User:Kejardon

Let's see... what do I have to do with Metroid...

I first played the original Metroid. I don't remember when, it was a long time ago. I had fairly mixed feelings about the game - I thought it had a lot of potential, but it was too difficult for me at the time. I got Metroid II next. At the time, I thought of it as more or less the same as the original Metroid, since I couldn't really do much in Metroid I. Eventually, I got Super Metroid.. around 7 years ago. Needless to say, my skills have changed a lot since I first played Super Metroid. Honestly, I can't remember much from the first few times I played the game, but I saw it as everything that Metroid was - upgraded to Super Nintendo. Of course, Super Metroid's much easier so I took to that first.

Over time my skills improved somewhat, and I could finally beat Metroid comfortably. I lost Metroid II at some point, I don't remember when, but honestly, I didn't much care. I had beaten it several times, and I just didn't see much point in replaying it again. Although, this was before I had ever heard of the start-select glitch, so I never really got a chance to play with that. :/ Anyways, I got better at the games, and soon realized that the rules for what you're supposed to do in Metroid and Super Metroid are not very well enforced. That's when I started sequence breaking in the games, and really enjoying them, particularly Super Metroid. Since then, I've become well-known for my accomplishments in Super Metroid.

Prime and Fusion came out. After getting both fashionably late, I was impressed with Prime and disappointed with Fusion. I've never been much of a fan of first-person games though, so while Prime is a great Metroid game in my eyes, I still prefer Super Metroid personally. Zero Mission and Prime II came afterwords, and this time I enjoyed ZM and was disappointed with Prime II. As many people noted, Zero Mission's sequence breaking felt rather forced. The programmers gave us built-in sequence breaks, but that means people are just discovering what's there. What people want is to find new paths for themselves, that were not planned to exist. Zero Mission's sequence breaking ends with the programmer's imagination. That pulls it down a good number of notches, but it is still a well-made Metroid game. Prime II was just Prime... with a few changes here and there, a bunch of bug fixes, and more limitations. It's the kind of thing I would expect from a good fan-made game (although the fan game would have far more bugs), but coming from Nintendo it seems pretty... cheap. I have yet to play Hunters or Pinball... I don't even own a DS. So I can't really comment on those.

That pretty well summarizes my thoughts from playing the games. I still play Super Metroid regularly and have started to hack it over the last few years. I keep a ton of information about the game, and am considered the best sequence breaker/glitch hunter for Super Metroid. Not much to really add to that. Best time: 0:46, I think the percent was in the high 30's. This is probably about 3 years old. I don't know if I can still run through the game this fast though, some of my skills have gotten pretty rusty. Best 100% time: 1:26. I can improve on this vastly, this is around 5 or 6 years old, but I'm just not really interested in speed running.

Other Metroids: I don't play them enough to have any interesting times in them.