Metroid is the first game in the Metroid series of video games. It was released for the Famicom Disk System in 1986, and later for the Nintendo Entertainment System in 1987. The game was produced by one of Nintendo's most prolific game and hardware designers, Gunpei Yokoi, and was directed by Yoshio Sakamoto. The game's music was composed by Hirokazu "Hip" Tanaka.
Metroid has five different endings that vary depending on how much time the player takes to finish the game. The two fastest endings feature Samus Aran in various stages of undress, with the fastest ending featuring Samus in a bikini.
At this time, Earth came into contact with individuals from these other worlds and the advanced technology that these people possessed was shared with the humans of Earth. All seemed well in this new society. However, devious groups known as "Space Pirates" began to attack the spaceships in the hopes of looting valuable goods from them and to strike fear in the hearts of the people. In order to counter these attacks, the Federal Bureau set up a new combat force known as the Federal Police. Yet the pirates were extremely difficult to battle in the depths of space, even with the advanced technology of the Federation. Thus, they recruited a group of courageous individuals who became known as "Space Hunters", equipped with the best weapons available. The Federation provided huge financial bonuses to the Hunters in reward for hunting down and destroying the pirates.
It is now the year 20X5 C.C., and the universe has continued to develop while battles still rage throughout space. Recently, reports have indicated that a spaceship is traveling with a capsule containing an unknown life-force from the deserted planet of SR388. This planet has been attacked and seized by the Space Pirates. While research about this life-form, currently in hibernation, is incomplete, it is known that exposure to beta rays for 24-hours will cause it to multiply. Some scientists believe that this life-form may have been the cause of destruction of life on SR388. Scientists decide to call this being a "Metroid" and the mere thought of it being in the hands of pirates is utterly disturbing. If the pirates learn how to multiply it and use it as a weapon, the cost of lives could be overwhelming. The Federation launched search teams to find the pirates and were fortunate to discover that their base was located deep within the planet Zebes. However, none of the forces are strong enough to take the pirates down.
During this outside battle, operations to multiply the Metroid within the Space Pirates' headquarters were soon becoming a reality. Desperate for a solution, the federation decided that the only option left was to attempt to infiltrate Zebes and destroy the leader of the Space Pirates, "Mother Brain." To make matters difficult, the structure of the planet Zebes is a natural fortress that consists of a large maze. Scattered throughout the maze are various traps and allies of the Space Pirates. This mission clearly requires a special individual to complete, and so the federation has selected the most dominating Space Hunter of the entire organization. This space bounty hunter is known as "Samus Aran".
Samus, though human, has a cybernetic suit that is connected with her body (in some places surgically, but she seems to be able to remove it at will), thus providing her with an uncanny amount of power. She has, to this date, completed many missions considered impossible, and her suit has the power to withstand lethal attacks, while providing many itself. Samus makes her way through the fortress-planet Zebes, collecting weapon and health upgrades, advancing to new areas, defeating Kraid, Ridley, and Mother Brain, and, in the end, destroys all Metroids on Zebes.
The player's manual included with the game presents the term "Metroid" as both singular and plural, but this was changed in later Metroid titles.
The original Metroid is present as an unlockable bonus in the GameCube game Metroid Prime. In 2004, Nintendo released Zero Mission for the Game Boy Advance, which in addition to being a modern "re-imagining" of the original Metroid also includes the emulated NES game as an unlockable bonus. Also in 2004, Nintendo re-released the original Metroid for Game Boy Advance as part of the Classic NES Series.
Metroid presents the player with passwords when Samus Aran runs out of energy. Passwords are normally entered via the title screen, where the options "Start" and "Continue" are given. Continue leads to a screen where players can enter the password they received at the end of the last game. After doing so, they may continue playing, starting from the location at which they ended the game with the same powerups and progress they had obtained. Metroid was the first and last game in the series to use a password system as its primary saving function.
JUSTIN BAILEY
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The password starts the player in Norfair with five Energy Canisters, 255 missiles (see below), the Varia Suit, the Hi-Jump Boots, the Screw Attack, and the Wave Beam. Both mini-Bosses have been defeated and the path to the game's final area, Tourian, has been opened. The player must find the Ice Beam (this is the only weapon that can damage the Metroids in Tourian) and a final Energy Canister before attempting to defeat Mother Brain.
