Super Metroid is the third installment and only 16-bit game in the Metroid series of video games. It was developed by Nintendo's R&D1 team, and released for the Super Nintendo Entertainment System in 1994. With its 24-megabit cartridge size, it was the largest game available for the console at the time.
Super Metroid is a 2D platform game with action and adventure elements. Game progression revolves around sequentially gathering power-ups that allow Samus to overcome obstacles in order to access new parts of the world. The world has a non-linear layout and features plentiful hidden areas, making exploration a central concept.
After defeating Mother Brain and starting the self-destruction of Zebes, the player may choose to save these friendly creatures. A flashing metal door appears in Crateria, the one that originally led the player to acquire the bomb ability. In this chamber the creatures appear to be trapped. Samus can destroy the opposite facing wall so that the aliens may escape. This causes a slight change in the ending cutscene, in which a flash of light can be seen escaping from the planet. This ending is presumably canon, as the creatures show up alive and well in Metroid Fusion.
As Samus explores the space colony, she is attacked by the dragon-like Ridley, one of the Space Pirate leaders. Samus and Ridley engage in battle, but Ridley soon flies off with the larva in his talons. At the same time, a countdown sets off for the self-destruction of the space colony and the player has 60 seconds to return to Samus's gunship. After reaching the exit, the first playable sequence ends and a cut scene shows Samus trailing Ridley to the planet Zebes, the home of the Space Pirates that was destroyed in the first Metroid game but has now been rebuilt. She sets out to locate the Metroid larva and prevent the Pirates from gaining use of its powers.
Samus follows Ridley to Zebes. As in the previous games, Samus is forced to delve into the planet through its complex cavities in order to hunt down the Space Pirates. As Samus first enters the tunnel system of Crateria, the area is completely desolate with no sign of Space Pirate activity. She makes her way to the ruins of Tourian, the Pirates' headquarters and lair of Mother Brain, which she destroyed on her last visit. As she moves into Brinstar, she triggers the alarm, and the Space Pirates awaken.
After crawling her way through Crateria (and finding new upgrades along the way), Samus encounters the next incarnation of the Tourian base, which is guarded by a conglomeration of four statues. In order to unlock the gate into Tourian, Samus must defeat the four Space Pirate leaders that these statues represent.
Samus finds another route into Brinstar and slowly makes her way through the underground jungle until she reaches the entrance to Norfair. When she realizes that the path to the first leader, Kraid, is blocked by a high cliff, Samus searches for High Jump boots in Norfair. After obtaining them, Samus defeats Kraid and moves on to Norfair, but she soon realizes that the path to Ridley's Lair is blocked by a lava-filled chasm. Thus, she travels to the Wrecked Ship located in the eastern edge of Crateria to defeat the second leader, Phantoon, and obtain the lava-resistant Gravity Suit. In addition, this suit allowed her to move through the water as if she were on land. Samus also needs the Space Jump boots in order to traverse the chasm. She discovers these in the subterranean caverns of Maridia, and after vanquishing its guardian and the third leader, Draygon, she is now fully equipped to take on Ridley and his underground fortress in the center of Zebes.
Once there, Samus fights hoards of monsters, including elite Space Pirates skilled in hand-to-hand combat, fire-breathing demons, and another showdown with the mysterious species of belligerent Chozo, the Torizo. She finally encounters and vanquishes Ridley, bringing an end to the fourth and final leader. Samus finds the container from the Space Colony shattered and empty as well as a hidden energy tank. With no trace of the hatchling in sight, Samus returns to the rebuilt Tourian, now unlocked from defeating the four leaders.
Samus battles her way through New Tourian, encountering the newly bred Metroids and the traditional Pirates. As she explores deeper, she ancounters a Metroid of incredible size, which is sucking the life energy of the Pirates themselves. Before Samus can even move to escape, the giant creature drains her of her life until the Metroid realizes who she is. It appears that this huge Metroid is the larva from SR388, and it has recognized Samus just in time. According to the Nintendo Power Player's Guide, the huge Metroid is aptly named "Super Metroid".
