Tag Archives: Super Metroid

#GameStruck4 – The Four Games That Define Me

I’m a sucker for memes, especially videogame ones, but alas, this #GameStruck4 one seems to be mega popular only on Twitter, a platform I’m not really active on anymore. So I’m doing it here instead and using it as an excuse to write about four very important games in my upbringing. As if I haven’t already touched upon these masterpieces in the past. Oh, and these are all from my SNES and PlayStation 1 days, which is really where gaming got its hooks into me–sorry, GameBoy–and I’m sure I could come up with four for every console generation I’ve gotten to experience up to this very day and date, but these are the ones that certainly shaped me early on.

Suikoden II

Ah, my sweet, sweet Suikoden II. You were everything I liked about the first Suikoden and then some, showing me that characters, that tiny bits of sprites and colors and text boxes, were just as believable and real and full of feelings as 3D polygonal dudes and dudettes. And Suikoden II has so many great characters. Here, let me name a few: Jowy, Nanami, Viktor, Flik, Bolgan, Luc, Clive, Luca Blight, and so on.

I replayed the game back in 2014 and wrote a bunch of thoughts along the way, many that I don’t need to rehash here. It’s a game that continues to live on inside me, and I often find myself comparing a lot of things to it. Or comparing it to everything. Either take works. Like, if a game lets you recruit party members, that’s cool and all, but six pales in comparison to 108 Stars of Destiny. No cooking minigame will ever beat Suikoden II‘s cooking minigame, and watching your castle grow and expand as your army increases makes going out and finding these new recruits worth it.

The Legend of Zelda: A Link to the Past

The Legend of Zelda: A Link to the Past is probably the first game to ever make me cry. Not out of joy or love or the beauty of its colorful pixels, but frustration. I was young and struggled to beat a boss, and it affected me greatly. I remember physically tossing my SNES controller, something I’ve never done again. I’ve since grown from this time and now have backpacks full of patience, but this game, if anything, taught me to take things slow, to examine and prepare, to live in these environments and not rush to the next screen just for some shiny object or plot point. There’s a good number of secrets to discover in The Legend of Zelda: A Link to the Past, and playing around with teleporting between the Light World and Dark World is one of my favorite time-killers, especially if it resulted in an extra Heart Piece or path to a new area.

Super Metroid

Super Metroid oozes atmosphere without saying a whole lot directly. You really have to pay attention to the environment to rise above it and defeat all the Space Pirate bosses. The two most long-lasting memories for me for Super Metroid, a game I’ve most definitely replayed a bunch and claim (back in 2011) has the most epic scene ever, are when you first get to the powerless and ghost-infested Wrecked Ship on Zebes and learning how to wall-jump from the blue, monkey-like Etecoons.

For the former, the eerie stillness of the area is immediately unnerving, and your constants, such as upgrading the map and restoring health and missiles via the respective stations, no longer work until you switch the power back on. There’s a ton of implied storytelling here, like piecing together that the ghosts are actually the deceased crew. For the latter, you need to watch the critters work their magic leaping wall to wall and then replicate it; otherwise, you aren’t going anywhere. It’s not easy, but when you successfully climb that tall column and hit the top, getting higher than the Etecoons, it feels beyond amazing. It’s also neat to know that you can do this move at any point in the game, from the very start. You just don’t know about it until until you run into them later.

Metal Gear Solid

I’m bummed to no longer have a physical copy of this game unlike the three listed above, especially when you consider how essential the retail box is to a specific part in the story. Still, when I bought the Metal Gear Solid: The Legacy Collection 1987 – 2012 for the PlayStation 3, it came with digital download codes for Metal Gear Solid and Metal Gear Sold: VR Missions. Both of which I played through relatively recently when I was on a sojourn to see this series through from start to finish; my progress came to a complete and grinding halt during Metal Gear Solid: Peace Walker, which I did not find all that interesting or captivating, and I should probably just skip it entirely and move on to Metal Gear Solid V: Ground Zeroes.

Anyways, Metal Gear Solid taught me that games can be larger than life, that they can take their time telling whatever story they want, no matter how inane or far-fetched or action-cool it was. That your surroundings and actions matter, that you can go about a mission in multiple ways, whether it be by sneaking past unaware soldiers, sniping them from far back, or a mixture of both plans. It was certainly the first stealth game I ever played, which planted a pacifism seed in me that, to this day, no matter the game, has me always trying to accomplish tasks nonviolently, with as few casualties as possible.

