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As a counterpoint to this, I like this essay: A Maze of Murderscapes: Metroid II (http://forums.selectbutton.net/viewtopic.php?p=1384825#13848...). Regarding the level design of Super Metroid vs. other Metroid games, the author writes:

> Return of Samus is the only 2D Metroid with buildings the player can walk on and enter. Every door in Metroid II is located in abandoned buildings, and behind every door is an item that’s been sealed away like a time capsule. Each door is a barrier that is hopelessly locked, necessitating that you blast through it with missiles.

> Compare this to Super Metroid, where the continuity of the map is constantly sabotaged by the ridiculous bottlenecking of doors meant to transition into the next room. These doors are, of course, the perfect size for Samus to pass through and only her arsenal can open them. Some doors are located in outside areas where the sky is visible, making the game world feel like a box with holes poked in the sides of it. This problem endlessly reveals the artificiality of areas intended to seem organic and makes the game designers’ guiding hands hamfistedly obvious.

> The Space Pirates—somehow an entire species—mill around inside rooms between these doors as if they’re doomed to wait forever. Space Pirates don’t have missiles or Power Bombs, so how would they be inside places where these weapons are needed to ingress? It doesn’t feel like aliens on Zebes built those damn mazes or that they’re natural formations; it feels like sleep-deprived game developers built them

And as far as essays about level design go, this one about the level design in Super Mario Bros. is one of my favorite: http://auntiepixelante.com/?p=465.



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