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{{redirect|Metroid 3|the third game in the Metroid Prime series|Metroid Prime 3: Corruption}}
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{{Infobox VG
|articlelink = w:c:metroid:Super_Metroid
 
|articlename = Super Metroid
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|title = Super Metroid
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|image = [[File:Smetroidbox.jpg|250px|Super Metroid Box|alt=A video game cover. A person in a powered exoskeleton fires a projectile at a winged beast.]]
|wikilink = w:c:metroid
 
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|caption = North American box art
|wikiname = Wikitroid
 
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|developer = [[Nintendo Research & Development 1|Nintendo R&D1]]<br />[[Intelligent Systems]]
|portallink = Portal:Action-Adventure_Games
 
|portalname = Action/Adventure
 
}}
 
 
{{Infobox| title = Super Metroid
 
|image = [[Image:Smetroidbox.jpg|200px|''Super Metroid'' box art]]
 
|developer = [[Intelligent Systems|Nintendo R&D1]]
 
 
|publisher = [[Nintendo]]
 
|publisher = [[Nintendo]]
|designer =[[Gunpei Yokoi]]
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|director =[[Yoshio Sakamoto]]
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|producer=[[Makoto Kano (video game designer)|Makoto Kano]]
|engine=
 
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|composer = [[Kenji Yamamoto (Nintendo musician)|Kenji Yamamoto]]<br />Minako Hamano
|released = [[March 19]], [[1994]] ([[Japan|JP]])<br>
 
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|series = ''[[Metroid]]''
[[April 18]], [[1994]] ([[North America|NA]])<br>
 
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|released = '''SNES'''<br>{{vgrelease|JP=March 19, 1994|NA=April 18, 1994|EU=July 28, 1994}}'''Virtual Console'''<br>{{vgrelease|NA=August 20, 2007}}{{vgrelease|JP=September 20, 2007|EU=October 12, 2007}}
[[July 28]], [[1994]] ([[Europe|EU]])
 
|genre = [[2D platformer]]
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|genre = [[Action game|Action]]-[[Platform game|platform]]
|modes = [[Single player]]
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|modes = [[Single-player]]
|ratings = [[ESRB: K-A]]
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|ratings = {{vgratings|ESRB=E|OFLC=G8+}}
|platforms = [[Super Famicom]]/[[Super Nintendo Entertainment System|SNES]]
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|platforms = [[Super Nintendo Entertainment System]], [[Virtual Console]]
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|distribution = [[Digital media|Physical]], [[Digital distribution|download]]
|media = 24-[[megabit]] [[cartridge]]
 
|requirements =
 
|input = [[Controller]]
 
 
}}
 
}}
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{{Nihongo title|Super Metroid|スーパーメトロイド|Sūpā Metoroido}}, also known as ''Metroid 3'', is an [[Action game|action]]-[[Platform game|platform]] [[video game]] and the third game in the [[Metroid|''Metroid'' series]]. It was designed by [[Nintendo Research & Development 1]], programmed by [[Intelligent Systems]], and published by [[Nintendo]] for the [[Super Nintendo Entertainment System]] [[video game console]]. The game was released in Japan in March 1994, in North America in April 1994, and in Europe in July 1994. It was released for the [[Wii]] [[Virtual Console]] in 2007. Under development for 18 months, ''Super Metroid'' was directed by [[Yoshio Sakamoto]] and produced by [[Makoto Kano (video game designer)|Makoto Kano]]. The game's story follows [[Samus Aran]] as she attempts to retrieve a stolen [[Metroid (creature)|Metroid]] from the [[Space Pirate (Metroid)|Space Pirate]]s.
'''Super Metroid''' is the third installment in the [[Metroid series]]. It was released in [[1994]] for the [[Super Nintendo Entertainment System|SNES]], and was the largest game available for the [[console]] at its time.
 
   
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The game was given near-universal acclaim, receiving an aggregated score of 96% from [[Game Rankings]], making it the website's 19th highest-rated game. ''[[Electronic Gaming Monthly]]'' named it the Game of the Month for May 1994, gave it an Editor's Choice Award, awarded it as the Best Action Game of 1994, and named it the Best Game of All Time in 2003. In 2007, [[IGN]] ranked ''Super Metroid'' 7th in its list of Top 100 Games of All Time. Despite a positive critical reaction, the game sold poorly in Japan, but fared better in North America and Europe. Nevertheless, due to the game's critical success, Nintendo placed it on their [[Player's Choice]] marketing label.
''Super Metroid'' is a [[2-D]] platform game with action and adventure elements. Game progression revolves around gathering power-ups that allow [[Samus Aran]] to overcome obstacles in order to access new parts of the world. The world has a [[Non-linear|non-linear]] layout and features many hidden areas, making exploration a central concept.
 
   
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==Gameplay==
This marked the series return to the original planet, [[Zebes]] (of the original game [[Metroid]] and it's remake, [[Metroid Zero Mission]]), as well as a more complicated door system, mapping, new beam weapons, missiles, movement and scanning systems.
 