What are the four games that define you? Tell me about ’em below in the comments or link to your very own hot take on the #GameStruck4 meme.

It’s the end of SR388, and Samus Aran blew it

Two things happened last night, and both were pretty spectacular: first, Tara and I finally began watching Downton Abbey, and second, I completed Metroid Fusion. Now while I’m sure you’re all dying to know a latecomer’s thoughts on the first episode of season one (awesome!) and who my favorite character is so far (Lame Bates!), I’ll save that topic for another time, perhaps another place. After all, this is Grinding Down, a gamer’s guide to nothing, and so we should talk about the final bosses in a videogame more than the bosses in a fancy, named estate at the risk of being lost.

After the credits for Metroid Fusion rolled and my breathing returned to a normal, healthy pace, some stats were presented. My logged time said just under five hours total, and I collected 45% of available items. I know for a fact most of the missed items were energy tanks, which probably could’ve made life in outer space a wee bit easier given just how much damage Samus takes from a single hit. Oh well. The Internet says that you can beat the game with 1% items found, but I dunno about that. I guess all you need is missiles in the end. But that recorded time of 4 hours and 55 minutes is not an accurate telling of just how much I played this game. Since time played is lost after you died, there’s no true way to know, but I’d wager it took me more around eight or nine hours to get through. Most of the bosses towards the endgame required multiple–and I do mean multiple–attempts just to learn their pattens and an attack plan.

So, let me be frank: I did not enjoy this game. It is extremely difficult and eventually became, in my eyes, masochistic. I was not reminded of my sweet, savory time with Super Metroid. Somehow, I kept coming back to despite the beatings it would deliver to my hands and eyes. On the surface, it didn’t appear any more difficult than Super Metroid was, but Metroid Fusion is more like the original game than anything else, with health quickly deteriorating and not as much chances to refill it as on other adventures. It’s extremely linear, so there was no fear of getting lost, with a non-playable cybernetic entity dishing out objectives one after the other. That part was weird, but fine, as it kept Samus (me, really) on a path. Unfortunately, that path is littered with boss fights that empty your heath extremely fast and require really quick response time, a thing not entirely possible on a Nintendo 3DS. I think a GameBoy Advance might’ve been easier for the controls, as the shoulder buttons on the 3DS eventually cause pain if you hold them down too long, and for launching missiles, you have to hold them down. So there was that.

I’ve kind of already forgotten what the story was. I mean, yeah, there’s this planet SR388, and on it, Samus discovers a parasitic organism called X that is wreaking havoc. Large portions of Samus’ suit were removed, and so she must recover them and investigate what the X is up to. Eventually you learn that the X has created a clone of Samus called SA-X, and it is hunting her. After a while, deception and betrayal happen, and there’s some reflecting on a man named Adam who appears in another Metroid game I’ve not yet played, weakening its impact immensely. And then the final level has you running against the clock to escape the planet before it explodes, just like in Super Metroid. Just like in Aliens.

And that’s where I was roadblocked the most: the very end. You have four boss fights in a row, with no opportunity to save once. It is pure evil. Designers, don’t do this. First, you fight the SA-X, which goes through three forms, the first of which is so fast and deadly that you could be without any health for the final two forms, making them even harder. The second form is easy to defeat thanks to a glitch I discovered; if you hop up to the top left platform, charge your beam, and shoot downwards, it’ll hit the SA-X, and the beast can’t reach you. After that fight, you start the 3:00 minute countdown and have to make your way back to your spaceship. Naturally, when you get there, the ship is gone, replaced by another boss fight. It swipes at you and a mini-scene involving the SA-X plays out–all while the countdown keeps going. By the time you get control back you have just over a minute or so to defeat it, and it’s not a quick kill. In fact, one attempt saw me kill the final boss with 8 seconds to go, only to realize in horror that the ship took somewhere around 10 to 12 seconds to pop back up and save Samus. That game over screen nearly broke me.

With Metroid Fusion now defeated and done, I feel better about moving on to some of the other 3DS Ambassador titles I got for free for being an early overpriced Nintendo handheld supporter. Like Yoshi’s Island or Fire Emblem. Not both simultaneously, mind you. I’m trying to complete one at a time, otherwise all that happens is I play a little here, a little there, and drop both of in the Abandoned Bin and forget about them for way too long. We’ll see where I go from here; I mean, it can only be up.

