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{{Short description|1994 video game}}
<div style="float:right;margin-left:1em;text-align:center">[[image:Super_Metroid_title.png]]
{{Redirect|Metroid 3|the Wii game|Metroid Prime 3: Corruption}}
{{Good article}}
{{Use mdy dates|date=December 2020}}
{{Infobox video game
| title = Super Metroid
| image = Smetroidbox.jpg
| caption = North American box art featuring [[Samus Aran]] battling [[Ridley (Metroid)|Ridley]]
| developer = {{Unbulleted list|[[Nintendo Research & Development 1|Nintendo R&D1]]|[[Intelligent Systems]]}}
| publisher = [[Nintendo]]
| director = [[Yoshio Sakamoto]]
| producer = [[Makoto Kano (video game designer)|Makoto Kano]]
| artist = {{Unbulleted list|Hirofumi Matsuoka|Masahiko Mashimo|[[Hiroyuki Kimura]]}}
| programmer = Kenji Imai
| writer =
| composer = {{Unbulleted list|[[Kenji Yamamoto (composer born 1964)|Kenji Yamamoto]]|Minako Hamano}}
| series = ''[[Metroid]]''
| platforms = [[Super Nintendo Entertainment System]] <!-- DO NOT add "Virtual Console". VC is software emulation; see [[Template:Infobox video game#platforms]] -->
| released = {{Video game release|JP|March 19, 1994|NA|April 18, 1994|PAL|July 28, 1994}} <!-- No emulated releases (i.e. Virtual Console) per current WP:VG consensus -->
| genre = [[Action-adventure game|Action-adventure]], [[Metroidvania]]
| modes = [[Single-player]]
}}


{{Nihongo foot|'''''Super Metroid'''''|スーパーメトロイド|Sūpā Metoroido|lead=yes|group=lower-alpha}}{{Efn|The opening cutscene alternatively refers to the game as '''''Metroid 3'''''.<ref name="game-intro">{{cite video game |title=Super Metroid |developer=[[Nintendo R&D1]], [[Intelligent Systems]] |publisher=[[Nintendo]] |date=April 18, 1994 |platform=[[Super NES]] |scene=Opening |quote=1994 / NINTENDO / PRESENTS / METROID 3}}</ref>}} is a 1994 [[action-adventure game]] developed by [[Nintendo]] and [[Intelligent Systems]] and published by Nintendo for the [[Super Nintendo Entertainment System]]. It is the third installment in the ''[[Metroid]]'' series, following the events of the [[Game Boy]] game ''[[Metroid II: Return of Samus]]'' (1991). Players control bounty hunter [[Samus Aran]], who travels to planet Zebes to retrieve an infant [[Metroid (creature)|Metroid creature]] stolen by the [[Space Pirate (Metroid)|Space Pirate]] leader [[Ridley (Metroid)|Ridley]].
<small>Title screen</small></div>
'''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.


Following the established gameplay model of its predecessors, ''Super Metroid'' focuses on exploration, with the player searching for power-ups used to reach previously inaccessible areas. It introduced new concepts to the series, such as the inventory screen, an [[automap]], and the ability to fire in all directions. The development staff from previous ''Metroid'' games—including [[Yoshio Sakamoto]], [[Makoto Kano (video game designer)|Makoto Kano]] and [[Gunpei Yokoi]]—returned to develop ''Super Metroid'' over the course of two years. The developers wanted to make a true action game, and set the stage for Samus' reappearance.
==Story==

After managing to extinguish the [[metroid species|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.


''Super Metroid'' received acclaim, with praise for its atmosphere, gameplay, music and graphics. It is often cited as one of the [[List of video games considered the best|greatest video games of all time]]. The game sold well and shipped 1.42 million copies worldwide by late 2003. Alongside ''[[Castlevania: Symphony of the Night]]'', ''Super Metroid'' is credited for establishing the "[[Metroidvania]]" genre, inspiring numerous [[indie games]] and developers. It also became popular among players for [[speedrun]]ning. ''Super Metroid'' was followed in 2002 by ''[[Metroid Fusion]]'' and ''[[Metroid Prime]]''. It has been re-released on several Nintendo consoles and services.


==Gameplay==
==Gameplay==
{{See also|Metroid#Gameplay|l1=Gameplay of the ''Metroid'' series}}
[[File:Super Metroid Grapple Beam.png|thumb|left|[[Power-up]]s and abilities, such as the Grappling Beam, allow Samus to reach previously inaccessible areas. Her [[Health (gaming)|health]], stock of weapons and a gridded mini-map are displayed on the top of the screen.|alt=A person in a powered exoskeleton uses a grappling beam to swing across.]]


''Super Metroid'' is a [[2D computer graphics|2D]] [[side-scrolling]] [[action-adventure game]],<ref name=np /><ref name="arstechnica-masterpiece">{{cite web|url=http://arstechnica.com/gaming/2010/07/masterpiece-super-metroid/ |archive-url=https://web.archive.org/web/20150703114256/http://arstechnica.com/gaming/2010/07/masterpiece-super-metroid/ |title=Masterpiece: Super Metroid |first=Andrew |last=Webster |work=[[Ars Technica]] |publisher=[[Condé Nast Digital]] |date=July 14, 2010 |access-date=June 9, 2015 |archive-date=July 3, 2015 |url-status=live}}</ref> which primarily takes place on the fictional planet Zebes from the original game—a large, [[linearity (computer and video games)|open-ended]] world with areas connected by doors and elevators.<ref name="Super Metroid manual">{{cite book | title=Super Metroid instruction booklet | publisher=[[Nintendo of America, Inc.]] | date=April 18, 1994 | id=SNS-RI-USA}}</ref>{{rp|18–19}} The player controls [[Samus Aran]] as she searches the planet for a [[Metroid (creature)|Metroid]] that has been stolen by [[Ridley (Metroid)|Ridley]], the leader of the [[Space Pirate (Metroid)|Space Pirates]].<ref name="Super Metroid manual" />{{rp|5}} Samus can run, jump, crouch, and fire a weapon in eight directions; she can also perform other actions, such as [[wall jump]]ing—jumping from one wall to another in rapid succession to reach higher areas. The "Moon Walk" ability, named after the popular [[Moonwalk (dance)|dance move of the same name]], allows Samus to walk backwards while firing or charging her weapon.<ref name="Nintendo Player's Guide">{{cite book |last1=Pelland |first1=Scott |last2=Swan |first2=Leslie |last3=Bafus |first3=Jeff |title=Super Metroid: Nintendo Player's Guide |publisher=[[Nintendo of America]] |year=1994}}</ref>{{rp|8–9}}
<div style="float:right;margin-left:1em;text-align:center">[[image:Super_Metroid_ingame.png]]

<small>In-game screenshot</small></div> Super Metroid is a 2D [[platform game]] with [[action game|action]] and [[adventure game|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 [[wiktionary:power-up|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.



Throughout the course of the game, the player can acquire [[power-up]]s that enhance Samus's armor and weaponry, as well as grant her special abilities, allowing them to gain access to areas that were previously inaccessible.<ref name="arstechnica-masterpiece" /> The Morph Ball{{efn|The game refers to the item as the "Morphing Ball".}} allows Samus to curl into a ball and roll into tight places; while in this form, she can plant bombs once a Bomb power-up is acquired. The Spring Ball adds the ability to jump while in Morph Ball form.<ref name="Nintendo Player's Guide" />{{rp|10–11}} The Speed Booster can be used to run at high speeds and crash into barriers and enemies.<ref name="Gametrailers Retrospective Part 2">{{cite AV media | title=Metroid Retrospective, Part 2 | url=https://www.youtube.com/watch?v=2HYNRbq1CmI | archive-url=https://ghostarchive.org/varchive/youtube/20211113/2HYNRbq1CmI | archive-date=2021-11-13 | url-status=live|format=video | publisher=[[Defy Media]] | work=[[GameTrailers]] | time=0:18–5:40 | access-date=May 19, 2016}}{{cbignore}}</ref> The Hi-Jump Boots allow for a higher jump, and the Space Jump allows Samus to jump in midair.<ref name="Super Metroid manual" />{{rp|24}} The Grapple Beam can be used to swing across open areas.<ref name="Gametrailers Retrospective Part 2" /> The [[X-ray]] Scope is used to see items and passages through hidden walls and other surfaces.<ref name="Nintendo Player's Guide" />{{rp|12}}
==Items and abilities==


The [[HUD (video gaming)|heads-up display]] shows Samus's [[Health (gaming)|health]], the supply mode for Reserve Tanks, icons that represent weapons, and a map display showing her location and its surroundings.<ref name="Nintendo Player's Guide" />{{rp|7}} The inventory screen allows the player to enable and disable weapons and abilities. While the beam weapons can be combined, the Spazer and Plasma beams cannot be used simultaneously. At the game's end, Samus obtains the Hyper Beam, a powerful weapon generated by the energy given to her by the "super Metroid", the matured version of the larval creature that she seeks over the course of the game.<ref name="USGamer-7-Reasons">{{cite web|url=http://www.usgamer.net/articles/daily-classic-7-things-that-make-super-metroid-a-timeless-masterpiece |title=Daily Classic: 7 Reasons Super Metroid was an SNES Masterpiece |first=Jeremy |last=Parish |work=USGamer |publisher=Gamer Network |date=February 13, 2014 |access-date=February 19, 2015 |archive-url=https://web.archive.org/web/20150524055620/http://www.usgamer.net/articles/daily-classic-7-things-that-make-super-metroid-a-timeless-masterpiece |archive-date=May 24, 2015 |url-status=live}}</ref><ref name="GI-Moments-HyperBeam">{{cite magazine|url=http://www.gameinformer.com/b/features/archive/2013/07/31/moments-super-metroid-39-s-hyper-beam.aspx |archive-url=https://web.archive.org/web/20151116144904/http://www.gameinformer.com/b/features/archive/2013/07/31/moments-super-metroid-39-s-hyper-beam.aspx |title=Moments: ''Super Metroid''{{'}}s Hyper Beam |first=Joe |last=Juba |magazine=[[Game Informer]] |publisher=[[GameStop]] |date=July 31, 2013 |access-date=September 22, 2015 |archive-date=November 16, 2015 |url-status=dead}}</ref> The backup units called Reserve Tanks can be used automatically when Samus's health is depleted.<ref name="Super Metroid manual" />{{rp|14–15}} The game also features an [[automap]] to help players navigate the different areas of the game. Additionally, the player can use the map computer found in each part of the planet to reveal unexplored areas.<ref name="Super Metroid manual" />{{rp|13}} To [[Saved game|save]] their progress, the player must find and use one of the save stations scattered around the planet.<ref name="Super Metroid manual" />{{rp|16}} The game can also be saved at Samus's [[gunship]], which fully recharges her health and ammunition as well.<ref name="Super Metroid manual" />{{rp|18}} ''Super Metroid'' has three endings based on the time taken to complete the game, which determine whether Samus poses with or without her suit. The best ending is achieved when the game is completed under three hours.<ref name="Nintendo Player's Guide" />{{rp|119}} Additionally, an optional task alters the game's end slightly. If the player chooses to rescue the Dachora and the Etecoons, friendly creatures encountered by Samus in the game, they are shown leaving the planet in the distance.<ref name="Nintendo Player's Guide" />{{rp|118–119}}
===Items===


==Plot==
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.
{{Metroid chronology}}
<!-- This plot summary is meant to be a BRIEF overview — it is detailed enough as is. If you wish to expand it or remove certain parts of it, please use the talk page to discuss your proposed changes. -->
[[Samus Aran]] brings the last [[Metroid (creature)|Metroid]] to the Ceres space colony for scientific study. Investigation of the specimen, a [[larva]], reveals that its energy-producing abilities could actually be harnessed for the good of civilization. Shortly after leaving, Samus receives a [[Distress signal|distress call]] alerting her to return to the colony immediately. She finds the scientists dead, and the Metroid larva stolen by [[Ridley (Metroid)|Ridley]], leader of the [[Space Pirates (Metroid)|Space Pirates]]. Samus escapes from the colony during a self-destruct sequence and follows Ridley to the planet Zebes.<ref name="SuperMetroidOpening">{{cite web|url=http://kotaku.com/the-opening-sequence-to-super-metroid-is-a-masterpiece-1672800828 |archive-url=https://web.archive.org/web/20151001032256/http://kotaku.com/the-opening-sequence-to-super-metroid-is-a-masterpiece-1672800828 |title=The Opening Sequence to ''Super Metroid'' is a Masterpiece |first=Kevin |last=Wong |work=[[Kotaku]] |publisher=[[Gawker Media]] |date=December 19, 2014 |access-date=September 12, 2015 |archive-date=October 1, 2015 |url-status=live}}</ref> She searches the planet for the Metroid and finds that the Pirates have rebuilt their base there.<ref name="Super Metroid manual" />{{rp|5}}