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[[File:Super Metroid Mother Brain tank.png|left|thumb|Samus fights Mother Brain near the end of the game.|alt=A video game screenshot. A person in a powered exoskeleton fires a projectile at a brain in a glass-protected chamber.]]
   
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''Super Metroid'' is an [[Action game|action]]-[[Platform game|platform]] game<ref name=gamerankings /> which primarily takes place on the fictional planet Zebes, which is a large, [[linearity (computer and video games)|open-ended]] world with areas connected by doors and elevators. The player controls Samus Aran as she searches the planet for a [[Metroid (creature)|Metroid]] that was stolen by [[Ridley (Metroid)|Ridley]], the leader of the [[Space Pirate (Metroid)|Space Pirates]]. Along the way, the player collects [[power-up]]s that enhance Samus's armor and weaponry, as well as grant her special abilities such as the Space Jump, which allows her to jump infinite times to cover great distances. These abilities allow Samus to access areas that were previously inaccessible.<ref name=manual />
==Story==
 
{{Spoiler}}
 
   
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The game introduces several new concepts to the series. Among them are the ability to enable and disable weapons and abilities in an inventory screen, and a Moon Walk ability, named after the popular [[Moonwalk (dance)|dance move of the same name]], which allows Samus to walk backwards while charging her weapon. The game also features the ability to combine Samus's weapon beams. In addition, the [[Saved game|save system]] from ''[[Metroid II: Return of Samus]]'' returns in ''Super Metroid'', which allows the player to save and restart the game at any of the save points scattered around the planet. The player can also save the game at Samus's [[gunship]], which fully recharges her health and ammunition as well.<ref name=manual />
[[Samus Aran]], the most famous and successful bounty hunter in the history of galactic civilization, has battled against the Metroids many times in the past. The Metroids, a parasitic life-form, had the ability of draining energy from any life-form, rendering their victims dead. Not long after the Galactic Federation discovered the Metroids on planet SR388, a group of evil beings known as the [[Space Pirates]] stole several Metroids and began to use them to attack civilization from their headquarter planet Zebes.
 
   
 
==Plot==
Samus' adventure began when she landed on Zebes, intent on destroying the Space Pirates and eliminating their leader, the [[Mother Brain]], to stop their evil plans concerning the Metroids. After battling her way through the planet, Samus found and defeated the Mother Brain, but not before facing several Metroids that nearly killed her.
 
 
{{Metroid Story Order}}
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''Super Metroid'' takes place immediately after the events of ''[[Metroid II: Return of Samus]]'', and begins with a narrative by bounty hunter [[Samus Aran]]. Samus describes how a [[Metroid (creature)|Metroid]] larva hatched from an egg and immediately [[Imprinting (psychology)|imprinted]] upon her, believing her to be its mother. She brought the larva to Ceres Space Colony, where scientists learned that they could harness its power. Just after she left the colony, she received a distress call and returned to find the scientists dead and the larva stolen. The game begins as she follows the leader of the [[Metroid (series)#Space Pirates|Space Pirates]], [[Ridley (Metroid)|Ridley]], to the planet Zebes, where she searches for the stolen larva in a network of caves.<ref name=manual>{{cite book |title=Super Metroid instruction manual |publisher=Nintendo |date=1994-04-18 }}</ref>
   
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Along the way, Samus defeats four of the Space Pirate bosses, including Ridley, and arrives in Tourian, the heart of the Space Pirate base. There, she encounters the Metroid larva, which has now grown to an enormous size. It attacks Samus and nearly drains all of her energy before it realizes who she is, and then departs. Samus recharges her energy and confronts [[Mother Brain (Metroid)|Mother Brain]], the biomechanical creature that controls the base's systems. Mother Brain nearly kills Samus, but is then attacked by the Metroid larva, which drains it of its energy and transfers it back to Samus. Mother Brain recovers and destroys the Metroid in retaliation, but is in turn destroyed by Samus with an extremely powerful weapon created from the energy given to her by the Metroid. Afterward, a planetwide self-destruct sequence begins, which Samus narrowly escapes.<ref name=manual />
Not long after the first defeat of the Space Pirates, the Federation deemed the Metroids too dangerous to exist and sent a group of soldiers to SR388 to exterminate the Metroid population there. After contact was lost with the Federation team sent to the planet, Samus was sent there to finish their job. With difficulty, Samus proceeded deep into the planet's crust and eradicated the Metroids hidden throughout the planet, before facing and defeating the gigantic Metroid Queen. Just before leaving the planet, Samus came across a Metroid hatchling, which upon hatching began to follow Samus as though she were it's mother. Delivering the Metroid to the Ceres research station, Samus left to find a new adventure, but before long she received a distress signal from the station...
 
   
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==Development==
Samus returned to the Ceres station and found one of her arch enemies (Ridley) somehow back from the dead. A small boss battle begins and Ridley flies away with the Metroid hatchling and thus a new adventure began...
 
