The games are a series of video games produced by Nintendo. One of the company's most successful franchises, the series spans through several Nintendo systems, starting with Metroid (1986) on the NES, and sequels on the Game Boy, Super NES, Game Boy Advance, GameCube, Nintendo DS and Wii.
The Metroid games chronicle the missions of bounty hunter Samus Aran in a science fiction setting which has been compared to that of the Alien movies. Central plot elements are the terrifying Metroid organisms, and the Space Pirates which try to exploit the Metroids' powers. The gameplay combines adventure based on exploration and item-gathering with platformer and shooter dynamics. The Metroid games are particularly associated with nonlinear gameplay.
As of June 2006, 9 games in the Metroid series have been released. Including 4 main games, (Metroid I-IV), an enchanced remake and expansion to the first title (Metroid: Zero Mission), two spin-offs (Metroid Prime: Pinball and Metroid Prime: Hunters), and a nearly complete trilogy (better known as the Metroid Prime series) with the third game in the trilogy underway for the Wii.
The Metroid games are set in the same fictional universe. They share most main characters and fundamental gameplay elements, with a few notable exceptions.
The eponymous in-game Metroids are large, jellyfish-like creatures with quadripartite nuclei. They are capable of siphoning an undetectable life energy from any living organism; generally causing the death of the victim in the process. Return of Samus established a five-stage life cycle in which those Metroids native to SR388 go through two stages of ecdysis followed by two stages of mutation, thus maturing through four previously unknown forms: Alpha, Gamma, Zeta, and Omega. Metroid Prime introduced two new, Phazon-mutated forms: Hunter Metroids, which sport tentacles enabling long-range energy siphoning; and fission Metroids, which divide into two new Fission Metroids (with different elemental weaknesses) after absorbing a discrete amount of energy. Echoes has a Phazon-mutated subspecies of Metroid, the Tallon Metroid. Instead of siphoning all of their power from victims, they can feed directly off Phazon. They are born as Infant Metroids from cocoons and mature into adulthood when exposed to Phazon. The game also introduces Dark Tallon Metroids; Tallon Metroids corrupted by the Ing.
The main villains of many of the Metroid games are the Space Pirates. Mother Brain is the biomechanical defense of Zebes. Kraid appears as an important boss in Metroid, Zero Mission, and Super Metroid. Ridley, leader of the Space Pirates, is the most important Metroid staple: he appears in Metroid, Super Metroid, Metroid Fusion, Metroid Prime, and twice in Zero Mission. He is also confirmed to be in Metroid Prime 3. The organization also includes a winged, mantis-like species, the KiHunters. The Space Pirates are very interested in Metroid research, especially in using Metroids for energy generation or as soldiers. Their Phazon experiments produced all the Metroid variants seen in the Prime games.
The main enemies of the games in the Metroid series are divided into two groups: bosses and final bosses. Each game contains multiple bosses that are often encountered by entering a large sealed room and engaging in combat with a large creature. When successful, the room opens and allows further progress, usually resulting in the acquisition of an item. Final bosses are at the end of each Metroid game, and usually consist of a fight similar to a normal boss, and then a timed dash back to Samus' gunship to complete the game.
In Metroid and Super Metroid, Kraid and Ridley make appearances as bosses, and Mother Brain sometimes appears as a final boss. In some of the games, a Metroid in some form can take the role of a boss, and sometimes even a final boss. The combat model for bosses and final bosses is usually standardized, though there are a few exceptions throughout the series.
The first three titles featured little narration, with not much more than an opening title sequence, as well as the documentation that accompanied the software. With the release of Metroid Prime, the series took on a much more detailed plot, with a unique delivery system. The use of the Scan Visor allowed Samus to uncover information about the plot, nature, and ecological role of her enemies, the history of her environment, and many other features that truly fleshed out the story. This style also maintained the option for the player to immerse themselves in this information, or to opt out and play the game with little backstory, much like previous entries in the series.
This method was carried over, and even improved upon, in Echoes. It is safe to assume that this new style of story telling has become the de facto standard for the Metroid games, or at least the three-dimensional incarnations.
The original Metroid was released for the Nintendo Entertainment System (NES) in 1986, introducing Samus Aran (who at the time was unusual in being a female video game character; in fact, the advertisements and instruction manual described Samus as male in order to surprise players when the truth was revealed) and other characters that appear in subsequent Metroid games. Featuring a labyrinthine world in which the player chooses which direction to explore, it was notable for providing one of the first highly nonlinear game experiences on a home console. Because of the time required to play through it, a password save system (on the NES) and a saved-game slot system (on the Famicom) were implemented to let players take breaks and resume later. Metroid was among the first games with this feature. Subsequent Metroid games removed the password function, relying entirely on battery-backed or memory-card saves. It has remained one of the most popular games from the NES era.
The first sequel, Return of Samus, was released in 1991 for Nintendo's portable console, the Game Boy. Unlike Metroid, the goal is not primarily to collect items but to locate and kill Metroids. Metroid II contributed to the series' development by providing a set of new weapons and items, and also revealed some details about the Metroid species. Although it initially received positive reviews, its legacy has not been as enduring as that of either its predecessor or its successor in the series; possibly due to its grayscale graphics and relatively linear gameplay. Retro players should note that this game plays in full color on the Game Boy Color and Game Boy Advance (including SP) systems.
The third game in the series, titled Super Metroid, was released for the Super Nintendo Entertainment System (SNES) in 1994. It returned to a gameplay style closer to that of the first game, however expanding the arsenal of power-ups available to Samus. Super Metroid is set on the same planet as the original game, but with help from the capabilities of the SNES (and an unusually large cartridge at 24 megabit) features larger and more diverse environments, as well as a more detailed in-game plot than was found in the first two games. Super Metroid was one of the most popular games for the SNES when it debuted, receiving praise for its graphics, sound, and size. It has remained popular, frequently occupying top positions in "greatest game of all time" lists, including a first spot awarded by Electronic Gaming Monthly.