After defeating four [[Boss (video gaming)|bosses]] including Ridley in various regions of Zebes, Samus enters Tourian,<ref name="Nintendo Player's Guide" />{{rp|109}} the heart of the Pirates' base, and fights several Metroids that have somehow reproduced. A single Metroid that has grown to enormous size attacks and nearly destroys Samus, but relents at the last moment. It is the larva that was stolen from Ceres; because Samus was present at its hatching on SR388, the Metroid has [[Imprinting (psychology)|imprinted]] on Samus, recognizing her as its "mother".<ref name="Nintendo Player's Guide" />{{rp|113}}<ref name="USGamer-7-Reasons" /><ref name="gamasutra">{{cite web |url=https://www.gamasutra.com/view/feature/132721/the_elegance_of_metroid_yoshio_.php?page=2 |title=The Elegance Of Metroid: Yoshio Sakamoto Speaks (Article page 2 of 3) |last=Nutt |first=Christian |date=April 23, 2010 |website=Gamasutra |access-date=January 6, 2020 |archive-date=December 27, 2019 |archive-url=https://web.archive.org/web/20191227041324/https://www.gamasutra.com/view/feature/132721/the_elegance_of_metroid_yoshio_.php?page=2 |url-status=dead}}</ref>
* '''Morphing Ball''': This item gives Samus the abilityt to morph into a ball.


Samus fights [[Mother Brain]], a [[biomechanic]]al creature that controls the Zebes systems. Mother Brain overpowers Samus and again she is nearly killed, but the Metroid intervenes, crippling Mother Brain and healing Samus. Mother Brain rises again and kills the Metroid, but upon death, the Metroid gives Samus the Hyper Beam, a powerful weapon strong enough to kill Mother Brain. Samus escapes Zebes as it self-destructs.<ref name="Nintendo Player's Guide" />{{rp|116–119}}
* '''Spring Ball''': Gives Samus the ability to jump while she's morphed into a ball.


===Abilities===
==Development==
[[File:Yoshio Sakamoto - Game Developers Conference 2010 - Day 3 (2) cropped.jpg|thumb|upright|[[Yoshio Sakamoto]], the director and writer of ''Super Metroid'', at the 2010 [[Game Developers Conference]]|alt=Portrait of Yoshio Sakamoto, making a public speech.]]
''Super Metroid'' was developed by [[Nintendo Research & Development 1|Nintendo R&D1]]<ref name="gs-essentials">{{cite web|url=http://www.gamasutra.com/view/feature/1902/game_design_essentials_20_open_.php?page=5|title=Game Design Essentials: 20 Open World Games|author=Harris, John|date=September 26, 2007|website=Gamasutra|page=5|archive-url=https://web.archive.org/web/20150707055506/http://www.gamasutra.com/view/feature/1902/game_design_essentials_20_open_.php?page=5|archive-date=July 7, 2015|url-status=dead|access-date=January 9, 2009}}</ref> with a staff of 15 managed by [[Gunpei Yokoi]]. It was written and directed by [[Yoshio Sakamoto]], and produced by [[Makoto Kano (video game designer)|Makoto Kano]].<ref name="jpint">{{cite book |chapter=あのときサムスは裸だった |year=1994 |script-title=ja:任天堂公式ガイドブック スーパーメトロイド |language=ja |pages=90–95 |publisher=[[Creatures (company)|Ape, Inc.]]; [[Nintendo|Nintendo Co., Ltd.]] |isbn=4-09-102474-2}}</ref><ref name="gp-samus">{{cite magazine|date=May 1994|title=Everything you always wanted to know about Samus|magazine=Game Players|volume=7|issue=5|pages=18–20}}</ref><ref name=gr-history>{{cite web|access-date=March 19, 2011 |url=http://www.gamesradar.com/the-history-of-metroid/ |title=The History of Metroid |work=GamesRadar |date=October 23, 2007 |author=Robinson, Andy |archive-url=https://web.archive.org/web/20150525045327/http://www.gamesradar.com/the-history-of-metroid/ |archive-date=May 25, 2015 |url-status=live}}</ref>{{rp|3}} [[Intelligent Systems]], who co-developed the [[Metroid (video game)|original ''Metroid'']] with R&D1, handled the [[Game programming|programming]].<ref name="Elegance">{{cite web|url=http://www.gamasutra.com/view/feature/4333/the_elegance_of_metroid_yoshio_.php |title=The Elegance Of ''Metroid'': Yoshio Sakamoto Speaks |first=Christian |last=Nutt |date=April 23, 2010 |work=Gamasutra |publisher=United Business Media LLC |access-date=March 21, 2015 |archive-url=https://web.archive.org/web/20150512151501/http://www.gamasutra.com/view/feature/4333/the_elegance_of_metroid_yoshio_.php |archive-date=May 12, 2015 |url-status=dead}}</ref> The opening was narrated by [[Dan Owsen]], a [[Nintendo of America]] employee.<ref name="jpint" /><ref name="MDb-Owsen">{{cite interview|url=http://www.metroid-database.com/features/owsen.php |title=The MDb Interviews Dan Owsen |subject=Dan Owsen |interviewer=TJ Rappel |year=1998 |publisher=Metroid Database |access-date=January 13, 2015 |archive-url=https://web.archive.org/web/20150315080234/http://www.metroid-database.com/features/owsen.php |archive-date=March 15, 2015 |url-status=dead}}</ref>


''Super Metroid'' was released almost a decade after the original ''Metroid''. Sakamoto said: "We wanted to wait until a ''true'' action game was needed. [...] And also to set the stage for the reappearance of Samus Aran".<ref name="gp-samus" /> It took half a year for Nintendo to approve the project, and two further years to develop.<ref name="gp-samus" />
The following abilities does not require any special item in order to be performed.


The developers' primary goal was to make a "good action game". It is the first ''Metroid'' game to let Samus fire in all directions while moving.<ref name="gp-samus" /> It is also among the first [[open-world]] games with a map feature, which shows the outlines of rooms and indicates important locations and items.<ref name="gs-essentials" /> The team wanted to create a large map, but found it difficult to organize the amount of graphic data involved, and so broke it into smaller parts. Areas from previous ''Metroid'' games were included to create a sense of familiarity.<ref name="gp-samus" />
* '''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.


Shortly before the game's release, the North American [[Entertainment Software Rating Board]], a self-regulating organization, was formed in response to the increasing violence in games such as ''[[Mortal Kombat (1992 video game)|Mortal Kombat]]'' (1992).<ref name="gspot-controversy">{{cite web|access-date=January 5, 2009 |url=http://www.gamespot.com/articles/when-two-tribes-go-to-war-a-history-of-video-game-controversy/1100-6090892/ |title=When Two Tribes Go to War: A History of Video Game Controversy |date=March 7, 2004 |work=[[GameSpot]] |publisher=[[CBS Interactive]] |archive-url=https://web.archive.org/web/20150509213652/http://www.gamespot.com/articles/when-two-tribes-go-to-war-a-history-of-video-game-controversy/1100-6090892/ |archive-date=May 9, 2015 |url-status=live}}</ref> Asked whether he thought the controversy would cause a backlash for ''Super Metroid'', Sakamoto explained that Samus's purpose is to maintain peace in the galaxy, saying: "It's not violence for the sake of violence".<ref name="gp-samus" /> The game was demonstrated at the Winter 1994 [[Consumer Electronics Show]], and was named the best Super NES game at the show by ''[[GamePro]]''.<ref name="GPro57">{{cite magazine|title=CES Showstoppers|magazine=[[GamePro]]|issue=57|publisher=[[International Data Group|IDG]]|date=April 1994|pages=74–81}}</ref>
* '''Running''': By holding down the dash-button Samus can run.


===Audio===
* '''Moon walk''': If activated this enables Samus to shoot in the direction she's facing while walking backwards.
The [[video game music|music]] for ''Super Metroid'' was composed by [[Kenji Yamamoto (composer born 1964)|Kenji Yamamoto]] and Minako Hamano,<ref name="jpint" /><ref name=gr-history />{{rp|4}}<ref>{{cite web|access-date=March 19, 2011 |url=http://www.gamesradar.com/game-music-of-the-day-super-metroid/ |title=Game music of the day: ''Super Metroid'' |publisher=GamesRadar |date=October 23, 2007 |author=Aversa, Jillian |archive-url=https://web.archive.org/web/20150517223638/http://www.gamesradar.com/game-music-of-the-day-super-metroid/ |archive-date=May 17, 2015 |url-status=live}}</ref> and uses 16-bit versions of music from previous games.<ref name=gp-samus /> The Super NES's [[Nintendo S-SMP|sound hardware]] allowed the playback of [[Sampling (music)|samples]] simultaneously on eight channels, as opposed to three [[programmable sound generator|PSG]] channels and one noise channel of the NES. Yamamoto decided that rich and expressive sounds, such as a female chorus, would be required to portray the setting realistically.<ref name="snesclassicmini_interview">{{cite interview |last=Sakamoto |first=Yoshio |subject-link=Yoshio Sakamoto |last2=Yamamoto |first2=Kenji |subject-link2=Kenji Yamamoto (composer born 1964) |interviewer=Akinori Sao |title=Super Metroid Developer Interview |type=transcript |url=https://www.nintendo.com/super-nes-classic/interview-super-metroid |publisher=[[Nintendo]] |location=Kyoto, Japan |year=2017 |access-date=September 22, 2017 |archive-url=https://web.archive.org/web/20170921124849/https://www.nintendo.com/super-nes-classic/interview-super-metroid |archive-date=September 21, 2017 |url-status=live}}</ref> He composed the main theme by humming while riding his motorcycle from work.<ref name="snesclassicmini_interview" /><ref name="M4G-MP3">{{cite web |author=M4G Staff |url=http://www.music4games.net/Features_Display.aspx?id=174 |archive-url=https://web.archive.org/web/20080315081014/http://www.music4games.net/Features_Display.aspx?id=174 |archive-date=March 15, 2008 |title=Interview with ''Metroid Prime 3: Corruption'' Sound Team at Retro Studios and Composer Kenji Yamamoto |publisher=music4games |date=October 5, 2007 |access-date=January 16, 2015 |url-status=dead}}</ref>


Yamamoto also served as a sound programmer,<ref name="M4G-MP3" /> and wrote a program that sends sound data to the audio chip.<ref name="snesclassicmini_interview" /> He also created [[sound effect]]s,<ref name="M4G-MP3" /> including those created for an infant Metroid to convey different emotions.<ref name="snesclassicmini_interview" /> The simultaneous roles as a composer, a sound programmer and a sound effect creator gave Yamamoto ideas to produce a distinct ''Metroid'' soundtrack "with a sound programmer's ear, with a sound effect creator's ear, and with the approach [[methodology]] and theory of a composer". The [[arrangement]]s and [[remix]]es of the game's themes were used in ''[[Metroid Prime]]'' and its sequels, because Yamamoto wanted to satisfy old ''Metroid'' fans, describing it as a "present" for them.<ref name="M4G-MP3" />
* '''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).