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''Super Metroid'' was developed by [[Nintendo R&D1]]<ref name=gs-essentials /> with a staff of 15 people. The game was directed by [[Yoshio Sakamoto]]<ref name=gp-samus /> and produced by [[Makoto Kano (video game designer)|Makoto Kano]], with music composed by [[Kenji Yamamoto]].<ref name=gr-history>{{cite web |accessdate=2009-02-15 |url=http://static.gamesradar.com/wii/f/the-history-of-metroid/a-2007101594727561021/g-2005138888000000035309/p-4 |title= The History of Metroid |publisher=GamesRadar |date=2007-10-23 |author=Robinson, Andy }} {{Dead link|date=September 2010|bot=H3llBot}}</ref> The game, which was released almost a decade after the original ''[[Metroid]]'' game, took half a year to gain approval for the initial idea, and actual development of the game took two more years to complete. When asked why the game took so long to make, Sakamoto responded, "We wanted to wait until a ''true'' action game was needed. [...] And also to set the stage for the reappearance of [[Samus Aran]]." ''Super Metroid'' attempts to stay true to its predecessors. Its music uses 16-bit versions of music from previous games, and previously visited areas reappear. ''[[Nintendo Power]]'' complimented, "This is great for fans who get an almost seamless transition from the previous games," noting that it also made it easier for the developers of ''Super Metroid'' to build the game because they could reuse existing material. Reused areas were modified "to correct parts we were unhappy about in the original game". Previously seen areas were added to ''Super Metroid'' to add a sense of familiarity that would satisfy players of previous ''Metroid'' games, and "the new sections also give a much greater sense of drama to the game." Sakamoto noted that ''Super Metroid'' was deeper and more involved than previous ''Metroid'' games, and considered it to have a more dramatic overtone.<ref name=gp-samus>{{cite journal |title=Everything you always wanted to know about Samus |journal=Game Players |date=May 1994 |volume=7 |issue=5 |pages=18–20 }}</ref>
   
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The developers' primary goal was to make the game a "good action game". They wanted the game to have a large map, but found it difficult to organize the amount of graphic data involved. Coming up with several ideas, the developers decided to break the game up into many mini-adventures. Sakamoto observes, "Thus, the major goal was how to create an effective mix of all the separate elements. We believe that we have almost completely succeeded in our objective." New weapons are introduced to the [[Metroid (series)|''Metroid'' series]] in ''Super Metroid'', including the [[Grapple Beam]], used to latch a laser beam onto the ceiling. The game is the first in the series to let Samus fire in all directions while moving,<ref name=gp-samus /> and it is among the first open world games to offer the player a mapping facility. The feature shows the outlines of rooms, locations of important rooms, and dots for special items.<ref name=gs-essentials>{{cite web |accessdate=2009-01-09 |url=http://www.gamasutra.com/view/feature/1902/game_design_essentials_20_open_.php?page=5 |title= Game Design Essentials: 20 Open World Games |publisher=Gamasutra |date=2007-09-26 |author=Harris, John }}</ref> Shortly before the game's release, the [[Entertainment Software Rating Board]], a self-regulating organization, was formed in response to the increasing violence found in games such as 1992's ''[[Mortal Kombat (video game)|Mortal Kombat]]''.<ref name=gspot-controversy>{{cite web |accessdate=2009-01-05 |url=http://www.gamespot.com/features/6090892/p-5.html |title=A History of Video Game Controversy |publisher=GameSpot }}</ref> When asked whether he thought that recent game violence controversy would cause any negative backlash for ''Super Metroid'', Sakamoto stated, "We don't think there's too much violence in the game." Using Samus as an example, he explained that her purpose is to maintain peace in the galaxy, claiming, "It's not violence for the sake of violence." Sakamoto mentioned that there was a possibility for a ''Metroid'' game for Nintendo's upcoming video game console, the [[Nintendo 64]], then referred to as "Project Reality", but reminded that it was not guaranteed.<ref name=gp-samus />
After traveling through various areas defeating the bosses Ridley, (a slightly larger) Kraid, Phantoon, and Draygon, Samus confronts the newly-resurrected Mother Brain and her dinosaur-like form. When Mother Brain attacks Samus and takes away almost all of Samus's health, the fully grown hatchling attacks Mother Brain and restores Samus's health and gives her the all-powerful Hyper Beam. Unfortunately, Mother Brain then attacks and kills the hatchling, apparantly ending the Metroid race.
 
   
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==Reception==
Samus then used the Hyper Beam to finish Mother Brain, once and for all.
 