Find your way in Fez, go right here and do this in Metroid Fusion

Currently, I’m playing two videogames that are the polar opposites of one another: Fez and Metroid Fusion. Well, there are some ways they are similar. Both are platformers, asking the player to navigate rooms and levels, either by traversing left or right or up and down or via secret paths. Both feature relatively retro graphic styles that are pleasing to the eyes. Both have lackluster jumping, with Gomez feeling very floaty and Samus being too finicky. But that’s kind of it.

Otherwise, one game demands you put in the time and cranial crunching to figure out where to go next and what to do, and the other…well, there’s a computer program that marks your next destination and objective extremely clearly on your mini-map. One requires you to take notes, the other does it for you. One has electrified water, one has water levels you can raise and lower with a turn-switch. If you didn’t know which one is which, Fez is the open field of daisies and Metroid Fusion is the gust of wind pushing you down the path to the market.

I find both styles of gameplay pleasing and frustrating. Various reasons exist, of course. For Metroid Fusion, which I’ve been playing in small bits in bed before the Sandman takes me away, it’s been real nice to have a clear goal, a place to go to, a boss to kill, and a save room right after it. That’s not to say that, across the grand scheme of the Metroid franchise, it’s not disappointing to see such heavy hand-holding, especially when Super Metroid kept its distance from beginning to end, allowing the player to live and learn via trial and error. In Fusion, specially named Navigation Rooms fill out your entire map, whereas you once had to do that on your own. But it’s fine for now. The A.I. commander nicknamed “Adam”  tells me what my next objective is, and if I somehow forget, I just click the objective button on the map and get refreshed. It’s linear and predictable, but the game was originally made for the GBA, which means it was designed to be played portably, and in that it is extremely successful.

In Fez, I wander. I wander, and I wonder. I spend a lot of time looking at walls, spinning rooms, jumping and spinning rooms to little effect. There is little instruction doled out, and even your floaty companion is little help, as it is just as cryptic as the alien-esque hieroglyphics. You see things that may or may not be important, and you move on, promising to return when you have further knowledge. At one point, I came to the conclusion that I needed to take notes, and these scribbles did little to explain the way of Fez‘s world, but it felt important, felt necessary. At certain places, such as the bell or the clock, my note-taking just felt stupid and pointless and that I would never understand what was probably right in front of my face.

I started writing this blog post on Wednesday and then managed to “beat” Fez last night. I found the “kill screen” by using 25 cubes and 7 anti-cubes (as well as a handful of treasure maps, one unused key, and one single artifact). I have some thoughts on all that, but I think I’ll save it for a separate post. Guess that’s another difference between it and Metroid Fusion; the latter isn’t special enough to warrant further thinking.

Samus as she’s always been in Metroid II: Return of Samus

I made decent attempts at the original Metroid, both back when it was out on the NES via a neighbor’s system and many moons later with it in my pocket on the Nintendo 3DS. I absolutely love and continue to play Super Metroid to this day. I even had a GameBoy for a good chunk of my childhood–and yet, I missed out on Metroid II: Return of Samus. I blame Mario, naturally, and…um, more Mario.

As evidence proves true here, I’ve had $6.22 sitting pretty in my 3DS for some time now. Nothing has been released on the eShop lately that’s looked even remotely enticing. Okay, okay. Freaky Forms: Your Creations, Alive!–despite its zany title–seems like a good time. I had way too much fun making silly and weak creatures in Spore Creatures. So, maybe one day. But not today, or tomorrow, or the day after that because I’ve already spent my eShop money. Yup, that’s right. I did some pre-Black Friday shopping and bought Metroid II: Return of Samus on Thanksgiving evening, after a busy day of family, talking, not talking, and too much foodstuffs. It was a nice little distraction-limned treat for myself, and I crawled into bed, turned the heated blanket on, and began hunting Metroids.

See, in Metroid II: Return of Samus, you’re tasked with taking out Metroids. Thirty-nine of them, in fact, which is a weird number, but whatever. Maybe forty would’ve tipped the scales or something. This has to do with the fact that Samus previously prevented the Space Pirates from using the Metroid race for their own evil purposes in the original Metroid. Now, to stop another attempt by the Space Pirates, Samus has been sent to the Metroid’s home planet of SR388 to eviscerate every last Metroid she finds. That ought to do it, right?