A great deal of speculation surrounded the password. For instance, Justin Bailey was originally thought to be one of the creators of the game, but no such name appears in the game credits. It is also often said that the Justin Bailey code was a reference to an English or Australian term for a bathing suit. Allegedly, bathing suits are referred to as "bailies," so "Justin Bailey" would more accurately be rendered as "Just In (a) Bailey" or "Just In a Swimsuit," which is what Samus appears to wear when the code is used. However, no such slang for bathing suit actually exists (and Samus's outfit with this code is a leotard, not a bathing suit).
It was also rumored that the password violated Metroid's normal checksum verification, which would suggest that JUSTIN BAILEY was deliberately coded into the game. A website called The Metroid Database debunked this myth using password generators:
Many players previously thought this code was the only way to play as an armorless Samus, but every password actually contains a flag indicating whether the player will be using armorless Samus or not. Armorless Samus is also a bonus that is normally available when you clear the game under three hours. (This applies only to the NES version; see the Famicom section below).
One glitch with this code relates to the number of missiles Samus has at the start. Although the counter shows 255, it is actually 205; collecting a missile left behind by an enemy or collecting an upgrade will reduce the counter to the correct number.
NARPAS SWORD0
000000 000000
(All "0"s are "zero," except for the one "oh" in "SWORD.")
This code gives Samus infinite health and missiles, the Ice Beam, and every power-up in the game with the exception of Energy Canisters and Missile Expansions (and the Wave Beam, as Samus cannot carry both weapons). The player must still find and defeat both mini-Bosses.
There have been small debates on what the password stood for. Some thought it referred to a "Narpas" sword or Narpa's Sword. Others feel the password is properly read as "NAR Password," with "NAR" as an abbreviation for the name of the person who handled the conversion from the FDS and designed the password system (Tohru Narihiro), or as an acronym for "North American Release." Another speculation is that it speaks of "Narpas's Word", believing the designers wished to steer you wrong with a misplaced space.
Prior to the NES release, the game was released in Japan on the Famicom Disk System. Unlike the NES versions, this version uses a 3-slot save system rather than lengthy passwords. In addition, armorless Samus was a feature added for the NES port. Therefore, armorless Samus is not in the FDS version, not even as a bonus for beating the game. The only "reward" for finishing the game is a money bag image in the save slot to indicate a cleared game.
The FDS version utilizes the system's wavetable sound channel for several sound effects, such as doors and larger monsters being hit. Five themes in the game also use the wavetable channel, adding an extra instrument to the music. In the NES version, this instrument was removed completely. The character initialization and item collection themes in Super Metroid and most future Metroid titles were based on the same themes from the FDS version of Metroid.
There are also many Game Genie codes that players use to access and explore the hidden worlds. Many allow the player to do such things as travel through walls and floors, which can be necessary as the wall-jump glitch only allows Samus to travel up, and only at places where there's a door.
The hidden worlds must be entered at certain points, not just at any doorway. Any place on the map where one area meets another is a potential entry point, as long as the side they meet on matches the scrolling direction. There are also certain points where the player can return to the normal area from a hidden world, which may or may not also be entry points.
One of these properties is directionality. In the normal game, every single door can be used both ways. In the hidden worlds, this is not always the case. There are many doors that lead directly into a wall and thus can only be accessed from one side (unless certain codes are used).
The hidden worlds also contain many scrolling errors. In the normal worlds, every door changes the scrolling from vertical to horizontal or vice-versa, and the same is true in the hidden worlds. However, the normal worlds are arranged so that every door also changes between a horizontally oriented area and a vertically oriented area. In the hidden worlds this is not the case, and a horizontal hallway may connect to another horizonal hallway with a door, causing a change to vertical scrolling which can stop further exploration or even prevent the player from returning where they came from. However, because the hidden worlds do not always have scroll stops in the right places (as the normal worlds stop scrolling at every doorway), some of these doors can be bypassed using cheat codes so that scrolling continues normally.
The hidden worlds also contain numerous "trap doors." These are doors that do not lead to any actual room on the map, and thus when Samus walks through them, no scrolling occurs and Samus is stuck. Some trap doors can be escaped but this is rare.
mechadrake.com has recently been featuring translated versions of metroid e-manga that chronicles all the events leading up to Metroid. Tokyopop, at one point, listed a Metroid comic amongst the list of upcoming comics but it has since quietly disappeared. Although unofficial releases, several Metroid doujinshi also exist.
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