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{{VG Reviews
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| EGM = 9 of 10<ref name=egm>{{cite journal |title=Super Metroid |journal=Electronic Gaming Monthly |date=May 1994 |issue=56 }}</ref>
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| GSpot = 8.5 of 10<ref name=gamespot>{{cite web |accessdate=2009-02-15 |url=http://www.gamespot.com/wii/action/supermetroid/review.html |title=Super Metroid Review |publisher=GameSpot |date=2007-08-27 |author=Provo, Frank }}</ref>
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| IGN = 9.5 of 10<ref name=ign>{{cite web |accessdate=2009-02-15 |url=http://wii.ign.com/articles/813/813952p1.html |title=Super Metroid Review |publisher=IGN |date=2007-08-20 |author=Thomas, Lucas M. }}</ref>
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| NP = 4.425<ref name=np>{{cite journal |title=Super Metroid |journal=Nintendo Power |date=May 1994 |issue=60 |page=102 }}</ref>
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| rev1 = ''[[Game Players]]''
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| rev1Score = 97%<ref name=gp-review>{{cite journal |title=Everything you always wanted to know about Samus |journal=Game Players |date=May 1994 |volume=7 |issue=5 |page=30 }}</ref>
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| rev2 = ''[[Super Play]]''
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| rev2Score = 92%<ref name=sp>{{cite journal |title=Super Metroid |journal=Super Play |date=June 1994 |issue=20 |pages=37–38 }}</ref>
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| GR = 96%<ref name=gamerankings>{{cite web |accessdate=2009-01-05 |url=http://www.gamerankings.com/htmlpages2/588741.asp |title= Super Metroid - SNES |publisher=Game Rankings }}</ref>
 