So far, I’ve taken down two Metroids. Pew, pew, blam. The game plays just like Metroid and Super Metroid except it’s a lot less open and more linear, with very little back-tracking. Sometimes that’s okay. Still, there’s no map, and taking damage from even the minor enemies can be devastating. One nice addition that definitely inspired the save+health-restoring stations in Super Metroid are the inclusion of save spots and energy/missile-recharging balls, as well as the ability to create restore points via the 3DS. And speaking of balls, I was pleasantly surprised to find Samus able to roll into a ball at the start of the game; the new spider-ball ability takes a bit to get used to though. My suggestion for those stuck: try everything until it clicks. Y’know, like I did.

Other oddness includes Samus being huge on the screen, a severe lack of background detail, and less than stellar music. That said, it’s more side-scrolling Metroid-blasting action, and that’s really all I need. With the ability to save frequently and recharge health much easier, I suspect I’ll finish Metroid II: Return of Samus far sooner than ever completing the original Metroid. Watch out, you thirty-seven Metroids left! I’M COMING FOR YOU.

30 Days of Gaming, #27 – Most epic scene ever

Hey, remember this meme? Me too. Actually, I did forget about it for a bit, seeing as the last update to it was way back in early August 2011. My bad. I can’t wait to count up how long it’s taken me to blog about 30 days’ worth of topics. Probably in the triple digits by now. Grinding Down has truly earned its namesake. To be honest, these last few topics are a bit of a struggle, all of them seemingly heavy-hitters in terms of constant forum topics and debates. Hopefully I can do them justice, but truthfully–I’m a little worried about my choices.

This is Super Metroid‘s second time appearing in the 30 Days of Gaming meme. The first was for the topic of “a game I’ve played more than five times,” which you can read about by clicking this clickity part.

To start, the last Metroid is in captivity, the galaxy is at peace. Until it’s not. Super Metroid begins by tilting this utopian idea on its side, with the Metroid larvae Samus brought to the Ceres Space Colony for researching being stolen by her nemesis Ridley. As she hurries back, she finds all the scientists dead. And she’ll be soon too if she doesn’t escape before the planet explodes. Narrowly missing the chance to become space particles, Samus then tracks Ridley to the planet Zebes. Ridley is the second-to-last boss, and despite his involvement in this whole mess, he’s not the show-stealer. No, not by a mile. Leave that honor to Mother Brain.

Good job, bounty hunter. You’ve made it to Tourian. This is Mother Brain’s base of operations, and it’s been relocated and rebuilt. Tread carefully. As you make your way closer to the end, you’ll pass former victims of the life-sucking Metroids; they crumble and turn to dust as Samus hurries past, a haunting image. But that’s only the beginning. You find Mother Brain, all encased and hooked up to too many tubes, just like in Metroid, and you blow her to bits, watching with glee as the machinery around her explodes and drops her to the floor, defeated, nothing more than a brain without a body. And then she gets up.

Clearly, it makes no sense how a pinkish lump of brainstuffs is able to grow out an entire dinosaur-like body like that, but it took me by surprise the first time nonetheless. I remember my own brain squirming in my skull, trying to find its own “grow a T-Rex body” switch and make sure it was set to OFF. Frightened, you launch every single rocket and super missile you have in your arsenal, relentless in your attack. And Samus is putting up quite a fight, dodging mouth-fire and bombs–but then Mother Brain hits her with an eye beam of stunning. Down she goes, forced to endure Mother Brain’s attacks as her health depletes block by block. It’s frustrating and heartbreaking to witness. Just before the end, when all seems hopeless and the final attack is being charged up, a Metroid swoops in to save Samus, sucking the life from Mother Brain. The Metroid then transfers her energy and powers to Samus, sacrificing herself in the cause. The remainder of the battle is a snap thanks to a kickass supercharged beam shot, and Mother Brain’s brain is disintegrating before you know it. No time to celebrate though; you have three minutes exactly to escape the planet before all is blown to bits.

What I love about this scene is how unexpected–and unpredicted–the Metroid’s saving swoop-in is. There’s no pausing, no jarring cutscene, no weird sounds like you’d get on a PlayStation when a FMV was readying to load; it’s all one fluid moment, filled with fluid movement, and the scene is nearly impossible to not watch. I remember thinking my controller was broken when I couldn’t get Samus to move after Mother Brain’s stun beam, and that sadness quickly turned to elation when I saw who had Samus’ back. One can only assume that this was the Metroid she had originally brought to the Ceres Space Colony.

