Prime 2D - Boss Keys style maps
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Being inspired by Gamemaker's Toolkit's first season of its mini-series Boss Keys, which is a series that looks into the design philosophies of Zelda dungeons in terms of layout, I decided to do something similarly for the Metroid series. This idea was fueled by things like item randomizer algorithms and 100%-speedruns, because I wanted to find a way to chart out the areas of Metroid in an attempt to facilitate pathing and maybe even help Metroid fangame makers to think about design and gating in their games.
Started rocky, ended... headache-inducing. Totally not a Metroid game though, nope. No Metroids to be found here.
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Here's a condensed version of the above charts, showing what the whole of the game looks like in terms of item dependencies:
Fairly straight-forward. A little bit of back-and-forth, but the Chozo Ruins area is linear and quite accessible, so it's not too too bad.