Metroid 1-3

Metroid (or Metroid: Zero Mission)
Original Time Lapses: 0-1, 1-3, 3-5, 5-10, 10+
Remake Time Lapses:
Easy Mode, More than 4 hours, Without 100% items (Relaxed) ending
Normal or Hard, More or Less 2 Hours, With or Without 100% items varying endings
Normal or Hard with 15% less items (Bare Essentials) with alternate endings
Played Time: 3 Hours 30 Minutes Recorded, 6 Hours Total, 75% Items
Review:
I spent about 15 minutes playing the original before I grew very tired and very confused. I got lost without a map and any clear distinction between the areas. Honestly, I'm surprised I lasted that long. The game is very reminiscent of old NES games like Kid Icarus or Legends of Zelda. Even drawing out my own map on a notepad didn't seem to help me find where to go next. The game (I found from other sources) also forces you to lay down your weapon and switch to the new one each time. This makes you decide which weapon you want to use until you want to reclaim your old weapon. This would be an easy decision if not each weapon was considered unique and required in certain sections of the game. The final area demands the attention of a weapon that freezes enemies.

I'm very happy they decided to remake the original into Metroid: Zero Mission. It still hold true to the original map layout with the added bonus of an actual physical map you can see, similar to Super Metroid's design. They tacked on mini-bosses and another area, the Space Pirate Mothership, that requires stealth and tact to make it through alive. The game was rather straight-forward. A lot of areas are filled with long-winded hallways and obvious items requiring a little bit of puzzle-solving. I don't think I ever needed a guide.

Metroid II: Return of Samus (or Another Metroid 2 Remake "AM2R")
Original Time Lapses: 0-3, 3-5, 5+
Remake Time Lapses: 0-2, 2-4, 4+
Played Time: 6 Hours 30 Minutes Recorded, 10 Hours Total, 80% Items
Review:
The original game was released on the Game Boy. Unlike Metroid: Zero Mission on the Game Boy Advance, this game didn't have much going for it. It had a tiny screen, still no map, and poor sound system. I didn't even attempt to try and play the original.

Instead I played AM2R. The screen is much larger than that of Super Metroid, a logbook is added for detailed analysis of zones and enemies, and a remastered soundtrack. Weapons stack on top of each other and a couple of new mini-bosses and areas were added in. Although the majority of items are hidden, many could be easily found by the markings on the map. Very few required a second visit to the same zone. A couple of minor gripes: some of the bosses were extra tricky to figure out the proper technique in defeating them and the conjoined bubbles gave me some pause before realizing I could freeze them. Otherwise, it was awesome!

Super Metroid
Time Lapses: 0-3, 3-5, 5+
Played Time: 6 Hours 15 Minutes Recorded, 10 Hours Total, 70% Items
Review:
Super Metroid is the game everyone remembers. It was the first Metroid game to include a map and an elaborate tunnel system filled with hidden chambers upon secret passageways. It gets abundantly clear early on that many of the main channels and required upgrades are shrouded within the walls. Various clues to these areas can be found by obtaining a (partial) map layout upgrades, identifying breaking patterns in the features of the wall, following the route enemies take, and using the X-Ray Scope. Many of the areas are also locked off until the appropriate item is obtained. There are also a large sum of shortcuts that could be used upon discovery. One large shortcut I discovered in a walkthrough was using a bomb to break open the glass to the water region. The bosses gave me more than my fair share of problems. Nothing I couldn't handle after learning their attack patterns and weaknesses. Most of the time I found shooting missiles wildly helped in the long run. I did get stuck near the end exiting Ridley's lair. I recall a certain wall staying solid even while using the X-Ray Scope.

Super Metroid is in a tough spot to review. It is the third Metroid game released and arguably better than the first two with the introduction of a map Yet, it hurts drastically when compared to the modern takes of the first two with the gloomy soundtrack and constant running back-and-forth between the same rooms. One neat addition is the use of friendlies. Etecoons demonstrate how to perform the difficult Wall Jump technique with considerable ease. Dachora demonstrates the Shinespark (speed booster activation) technique. Tatori simply helps you reach an Energy Tank. One secret I did not know is that you are given the choice to release you friends from a locked room once escaping the planet.