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Game Makers Toolkit | The World Design of Super Metroid | Boss Keys @GMTK | Uploaded September 2018 | Updated October 2024, 6 days ago.
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Making a Metroidvania is an enormous design challenge. How do you let a player loose in an interconnected world, without them becoming lost or frustrated?

In this series, I'll be looking at key Metroid titles, and games inspired by the franchise, to see how this type of world is structured. In this episode, I'm looking at the SNES all-time classic, Super Metroid.

=== Chapters ===

00:00 - Intro
02:07 - Crateria
04:09 - Upper Brinstar
08:06 - Lower Brinstar
10:47 - Return to Crateria
13:52 - Norfair
14:34 - Wrecked Ship and Maridia
16:10 - Ridley's Lair
17:06 - Tourian
17:34 - Super Metroid Critique
19:49 - Sequence Breaking
20:56 - Conclusion
22:14 - Patreon Credits

=== Subtitles ===

Contribute translated subtitles - amara.org/v/C3BE7
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The World Design of Super Metroid | Boss Keys @GMTK

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