A soundtrack album, ''Super Metroid: Sound in Action'', was published by [[Sony Music Entertainment Japan|Sony Records]] on June 22, 1994. It contains 38 tracks and has a running time of 58:49. It includes the original ''Metroid'' soundtrack by [[Hirokazu Tanaka]], and additional tracks arranged by Yoshiyuki Ito and Masumi Ito.<ref>{{cite web |url=http://www.squareenixmusic.com/albums/m/metroidsuper.shtml |archive-url=https://web.archive.org/web/20120309022349/http://www.squareenixmusic.com/albums/m/metroidsuper.shtml |title=''Super Metroid Sound in Action'' |work=Square Enix Music Online |access-date=September 10, 2015 |archive-date=March 9, 2012 |url-status=dead}}</ref>
* '''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===
==Release==
The game was released by [[Nintendo]] in Japan on March 19, 1994,<ref name="Famitsu-SM">{{cite magazine|script-title=ja:スーパーメトロイド まとめ [スーパーファミコン]|url=http://www.famitsu.com/cominy/?m=pc&a=page_h_title&title_id=8851|url-status=dead|archive-url=https://web.archive.org/web/20150613055519/http://www.famitsu.com/cominy/?m=pc&a=page_h_title&title_id=8851|archive-date=June 13, 2015|access-date=February 19, 2015|magazine=[[Famitsu]]|publisher=[[Enterbrain]]|language=ja}}</ref><ref name=release>{{cite web |url=http://www.gamespot.com/snes/action/supermetroid/similar.html?mode=versions |archive-url=https://web.archive.org/web/20090213062942/http://www.gamespot.com/snes/action/supermetroid/similar.html?mode=versions |title=''Super Metroid'' Release Summary |work=[[GameSpot]] |publisher=[[CBS Interactive]] |access-date=September 27, 2015 |archive-date=February 13, 2009 |url-status=dead}}</ref> in North America on April 18,<ref name=release /> and in Europe on July 28.<ref name=release /> It was distributed on a 24-[[megabit]] [[Super Nintendo Entertainment System Game Pak|cartridge]].<ref name="SeattleTimes">{{cite web|access-date=February 19, 2009 |url=https://archive.seattletimes.com/archive/19940505/1908869/inside-moves |title=Inside Moves -- When You Have To Come Inside, You Can Jam With The NBA, Play Ball With Ken Griffey Jr. Or Fight Evil Metroids With The Hot, New Video Games |work=The Seattle Times |date=May 5, 1994 |last=Kent |first=Steven L. |archive-url=https://web.archive.org/web/20150415212605/http://community.seattletimes.nwsource.com/archive/?date=19940505&slug=1908869 |archive-date=April 15, 2015 |url-status=live |quote=''Super Metroid'' incorporates 24 megabits of memory – a Super NES record – to create six very large worlds.}}</ref> It was re-released through the [[Nintendo Power (cartridge)|Nintendo Power]] service in Japan on September 30, 1997.<ref>{{Cite web|last=|first=|date=|title=ニンテンドウパワー概要|url=https://www.nintendo.co.jp/corporate/release/1997-99/970926b.html|url-status=live|archive-url=https://web.archive.org/web/20150718024959/http://www.nintendo.co.jp/corporate/release/1997-99/970926b.html|archive-date=2015-07-18|access-date=2021-01-30|website=www.nintendo.co.jp|language=ja}}</ref><ref>{{Cite web|last=|first=|date=|title=書き換えソフト一覧|url=https://www.nintendo.co.jp/corporate/release/1997-99/970926c.html|url-status=live|archive-url=https://web.archive.org/web/20150404152113/https://www.nintendo.co.jp/corporate/release/1997-99/970926c.html|archive-date=2015-04-04|access-date=2021-01-30|website=www.nintendo.co.jp|language=ja}}</ref> ''Super Metroid'' became available as a [[Wii]] [[Virtual Console]] game in North America on August 20, 2007,<ref name="NWR-VC-recommendations">{{cite web|access-date=January 5, 2009 |url=http://www.nintendoworldreport.com/recommendations/14255/virtual-console-mondays-august-20-2007 |title=Virtual Console Recommendations: Virtual Console Mondays: August 20, 2007 |publisher=Nintendo World Report |date=August 21, 2007 |author=Rodriguez, Steven |archive-url=https://web.archive.org/web/20150706183209/http://www.nintendoworldreport.com/recommendations/14255/virtual-console-mondays-august-20-2007 |archive-date=July 6, 2015 |url-status=live}}</ref><ref>{{cite news|first=Jon |last=Lindemann |title=Metroid Prime 3: Corruption Preview On Wii Shop Channel |date=August 10, 2007 |publisher=Nintendo World Report |url=http://www.nintendoworldreport.com/news/14207 |access-date=February 19, 2015 |archive-url=https://web.archive.org/web/20150707011317/http://www.nintendoworldreport.com/news/14207/metroid-prime-3-corruption-preview-on-wii-shop-channel |archive-date=July 7, 2015 |url-status=live}}</ref> in Japan on September 20,<ref name="Famitsu-SM" /><ref>{{cite web|url=https://www.nintendo.co.jp/wii/vc/vc_sme/ |title=VC スーパーメトロイド |language=ja |publisher=Nintendo |access-date=February 19, 2015 |archive-url=https://web.archive.org/web/20160306143945/https://www.nintendo.co.jp/wii/vc/vc_sme/ |archive-date=March 6, 2016 |url-status=live}}</ref> and in Europe on October 12.<ref>{{cite web|url=https://www.nintendo.co.uk/Games/Super-Nintendo/Super-Metroid-279613.html |title=Virtual Console: Super Metroid |publisher=Nintendo of Europe |access-date=February 19, 2015 |archive-url=https://archive.today/20150219182236/https://www.nintendo.co.uk/Games/Super-Nintendo/Super-Metroid-279613.html |archive-date=February 19, 2015 |url-status=live}}</ref> In ''[[Super Smash Bros. Brawl]]'', it is also one of the trial games available in the "Masterpieces" section, which uses Virtual Console technology to emulate older hardware and have time constraints.<ref>{{cite web|url=http://www.smashbros.com/wii/en_us/gamemode/various/various23.html |title=Masterpieces |access-date=April 17, 2013 |first=Masahiro |last=Sakurai |date=January 25, 2008 |work=Smash Bros. Dojo!! |archive-url=https://web.archive.org/web/20150403061927/http://www.smashbros.com/wii/en_us/gamemode/various/various23.html |archive-date=April 3, 2015 |url-status=live}}</ref> The game was later released on the [[Wii U]] Virtual Console in May 2013, initially available during the trial campaign for a cheaper price before reverting to its regular price the next month.<ref name="NinLifeWiiU">{{cite web|last=Green |first=Andy |date=January 26, 2013 |url=http://www.nintendolife.com/news/2013/01/nintendo_reveals_specific_dates_for_wii_u_virtual_console_trial_campaign |title=Nintendo Reveals Specific Dates For Wii U Virtual Console Trial Campaign |website=Nintendo Life |access-date=February 3, 2013 |archive-url=https://web.archive.org/web/20150416210012/http://www.nintendolife.com/news/2013/01/nintendo_reveals_specific_dates_for_wii_u_virtual_console_trial_campaign |archive-date=April 16, 2015 |url-status=live}}</ref> The [[New Nintendo 3DS]]-specific Virtual Console also received the release in April 2016.<ref name="Polygon N3DS VC">{{cite news|url=http://www.polygon.com/2016/3/3/11157442/snes-virtual-console-new-nintendo-3ds |archive-url=https://web.archive.org/web/20160307120542/http://www.polygon.com/2016/3/3/11157442/snes-virtual-console-new-nintendo-3ds |title=Nintendo bringing SNES games to Virtual Console on New Nintendo 3DS (update) |first=Samit |last=Sarkar |work=[[Polygon (website)|Polygon]] |publisher=[[Vox Media]] |date=March 3, 2016 |access-date=March 7, 2016 |archive-date=March 7, 2016 |url-status=live}}</ref> In September 2017, Nintendo released the [[Super NES Classic Edition]], which included ''Super Metroid'' among its games.<ref name="usgamer_snesmini">{{cite web |url=http://www.usgamer.net/articles/31-07-2017-snes-classic-mini-release-date-price-games-pre-order-everything-we-know |archive-url=https://web.archive.org/web/20170801002023/http://www.usgamer.net/articles/31-07-2017-snes-classic-mini-release-date-price-games-pre-order-everything-we-know |title=SNES Mini - Where to Pre-Order, Release Date, Price Games - Everything we Know |first=Tom |last=Orry |work=USgamer |date=July 31, 2017 |access-date=August 1, 2017 |archive-date=August 1, 2017 |url-status=live}}</ref> ''Super Metroid'' and other Super NES games were added to the [[Nintendo Switch Online]] subscription service in September 2019.<ref name="snes-switch">{{cite web |url=https://www.theverge.com/2019/9/4/20848125/super-nintendo-games-snes-switch-online-service-mario-zelda-tomorrow |title=Super Nintendo games now available on the Switch |first=Chaim |last=Gartenberg |date=September 5, 2019 |website=[[The Verge]] |publisher=[[Vox Media]] |access-date=October 1, 2019 |archive-url=https://web.archive.org/web/20190915055254/https://www.theverge.com/2019/9/4/20848125/super-nintendo-games-snes-switch-online-service-mario-zelda-tomorrow |archive-date=September 15, 2019 |url-status=live}}</ref>


