tkscz said: Super Metroid has always been about not giving the player a single solitary hint about where to go, which is part of the fun for me. Click to expand...

You need to pay attention to everything. Unlike the first game, Super Metroid almost always gives you some indication of where bombable blocks and secret passages are. You need to note where obstacles were earlier in the game so that once you get a new ability you know where to return to. For instance... after Spore Spawn you'll have super missiles. You should be looking for green doors, then. After Kraid you'll have the varia suit... obviously, you should be exploring hot areas. The powerups logically lead you to the next area. You have to explore everything, even areas you can't access yet, so that you'll know what the obstacles are when you get that powerup that lets you pass them. The game is designed for you to find some rooms blocked by a hazard, then say "I'll need to come here again."Also, use the map. If you ever feel as if there's no indication of where to go, often times you'll find that there's a blue area on the map, spelling it right out for you. That's how you find Kraid; if you've gotten Brinstar's map data, it's obvious where the hidden passage to him starts.There really aren't any dead ends with no indication of what to do in the game (save forin late Norfair, and even that is hinted). If you don't know where to go, it's because you're overlooking something.That's not true. I could post countless examples of how the game smartly nudges you along, but I don't want to spoil things.