Analysis of information sources in references of the Wikipedia article "Super Metroid" in English language version.
Mustard: Super Metroid, to me, is the pinnacle of 2D game design, and there's no reason we shouldn't be pushing that pinnacle forward and see what else we can do with it.
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: CS1 maint: numeric names: authors list (link)Super Metroid incorporates 24 megabits of memory – a Super NES record – to create six very large worlds.
[Koji Igarashi's] work inspired an entire genre that's partially named in honor of his work — the "Metroidvania", which is a reference to the sprawling, contiguous design sensibilities that define Symphony of the Night and Nintendo's Super Metroid.
"Super Metroid influenced the overall map structure," Happ says.
First off, [Yoshio] Sakamoto is behind the main series, taking care of all of that, the timeline. I'm in charge of the Prime series. I had the conversation with him to decide where exactly would be a good spot for me to stick the Prime universe into that whole timeline and the best place would be between Metroid II and Super Metroid. As you know, there are multiple titles in the Metroid Prime series, but everything takes place in that very specific point. Metroid Series go down the line, but with the Prime Universe, we have to stretch sideways to expand it as much as we can in that specific spot.
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: CS1 maint: numeric names: authors list (link)Super Metroid incorporates 24 megabits of memory – a Super NES record – to create six very large worlds.
[Koji Igarashi's] work inspired an entire genre that's partially named in honor of his work — the "Metroidvania", which is a reference to the sprawling, contiguous design sensibilities that define Symphony of the Night and Nintendo's Super Metroid.
Mustard: Super Metroid, to me, is the pinnacle of 2D game design, and there's no reason we shouldn't be pushing that pinnacle forward and see what else we can do with it.
"Super Metroid influenced the overall map structure," Happ says.