==Reception==
The use of weapons in Super Metroid is twofold: to defeat enemies and to overcome obstacles found in the environment.
{{Video game reviews
| GR = 97%<ref name=gamerankings>{{cite web|access-date=December 5, 2019 |url=http://www.gamerankings.com/snes/588741-super-metroid/index.html |title=Super Metroid for Super Nintendo |publisher=Game Rankings |url-status=dead |archive-url=https://web.archive.org/web/20191205214451/https://www.gamerankings.com/snes/588741-super-metroid/index.html |archive-date=December 5, 2019}}</ref>
| Allgame = {{rating|4.5|5}}<ref>{{cite web|archive-url=https://web.archive.org/web/20100216083922/http://www.allgame.com/game.php?id=2632&tab=review|archive-date=February 16, 2010|url=http://www.allgame.com/game.php?id=2632&tab=review|title=Super Metroid – Review|website=[[AllGame]]|access-date=July 24, 2021|first=Scott Alan|last=Marriott}}</ref>
| ASM = 10/12<ref>{{cite magazine|url=https://www.kultboy.com/index.php?site=t&id=1195|title=HiTech-Lady mischt Monster auf|language=de|date=October 1994|magazine=[[:de:Aktueller Software Markt|Aktueller Software Markt]]|access-date=July 24, 2021|archive-date=July 24, 2021|archive-url=https://web.archive.org/web/20210724194939/https://www.kultboy.com/index.php?site=t&id=1195|url-status=live}}</ref>
| CP = 91%<ref>{{cite magazine|author1=Marc|author2=Spy|url=https://archive.org/details/Console_Plus_Numero_032/page/100/mode/2up?q=%22Super+Metroid%22|title=Super Metroid|language=fr|magazine=[[:fr:Consoles +|Consoles +]]|pages=100–103|access-date=July 22, 2021}}</ref>
| CVG = 91/100<ref>{{cite magazine|last=Ahmet|first=Deniz|date=July 1994|url=https://segaretro.org/index.php?title=File%3ACVG_UK_152.pdf&page=64|title=Super Metroid|magazine=[[Computer and Video Games]]|pages=64–65|issue=152|access-date=July 24, 2021|archive-date=August 17, 2024|archive-url=https://web.archive.org/web/20240817142837/https://segaretro.org/index.php?title=File%3ACVG_UK_152.pdf&page=64|url-status=live}}</ref>
| Edge = 8/10<ref name=EdgeRev />
| EGM = 36/40<ref name="EGM60">{{cite magazine|title=Review Crew: Super Metroid |magazine=[[Electronic Gaming Monthly]]|issue=60|publisher=EGM Media, LLC|date=June 1994|page=28}}</ref>
| GI = 9.5/10<ref>{{cite magazine |title=Legacy Review Archives |url=https://www.gameinformer.com/legacyreviews |archive-url=https://web.archive.org/web/20181214131120/https://www.gameinformer.com/legacyreviews |url-status=dead |archive-date=December 14, 2018 |magazine=[[Game Informer]] |access-date=3 October 2021}}</ref>
| GP = 97%<ref name=gp-review />
| GSpot = 8.5/10<ref name=gamespot />
| Hyper = 94%<ref>{{cite magazine|last=Humphreys|first=Andrew|date=July 1994|url=https://archive.org/details/hyper-008/page/32/mode/2up?q=%22Super+Metroid%22|title=Super Metroid|issue=8|magazine=[[Hyper (magazine)|Hyper]]|pages=32–35|access-date=July 22, 2021}}</ref>
| IGN = 9.5/10<ref name=ign />
| JXV = 19/20<ref>{{cite web|author=Anagund |date=June 18, 2009|archive-url=https://web.archive.org/web/20090621004334/http://www.jeuxvideo.com/articles/0001/00011035-super-metroid-test.htm|archive-date=June 21, 2009|url=http://www.jeuxvideo.com/articles/0001/00011035-super-metroid-test.htm|title=Super Metroid|language=fr|website=[[Jeuxvideo.com]]|access-date=July 25, 2021}}</ref>
| MG = 95%<ref>{{cite magazine|url=https://archive.org/details/MANIAC.N009.1994.07-DURiAN/page/n49/mode/2up|title=Super Metroid|language=de|date=July 1994|magazine=[[:de:M! Games|MANIAC]]|pages=50–51|access-date=July 23, 2021}}</ref>
| MF = 90%<ref>{{cite magazine|author1=Markus|author2=Philipp|date=June 1994|url=https://segaretro.org/index.php?title=File%3AMegaFun_DE_1994-06.pdf&page=34|title=Super Metroid|language=de|magazine=[[:de:Mega Fun|Mega Fun]]|pages=34–35|access-date=July 25, 2021|archive-date=August 17, 2024|archive-url=https://web.archive.org/web/20240817142912/https://segaretro.org/index.php?title=File%3AMegaFun_DE_1994-06.pdf&page=34|url-status=live}}</ref>
| NLife = 10/10<ref>{{cite web|url=http://www.nintendolife.com/reviews/vc/super_metroid_snes|title=Super Metroid Review|date=August 20, 2007 |access-date=March 29, 2018|archive-date=March 29, 2018|archive-url=https://web.archive.org/web/20180329121148/http://www.nintendolife.com/reviews/vc/super_metroid_snes|url-status=live}}
</ref>
| PO = 94/100<ref>{{cite magazine|url=https://archive.org/details/playerone-magazine-044/page/n63/mode/2up?q=%22Super+Metroid%22|title=Super Metroid|issue=44|language=fr|magazine=[[:fr:Player One|Player One]]|pages=64–67|access-date=July 22, 2021}}</ref>
| ONM = 92/100<ref>{{cite magazine|url=https://archive.org/details/nms-21/page/58/mode/2up?q=%22Super+Metroid%22|title=Super Metroid|pages=6–12|issue=12|date=June 1994|magazine=[[Official Nintendo Magazine|Nintendo Magazine System]] Super Metroid Special Feature|access-date=July 22, 2021}}</ref>
| SP = 92%<ref name=sp />
| TOT = 94%<ref>{{cite magazine|author=Frank|date=June 1994|url=https://archive.org/details/total-30/page/n25/mode/2up|title=Super Metroid|issue=30|magazine=[[Total!]]|pages=26–27|access-date=July 25, 2021}}</ref>
| VGS = 80%<ref>{{cite magazine|url=https://www.kultboy.com/index.php?site=t&id=19369&s=1|title=Super Metroid|date=June 1994|pages=100–101|language=de|magazine=[[:de:Video Games|Video Games]]|access-date=July 25, 2021|archive-date=July 25, 2021|archive-url=https://web.archive.org/web/20210725135731/https://www.kultboy.com/index.php?site=t&id=19369&s=1|url-status=live}}</ref>
| rev1 = ''[[Paragon Publishing|Games World]]''
| rev1Score = 94/100<ref>{{cite magazine|url=https://archive.org/details/games-world-02/page/n13/mode/2up?q=%22Super+Metroid%22|title=Supe Metroid|issue=2|magazine=[[Paragon Publishing|Games World]]|date=August 1994|page=15|access-date=July 22, 2021}}</ref>
| rev2 = ''[[Europress|Super Action]]''
| rev2Score = 93%<ref>{{cite magazine|author=Jay|url=https://archive.org/details/super-action-24/page/18/mode/2up?q=%22Super+Metroid%22|title=Super Metroid|magazine=[[Europress|Super Action]]|issue=24|date=August 1994|pages=18–20|access-date=July 22, 2021}}</ref>
| rev3 = ''[[Paragon Publishing|Super Gamer]]''
| rev3Score = 95/100<ref>{{cite magazine|author1=Keith|author2=Damian|author3=Ryan|date=July 1994|url=https://archive.org/details/super-gamer-04/page/n33/mode/2up?q=%22Super+Metroid%22|title=Super Metroid|magazine=[[Paragon Publishing|Super Gamer]]|issue=4|pages=34–39|access-date=July 22, 2021}}</ref>
}}
''Super Metroid'' was one of the highest rated games on [[review aggregator]] [[GameRankings]].<ref name=gamerankings /> Chris Slate of the ''[[Game Players]]'' video game magazine thoroughly enjoyed ''Super Metroid'', claiming that it "easily lives up to everyone's high expectations". He was satisfied with how Nintendo mixed "smooth", "complex" gameplay, with "state-of-the-art" graphics and sound. Slate found the newly added auto-mapping feature something that players really needed, saying that it was the only feature in ''Super Metroid'' that the original ''Metroid'' should have had. Slate said that action fans will not miss ''Super Metroid'', but also remarked that due to the large space available to explore and numerous secrets, the players will have to play through several times even after they have beaten it.<ref name=gp-review>{{cite magazine |title=Everything you always wanted to know about Samus |magazine=Game Players |date=May 1994 |volume=7 |issue=5 |pages=30–31}}</ref> ''[[Nintendo Power]]'' mentioned that the game "may well be the best action adventure game ever", calling it the "wave of the future", and they praised the game's graphics, sound, and controls.<ref name=np>{{cite magazine |title=Now Playing |magazine=Nintendo Power |date=May 1994 |volume=60 |page=102|publisher=Nintendo of America}}</ref> ''[[Electronic Gaming Monthly]]'' gave ''Super Metroid'' their "Game of the Month" award, comparing it favorably to the original ''Metroid'' and applauding the graphics, the many weapons and items available, and the music. Each of the four reviewers gave it scores of nine out of ten.<ref name="EGM60"/> ''[[GamePro]]'' criticized the controls as often awkward or difficult and said that many of the power-ups are either lifted from other Super NES games or simple upgrades of other power-ups in the game, but praised the game's massive size along with the auto-mapping feature.<ref>{{cite magazine|title=ProReview: Super Metroid|magazine=[[GamePro]]|issue=59|publisher=[[International Data Group|IDG]]|date=June 1994|pages=56–57}}</ref> Andy Robinson of ''[[GamesRadar]]'' was pleased with the game's "phenomenal" soundtrack, complimenting it as "one of the best videogame scores of all time".<ref name=":0">{{Cite web|last=Robinson|first=Andy|date=2007-10-16|title=The History of Metroid - page 4|url=https://www.gamesradar.com/the-history-of-metroid/4|url-status=live|archive-url=https://web.archive.org/web/20160918045706/http://www.gamesradar.com/the-history-of-metroid/4/|archive-date=2016-09-18|access-date=2021-02-19|website=gamesradar|language=en}}</ref>


''[[Super Play]]'' critic Zy Nicholson said that ''Super Metroid'' is "more of an experience than a game", likening it to watching a late-night movie due to the cinematic structure and atmospheric graphics and sounds. He found the game so compulsive that he was tempted to play "without eating or sleeping". ''Super Play'' critic Tony Mott cited the atmosphere as its best aspect, and described it as a mixture of ''[[Aliens (1990 video game)|Aliens]]'', ''[[Turrican]]'', ''[[Exile (video game)|Exile]]'', and ''[[Nodes of Yesod]]''. Mott applauded the refined controls, and called ''Super Metroid'' "undoubtedly the best game I've played this year so far" and "a game destined for classic status". James Leach agreed with Nicholson and Mott that ''Super Metroid'' was what ''[[Mega Man X (video game)|Mega Man X]]'' should have been, containing "everything I look for: playability, hidden tricks, powerful weapons and steamingly evil baddies". All three reviewers in their verdict called ''Super Metroid'' one of the best games for SNES platform.<ref name=sp>{{cite magazine|title=Import Review: ''Super Metroid'' |first1=Zy |last1=Nicholson |first2=Tony |last2=Mott |first3=James |last3=Leach |magazine=[[Super Play]] |publisher=[[Future Publishing]] |date=June 1994 |issue=20 |pages=37–38}}</ref>
* '''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''': A jumping technique that will make Samus jump into a flashing light, an enemy will die once they touch it. Meaning that Samus will be protected if she gets attacked while she jumps.


''Edge'' criticized the graphics and short length, but praised ''Super Metroid'' as "intensely playable" and "full of memorable moments".<ref name=EdgeRev>{{Cite magazine|last=|first=|date=June 1994|title=Super Metroid Review|url=http://www.next-gen.biz/reviews/super-metroid-review|url-status=dead|archive-url=https://web.archive.org/web/20110603063924/http://www.next-gen.biz/reviews/super-metroid-review|archive-date=2011-06-03|access-date=2021-01-17|magazine=[[Edge (magazine)|Edge]]}}</ref> ''IGN'' called ''Super Metroid''{{'}}s Virtual Console version a "must-own", commenting that although the game was released nine months after the Wii launched, they felt that it was worth the wait. For players who have never played ''Super Metroid'', ''IGN'' claims that they owe themselves as gamers to "finally find out about what you've been missing all these years".<ref name=ign>{{cite web|access-date=February 15, 2009 |url=http://www.ign.com/articles/2007/08/21/super-metroid-review |title=Super Metroid Review |website=IGN |date=August 20, 2007 |last=Thomas |first=Lucas M. |archive-url=https://web.archive.org/web/20150506031937/http://www.ign.com/articles/2007/08/21/super-metroid-review |archive-date=May 6, 2015 |url-status=live}}</ref> In his review for ''GameSpot'', Frank Provo found it "absolutely astonishing that Nintendo let 13 years go by before making ''Super Metroid'' readily available again", but considered the most important thing was that players "can now play this masterpiece without having to track down the original Super Nintendo Entertainment System cartridge or fumble with legally questionable emulators". Despite admitting that the Virtual Console version was essentially "nothing more than a no-frills, emulated version of a 13-year-old SNES game" that was no longer cutting-edge, he was still pleased with it and reiterated his belief that ''Super Metroid'' is "one of the best 2D action adventure games ever produced".<ref name=gamespot>{{cite web |access-date=February 15, 2009 |url=http://www.gamespot.com/wii/action/supermetroid/review.html |title=Super Metroid Review |website=GameSpot |date=August 27, 2007 |author=Provo, Frank |archive-url=https://web.archive.org/web/20090212110638/http://www.gamespot.com/wii/action/supermetroid/review.html <!--Added by H3llBot--> |archive-date=February 12, 2009}}</ref>
==Enemies==


===Bosses===
===Sales===
In Japan, ''Super Metroid'' was the ninth-best-selling [[1994 in video games|video game of 1994]], with 531,000 copies sold that year.<ref name=":1">{{cite magazine |title=1994年のコンシューマーゲームソフトの売上 |trans-title=1994 Consumer Game Software Sales |magazine=[[Dengeki Oh]] |publisher=[[MediaWorks (publisher)|MediaWorks]] |lang=ja |url=http://www.rnac.ne.jp/~zangel/1994.htm |url-status=dead |archive-url=https://web.archive.org/web/20010920123100/http://www.rnac.ne.jp/~zangel/1994.htm |archive-date=September 20, 2001 |access-date=16 September 2021}}</ref> In North America, despite receiving critical acclaim, Rus McLaughlin of ''[[IGN]]'' said that ''Super Metroid'' arrived at a time when the lifecycle of SNES platform was coming to an end.<ref>{{cite web|first=Rus|last=McLaughlin |url=http://www.ign.com/articles/2008/08/15/ign-presents-the-history-of-metroid|title=IGN Presents The History of Metroid |work=[[IGN]]|publisher=[[Ziff Davis]]|date=August 24, 2007|access-date=February 17, 2008|archive-url=https://web.archive.org/web/20160322232835/http://www.ign.com/articles/2008/08/15/ign-presents-the-history-of-metroid |archive-date=March 22, 2016 |url-status=live}}</ref> Robinson similarly noted that, in a series tradition, the game was released at wrong place and time.<ref name=":0" /> With the help of strong marketing from Nintendo, ''Super Metroid'' sold well in North America,<ref name=gr-history /> topping the Super NES sales chart in [[1994 in video games|May 1994]].<ref name="EGMJul1994">{{cite magazine|date=July 1994|title=EGM's Hot Top Tens|url=https://retrocdn.net/images/a/af/EGM_US_060.pdf|magazine=[[Electronic Gaming Monthly]]|pages=48|archive-url=https://web.archive.org/web/20200115113206/https://retrocdn.net/images/a/af/EGM_US_060.pdf|archive-date=January 15, 2020|url-status=live}}</ref> A year after its release, Nintendo placed it on their [[Player's Choice]] marketing label.<ref name="NWR-VC-recommendations" /> By late 2003, the game had shipped 1.42 million copies worldwide.<ref name="whitepaper">{{cite report |title=2004 CESA Games White Paper |date=December 31, 2003 |pages=58–63 |publisher=[[Computer Entertainment Supplier's Association]]}}</ref>
The bosses are listed in chronological order in which Samus encounters each one of them.