Despite much speculation, no Metroid game was developed for the Nintendo 64, and some lost hope that the Metroid trilogy would be expanded. Nintendo however announced in 2000 that Retro Studios was developing a new Metroid game for Nintendo's next-generation console, the GameCube, and in 2001 that Nintendo itself was creating Metroid IV for the Game Boy Advance. Both games were released in 2002, Retro Studios' effort titled Metroid Prime and Metroid IV renamed Metroid Fusion. Fusion took place some years after Super Metroid ended, whereas Prime is an interquel between the series' first two installments. Released nearly simultaneously, the games also feature connectivity bonuses: players who beat Metroid Prime can play through Prime with Samus wearing the new Fusion suit; beating Fusion allows unlocking the original Metroid as a fully playable extra.
Although much-hyped, Prime was controversial before its release. The first Metroid game to be set in three dimensions, using a first-person shooter perspective, some worried that its gameplay would not preserve the qualities associated with the 2D platform action of the first three games. Although Nintendo had previously successfully transformed its two biggest franchises into 3D with Super Mario 64 and Ocarina of Time, fears were reinforced by the fact that Prime was created by a second-party developer instead of an internal Nintendo team. Some pre-emptively complained that the game would simply be a Combat Evolved-esque "run and gun" shooter. Nintendo countered this by referring to Metroid Prime exclusively as a "first-person adventure".
When released, most journalists and fans found Prime to have preserved and developed the Metroid theme and gameplay, and it is among the most highly rated games of all time among game critics. Contrarily, Fusion is unpopular among some Metroid fans due to the unusually linear nature of the game, although others have praised it for its cinematic qualities.
Following Prime and Fusion, new Metroid titles have been produced with increased frequency.
A second Metroid game for the Game Boy Advance, Zero Mission, was developed by Nintendo and released in 2004. It is an enhanced remake and re-telling of the original NES Metroid story, featuring areas and gameplay elements from previous games as well as entirely new ones. The story, which sheds a little more light on the character background of Samus Aran, is much more detailed than in Metroid. Also of note is the fact that Zero Mission marks the first time two Metroid games were released for the same platform.
The third Metroid game for the Game Boy Advance is a direct port of the original Metroid. It was released as Famicom Mini: Metroid in Japan, and Classic NES Series: Metroid in North America.
The GameCube title Echoes was also released in 2004. Like its predecessor, Metroid Prime, it was developed by Retro Studios. It is a first-person adventure in the style of the first Prime, but introduced a new device: the concept of the light and dark worlds, somewhat similar to that seen in A Link to the Past but in terms of different dimensions rather than magical worlds. It also introduced a new ammo system, but many fans of the series didn't like the addition.
Metroid Prime Pinball, a pinball video game for the Nintendo DS, deviates significantly from previous game installments. Although it is not part of the official Metroid timeline, the game borrows many story and graphical elements from the Prime series.
Metroid, Return of Samus, Super Metroid, Metroid Fusion and Zero Mission were all developed by Nintendo's internal R&D1 section. The games which have been developed by separate teams are Metroid Prime 1–3 by Retro Studios, Hunters developed by Nintendo Software Technology Corporation, and Metroid Prime Pinball by Fuse Games.
The central figures in the creation and development of the Metroid series are Yoshio Sakamoto who has directed or supervised the development of all the games (excluding Metroid II), Gunpei Yokoi who headed R&D1 and produced the three first games before his death in 1997, Makoto Kanoh who directed and designed scenarios for the first three games, and Hiroji Kiyotake who designed the characters for the original game. Shigeru Miyamoto, who created the Mario and Legend of Zelda series, has not been involved with the creation of Metroid, but he did act as producer for both Metroid Prime and its sequel.
The Metroid series has been noted for its music and has had several composers during the years:
A live-action movie version of Metroid was reportedly in development by Lion Rock Productions, based around Samus Aran, along with her early battles with the Metroids and the Mother Brain. It was scheduled to be released in theaters around 2006, but either has been cancelled or remains in development hell. *
The Metroid games have been a popular target for speedrunning, the art of completing a game in the fastest time possible. In addition to the nonlinear level design that allows alternate routes to be taken through the games, the Metroid games encourage speedrunning by displaying item collection and completion time statistics at the end of the game. Speedrunning is also encouraged by the fact that completion time is one of the primary factors determining what ending the player sees.
To finish a game as quickly as possible, speedrunners exploit glitches and secrets that provide shortcuts. There are many of these in all games, both unintentional glitches and features added deliberately by the developers. For an example of the latter, the key to speedrunning in Super Metroid is the wall jump move, which is not described in the instruction manual but revealed in a secret room in the game. Wall jumping, as well as the shinespark move, also appears in Super Metroid, Metroid Fusion, and Zero Mission.
See also the Metroid series section of the speedrun article for Metroid-specific speedrunning terminology.
The Shinespark is performed by running over a distance until Samus glows, crouching and then jumping. The run must be uninterrupted, and the charge lasts only for a few seconds. After crouching, Samus can stand up and move around as normal while the charge lasts, with the exception of normal jumping, which activates the shinespark. Spin jumps do not activate the Shinespark. The Shinespark can be performed vertically, horizontally, or diagonally. In addition, if a horizontal Shinespark is performed into a slope, Samus will begin running along the slope at full speed. This technique debuted in Metroid Fusion, and is key in performing multiple Shinesparks in a row.
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