}}
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''Super Metroid'' was released by [[Nintendo]] in Japan on March 19, 1994, in North America on April 18, 1994, and in Europe on July 28, 1994.<ref>{{cite web |accessdate=2009-01-05 |url=http://www.gamespot.com/snes/action/supermetroid/similar.html?mode=versions |title=Release Summary |publisher=GameSpot }}</ref> The game was later released as a [[Virtual Console]] for the [[Wii]] in North America on August 20, 2007, in Japan on September 20, 2007, and in Europe on October 12, 2007.<ref>{{cite web |accessdate=2009-02-15 |url=http://www.gamespot.com/wii/action/supermetroid/similar.html?mode=versions |title=Release Summary |publisher=GameSpot }}</ref> It was given near-universal acclaim, receiving an aggregated score of 96% from [[Game Rankings]], making it the website's 9th highest-rated game.<ref name=gamerankings /> When the game launched in Japan, GamesRadar noted that it was released "at the wrong place, at the wrong time". Struggling against more commercially popular games, such as ''[[Donkey Kong Country]]'' in 1994, along with the launch of the [[PlayStation]] and [[Sega Saturn]] video game consoles, ''Super Metroid'' sold poorly in Japan. With the help of strong marketing from Nintendo, ''Super Metroid'' sold better in North America and Europe. However, all three games in the ''Metroid'' series up to that point did not reach the level of commercial success that both the ''[[Mario (series)|Mario]]'' and ''[[The Legend of Zelda]]'' series reached, leading Nintendo to stop creating new games for the series, until the release of ''[[Metroid Prime]]'' and ''[[Metroid Fusion]]'' on the [[Nintendo GameCube]] and [[Game Boy Advance]], respectively, in 2002, eight years later.<ref name=gr-history /> A year after the game was released, Nintendo placed it on their [[Player's Choice]] marketing label due to its critical success, despite its poor sales.<ref>{{cite web |accessdate=2009-01-05 |url=http://www.nintendoworldreport.com/vcArt.cfm?artid=14255 |title=Virtual Console Recommendations: Virtual Console Mondays: August 20, 2007 |publisher=Nintendo World Report |date=2007-08-21 |author=Rodriguez, Steven }}</ref>
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''Super Metroid'' received several awards and honors. ''[[Electronic Gaming Monthly]]'' named it Game of the Month for May 1994, gave it an Editors' Choice award,<ref name=egm /> awarded it as the Best Action Game of 1994,<ref name="egmbuyersguide1995">{{cite journal |date=1995 |title=Buyer's Guide |journal=Electronic Gaming Monthly }}</ref> and named it the Best Game of All Time in 2003.<ref>{{cite web |accessdate=2009-01-05 |url=http://gamers.com/feature/egmtop100/index.jsp |title=Top 100 Games of All Time |work=Electronic Gaming Monthly |date=2003 |archiveurl=http://web.archive.org/web/20030611191341/http%3A//gamers.com/feature/egmtop100/index.jsp |archivedate=2003-06-11 }}</ref> In [[IGN]]'s yearly Top 100 Games of All Time lists, ''Super Metroid'' was ranked 3rd (2003),<ref>{{cite web |accessdate=2009-01-05 |url=http://top100.ign.com/2003/1-10.html |title=IGN's Top 100 Games of All Time |publisher=IGN |date=2003 }}</ref> 10th (2005),<ref>{{cite web |accessdate=2009-01-05 |url=http://top100.ign.com/2005/001-010.html |title=IGN's Top 100 Games |publisher=IGN |date=2005 }}</ref> 4th (2006),<ref>{{cite web |accessdate=2009-01-05 |url=http://top100.ign.com/2006/001-010.html |title=The Top 100 Games Ever |publisher=IGN }}</ref> and 7th (2007).<ref>{{cite web |accessdate=2009-01-05 |url=http://top100.ign.com/2007/ign_top_game_7.html |title=IGN Top 100 Games 2007 |publisher=IGN |date=2007 }}</ref> ''[[GamePro]]'' listed ''Super Metroid'' as one of the 15 Retro Games for the [[Wii]] You Must Play.<ref>{{cite web |accessdate=2009-01-05 |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 |work=GamePro |date=2006-07-11 |author=Mike, Major }}</ref> ''Super Metroid'' has had a lasting effect on the video game industry. Starting with 1997's ''[[Castlevania: Symphony of the Night]]'', the ''[[Castlevania]]'' series of video games borrows the backtracking and weapon upgrading elements from ''Super Metroid'', leading to the term "Metroidvania".<ref>{{cite web |accessdate=2009-01-05 |url=http://www.1up.com/do/reviewPage?cId=3144293 |title=Castlevania: Dawn of Sorrow (Nintendo DS) |publisher=1UP |date=2005-10-03 |author=Parish, Jeremy }}</ref> Because ''Super Metroid'' gave players awards based on how long it took them to complete the game, it has become a popular choice for [[speedrun]]s, a style of play in which the player intends to complete the game as quickly as possible for the purpose of competition.<ref>{{cite web |accessdate=2009-01-05 |url=http://www.mtv.com/news/articles/1504116/20050614/index.jhtml?headlines=true |title=For Some Gamers, Merely Finishing A Game Isn't Enough |publisher=MTV |date=2005-06-14 |author=Totilo, Stephen }}</ref>
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The former British video game publication ''[[Super Play]]'', which had three editors review the game, also enjoyed it. The magazine's Zy Nicholson noted that the game was better than his favorite game, ''[[Mega Man X (video game)|Mega Man X]]'', describing ''Super Metroid'' as "more of an experience than a game". Comparing the game to the 1986 film ''[[Aliens (film)|Aliens]]'', Nicholson felt that the game was best experienced when played in the dark with the volume turned up. He found the game so compulsive that he was tempted to play "without eating or sleeping". The publication's Tony Mott named the game's atmosphere its best aspect, calling the game a mix of ''[[Turrican]]'' (1990), ''Aliens'', ''[[Exile (video game)|Exile]]'' (1989), and ''[[Nodes of Yesod]]'' (1985). Appreciating the game's controls, Mott applauded Nintendo's ability to create a refined gameplay. He concluded his review by calling ''Super Metroid'' "undoubtedly the best game I've played this year so far", predicting that anyone who plays the game would be "playing a game destined for classic status". The third reviewer, James Leach, agreed with Nicholson and Mott that ''Super Metroid'' was what ''Mega Man X'' should have been. Concluding his review, Leach wrote that ''Super Metroid'' contained everything he looked for in a video game: "playability, hidden tricks, powerful weapons and steamingly evil baddies". After summarizing the reviews, the magazine's verdict was, "We all love this game. ''Super Metroid'' is absolutely marvellous and ''you'' should own it."<ref name=sp />
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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 complex gameplay with "state-of-the-art" graphics and sound. Slate found the newly added auto-mapping feature, which charts the player's progress through the game, something that players really needed, noting that it was the only feature in ''Super Metroid'' that the original ''Metroid'' should have had. Concluding his review, Slate stated, "Action fans can't afford to miss ''Super Metroid''. [...] You'll want to play through again and again even after you've beaten it."<ref name=gp-review /> ''[[Nintendo Power]]'' mentioned that the game "may well be the best action adventure game ever", calling it the "wave of the future". They praised the game's graphics, sound, and controls, while their only negative comment was, "Even 100 megabits of ''Metroid'' wouldn't be enough."<ref name=np /> In ''[[Electronic Gaming Monthly]]''{{'}}s review, they praised ''Super Metroid''{{'}}s graphics and dramatic plot, complimenting the "crisp and clear" controls, and applauding the many weapons available. Lauding the game's length, ''Electronic Gaming Monthly'' noted that the game "certainly does [''Metroid''] justice". Their only criticism was that the game's size felt smaller, and the magazine concluded its review by claiming, "Overall, no one should be disappointed with this incredible game."<ref name=egm /> [[GamesRadar]] was pleased with the game's "phenomenal" soundtrack, complimenting it as "one of the best videogame scores of all time".<ref name=gr-history />
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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 /> 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 />
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==References==
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{{reflist|2}}
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==External links==
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* [http://www.nintendo.co.jp/n02/shvc/ri/index.html Official Nintendo Japan ''Super Metroid'' site]
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* {{GameFAQs|id=588741}}
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* ''[http://www.metroid-database.com/?g=sm Super Metroid]'' at Metroid Database
   
