I’ll write up more detailed thoughts tomorrow as I just finished the game (didn’t really feel like doing anything else today, just one of those), but in the meantime —
Absolute same. I am essentially taking the same approach to basically all of these games as I take to my first playthroughs of Souls games, which is to say that whenever I feel like I’ve run out of options or have no clue how to progress past a certain obstacle, I’ll look it up. Also, as I’m playing on Switch, unapologetically using restore points. The only thing I’m trying to resist abusing is the rewind feature, but I’ve used that a couple of times too to bypass what would have been some frustrating backtracking.
I think this is something that’s pretty inscrutable if you’re coming to this game first, because it doesn’t indicate that really at all but it behaves exactly the same way as in both Metroid II and Samus Returns (and the infiniteness of it is specifically mentioned in the manual for II, a thing I always have to remember these games assumed you’d have). It’s actually remarkably less finicky than it is in II, where I found it incredibly frustrating to control — even more annoying than these goddamn wall jumps (which, yes, were the bane of my existence also).
From that, something I maybe wasn’t expecting to see coming into this was just how much of a series this really is. I’m used to video game franchises — at least the ones that aren’t hardcore RPGs (and like even some that are) — basically making each new game a perfectly suitable jumping on point with their own standalone, entirely explicable stories that maybe sorta connect to each other in some wibbly-wobbly timey-wimey way (s/o Zelda timeline). Which makes sense, considering how often teams change and how likely it is that the people working on a third or fourth entry may be completely different than the ones who worked on the first.
But no there’s continuity for days here. The title, Super Metroid, feels almost like a pun, because with it fresh in my mind this feels like a supersized, remixed version of that first NES game. It’s the same planet with many of the same enemies and power-ups — and they’re presented in a way that shows the game clearly expects you to remember them. The areas (with the exception of hell Maridia all have multiple points and structures that call back to their appearance in the original game — they even have some of the same traps (which, of course, I fell for again). One of the earliest structures you find is actually the remnants of the original Tourian, and the Morph Ball is sitting in the exact same part of Brinstar. And then the game follows the same structure, with statues representing bosses blocking the gate to Tourian and a final boss the first phase of which is… literally the final boss from the first game. Also, towards the end of the new version of Tourian, there’s a desert terrain and this sort of brushy vegetation pulled directly from SR388 and Metroid II, which seems to imply that these new manufactured metroids have turned this area into something resembling their homeworld. And of course there’s old pals Kraid and Ridley, in what seem like the same arenas in the same exact spots on the map that they were in the first game… That’s not even getting into the hatchling from Metroid II and what happens to it. The fact that Metroid 3 shows up during the start sequence — aside from meaning we went from roman numerals back to arabic numerals, which, please Nintendo — ends up feeling meaningful in hindsight.