529: Episode 529 Preview: Super Metroid and the Metroidvania
Retronauts
Retronauts
4.5 • 2.3K Ratings
🗓️ 15 August 2023
⏱️ 8 minutes
🧾️ Download transcript
Summary
Jeremy Parish, Diamond Feit, and Stuart Gipp add Nadia Oxford to their arsenal and, now fully powered-up, backtrack to the topic of Super Metroid and its influence on the metroidvania genre (and game design in general).
Transcript
Click on a timestamp to play from that location
| 0:00.0 | Hey everybody, what you're about to hear is a free preview of a podcast on our $5 exclusive episodes |
| 0:06.1 | here at patreon.com slash RetroNots. And if you want to hear the whole thing, please go to patreon.com slash |
| 0:12.8 | RetroNots and sign up at the $5 exclusive episodes here. Once you do that, you'll get access to all of |
| 0:18.0 | our previous exclusive episodes and our future ones as well as long as you remain a patron and our |
| 0:22.9 | exclusive episodes will launch every other Friday. Again, that is the RetroNots Patreon at patreon.com |
| 0:29.9 | slash RetroNots. And I'll let you get to this free preview of one of our exclusive episodes. |
| 0:51.7 | Why don't we talk about some of our retro ideas? So we talked about a lot of stuff. We were kind of |
| 0:55.7 | all over the place in the previous episode. But in terms of the notes that I laid out, which are |
| 1:00.2 | 14 pages long, we only got to page what three. My god, gracious. So with this episode, we're going to |
| 1:07.7 | assuming we have actually talked about super retro, I take a more granular approach and more structured |
| 1:13.0 | approach and talk about specific game components. And one, how they work or don't work in some cases, |
| 1:20.5 | maybe. I don't know. And also just how those ideas have gone on to affect and influence other games |
| 1:29.6 | in subsequent years. How does that sound? It sounds great, right? Absolutely. That sounds absolutely |
| 1:36.2 | fantastic. You say it sounds cracking. Yeah, it sounds like a wizard thing to do. |
| 1:47.6 | Sweet. Okay, phenomenal. This is like super Metroid was designed by the British. |
| 1:52.6 | All right. So we're going to begin with backtracking. That is that is a thing you do in super Metroid. |
| 2:00.4 | And we talked about this a little bit in the previous episode or maybe a lot about how basically |
| 2:07.2 | the game requires you to do a certain amount of backtracking. But it's not just like setting |
| 2:12.3 | you loose to explore a vast map that you've already covered in search of one or two little tiny |
| 2:18.8 | objects. It's very good about one about kind of limiting the amount of backtracking you can do |
| 2:24.3 | until it's ready to take off the training wheels in very subtle ways. And two, it's really good |
| 2:30.4 | about kind of giving you little hints of things that might intrigue you and make you say, |
... |
Please login to see the full transcript.
Disclaimer: The podcast and artwork embedded on this page are from Retronauts, and are the property of its owner and not affiliated with or endorsed by Tapesearch.
Generated transcripts are the property of Retronauts and are distributed freely under the Fair Use doctrine. Transcripts generated by Tapesearch are not guaranteed to be accurate.
Copyright © Tapesearch 2026.

