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The World Design of Super Metroid | Boss Keys

🕑 Added 2018-09-03 14:58:23 +0000 UTC

Comments

Matthew Wilmsmeyer

Also, I am EXTREMELY hyped for Symphony of the Night's episode. Great work! :D

Matthew Wilmsmeyer

Excellent episode, Mark! Hearing the way you've analyzed it, it actually seems really similar to Patrick Holleman (Reverse Design)'s analysis of Chrono Trigger ( <a href="http://thegamedesignforum.com/features/reverse_design_CT_1.html" rel="nofollow noopener" target="_blank">http://thegamedesignforum.com/features/reverse_design_CT_1.html</a> ) - that is, a fairly straightforward, linear, and hand-holding arc (locking doors behind the player, for instance), followed by a break-out point and opening up of the game to allow a myriad of choices, including many that the player was introduced to (but couldn't follow up on) during the first Act.

I think you meant “Old Tourian” instead of “Old Brinstar”.


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