This scene still resonates with me today, some fifteen-plus years later. That’s epic enough for me.

Samus Aran against the nefarious Space Pirates is no stroll through Zebeth

Yesterday, a day earlier than originally touted to be available, the 10 NES games from the 3DS Ambassador Program were ready for downloading. Let’s name ’em all: Wrecking Crew, NES Open Tournament Golf, Yoshi, Metroid, Zelda II: The Adventure of Link, Super Mario Bros., Donkey Kong Jr., Balloon Fight, Ice Climber, and The Legend of Zelda. Whew. That’s a lot of titles, and  several of them are straight up ancient and esteemed relics of the past. However, getting them onto one’s 3DS was a tricky, convoluted process.

I was excited to give each of them a try, especially since–and this is where I lose all street cred as any kind of gaming fanatic–I’ve never played the original Metroid or The Legend of Zelda (1 and 2). I know. That’s like…crazy talk, right? I also don’t drink milk; deal with it. Well, that’s just how life went; I was never into emulating games on my computer throughout college and post-college, and since I missed setting sail on the NES boat from actually back in the day, that was it. Strangely, I did devour the later installments of these games on the SNES, and consider them to be absolute favorites. Fast-forward many, many years, and here I am, stretched out on a guest room bed, face merely inches from the screen, playing these games for the very first time on a shiny, battery-drained 3DS.

To start, Metroid is freaking hard. You elevator down onto Zebeth (later installments change this to Zebes) with a meager 30 health and can quickly lose all of that if you don’t proceed carefully. There’s also no solid save system, just a wonky password thing that I’m too lazy to try. So, you grab the morph ball immediately to your left–also known as maru mari–and move ahead in baby steps. I managed to get my health up to about 70 before getting stuck near those tubes that release an endless swarm of flying enemies; coupled with the fact that Samus can’t shoot in a downwards direction and that her shots actually can only go so far…well, she didn’t last long. Had to restart from the beginning. I think I was relying too much on my Super Metroid skills here, not grasping that both games play very differently.

Quick deaths and total restarts. This is a reoccurring theme with these freebie NES games. They are tough cookies. Except NES Open Tournament Golf, which is more terrible than tough. I got a 9 on the very first hole, and that’s not cool. I know how to golf. I got a birdie and two pars this summer in real life golf, swinging a real club and hitting a real ball. I should be even stronger in the pixelated version. But yeah…

I’m definitely going to give Metroid another fair go, and might have to actually rely on this password-saving feature once I get deep enough. Imagine getting all the way to Tourian and dying and having to begin all over again? ::shudders:: Oh, and the music is still amazingly powerful, wriggling its way into my very soul. Love, love, love it.

30 Days of Gaming, #13 – A game you’ve played more than five times

This is kind of a weirdly phrased topic. I mean, it seems like it wants to ask about a game you’ve beaten more than five times because honestly, I’m pretty sure I’ve played every videogame ever more than five times–as have you–save for Epic Mickey (cue sound effect). If that’s the case, I had a number of choices for today’s 30 Days of Gaming meme topic, most of them coming from the great house of the Super Nintendo Entertainment System: The Legend of Zelda: A Link to the Past, Super Mario World, Donkey Kong Country, and Suikoden to name a few.

However, I’m going with Super Metroid, a game I can’t pinpoint on the number of times I’ve completed, but it’s one that I return to consistently every few years and love revisiting. I’m so proud to still have this cartridge in my SNES collection; thank the stars above and below that I didn’t trade it in with all those other games I now regret living without.

Super Metroid thrives on exploration and discovery; without it, Samus would just be some ho-hum bounty hunter that hopped up and down platforms, shot enemies to pieces, and took down crazily unique bosses. Those aspects of Super Metroid are great and certainly nothing to sneeze at, but its everything else around them, the unknown padding if you will, that makes this truly a game worth coming back to again and again. It’s landing on Zebes in the rain and heading to the right to discover that, no, really, you need to be heading to the left. It’s making your way through Crateria, which, as a young boy, I always misread as Cafeteria, and getting chills from the dreary, silent mood thickening in the air above. It’s getting even more freaked out when Samus first arrives at the Wrecked Ship to drips and statue-still enemies. It’s that final boss fight, and the frantic rush thereafter; it’s going back to where it all started.