===Accolades===
* Ridley
''Super Metroid'' received several awards and honors. ''[[Electronic Gaming Monthly]]'' named ''Super Metroid'' a Game of the Month for May 1994, gave it an Editors' Choice award,<ref name="EGM60"/> awarded it as the Best Action Game of 1994,<ref name="egmbuyersguide1995">{{cite magazine |year=1995 |title=Buyer's Guide |magazine=Electronic Gaming Monthly}}</ref> and named it the best game of all time in 2003.<ref>{{cite magazine |access-date=January 5, 2009 |url=http://www.gamers.com/feature/egmtop100/index.jsp |title=Top 100 Games of All Time |magazine=Electronic Gaming Monthly |year=2003 |archive-url=https://web.archive.org/web/20030611191341/http://gamers.com/feature/egmtop100/index.jsp |archive-date=June 11, 2003}}</ref>{{efn|The magazine's 1997 listing of the best games of all time gave it the slightly more modest title of 6th best game of all time.<ref>{{cite magazine |title=100 Best Games of All Time |magazine=[[Electronic Gaming Monthly]]|issue=100 |publisher=[[Ziff Davis]] |date=November 1997|page=155}}</ref>}} ''IGN'' ranked ''Super Metroid'' 3rd (2003), 10th (2005) and 7th (2007) in its top 100 games of all time lists.<ref>{{cite web |access-date=January 5, 2009 |url=http://top100.ign.com/2003/1-10.html |title=IGN's Top 100 Games of All Time |website=IGN |year=2003 |archive-url=https://web.archive.org/web/20050720234027/http://top100.ign.com/2003/1-10.html |archive-date=July 20, 2005 |url-status=dead}}</ref><ref>{{cite web |access-date=January 5, 2009 |url=http://top100.ign.com/2005/001-010.html |title=IGN's Top 100 Games |website=IGN |year=2005 |archive-url=https://web.archive.org/web/20150228044210/http://top100.ign.com/2005/001-010.html |archive-date=February 28, 2015 |url-status=dead}}</ref><ref>{{cite web |access-date=January 5, 2009 |url=http://top100.ign.com/2007/ign_top_game_7.html |title=IGN Top 100 Games 2007: Super Metroid |website=IGN |year=2007 |archive-url=https://web.archive.org/web/20150219220331/http://top100.ign.com/2007/ign_top_game_7.html |archive-date=February 19, 2015 |url-status=dead}}</ref> Likewise, ''IGN'' readers ranked the game 11th in its top 99 games of all-time list in 2005,<ref>{{cite web |access-date=November 7, 2016 |url=http://microsites.ign.com/kfc/top99games/9.html |title=Readers' Picks Top 99 Games: 20-11 |website=IGN |archive-url=https://web.archive.org/web/20050429025808/http://microsites.ign.com/kfc/top99games/9.html |date=2005 |archive-date=April 29, 2005 |url-status=live}}</ref> and 4th in its top 100 games in 2006.<ref>{{cite web |access-date=January 5, 2009 |url=http://top100.ign.com/2006/001-010.html |title=Readers' Choice 2006: The Top 100 Games Ever |website=IGN |archive-url=https://web.archive.org/web/20150425073430/http://top100.ign.com/2006/001-010.html |archive-date=April 25, 2015 |url-status=dead}}</ref> Richard George of ''IGN'' also ranked ''Super Metroid'' 3rd in its top 100 SNES games, crediting its "flawless action, impeccable level design, out-of-this-world atmosphere, a totally badass heroine and an enormous overworld to explore".<ref>{{cite web|last=George|first=Richard|date=|title=Top 100 SNES Games: Super Metroid|url=http://www.ign.com/top/snes-games/3|url-status=dead|archive-url=https://web.archive.org/web/20111027002751/http://www.ign.com/top/snes-games/3|archive-date=October 27, 2011|access-date=November 7, 2016|work=[[IGN]]|publisher=[[Ziff Davis]]}}</ref> ''[[GamesRadar]]'' named ''Super Metroid'' the best SNES game of all time,<ref>{{cite web|access-date=January 16, 2013 |url=http://www.gamesradar.com/best-snes-games-all-time/ |title=Best Super Nintendo games of all time |publisher=[[GamesRadar]] |date=April 17, 2012 |author=GamesRadar staff |archive-url=https://web.archive.org/web/20150319153243/http://www.gamesradar.com/best-snes-games-all-time/ |archive-date=March 19, 2015 |url-status=dead}}</ref> while ''[[Nintendo Power]]'' named it the best game in the ''Metroid'' series, beating out ''[[Metroid Prime]]'' and ''[[Metroid: Zero Mission]]''.<ref>{{cite magazine | magazine=[[Nintendo Power]] | title=Ultimate Metroid | volume=259 | page=73 | author=Nintendo Power staff | date=October 2010}}</ref> ''[[GamePro]]'' listed ''Super Metroid'' as one of the fifteen must-play retro games on the [[Wii]].<ref>{{cite magazine |access-date=January 5, 2009 |url=http://www.gamepro.com/article/features/72550/15-retro-games-for-the-wii-you-must-play/ |title=15 Retro Games for the Wii You Must Play |magazine=GamePro |date=July 11, 2006 |author=Mike, Major |archive-url=https://web.archive.org/web/20081016085743/http://www.gamepro.com/article/features/72550/15-retro-games-for-the-wii-you-must-play/|archive-date=October 16, 2008}}</ref> ''[[Game Informer]]'' placed the game 29th on their top 100 games of all time in 2001.<ref>{{Cite magazine|last=Cork|first=Jeff|date=2009-11-16|title=Game Informer's Top 100 Games Of All Time (Circa Issue 100)|url=https://www.gameinformer.com/b/features/archive/2009/11/16/game-informer-s-top-100-games-of-all-time-circa-issue-100.aspx|url-status=dead|archive-url=https://web.archive.org/web/20210119151353/https://www.gameinformer.com/b/features/archive/2009/11/16/game-informer-s-top-100-games-of-all-time-circa-issue-100.aspx|archive-date=2021-01-19|access-date=November 30, 2020|magazine=Game Informer|language=en}}</ref> In 2018, ''Complex'' listed the game 3rd on their "The Best Super Nintendo Games of All Time". They opined that ''Super Metroid'' is "tour de force from Nintendo" and described the gameplay as perfect.<ref>{{Cite web|last=Knight|first=Rich|date=April 30, 2018|title=The Best Super Nintendo Games of All Time|url=https://www.complex.com/pop-culture/the-100-best-super-nintendo-games/|access-date=2022-02-17|website=Complex|language=en|archive-date=January 16, 2018|archive-url=https://web.archive.org/web/20180116111038/http://www.complex.com/pop-culture/the-100-best-super-nintendo-games/|url-status=live}}</ref> In 1995, Total! rated the game 17th on its "Top 100 SNES Games".<ref>{{Cite journal |date=July 1995 |title=Top 100 SNES Games |url=https://archive.org/details/total-43/page/n41/mode/2up |journal=Total! |issue=43 |pages=42}}</ref> In 1995, ''[[Flux (magazine)|Flux]]'' magazine listed ''Super Metroid'' 62nd in their "Top 100 Video Games". They praised the game for its challenging gameplay and haunting atmosphere, although they felt that it is too similar to its [[Metroid (video game)|predecessor]].<ref>{{Cite journal |date=April 1995 |title=Top 100 Video Games |url=https://archive.org/details/flux-issue-4/page/n29/mode/2up |journal=Flux |issue=4 |pages=31}}</ref>
* Kraid
* Phantoon
* Draygon
* Mother Brain


===Mini-bosses===
==Legacy==
''Super Metroid'' is often regarded as one of the greatest video games of all time.<ref name="Gametrailers Retrospective Part 2" /><ref name=gr-history /><ref name="ign-history">{{cite web|first=Rus|last=McLaughlin|url=http://www.ign.com/articles/2008/08/15/ign-presents-the-history-of-metroid|title=IGN Presents The History of Metroid|work=[[IGN]]|publisher=[[Ziff Davis]]|date=August 24, 2007|access-date=February 17, 2008|archive-url=https://web.archive.org/web/20160322232835/http://www.ign.com/articles/2008/08/15/ign-presents-the-history-of-metroid |archive-date=March 22, 2016 |url-status=live}}</ref> Jeremy Parish of ''[[USgamer]]'' remarked that ''Super Metroid'' is a "game you can return to time and again and always come away with some fresh insight or observation".<ref name="USGamer-7-Reasons" /> Andrew Webster of ''[[Ars Technica]]'' found the game's atmosphere impressive, and noted that the developers had perfected the aspect on solitude, a concept introduced in the first ''Metroid'' game.<ref name="arstechnica-masterpiece" /> ''[[Game Informer]]'' writer Joe Juba cited the game's ending as "one of the most memorable and empowering moments in gaming history".<ref name="GI-Moments-HyperBeam" /> In 2009, ''[[Official Nintendo Magazine]]'' called the game "challenging, deep and undeniably epic", placing it 24th on a list of the greatest Nintendo games.<ref>{{cite web | author=East, Tom | date=February 24, 2009 | title=100 Best Nintendo Games: Part 4 | url=http://www.officialnintendomagazine.co.uk/article.php?id=7276 | work=[[Official Nintendo Magazine]] | publisher=[[Future plc]] | access-date=September 9, 2022 | archive-url=https://web.archive.org/web/20090226213643/http://www.officialnintendomagazine.co.uk/article.php?id=7276 | archive-date=February 26, 2009 | url-status=dead}}</ref>


