Title screen

Super Metroid, developed by Nintendo's R&D1 team and released in 1994 for the SNES, is the third installment in the Metroid video game series. With its 24 megabit cartridge size, it was the largest game available for the console at the time.

Table of contents
1 Story
2 Gameplay
3 Items and abilities
4 Enemies
5 Areas
6 Credits
7 External links

Story

After managing to extinguish the metroids on SR-388 (the planet from where the species originated) in Metroid II: Return of Samus, bounty hunter Samus Aran brings the last surviving metroid larva to the space colony of Ceres. There, scientists conduct research on the larva and reach the conclusion that the powers of metroids could be harnessed for the benefit of mankind. Confident that things are in order, Samus leaves Ceres in search of a new bounty to hunt.

Only a short time after leaving, Samus picks up a distress call from Ceres which forces her to head back. As it turns out, the space colony is under attack by pirate leader Mother Brain's henchdragon, Ridley, who manages to capture the Metroid larva right in front of Samus.

Samus escapes the self-destructing space station and trails Ridley to the now rebuilt planet Zebes, home of the space pirates. Her task is to locate the Metroid larva and prevent the space pirates from using its powers.

Gameplay

Super Metroid is a 2D platform game with action and adventure elements.

Samus starts the main part of the game on the surface of Zebes, from where she must delve into the planet through its complex cavities. 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. The implementation of exploration and item-gathering is almost identical to that found in the Legend of Zelda games.

Items and abilities

Items

All the items avaible in the previous two games except for the Spider Ball exist in Super Metroid along with new ones. For weapons see the weapon-section below.

Abilities

The following abilities does not require any special item in order to be performed.

  • Wall-jump: A jumping technique in which Samus can jump on vertical surfaces such as walls and edges. The technique is mastered by a group of friendly aliens who teaches it to the player, although it shall be noted that Samus carries this ability from the start.

  • Running: By holding down the dash-button Samus can run.

  • Moon walk: If activated this enables Samus to shoot in the direction she's facing while walking backwards.

  • Crouch: By pressing down once on the control pad Samus crouches (this shall not be confused with her ability to morph after having aquired the morphing ball).

  • Crystal Flash: This ability replenishes Samus's energy. To be performed it requires her energy rate to lie below 50 and the reserve tanks also have to be empty. In addition it also requires her to carry a minimum of 10 missiles, 10 super missiles and 11 super bombs.

Weapons

The use of weapons in Super Metroid is twofold: to defeat enemies and to overcome obstacles found in the environment.

  • Power beam: Samus' starting weapon, which is weak and therefore mostly useless. Ammunition is unlimited for the power beam as well as for all the other beam weapons.
  • Charge beam: An upgrade to the power beam that lets the player fire much more powerful shots.
  • Ice beam: Ice shots are capable of freezing enemies, effectively making them harmless and additionally making them usable as stepping stones.
  • Wave beam: Enables shots to pass through walls and other solid objects.
  • Spazer beam: Triplicates shots.
  • Plasma beam: Greatly enhances beam power.
  • Missiles: Missiles are used to open locked doors and to defeat enemies that are invulnerable to regular beams. Samus is not equipped with any missiles from the start so she has to collect them on her way.
  • Super missiles: Super missiles are similar to missiles, but more powerful, and capable of opening doors that missiles can't budge.
  • Bombs: Primarily needed for destroying objects that block Samus' path. Bombs can be used to defeat enemies, but are usually not very effective for that purpose.
  • Power bombs: A single detonation of a power bomb destroys all regular enemies and bomb-destructible obstacles on the screen.
  • Screw attack:

Enemies

Bosses

The bosses are listed in chronological order in which Samus encounters each one of them.

  • Ridley
  • Kraid
  • Phantoon
  • Draygon
  • Mother Brain

Mini-bosses

  • Chozo statue 1
  • Spore Spawn
  • Crocmire
  • Botwoon
  • Chozo statue 2
  • Metroid Larva

Areas

  • The space colony
  • Crateria
  • Brinstar
  • Norfair
  • The wrecked ship
  • Maridia
  • Tourian

Credits

Producers

  • Gunpei Yokoi (general manager)
  • Makoto Kanoh (producer)
  • Yoshio Sakamoto (director)

Graphics designers

  • Hirofumi Matsuoka (backgrounds)
  • Masahiko Mashimo (backgrounds)
  • Hiroyuki Kimura (backgrounds)
  • Tohru Ohsawa (objects)
  • Tomoyoshi Yamane (objects)
  • Hiroji Kiyotake (Samus original design)
  • Tomomi Yamane (Samus)

Sound and music

  • Kenji Yamamoto (sound program, effects, music)
  • Minako Hamano (music)
  • Dan Owsen (voice acting)

Programmers

  • Kenji Imai (program direction)
  • Kenji Nakajima (system coordination)
  • Yoshikazu Mori (system)
  • Isamu Kubota (Samus)
  • Misturu Matsumoto (events)
  • Yasuhiko Fujii (enemies)
  • Motomu Chikaraishi (map)
  • Kouichi Abe (assistant)

External links