Every time I play through Super Metroid, I discover something new. Last time, it was reaching new areas with the Shinespark technique that I had previously thought were unreachable. Another time it was sinking through some quicksand to…not die, but end up in a hidden room. Long before that it was learning all the secret, chargeable special attacks. I can’t even imagine what other hidden goodies remain for my next romp through, but I’ll be sure to x-ray scan every wall possible and bomb whatever gets in the way.

Truth be told, I’d love a new version to pop up on the Nintendo 3DS, and considering there’s a 3D upgrade to a title like Excitebike…well, my dream isn’t too far-fetched. Until then, I’m just gonna roll up into a ball and wait.

Chomping and wall-jumping my way to fun in Monster Tale

My current stats for Monster Tale say that I’ve now played the game for three hours and five minutes, clearing 28.4% of everything. I think this is an excellent stopping point to hand out some free impressions about Ellie’s journey into the unknown. To start—it’s super fun. The story is light and bouncy, and kind of reminds me of a Saturday morning cartoon plotline: a bunch of kids leave home to become rulers of a foreign realm where they also enslave monsters to do their evil work. Enter Ellie, a young, spritely girl who stumbles upon a magical band (the thing you wear on your arm, not the thing you pay too much to see perform badly live) and an egg which hatches into a powerful monster. Jealous of her connection to Chomp, these unmanaged kids seek to steal back what they believe is rightfully theirs.

Much like how Shadow Complex was done in honor of Super Metroid, Monster Tale feels to be honoring the same game, as well as the Castlevania titles for the Nintendo DS. The overall aesthetic is friendly, with bright colors and cuddly enemy lifeforms, and I simply love that the save rooms are in libraries, and that to save you press up on the D-pad. It feels so good to save. Ellie can use either a melee attack or shoot balls of energy from her band; I’ve found that melee is most often the way to go, and the better your combo for killing, the greater your monetary reward is. Or sometimes you’ll get a slice of cold pizza. Win-win, really.

The platforming…it’s solid, but a little slow to start with. Thank goodness for the wall-jump ability, which makes backtracking and traveling in general smoother. You travel left and right, up and down, and there’s definitely obvious sections that will be accessed later after you’ve acquired the right ability. The usual platforming pitfalls prevail, too, with ledges that vanish upon touch, ones that bounce her high into the air, and others that move back and forth.

Chomp’s a nice addition to the party. He mostly attacks enemies on the top DS screen, and regains health on the bottom one, as well as devours food, kicks soccer balls, and learns new skills. The eating animations for him are made of pure smiles. So far, he’s learned several forms to evolve into, and the one I’m currently upgrading is called Wrecker, which means he enjoys exploding, meat, and exercise. That might sound silly until I tell you that his previous form loved ice cream. And here’s where it gets really RPG-like; each Chomp form levels up on its own, gaining stats from whatever you have him eat or how he attacks enemies; players can switch between forms on the fly, too, without the fear of losing all that hard-earned experience.

My only irks so far is that, on occasion, Ellie will roll forward when I actually want her to jump down to the ledge below. Also, the noise that plays when text scrolls along—does that have a name?—is annoying and not needed. Remember, silence is golden.

Boss battles are good, but I’m worried they are all gonna be too much alike, wherein Ellie fights one of the kids and a monster they control. Doesn’t take long to learn the patterns, and the toughest parts is just keeping Ellie’s health up as there’s no way to replenish it during a battle sequence. Regardless, I’m looking forward to giving Priscilla a smackdown. She reminds me of Darla Dimple from that 1997 classic Cats Don’t Dance.

But yeah, almost one-third of my way through Monster Tale and loving it immensely. It’s definitely proof that this pre-3DS system still has a lot to say. Stay tuned for more coverage.

Five Games I’m Very Thankful For

This week in the United States, it’s all about turkey, parades, football, and family fun. Better known as the holiday Thanksgiving, but I’d much prefer it dubbed Givingthanks, as that’s the point of it, a point which, seemingly, is undermined time and time again thanks to things like tryptophan and Black Friday shopping sprees. We’re supposed to be thankful—for family, friends, love, health, security, and, of course, videogames. Some might even consider them family and friends.