As ''Super Metroid'' gives players awards based on how long it took them to complete the game, and because its open-ended structure lends well to [[sequence breaking]], it has become a popular choice for [[speedrun]]ning, a style of play in which the player intends to complete the game as quickly as possible.<ref name=gr-history /><ref name="ign-history"/><ref>{{cite web |url=http://www.mtv.com/news/1504116/for-some-gamers-merely-finishing-a-game-isnt-enough/|title=For Some Gamers, Merely Finishing A Game Isn't Enough |publisher=[[Viacom International]] |work=[[MTV News]] |first=Stephen |last=Totilo |date=June 14, 2005 |access-date=January 5, 2009 |archive-url=https://web.archive.org/web/20160302115724/http://www.mtv.com/news/1504116/for-some-gamers-merely-finishing-a-game-isnt-enough/ |archive-date=March 2, 2016 |url-status=dead}}</ref> ''Super Metroid'', alongside [[Konami]]'s 1997 game ''[[Castlevania: Symphony of the Night]]'', is also credited for establishing the "[[Metroidvania]]" genre.<ref>{{cite web|url=http://www.gamasutra.com/view/news/236410/The_undying_allure_of_the_Metroidvania.php |title=The undying allure of the Metroidvania |first=Christian |last=Nutt |date=February 13, 2015 |access-date=March 23, 2015 |publisher=[[UBM plc]] |work=[[Gamasutra]] |archive-url=https://web.archive.org/web/20150512033009/http://www.gamasutra.com/view/news/236410/The_undying_allure_of_the_Metroidvania.php |archive-date=May 12, 2015 |url-status=dead}}</ref><ref>{{Cite magazine|url=https://www.rollingstone.com/culture/news/castlevania-creator-koji-igarashi-im-not-a-big-deal-w452193|archive-url=https://web.archive.org/web/20170525134257/http://www.rollingstone.com/culture/news/castlevania-creator-koji-igarashi-im-not-a-big-deal-w452193|first=James|last=Mielke|title='Castlevania' Creator Koji Igarashi: 'I Don't Feel That I'm a Big Deal'|magazine=[[Rolling Stone]]|publisher=Wenner Media LLC|date=November 23, 2016|access-date=May 25, 2017|archive-date=May 25, 2017|url-status=live|quote={{bracket|Koji Igarashi's}} work inspired an entire genre that's partially named in honor of his work — the "Metroidvania", which is a reference to the sprawling, contiguous design sensibilities that define ''Symphony of the Night'' and Nintendo's ''Super Metroid''.}}</ref> It was cited as an influence on other Metroidvania games, including ''[[Shadow Complex]]''<ref>{{cite interview|url=http://www.gamasutra.com/view/feature/4119/making_shadow_complex_donald_.php |title=Making Shadow Complex: Donald Mustard Speaks |first=Donald |last=Mustard |interviewer=Christian Nutt |date=August 28, 2009 |access-date=August 28, 2009 |publisher=[[UBM plc]] |work=[[Gamasutra]] |archive-url=https://web.archive.org/web/20141231141829/http://www.gamasutra.com/view/feature/4119/making_shadow_complex_donald_.php |archive-date=December 31, 2014 |url-status=dead |quote='''Mustard:''' ''Super Metroid'', to me, is the pinnacle of 2D game design, and there's no reason we shouldn't be pushing that pinnacle forward and see what else we can do with it.}}</ref> and ''[[Axiom Verge]]''.<ref>{{cite web|url=http://www.usgamer.net/articles/game-dev-recipes-axiom-verge |title=Game Dev Recipes: Axiom Verge |first=Tom |last=McShea |work=[[USgamer]] |publisher=Gamer Network |date=September 19, 2014 |access-date=February 21, 2015 |archive-url=https://web.archive.org/web/20150429180705/http://www.usgamer.net/articles/game-dev-recipes-axiom-verge |archive-date=April 29, 2015 |url-status=live |quote="''Super Metroid'' influenced the overall map structure," Happ says.}}</ref>
* Chozo statue 1
* Spore Spawn
* Crocmire
* Botwoon
* Chozo statue 2
* Metroid Larva


Several [[ROM hack]]s for ''Super Metroid'' were released by fans, which added new features that are not included in the original game.<ref name="Gamasutra SM ROM Hacking page 4">{{cite web |url=http://www.gamasutra.com/view/feature/196769/why_super_metroids_hacking_.php?page=4 |title=Why ''Super Metroid''{{'s}} Hacking Community is Still Going Strong |page=4 |first=Victoria |last=Earl |date=July 24, 2013 |access-date=March 23, 2015 |publisher=[[UBM plc]] |work=[[Gamasutra]] |archive-url=https://web.archive.org/web/20160315051623/http://www.gamasutra.com/view/feature/196769/why_super_metroids_hacking_.php?page=4 |archive-date=March 15, 2016 |url-status=dead}}</ref> ''Super Metroid: Redesign'', created by "drewseph" in 2006, features new items, expanded areas and modified physics.<ref name="Gamasutra SM ROM Hacking page 4" /><ref>{{cite web |url=http://www.vintagecomputing.com/index.php/archives/163 |title=Hacksterpiece Theatre: Return to Zebes with Super Metroid Redesign |work=Vintage Computers and Gaming |date=September 5, 2006 |access-date=March 23, 2015 |first=Benj |last=Edwards |archive-url=https://web.archive.org/web/20150925211833/http://www.vintagecomputing.com/index.php/archives/163 |archive-date=September 25, 2015 |url-status=live}}</ref><ref>{{cite web |url=https://www.pcmag.com/slideshow/story/293770/10-classic-video-game-hacks-everyone-should-play/10 |archive-url=https://web.archive.org/web/20160116181033/http://www.pcmag.com/slideshow/story/293770/10-classic-video-game-hacks-everyone-should-play/10 |title=10 Classic Video Game Hacks Everyone Should Play |work=[[PC Magazine]] |publisher=[[Ziff Davis]] |date=February 3, 2012 |archive-date=January 16, 2016 |access-date=March 23, 2015 |first=Benj |last=Edwards |url-status=live}}</ref> In 2011, a Japanese hacker named "SB" released a ROM hack titled ''Metroid: Super Zero Mission'', which intends to combine elements from ''Super Metroid'' and ''[[Metroid: Zero Mission]]''.<ref name="Gamasutra SM ROM Hacking page 4" /> Later hacks, such as ''Hyper Metroid'' by "RealRed" and ''Super Junkoid'' by "P. Yoshi", further expand on the game's mechanics with altered game mechanics, graphical overhauls, and new stories.<ref>{{Cite web |last=Walton |first=Dante |date=2022-04-01 |title=10 Rom Hacks That Make It Hard To Go Back To The Original Game |url=https://www.cbr.com/rom-hacks-that-make-it-hard-to-go-back-to-the-original-game/ |access-date=2024-03-03 |website=CBR |language=en |archive-date=January 19, 2024 |archive-url=https://web.archive.org/web/20240119155855/https://www.cbr.com/rom-hacks-that-make-it-hard-to-go-back-to-the-original-game/ |url-status=live}}</ref><ref>{{Cite web |last=McFerran |first=Damien |date=2023-10-07 |title=This Awesome ROM Hack Turns Super Metroid Into An Entirely New Game |url=https://www.timeextension.com/news/2023/10/this-awesome-rom-hack-turns-super-metroid-into-an-entirely-new-game |access-date=2024-03-03 |website=Time Extension |language=en-GB |archive-date=March 3, 2024 |archive-url=https://web.archive.org/web/20240303214852/https://www.timeextension.com/news/2023/10/this-awesome-rom-hack-turns-super-metroid-into-an-entirely-new-game |url-status=live}}</ref>
==Areas==


===Sequels===
* The space colony
Nintendo did not release another ''Metroid'' game for eight years, as the series had not matched the success of the ''[[Mario (franchise)|Mario]]'' and ''[[Legend of Zelda]]'' franchises.<ref name=gr-history /> Yokoi left Nintendo in August 1996, amid the failure of the [[Virtual Boy]], and died in a car accident in October 1997.<ref>{{cite web|last=Varney |first=Allen |url=http://www.escapistmagazine.com/articles/view/video-games/issues/issue_87/490-Searching-for-Gunpei-Yokoi.3 |title=The Escapist: Searching for Gunpei Yokoi |publisher=[[Defy Media]] |work=[[The Escapist (magazine)|The Escapist]] |page=3 |date=March 6, 2007 |access-date=December 31, 2014 |archive-url=https://web.archive.org/web/20141231142921/http://www.escapistmagazine.com/articles/view/video-games/issues/issue_87/490-Searching-for-Gunpei-Yokoi.3 |archive-date=December 31, 2014 |url-status=live}}</ref><ref>{{cite web|url=http://www.ign.com/articles/1997/10/07/game-boy-inventor-dies-in-car-crash |title=Game Boy Inventor Dies in Car Crash |work=[[IGN]] |publisher=[[Ziff Davis]] |date=October 7, 1997 |access-date=December 31, 2014 |archive-url=https://web.archive.org/web/20150419065331/http://www.ign.com/articles/1997/10/07/game-boy-inventor-dies-in-car-crash |archive-date=April 19, 2015 |url-status=live}}</ref>
* Crateria
* Brinstar
* Norfair
* The wrecked ship
* Maridia
* Tourian


Fans eagerly awaited a ''Metroid'' game for the [[Nintendo 64]] (N64).<ref name="ign-history"/> According to Nintendo producer [[Shigeru Miyamoto]], Nintendo did not develop a ''Metroid'' game for the N64 as they "couldn't come out with any concrete ideas".<ref name="roundtable">{{cite web|url=http://www.ign.com/articles/2002/11/15/metroid-prime-roundtable-qa |title=Metroid Prime Roundtable QA |work=[[IGN]] |publisher=[[Ziff Davis]] |date=November 15, 2002 |access-date=February 20, 2008 |archive-url=https://web.archive.org/web/20141231151010/http://www.ign.com/articles/2002/11/15/metroid-prime-roundtable-qa |archive-date=December 31, 2014 |url-status=live}}</ref> Sakamoto said he could not imagine how the [[N64 controller]] could be used to control Samus. Nintendo approached another company to make an N64 ''Metroid'', but the offer was declined because the developers thought they could not make a game to equal ''Super Metroid''.<ref>{{cite web|date=September 14, 2010|title=Yoshio Sakamoto discusses Metroid 64, Metroid Dread and the 3DS|url=http://www.gamestm.co.uk/features/yoshio-sakamoto-discusses-metroid-64-metroid-dread-and-the-unwritten-future-of-the-warioware-series/|url-status=dead|archive-url=https://web.archive.org/web/20131018214837/http://www.gamestm.co.uk/features/yoshio-sakamoto-discusses-metroid-64-metroid-dread-and-the-unwritten-future-of-the-warioware-series/|archive-date=October 18, 2013|access-date=December 31, 2013|work=[[GamesTM]]}}</ref>


In late 2002, Nintendo released ''[[Metroid Fusion]]'', a 2D sequel developed for the [[Game Boy Advance]] by Nintendo R&D1,<ref name="ign-history" /><ref name="ign-handson">{{cite web|access-date=January 4, 2009 |url=http://www.ign.com/articles/2002/08/22/metroid-fusion-hands-on |title=Metroid Fusion Hands-on |work=[[IGN]] |publisher=[[Ziff Davis]] |date=August 22, 2002 |first=Craig |last=Harris |archive-url=https://web.archive.org/web/20141231180057/http://www.ign.com/articles/2002/08/22/metroid-fusion-hands-on |archive-date=December 31, 2014 |url-status=live}}</ref><ref name="NWR-MF-Hands-on">{{cite web|access-date=January 4, 2009 |url=http://www.nintendoworldreport.com/preview/3435 |title=Metroid Fusion |publisher=Nintendo World Report |date=August 26, 2002 |last=Lake |first=Max |archive-url=https://web.archive.org/web/20141231160419/http://www.nintendoworldreport.com/preview/3435/metroid-fusion-game-boy-advance |archive-date=December 31, 2014 |url-status=live}}</ref> and ''[[Metroid Prime]]'', a [[first person (video games)|first-person]] game developed for the [[GameCube]] by American developer [[Retro Studios]], and the first ''Metroid'' game to use [[3D graphics]].<ref name="ign-history" /><ref name=road>{{cite web|archive-url=https://web.archive.org/web/20041217081949/http://archive.gamespy.com/articles/november02/metroidconf/index.shtml |url=http://archive.gamespy.com/articles/november02/metroidconf/index.shtml|title=The Road to Metroid Prime|publisher=[[GameSpy]]|date=November 12, 2002|archive-date=December 17, 2004 |access-date=October 5, 2012|first=Raymond|last=Padilla}}</ref> Both ''Fusion'' and ''Prime'' garnered acclaim,<ref name=gr-history /> with ''Prime'' winning several [[List of Game of the Year awards|Game of the Year]] awards.<ref>{{cite web|url=http://cube.gamespy.com/gamecube/metroid-prime/535883p1.html |title=Metroid Prime Bundle Announced |publisher=[[GameSpy]] |date=August 4, 2004 |access-date=July 31, 2010 |archive-url=https://web.archive.org/web/20150510044939/http://cube.gamespy.com/gamecube/metroid-prime/535883p1.html |archive-date=May 10, 2015 |url-status=live}}</ref> ''Metroid Prime'' received three spin-offs, 2009 compilation ''[[Metroid Prime: Trilogy]]'', containing ''Prime'', its 2004 sequel ''[[Metroid Prime 2: Echoes]],'' and 2007 [[Wii]] sequel ''[[Metroid Prime 3: Corruption]]'',<ref name=gr-history /><ref name="ign-history" /> and an [[Metroid Prime 4: Beyond|upcoming fourth sequel]].<ref>{{Cite web |last=McFerran |first=Damien |date=June 13, 2017 |title=Metroid Prime 4 Confirmed For Nintendo Switch, But Retro Studios Isn't Involved |url=https://www.nintendolife.com/news/2017/06/metroid_prime_4_confirmed_for_nintendo_switch_but_retro_studios_isnt_involved |archive-url=https://web.archive.org/web/20180615052437/http://www.nintendolife.com/news/2017/06/metroid_prime_4_confirmed_for_nintendo_switch_but_retro_studios_isnt_involved |archive-date=June 15, 2018 |access-date=January 25, 2019 |website=Nintendo Life |language=en-GB}}</ref> In 2010, ''[[Metroid: Other M]]'' was released, taking place between ''Super Metroid'' and ''Fusion''.<ref>{{Cite web |last=Snider |first=Mike |date=September 2, 2010 |title=Q&A: 'Metroid: Other M' director Yoshio Sakamoto |url=http://content.usatoday.com/communities/gamehunters/post/2010/09/qa-metroid-other-m-director-yoshio-sakamoto/1 |url-status=dead |archive-url=https://web.archive.org/web/20150713054429/http://content.usatoday.com/communities/gamehunters/post/2010/09/qa-metroid-other-m-director-yoshio-sakamoto/1 |archive-date=July 13, 2015 |access-date=February 24, 2010 |website=USA Today}}</ref>
==Credits==