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Revision as of 17:58, 17 September 2010

"Metroid 3" redirects here. For the third game in the Metroid Prime series, see Metroid Prime 3: Corruption.
Super Metroid
A video game cover. A person in a powered exoskeleton fires a projectile at a winged beast.
Developer(s) Nintendo R&D1
Intelligent Systems
Publisher(s) Nintendo
Designer Designer Missing
Engine Engine Missing
status Status Missing
Release date SNES
March 19, 1994 (JP)
April 18, 1994 (NA)
July 28, 1994 (EU)
Virtual Console
August 20, 2007 (NA)
September 20, 2007 (JP)
October 12, 2007 (EU)
Genre Action-platform
Mode(s) Single-player
Age rating(s) ESRB: E
Platform(s) Super Nintendo Entertainment System, Virtual Console
Arcade system Arcade System Missing
Media Media Missing
Input Inputs Missing
Requirements Requirements Missing
Credits | Soundtrack | Codes | Walkthrough

Super Metroid (スーパーメトロイド, Sūpā Metoroido?), also known as Metroid 3, is an action-platform video game and the third game in the Metroid series. It was designed by Nintendo Research & Development 1, programmed by Intelligent Systems, and published by Nintendo for the Super Nintendo Entertainment System video game console. The game was released in Japan in March 1994, in North America in April 1994, and in Europe in July 1994. It was released for the Wii Virtual Console in 2007. Under development for 18 months, Super Metroid was directed by Yoshio Sakamoto and produced by Makoto Kano. The game's story follows Samus Aran as she attempts to retrieve a stolen Metroid from the Space Pirates.

The game was given near-universal acclaim, receiving an aggregated score of 96% from Game Rankings, making it the website's 19th highest-rated game. Electronic Gaming Monthly named it the Game of the Month for May 1994, gave it an Editor's Choice Award, awarded it as the Best Action Game of 1994, and named it the Best Game of All Time in 2003. In 2007, IGN ranked Super Metroid 7th in its list of Top 100 Games of All Time. Despite a positive critical reaction, the game sold poorly in Japan, but fared better in North America and Europe. Nevertheless, due to the game's critical success, Nintendo placed it on their Player's Choice marketing label.

Gameplay

File:Super Metroid Mother Brain tank.png

Samus fights Mother Brain near the end of the game.

Super Metroid is an action-platform game[1] which primarily takes place on the fictional planet Zebes, which is a large, open-ended world with areas connected by doors and elevators. The player controls Samus Aran as she searches the planet for a Metroid that was stolen by Ridley, the leader of the Space Pirates. Along the way, the player collects power-ups that enhance Samus's armor and weaponry, as well as grant her special abilities such as the Space Jump, which allows her to jump infinite times to cover great distances. These abilities allow Samus to access areas that were previously inaccessible.[2]

The game introduces several new concepts to the series. Among them are the ability to enable and disable weapons and abilities in an inventory screen, and a Moon Walk ability, named after the popular dance move of the same name, which allows Samus to walk backwards while charging her weapon. The game also features the ability to combine Samus's weapon beams. In addition, the save system from Metroid II: Return of Samus returns in Super Metroid, which allows the player to save and restart the game at any of the save points scattered around the planet. The player can also save the game at Samus's gunship, which fully recharges her health and ammunition as well.[2]

Plot

Template:Metroid Story Order Super Metroid takes place immediately after the events of Metroid II: Return of Samus, and begins with a narrative by bounty hunter Samus Aran. Samus describes how a Metroid larva hatched from an egg and immediately imprinted upon her, believing her to be its mother. She brought the larva to Ceres Space Colony, where scientists learned that they could harness its power. Just after she left the colony, she received a distress call and returned to find the scientists dead and the larva stolen. The game begins as she follows the leader of the Space Pirates, Ridley, to the planet Zebes, where she searches for the stolen larva in a network of caves.[2]

Along the way, Samus defeats four of the Space Pirate bosses, including Ridley, and arrives in Tourian, the heart of the Space Pirate base. There, she encounters the Metroid larva, which has now grown to an enormous size. It attacks Samus and nearly drains all of her energy before it realizes who she is, and then departs. Samus recharges her energy and confronts Mother Brain, the biomechanical creature that controls the base's systems. Mother Brain nearly kills Samus, but is then attacked by the Metroid larva, which drains it of its energy and transfers it back to Samus. Mother Brain recovers and destroys the Metroid in retaliation, but is in turn destroyed by Samus with an extremely powerful weapon created from the energy given to her by the Metroid. Afterward, a planetwide self-destruct sequence begins, which Samus narrowly escapes.[2]