And so, in no particular order, here’s five games I’m eager to give thanks to for a whole bunch of different reasons…

Suikoden

Suikoden was the start of everything for me in terms of roleplaying games. I had sadly—and stupidly—missed the plethora of strong RPGs on the SNES and only dipped my toes into the genre once I got to the PlayStation. Think I tried out Beyond the Beyond and maybe something else before pre-ordering Final Fantasy VII and waiting patiently for it to hit its release date. To help ease the pain of waiting, I ended up picking up this anime-looking RPG called Suikoden for no clear reason I can recall. It just looked…interesting. And boy was it! Here’s what I ate up: a plot brimming with war and family politics and unforeseen death, as well as magic, an awesome castle that grew as your army grew, and a unique—at least to me—fighting system that encouraged combo attacks with like-minded allies. This game was pretty much the opposite of the eagerly awaited Final Fantasy VII; it sported sprites for graphics, focused on collecting 108 characters, and was smaller in scope, and yet I’m more thankful for its existence than that Square blockbuster. In fact, I’ve gone back and replayed Suikoden numerous times while Final Fantasy VII was last touched when I beat it back in late 1997.

New Super Mario Bros.

This one sits extremely close to my heart. See, a few years ago, my mother and I were flying out to visit my sister in Arizona. I had, only weeks before, gotten a Nintendo DS Lite, with two or so games in my collection. The one I was currently playing while sitting next to her on the four hour flight was New Super Mario Bros., and I was actually just toying around with the slew of mini-games included within the main game’s cart. My mother leaned over and uttered some words I never thought to hear: “Can I try?”

So I showed her how to hold the console and use the touchscreen/stylus, and the rest is history. While out in Arizona, she just had to get a DS of her own (a pink one), as well as some games, such as Brain Age and Brain Academy and those kind. She still plays it frequently to this game, having built a good-sized collection of hidden object games, puzzlers, and interactive story-based games. For all I know about my mother, this was the first time she’s ever played videogames, and now we even have lengthy conversations about ‘em!

Super Metroid

Super Metroid is a game that taught me how to pay attention to everything. And I do mean everything. Boss battle patterns, cracks in the walls, tiny crevices perfect for roly-poly Samus to roll through, the undiscovered parts on the game’s wonderfully intricate map. More specifically, I’m talking about that part where Samus has to watch some space alien critters wall-hop up a long stretch of map to reach freedom and then do the same thing herself. That required a lot of paying attention to. As well as trial and error. Still, to this day, I have trouble wall-jumping in that game. I can maybe go once or twice up, but hitting the third or fourth jump really requires a certain thumb-to-button rhythm not found in my veins.

As frustrating as this section was, especially for a young boy on the brink of insanity, I’m more than thankful for what it taught me. Patience and practice do make (almost) perfect.

Shadow of the Colossus

Speaking of patience, enter Shadow of the Colossus. This is the game that stands tall and proud behind the “are videogames art?” debate, as well as standing tall and proud on its own merits because it’s an absolutely phenomenal gaming experience. It’s basically a straight boss run, with each colossus a puzzle of their own. Like Super Metroid, this game really asked a lot out of the gamer in terms of paying attention. One had to first figure out how to get Wander up on the colossi. Then they had to get him towards its weak point, wherever that was, and then they had to stab a bunch of times and pray they didn’t tossed off like a ragdoll. If they did, well…you had to start all over. But each subsequent colossus was worth it, and conquering them was a mix of teenage jubilation and eerie sadness. I’m thankful this game made me feel so confused emotionally, more so than any other at this point, but I’m even more thankful for what it didn’t do. The world within is more or less barren, save for a lizard or eagle, as well as the titular colossi, which meant no mindless sword-fighting enemy troops. It also meant no sidequests or towns to visit or people to converse with. It was just you, the colossi, and the hope of saving a loved one. Shadow of the Colossus gets to the point like no other title.

Tetris

Without Tetris, high school study hall would’ve been pure torture. Thanks to the power of nerds worldwide, everyone that got a Texas Instrumental calculator—so long as you knew someone who already had it on their calc—was able to play the legendary and seemingly unbeatable puzzle game from Russia. It worked just like the GameBoy version, but I don’t remember it having sound, which was fine and all, considering most of us were playing secretly beneath a trapper-keeper in class. It also helped on the bus ride to and fro. It’s biggest plus was that no one ever beat it; you just played and played the same few levels over and over again, each time differently thankfully enough, and that was all one needed from Tetris.

That’s plenty of thanks from me. Greg Noe, over at The First Hour, came up with a good number of multiplayer games he’s thankful for–do check out his article as well! Do you have any games you’re extremely thankful exist? Speak up!