After a long development period, a fifth 2D game and sequel to ''Fusion'', ''[[Metroid Dread]]'', was released in 2021 for the [[Nintendo Switch]] to critical acclaim and developed by ''[[Metroid: Samus Returns]]'' developer [[MercurySteam]].<ref>{{Cite web |last=Gray |first=Kate |date=2021-06-15 |title=Metroid 5 Is Coming To Switch As Metroid Dread, And It's 2D |url=https://www.nintendolife.com/news/2021/06/metroid_5_is_coming_to_switch_as_metroid_dread_and_its_2d |access-date=2024-04-08 |website=Nintendo Life |language=en-GB}}</ref>
===Producers===
* [[Gunpei Yokoi]] (general manager)
* [[Makoto Kanoh]] (producer)
* [[Yoshio Sakamoto]] (director)


==References==
===Graphics designers===
===Notes===
* [[Hirofumi Matsuoka]] (backgrounds)
{{Notelist}}
* [[Masahiko Mashimo]] (backgrounds)
* [[Hiroyuki Kimura]] (backgrounds)
* [[Tohru Ohsawa]] (objects)
* [[Tomoyoshi Yamane]] (objects)
* [[Hiroji Kiyotake]] (Samus original design)
* [[Tomomi Yamane]] (Samus)


===Sound and music===
===Citations===
{{Reflist}}
* [[Kenji Yamamoto]] (sound program, effects, music)
* [[Minako Hamano]] (music)
* [[Dan Owsen]] (voice acting)


== External links ==
===Programmers===
* [https://www.nintendo.co.jp/n02/shvc/ri/index.html Official Nintendo Japan ''Super Metroid'' website] {{in lang|ja}}
* [[Kenji Imai]] (program direction)
* {{MobyGames|id=/super-metroid|name=''Super Metroid''}}
* [[Kenji Nakajima]] (system coordination)
* [[Yoshikazu Mori]] (system)
* [[Isamu Kubota]] (Samus)
* [[Misturu Matsumoto]] (events)
* [[Yasuhiko Fujii]] (enemies)
* [[Motomu Chikaraishi]] (map)
* [[Kouichi Abe]] (assistant)


{{Metroid series}}
{{Intelligent Systems}}
{{Portal bar|1990s|Japan|Video games|Space|Speculative fiction}}
{{Authority control}}


[[Category:1994 video games]]
==External links==
[[Category:Action-adventure games]]
*[http://www.classicgaming.com/mdb/sm/index.htm Super Metroid at The Metroid Database]
[[Category:Extinction in fiction]]
[[Category:Intelligent Systems games]]
[[Category:Metroid games]]
[[Category:Metroidvania games]]
[[Category:New Nintendo 3DS games]]
[[Category:Nintendo Research & Development 1 games]]
[[Category:Nintendo Switch Online games]]
[[Category:Open-world video games]]
[[Category:Single-player video games]]
[[Category:Super Nintendo Entertainment System games]]
[[Category:Video games about genetic engineering]]
[[Category:Video games developed in Japan]]
[[Category:Video games featuring female protagonists]]
[[Category:Video games scored by Kenji Yamamoto (composer, born 1964)]]
[[Category:Video games set on fictional planets]]
[[Category:Video games set in outer space]]
[[Category:Virtual Console games]]
[[Category:Virtual Console games for Wii U]]
[[Category:Virtual Console games for Nintendo 3DS]]

Latest revision as of 04:08, 13 November 2024

Super Metroid
North American box art featuring Samus Aran battling Ridley
Developer(s)
Publisher(s)Nintendo
Director(s)Yoshio Sakamoto
Producer(s)Makoto Kano
Programmer(s)Kenji Imai
Artist(s)
Composer(s)
SeriesMetroid
Platform(s)Super Nintendo Entertainment System
Release
  • JP: March 19, 1994
  • NA: April 18, 1994
  • PAL: July 28, 1994
Genre(s)Action-adventure, Metroidvania
Mode(s)Single-player

Super Metroid[a][b] is a 1994 action-adventure game developed by Nintendo and Intelligent Systems and published by Nintendo for the Super Nintendo Entertainment System. It is the third installment in the Metroid series, following the events of the Game Boy game Metroid II: Return of Samus (1991). Players control bounty hunter Samus Aran, who travels to planet Zebes to retrieve an infant Metroid creature stolen by the Space Pirate leader Ridley.

Following the established gameplay model of its predecessors, Super Metroid focuses on exploration, with the player searching for power-ups used to reach previously inaccessible areas. It introduced new concepts to the series, such as the inventory screen, an automap, and the ability to fire in all directions. The development staff from previous Metroid games—including Yoshio Sakamoto, Makoto Kano and Gunpei Yokoi—returned to develop Super Metroid over the course of two years. The developers wanted to make a true action game, and set the stage for Samus' reappearance.

Super Metroid received acclaim, with praise for its atmosphere, gameplay, music and graphics. It is often cited as one of the greatest video games of all time. The game sold well and shipped 1.42 million copies worldwide by late 2003. Alongside Castlevania: Symphony of the Night, Super Metroid is credited for establishing the "Metroidvania" genre, inspiring numerous indie games and developers. It also became popular among players for speedrunning. Super Metroid was followed in 2002 by Metroid Fusion and Metroid Prime. It has been re-released on several Nintendo consoles and services.

Gameplay

[edit]
A person in a powered exoskeleton uses a grappling beam to swing across.
Power-ups and abilities, such as the Grappling Beam, allow Samus to reach previously inaccessible areas. Her health, stock of weapons and a gridded mini-map are displayed on the top of the screen.

Super Metroid is a 2D side-scrolling action-adventure game,[2][3] which primarily takes place on the fictional planet Zebes from the original game—a large, open-ended world with areas connected by doors and elevators.[4]: 18–19  The player controls Samus Aran as she searches the planet for a Metroid that has been stolen by Ridley, the leader of the Space Pirates.[4]: 5  Samus can run, jump, crouch, and fire a weapon in eight directions; she can also perform other actions, such as wall jumping—jumping from one wall to another in rapid succession to reach higher areas. The "Moon Walk" ability, named after the popular dance move of the same name, allows Samus to walk backwards while firing or charging her weapon.[5]: 8–9 

Throughout the course of the game, the player can acquire power-ups that enhance Samus's armor and weaponry, as well as grant her special abilities, allowing them to gain access to areas that were previously inaccessible.[3] The Morph Ball[c] allows Samus to curl into a ball and roll into tight places; while in this form, she can plant bombs once a Bomb power-up is acquired. The Spring Ball adds the ability to jump while in Morph Ball form.[5]: 10–11  The Speed Booster can be used to run at high speeds and crash into barriers and enemies.[6] The Hi-Jump Boots allow for a higher jump, and the Space Jump allows Samus to jump in midair.[4]: 24  The Grapple Beam can be used to swing across open areas.[6] The X-ray Scope is used to see items and passages through hidden walls and other surfaces.[5]: 12 

The heads-up display shows Samus's health, the supply mode for Reserve Tanks, icons that represent weapons, and a map display showing her location and its surroundings.[5]: 7  The inventory screen allows the player to enable and disable weapons and abilities. While the beam weapons can be combined, the Spazer and Plasma beams cannot be used simultaneously. At the game's end, Samus obtains the Hyper Beam, a powerful weapon generated by the energy given to her by the "super Metroid", the matured version of the larval creature that she seeks over the course of the game.[7][8] The backup units called Reserve Tanks can be used automatically when Samus's health is depleted.[4]: 14–15  The game also features an automap to help players navigate the different areas of the game. Additionally, the player can use the map computer found in each part of the planet to reveal unexplored areas.[4]: 13  To save their progress, the player must find and use one of the save stations scattered around the planet.[4]: 16  The game can also be saved at Samus's gunship, which fully recharges her health and ammunition as well.[4]: 18  Super Metroid has three endings based on the time taken to complete the game, which determine whether Samus poses with or without her suit. The best ending is achieved when the game is completed under three hours.[5]: 119  Additionally, an optional task alters the game's end slightly. If the player chooses to rescue the Dachora and the Etecoons, friendly creatures encountered by Samus in the game, they are shown leaving the planet in the distance.[5]: 118–119 

Plot

[edit]

Samus Aran brings the last Metroid to the Ceres space colony for scientific study. Investigation of the specimen, a larva, reveals that its energy-producing abilities could actually be harnessed for the good of civilization. Shortly after leaving, Samus receives a distress call alerting her to return to the colony immediately. She finds the scientists dead, and the Metroid larva stolen by Ridley, leader of the Space Pirates. Samus escapes from the colony during a self-destruct sequence and follows Ridley to the planet Zebes.[11] She searches the planet for the Metroid and finds that the Pirates have rebuilt their base there.[4]: 5 

After defeating four bosses including Ridley in various regions of Zebes, Samus enters Tourian,[5]: 109  the heart of the Pirates' base, and fights several Metroids that have somehow reproduced. A single Metroid that has grown to enormous size attacks and nearly destroys Samus, but relents at the last moment. It is the larva that was stolen from Ceres; because Samus was present at its hatching on SR388, the Metroid has imprinted on Samus, recognizing her as its "mother".[5]: 113 [7][12]

Samus fights Mother Brain, a biomechanical creature that controls the Zebes systems. Mother Brain overpowers Samus and again she is nearly killed, but the Metroid intervenes, crippling Mother Brain and healing Samus. Mother Brain rises again and kills the Metroid, but upon death, the Metroid gives Samus the Hyper Beam, a powerful weapon strong enough to kill Mother Brain. Samus escapes Zebes as it self-destructs.[5]: 116–119 

Development

[edit]
Portrait of Yoshio Sakamoto, making a public speech.
Yoshio Sakamoto, the director and writer of Super Metroid, at the 2010 Game Developers Conference

Super Metroid was developed by Nintendo R&D1[13] with a staff of 15 managed by Gunpei Yokoi. It was written and directed by Yoshio Sakamoto, and produced by Makoto Kano.[14][15][16]: 3  Intelligent Systems, who co-developed the original Metroid with R&D1, handled the programming.[17] The opening was narrated by Dan Owsen, a Nintendo of America employee.[14][18]

Super Metroid was released almost a decade after the original Metroid. Sakamoto said: "We wanted to wait until a true action game was needed. [...] And also to set the stage for the reappearance of Samus Aran".[15] It took half a year for Nintendo to approve the project, and two further years to develop.[15]

The developers' primary goal was to make a "good action game". It is the first Metroid game to let Samus fire in all directions while moving.[15] It is also among the first open-world games with a map feature, which shows the outlines of rooms and indicates important locations and items.[13] The team wanted to create a large map, but found it difficult to organize the amount of graphic data involved, and so broke it into smaller parts. Areas from previous Metroid games were included to create a sense of familiarity.[15]