Development

Super Metroid was developed by Nintendo R&D1[3] with a staff of 15 people. The game was directed by Yoshio Sakamoto[4] and produced by Makoto Kano, with music composed by Kenji Yamamoto.[5] The game, which was released almost a decade after the original Metroid game, took half a year to gain approval for the initial idea, and actual development of the game took two more years to complete. When asked why the game took so long to make, Sakamoto responded, "We wanted to wait until a true action game was needed. [...] And also to set the stage for the reappearance of Samus Aran." Super Metroid attempts to stay true to its predecessors. Its music uses 16-bit versions of music from previous games, and previously visited areas reappear. Nintendo Power complimented, "This is great for fans who get an almost seamless transition from the previous games," noting that it also made it easier for the developers of Super Metroid to build the game because they could reuse existing material. Reused areas were modified "to correct parts we were unhappy about in the original game". Previously seen areas were added to Super Metroid to add a sense of familiarity that would satisfy players of previous Metroid games, and "the new sections also give a much greater sense of drama to the game." Sakamoto noted that Super Metroid was deeper and more involved than previous Metroid games, and considered it to have a more dramatic overtone.[4]

The developers' primary goal was to make the game a "good action game". They wanted the game to have a large map, but found it difficult to organize the amount of graphic data involved. Coming up with several ideas, the developers decided to break the game up into many mini-adventures. Sakamoto observes, "Thus, the major goal was how to create an effective mix of all the separate elements. We believe that we have almost completely succeeded in our objective." New weapons are introduced to the Metroid series in Super Metroid, including the Grapple Beam, used to latch a laser beam onto the ceiling. The game is the first in the series to let Samus fire in all directions while moving,[4] and it is among the first open world games to offer the player a mapping facility. The feature shows the outlines of rooms, locations of important rooms, and dots for special items.[3] Shortly before the game's release, the Entertainment Software Rating Board, a self-regulating organization, was formed in response to the increasing violence found in games such as 1992's Mortal Kombat.[6] When asked whether he thought that recent game violence controversy would cause any negative backlash for Super Metroid, Sakamoto stated, "We don't think there's too much violence in the game." Using Samus as an example, he explained that her purpose is to maintain peace in the galaxy, claiming, "It's not violence for the sake of violence." Sakamoto mentioned that there was a possibility for a Metroid game for Nintendo's upcoming video game console, the Nintendo 64, then referred to as "Project Reality", but reminded that it was not guaranteed.[4]

Reception

 Reception
Review scores
Publication Score
Game Players 97%[7]
Super Play 92%[8]

Super Metroid was released by Nintendo in Japan on March 19, 1994, in North America on April 18, 1994, and in Europe on July 28, 1994.[12] The game was later released as a Virtual Console for the Wii in North America on August 20, 2007, in Japan on September 20, 2007, and in Europe on October 12, 2007.[13] It was given near-universal acclaim, receiving an aggregated score of 96% from Game Rankings, making it the website's 9th highest-rated game.[1] When the game launched in Japan, GamesRadar noted that it was released "at the wrong place, at the wrong time". Struggling against more commercially popular games, such as Donkey Kong Country in 1994, along with the launch of the PlayStation and Sega Saturn video game consoles, Super Metroid sold poorly in Japan. With the help of strong marketing from Nintendo, Super Metroid sold better in North America and Europe. However, all three games in the Metroid series up to that point did not reach the level of commercial success that both the Mario and The Legend of Zelda series reached, leading Nintendo to stop creating new games for the series, until the release of Metroid Prime and Metroid Fusion on the Nintendo GameCube and Game Boy Advance, respectively, in 2002, eight years later.[5] A year after the game was released, Nintendo placed it on their Player's Choice marketing label due to its critical success, despite its poor sales.[14]

Super Metroid received several awards and honors. Electronic Gaming Monthly named it Game of the Month for May 1994, gave it an Editors' Choice award,[9] awarded it as the Best Action Game of 1994,[15] and named it the Best Game of All Time in 2003.[16] In IGN's yearly Top 100 Games of All Time lists, Super Metroid was ranked 3rd (2003),[17] 10th (2005),[18] 4th (2006),[19] and 7th (2007).[20] GamePro listed Super Metroid as one of the 15 Retro Games for the Wii You Must Play.[21] Super Metroid has had a lasting effect on the video game industry. Starting with 1997's Castlevania: Symphony of the Night, the Castlevania series of video games borrows the backtracking and weapon upgrading elements from Super Metroid, leading to the term "Metroidvania".[22] Because Super Metroid gave players awards based on how long it took them to complete the game, it has become a popular choice for speedruns, a style of play in which the player intends to complete the game as quickly as possible for the purpose of competition.[23]

