not sure if this is a good thing or a bad thing.

Zero Mission (and fusion)however, is lacking some certain abilities that super metroid had in spades, if just for the cool factor.
Super Metroids beam combo's haven't been in any 2d metroid since, though rarely used, they were just cool for being there.  actually, the abiliity to remove any of your equipment has ONLY been in super metroid, which is a shame, because its a very cool ability and i think it wouldn't be difficult to implement, but they might just be too lazy to make the sprites for different beams without all the upgrades >_>.
the crystal flash.. though i don't think ive ever used it in a real-game situation, i konw i would have in hard mode in zero mission, i dont even know why the hell its in super, but damn is it bad-ass.
supers samus sprite is stil the best looking of all samus sprites, i prefered her "larger than 2 blocks high" sprite in super, which i know is the reason they cut it out of zero mission fusion so that shes leaning gorward, which just doesn't look nearly as good....im kinda depressed the final suit in zero mission wasn't using the super sprite, it looked quite a bit like it from the front, but its smaller and still retains the hunched-over look from the side.

anyway, zero mission is still a damn good game, and i'll probably end up playing through it far too much, just like fusion.. because of the portable aspect.  considering how greatly improved this game is over fusion, R&D1 have started mastering what it takes to be an awesome metroid game, and though zero mission isn't anywhere near as good as super yet, im sure theyre next 2d metroid game will be bordering on super metroid quality, as they seem to take peoples opinions into the games.
likewise, the people want another super metroid, something that is actually getting slightly stale at the moment, zero mission was the reply to that while still trying to be different enough.. but it ended up not being on nearly as grand a scale as super... (its just not big enough) im really hoping they revisit metroid 2 first, as that game needs a MAJOR remake, and i don't care if they scrap 90% of the original map, i just want to see some better versions of omega/zeta metroids that aren't crappy like how it was in fusion.