Shortly before the game's release, the North American Entertainment Software Rating Board, a self-regulating organization, was formed in response to the increasing violence in games such as Mortal Kombat (1992).[19] Asked whether he thought the controversy would cause a backlash for Super Metroid, Sakamoto explained that Samus's purpose is to maintain peace in the galaxy, saying: "It's not violence for the sake of violence".[15] The game was demonstrated at the Winter 1994 Consumer Electronics Show, and was named the best Super NES game at the show by GamePro.[20]

Audio

[edit]

The music for Super Metroid was composed by Kenji Yamamoto and Minako Hamano,[14][16]: 4 [21] and uses 16-bit versions of music from previous games.[15] The Super NES's sound hardware allowed the playback of samples simultaneously on eight channels, as opposed to three PSG channels and one noise channel of the NES. Yamamoto decided that rich and expressive sounds, such as a female chorus, would be required to portray the setting realistically.[22] He composed the main theme by humming while riding his motorcycle from work.[22][23]

Yamamoto also served as a sound programmer,[23] and wrote a program that sends sound data to the audio chip.[22] He also created sound effects,[23] including those created for an infant Metroid to convey different emotions.[22] The simultaneous roles as a composer, a sound programmer and a sound effect creator gave Yamamoto ideas to produce a distinct Metroid soundtrack "with a sound programmer's ear, with a sound effect creator's ear, and with the approach methodology and theory of a composer". The arrangements and remixes of the game's themes were used in Metroid Prime and its sequels, because Yamamoto wanted to satisfy old Metroid fans, describing it as a "present" for them.[23]

A soundtrack album, Super Metroid: Sound in Action, was published by Sony Records on June 22, 1994. It contains 38 tracks and has a running time of 58:49. It includes the original Metroid soundtrack by Hirokazu Tanaka, and additional tracks arranged by Yoshiyuki Ito and Masumi Ito.[24]

Release

[edit]

The game was released by Nintendo in Japan on March 19, 1994,[25][26] in North America on April 18,[26] and in Europe on July 28.[26] It was distributed on a 24-megabit cartridge.[27] It was re-released through the Nintendo Power service in Japan on September 30, 1997.[28][29] Super Metroid became available as a Wii Virtual Console game in North America on August 20, 2007,[30][31] in Japan on September 20,[25][32] and in Europe on October 12.[33] In Super Smash Bros. Brawl, it is also one of the trial games available in the "Masterpieces" section, which uses Virtual Console technology to emulate older hardware and have time constraints.[34] The game was later released on the Wii U Virtual Console in May 2013, initially available during the trial campaign for a cheaper price before reverting to its regular price the next month.[35] The New Nintendo 3DS-specific Virtual Console also received the release in April 2016.[36] In September 2017, Nintendo released the Super NES Classic Edition, which included Super Metroid among its games.[37] Super Metroid and other Super NES games were added to the Nintendo Switch Online subscription service in September 2019.[38]

Reception

[edit]

Super Metroid was one of the highest rated games on review aggregator GameRankings.[39] Chris Slate of the Game Players video game magazine thoroughly enjoyed Super Metroid, claiming that it "easily lives up to everyone's high expectations". He was satisfied with how Nintendo mixed "smooth", "complex" gameplay, with "state-of-the-art" graphics and sound. Slate found the newly added auto-mapping feature something that players really needed, saying that it was the only feature in Super Metroid that the original Metroid should have had. Slate said that action fans will not miss Super Metroid, but also remarked that due to the large space available to explore and numerous secrets, the players will have to play through several times even after they have beaten it.[47] Nintendo Power mentioned that the game "may well be the best action adventure game ever", calling it the "wave of the future", and they praised the game's graphics, sound, and controls.[2] Electronic Gaming Monthly gave Super Metroid their "Game of the Month" award, comparing it favorably to the original Metroid and applauding the graphics, the many weapons and items available, and the music. Each of the four reviewers gave it scores of nine out of ten.[45] GamePro criticized the controls as often awkward or difficult and said that many of the power-ups are either lifted from other Super NES games or simple upgrades of other power-ups in the game, but praised the game's massive size along with the auto-mapping feature.[63] Andy Robinson of GamesRadar was pleased with the game's "phenomenal" soundtrack, complimenting it as "one of the best videogame scores of all time".[64]

Super Play critic Zy Nicholson said that Super Metroid is "more of an experience than a game", likening it to watching a late-night movie due to the cinematic structure and atmospheric graphics and sounds. He found the game so compulsive that he was tempted to play "without eating or sleeping". Super Play critic Tony Mott cited the atmosphere as its best aspect, and described it as a mixture of Aliens, Turrican, Exile, and Nodes of Yesod. Mott applauded the refined controls, and called Super Metroid "undoubtedly the best game I've played this year so far" and "a game destined for classic status". James Leach agreed with Nicholson and Mott that Super Metroid was what Mega Man X should have been, containing "everything I look for: playability, hidden tricks, powerful weapons and steamingly evil baddies". All three reviewers in their verdict called Super Metroid one of the best games for SNES platform.[57]

Edge criticized the graphics and short length, but praised Super Metroid as "intensely playable" and "full of memorable moments".[44] IGN called Super Metroid's Virtual Console version a "must-own", commenting that although the game was released nine months after the Wii launched, they felt that it was worth the wait. For players who have never played Super Metroid, IGN claims that they owe themselves as gamers to "finally find out about what you've been missing all these years".[50] In his review for GameSpot, Frank Provo found it "absolutely astonishing that Nintendo let 13 years go by before making Super Metroid readily available again", but considered the most important thing was that players "can now play this masterpiece without having to track down the original Super Nintendo Entertainment System cartridge or fumble with legally questionable emulators". Despite admitting that the Virtual Console version was essentially "nothing more than a no-frills, emulated version of a 13-year-old SNES game" that was no longer cutting-edge, he was still pleased with it and reiterated his belief that Super Metroid is "one of the best 2D action adventure games ever produced".[48]

Sales

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In Japan, Super Metroid was the ninth-best-selling video game of 1994, with 531,000 copies sold that year.[65] In North America, despite receiving critical acclaim, Rus McLaughlin of IGN said that Super Metroid arrived at a time when the lifecycle of SNES platform was coming to an end.[66] Robinson similarly noted that, in a series tradition, the game was released at wrong place and time.[64] With the help of strong marketing from Nintendo, Super Metroid sold well in North America,[16] topping the Super NES sales chart in May 1994.[67] A year after its release, Nintendo placed it on their Player's Choice marketing label.[30] By late 2003, the game had shipped 1.42 million copies worldwide.[68]

Accolades

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Super Metroid received several awards and honors. Electronic Gaming Monthly named Super Metroid a Game of the Month for May 1994, gave it an Editors' Choice award,[45] awarded it as the Best Action Game of 1994,[69] and named it the best game of all time in 2003.[70][d] IGN ranked Super Metroid 3rd (2003), 10th (2005) and 7th (2007) in its top 100 games of all time lists.[72][73][74] Likewise, IGN readers ranked the game 11th in its top 99 games of all-time list in 2005,[75] and 4th in its top 100 games in 2006.[76] Richard George of IGN also ranked Super Metroid 3rd in its top 100 SNES games, crediting its "flawless action, impeccable level design, out-of-this-world atmosphere, a totally badass heroine and an enormous overworld to explore".[77] GamesRadar named Super Metroid the best SNES game of all time,[78] while Nintendo Power named it the best game in the Metroid series, beating out Metroid Prime and Metroid: Zero Mission.[79] GamePro listed Super Metroid as one of the fifteen must-play retro games on the Wii.[80] Game Informer placed the game 29th on their top 100 games of all time in 2001.[81] In 2018, Complex listed the game 3rd on their "The Best Super Nintendo Games of All Time". They opined that Super Metroid is "tour de force from Nintendo" and described the gameplay as perfect.[82] In 1995, Total! rated the game 17th on its "Top 100 SNES Games".[83] In 1995, Flux magazine listed Super Metroid 62nd in their "Top 100 Video Games". They praised the game for its challenging gameplay and haunting atmosphere, although they felt that it is too similar to its predecessor.[84]

Legacy

[edit]

Super Metroid is often regarded as one of the greatest video games of all time.[6][16][85] Jeremy Parish of USgamer remarked that Super Metroid is a "game you can return to time and again and always come away with some fresh insight or observation".[7] Andrew Webster of Ars Technica found the game's atmosphere impressive, and noted that the developers had perfected the aspect on solitude, a concept introduced in the first Metroid game.[3] Game Informer writer Joe Juba cited the game's ending as "one of the most memorable and empowering moments in gaming history".[8] In 2009, Official Nintendo Magazine called the game "challenging, deep and undeniably epic", placing it 24th on a list of the greatest Nintendo games.[86]

As Super Metroid gives players awards based on how long it took them to complete the game, and because its open-ended structure lends well to sequence breaking, it has become a popular choice for speedrunning, a style of play in which the player intends to complete the game as quickly as possible.[16][85][87] Super Metroid, alongside Konami's 1997 game Castlevania: Symphony of the Night, is also credited for establishing the "Metroidvania" genre.[88][89] It was cited as an influence on other Metroidvania games, including Shadow Complex[90] and Axiom Verge.[91]

Several ROM hacks for Super Metroid were released by fans, which added new features that are not included in the original game.[92] Super Metroid: Redesign, created by "drewseph" in 2006, features new items, expanded areas and modified physics.[92][93][94] In 2011, a Japanese hacker named "SB" released a ROM hack titled Metroid: Super Zero Mission, which intends to combine elements from Super Metroid and Metroid: Zero Mission.[92] Later hacks, such as Hyper Metroid by "RealRed" and Super Junkoid by "P. Yoshi", further expand on the game's mechanics with altered game mechanics, graphical overhauls, and new stories.[95][96]

Sequels

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Nintendo did not release another Metroid game for eight years, as the series had not matched the success of the Mario and Legend of Zelda franchises.[16] Yokoi left Nintendo in August 1996, amid the failure of the Virtual Boy, and died in a car accident in October 1997.[97][98]

Fans eagerly awaited a Metroid game for the Nintendo 64 (N64).[85] According to Nintendo producer Shigeru Miyamoto, Nintendo did not develop a Metroid game for the N64 as they "couldn't come out with any concrete ideas".[99] Sakamoto said he could not imagine how the N64 controller could be used to control Samus. Nintendo approached another company to make an N64 Metroid, but the offer was declined because the developers thought they could not make a game to equal Super Metroid.[100]

In late 2002, Nintendo released Metroid Fusion, a 2D sequel developed for the Game Boy Advance by Nintendo R&D1,[85][101][102] and Metroid Prime, a first-person game developed for the GameCube by American developer Retro Studios, and the first Metroid game to use 3D graphics.[85][103] Both Fusion and Prime garnered acclaim,[16] with Prime winning several Game of the Year awards.[104] Metroid Prime received three spin-offs, 2009 compilation Metroid Prime: Trilogy, containing Prime, its 2004 sequel Metroid Prime 2: Echoes, and 2007 Wii sequel Metroid Prime 3: Corruption,[16][85] and an upcoming fourth sequel.[105] In 2010, Metroid: Other M was released, taking place between Super Metroid and Fusion.[106]

After a long development period, a fifth 2D game and sequel to Fusion, Metroid Dread, was released in 2021 for the Nintendo Switch to critical acclaim and developed by Metroid: Samus Returns developer MercurySteam.[107]

References

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Notes

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  1. ^ Japanese: スーパーメトロイド, Hepburn: Sūpā Metoroido
  2. ^ The opening cutscene alternatively refers to the game as Metroid 3.[1]
  3. ^ The game refers to the item as the "Morphing Ball".
  4. ^ The magazine's 1997 listing of the best games of all time gave it the slightly more modest title of 6th best game of all time.[71]

Citations

[edit]
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  2. ^ a b "Now Playing". Nintendo Power. Vol. 60. Nintendo of America. May 1994. p. 102.
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  4. ^ a b c d e f g h Super Metroid instruction booklet. Nintendo of America, Inc. April 18, 1994. SNS-RI-USA.
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