The former British video game publication Super Play, which had three editors review the game, also enjoyed it. The magazine's Zy Nicholson noted that the game was better than his favorite game, Mega Man X, describing Super Metroid as "more of an experience than a game". Comparing the game to the 1986 film Aliens, Nicholson felt that the game was best experienced when played in the dark with the volume turned up. He found the game so compulsive that he was tempted to play "without eating or sleeping". The publication's Tony Mott named the game's atmosphere its best aspect, calling the game a mix of Turrican (1990), Aliens, Exile (1989), and Nodes of Yesod (1985). Appreciating the game's controls, Mott applauded Nintendo's ability to create a refined gameplay. He concluded his review by calling Super Metroid "undoubtedly the best game I've played this year so far", predicting that anyone who plays the game would be "playing a game destined for classic status". The third reviewer, James Leach, agreed with Nicholson and Mott that Super Metroid was what Mega Man X should have been. Concluding his review, Leach wrote that Super Metroid contained everything he looked for in a video game: "playability, hidden tricks, powerful weapons and steamingly evil baddies". After summarizing the reviews, the magazine's verdict was, "We all love this game. Super Metroid is absolutely marvellous and you should own it."[8]

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 complex gameplay with "state-of-the-art" graphics and sound. Slate found the newly added auto-mapping feature, which charts the player's progress through the game, something that players really needed, noting that it was the only feature in Super Metroid that the original Metroid should have had. Concluding his review, Slate stated, "Action fans can't afford to miss Super Metroid. [...] You'll want to play through again and again even after you've beaten it."[7] Nintendo Power mentioned that the game "may well be the best action adventure game ever", calling it the "wave of the future". They praised the game's graphics, sound, and controls, while their only negative comment was, "Even 100 megabits of Metroid wouldn't be enough."[24] In Electronic Gaming Monthly's review, they praised Super Metroid's graphics and dramatic plot, complimenting the "crisp and clear" controls, and applauding the many weapons available. Lauding the game's length, Electronic Gaming Monthly noted that the game "certainly does [Metroid] justice". Their only criticism was that the game's size felt smaller, and the magazine concluded its review by claiming, "Overall, no one should be disappointed with this incredible game."[9] GamesRadar was pleased with the game's "phenomenal" soundtrack, complimenting it as "one of the best videogame scores of all time".[5]

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".[11] 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".[10]

References

  1. 1.0 1.1 1.2 Super Metroid - SNES. Game Rankings. Retrieved on 2009-01-05
  2. 2.0 2.1 2.2 2.3 Super Metroid instruction manual. Nintendo. 1994-04-18. 
  3. 3.0 3.1 Harris, John (2007-09-26). Game Design Essentials: 20 Open World Games. Gamasutra. Retrieved on 2009-01-09
  4. 4.0 4.1 4.2 4.3 "Everything you always wanted to know about Samus". Game Players 7 (5): 18–20. May 1994. 
  5. 5.0 5.1 5.2 Robinson, Andy (2007-10-23). The History of Metroid. GamesRadar. Retrieved on 2009-02-15[dead link]
  6. A History of Video Game Controversy. GameSpot. Retrieved on 2009-01-05
  7. 7.0 7.1 "Everything you always wanted to know about Samus". Game Players 7 (5): 30. May 1994. 
  8. 8.0 8.1 "Super Metroid". Super Play (20): 37–38. June 1994. 
  9. 9.0 9.1 9.2 "Super Metroid". Electronic Gaming Monthly (56). May 1994. 
  10. 10.0 10.1 Provo, Frank (2007-08-27). Super Metroid Review. GameSpot. Retrieved on 2009-02-15
  11. 11.0 11.1 Thomas, Lucas M. (2007-08-20). Super Metroid Review. IGN. Retrieved on 2009-02-15
  12. Release Summary. GameSpot. Retrieved on 2009-01-05
  13. Release Summary. GameSpot. Retrieved on 2009-02-15
  14. Rodriguez, Steven (2007-08-21). Virtual Console Recommendations: Virtual Console Mondays: August 20, 2007. Nintendo World Report. Retrieved on 2009-01-05
  15. "Buyer's Guide". Electronic Gaming Monthly. 1995. 
  16. Top 100 Games of All Time. Electronic Gaming Monthly (2003). Archived from the original on 2003-06-11 Retrieved on 2009-01-05
  17. IGN's Top 100 Games of All Time. IGN (2003). Retrieved on 2009-01-05
  18. IGN's Top 100 Games. IGN (2005). Retrieved on 2009-01-05
  19. The Top 100 Games Ever. IGN. Retrieved on 2009-01-05
  20. IGN Top 100 Games 2007. IGN (2007). Retrieved on 2009-01-05
  21. Mike, Major (2006-07-11). 15 Retro Games for the Wii You Must Play. GamePro. Retrieved on 2009-01-05
  22. Parish, Jeremy (2005-10-03). Castlevania: Dawn of Sorrow (Nintendo DS). 1UP. Retrieved on 2009-01-05
  23. Totilo, Stephen (2005-06-14). For Some Gamers, Merely Finishing A Game Isn't Enough. MTV. Retrieved on 2009-01-05
  24. Cite error: Invalid <ref> tag; no text was provided for refs named np

External links

da:Super Metroid fr:Super Metroid ko:슈퍼 메트로이드 nl:Super Metroid pt:Super Metroid simple:Super Metroid fi:Super Metroid sv:Super Metroid