After the metroid leaves, Samus comes upon the chamber of the mother brain. After destroying the brain's casing, it rises out of the floor and reveals its true form. After Samus battles with it for some time, the Mother Brain uses a powerful attack that knocks Samus to the floor. Before Mother Brain uses this attack again, the Metroid hatchling flies into the chamber, grasps onto the brain, and begins to drain its energy. After this is done, the Metroid grips onto Samus, and begins to replenish her energy tanks. However, while this is occurring, Mother Brain (who wasn't really dead) stands up and begins to attack the Metroid. Watching this, helpless on her knees, Samus watches in horror. With one last shriek, the Metroid is destroyed, and Mother Brain victoriously begins to step forward toward Samus. All at once, however, Samus begins to pulsate with a green and blue light, and she finds that she can now stand. Her beam weapons have been replaced with a new weapon- the Hyper Beam. With this massively powerful beam, Samus obliterates Mother Brain, and she crumbles into dust.
In a manner similar to the original Metroid (and many subsequent games), Mother Brain's destruction activates a time bomb, leaving the player with 3 minutes to escape the planet. Samus leaves Tourian and escapes through the emergency evacuation shaft from the original base. Just seconds before the blast, players may encounter a group of the animals that assisted them throughout the adventure. Shooting the wall to their right provides them with an escape.
Unlike the original Metroid and Zero mission, Zebes is completely destroyed by the explosion. Despite this, both Samus and the animals if they are rescued escape in time.
The graphics and sound form a wonderful symbiosis, creating an almost tangible atmosphere. Concerning the looks, there is no individual part that sticks out; the game maintains an even, stable, and thoroughly crafted graphical style. The music mostly consists of reserved, dark and mystical melodies that lurk in the background. After a while they consume you, fully immersing you in the Samus role. And the role is indeed an exciting one to play. The pure joy of exploration is on top and makes you thirst for more constantly.
In a Metroid feature in its December 2002 issue, Super PLAY also noted the game's care to detail. Super Metroid remains one of the most well made adventures ever produced. Every detail, from the echoing ice shafts to the statue that shifts color to illustrate which of the game's four bosses have been defeated, is indicative of an almost manic dedication among the developers at R&D1.
In the July 2006 issue of GamePro, Super Metroid was listed as one of the "15 Retro Games For The Nintendo Wii You Must Play".
Sequence breaking has also allowed players to reach the end with extremely fast times. Players have been able to finish 100% of the game in under one hour, or in less than 40 minutes without 100%. Other players attempt to complete the game with as little or as much as possible within certain boundaries. Some players have been able to complete the game with only 14%, and others are able to obtain up to 81% of items without fighting any boss or mini-boss beyond the Torizo fight for bombs. Additionally, a glitch called the Space-Time Beam has been found that resets most of the game to its initial state, allowing players to play through the game again with all of their current weapons except missiles.
Speed Demos Archive contains videos of world record speedruns for Super Metroid in three categories. The fastest completion time with 100% items is 55 minutes, set by "Red Scarlet." The fastest completion time without collecting all items ("any%") is 36 minutes by "Smokey", recorded in four segments. Smokey also holds the record for a single-segment run, with 38 minutes.The best any% time recognized by Twin Galaxies, whose rules disallow exploitation of many undocumented features in the game's physics, is 42 minutes, set by Brian Hodge. [http://www.twingalaxies.com/index.aspx?c=22&pi=32&gi=516&vi=545 The tool-assisted records are 39 minutes for a 100% completion, and 27 minutes for any%.
1994 computer and video games | Metroid games | Super NES games
Super Metroid | Super Metroid | Super Metroid | Super Metroid | Super Metroid | Super Metroid
This article is licensed under the GNU Free Documentation License.
It uses material from the
"Super Metroid".
Home Page • arts • business • computers • games • health • hospitals • home • kids & teens • news • physicians • recreation• reference • regional • science • shopping • society • sports • world