Super Metroid

aka: Metroid 3
Moby ID: 6627
SNES Specs
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Description official descriptions

After having defeated Mother Brain, the leader of the Space Pirates who wanted to use alien creatures known as Metroids to dominate the world, the bounty hunter Samus Aran took the fight to the Metroids' homeland and eradicated them. Only a single Metroid larva remained. Samus took it to a galactic research station, and scientists assured her that the powers of the larva can be harnessed to help people. However, everything goes wrong when a dragon kills the scientists, takes away the larva, and destroys the research facility. Samus follows the dragon to the planet of Zebes, where she fought Mother Brain before. She must explore the dangerous planet, stay alive, and figure out a way to retrieve the larva.

Super Metroid is a platform game and a follow-up to Metroid II. Like the previous games in the series, it is not divided into separate levels; the planet Zebes is an open world which Samus traverses back and forth. This world is divided into rooms separated by doors which must be shot to be opened. Shooting is also used to open up secret passages, some of which contain nifty bonuses, but finding most of them is required to proceed in the game.

There are many items to find on the way, and each new item usually makes heretofore inaccessible areas available to Samus. The items include both weaponry (such as missiles, super missiles, or upgrades to Samus's standard laser gun), energy tanks that increase Samus' max health, and other gadgets (like a grappling hook that allows Samus to stick to the ceiling).

There are various enemies - alien fauna - lurking around planet Zebes. The enemies all respawn after re-entering a room, though Samus' increasing capabilities mean that they become easier to defeat as the player makes progress. After killing them, the enemies typically leave behind some health or ammo.

Spellings

  • スーパーメトロイド - Japanese spelling

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Credits (SNES version)

53 People (30 developers, 23 thanks) · View all

Producer
Director
Back Ground Designers
Object Designers
Samus Original Designer
Samus Designer
Sound Program and Sound Effects
Music Composers
Program Director
System Coordinator
System Programmer
Samus Programmer
Event Programmer
Enemy Programmer
Map Programmer
Assistant Programmer
Coordinators
Printed Art Work
[ full credits ]

Reviews

Critics

Average score: 93% (based on 51 ratings)

Players

Average score: 4.3 out of 5 (based on 272 ratings with 8 reviews)

Great SNES version of Metroid but finicky controls when emulated

The Good
The normal jumping and moving controls seemed very tight. I appreciated the big hit detection boxes for the energy and missile power-ups.

The Bad
Some combination Xbox usb controller and zsnes was too apt to interpret right or left presses as diagonals, which seemed to foul up certain advanced moves.

Wall jumping was nearly impossible so I had to program a macro command the pressed right or left and then jump 5 frames later- I wonder if a real snes controller with the real snes works better.

The Bottom Line
A lot like the original nes Metroid but greatly upgraded.

SNES · by Plasma Snake (2) · 2017

Gameplay greatness and pixel poetry

The Good
Towards the end of a console's life the best games will surface. The hardware's limitations are understood, and its capabilities expounded. Super Metroid 3 is a classic example of the last breaths of greatness of the Super Nintendo Entertainment System or Super Famicom, Developed by the Deer Force team at Nintendo. Being the third installment of Samus Aran's exploits as a galatic bounty hunter, Nintendo ups the ante with a core gamer's sense gameplay. In a nutshell Super Metroid's strengths derive from Control, progression and non-linear gameplay . Super Metroid's controls are widely regarded as being some of the finest in it's genre. All of Samus' core functions Jumping, Shooting and running, are well balanced, easy to control, versatile and logical. All of these elements are combined and utilized together to create flow, grace and finally, player impowerment. Mastery of Samus' abilities progress as you overcome challenges the world presents in a very intuitive order. When looked at objectively Metroid is a game about exploration, survival and combat, in that order. Hidden ability is one aspect of Samus' new characteristics that make her very flexible. These abilities include wall jumping. Wall jumping is an ability you start with at the beginning of the game, but requires mastery to use. The control theory is simple, but execution requires critical timing to use effectively. When used well, wall jumping allows you to take shortcuts to shorten game time or access certain parts of the world in a non-traditional sequence. Creating appeal for re-playability. Progression in Super Metroid is perhaps it's greatest strength and its most compelling factor. During the course of gameplay Samus evolves in her capabilities to overcome the world she is in. Barriers in the world are represented by icons that symbolize your abilities you acquire during the course of the game. When new abilities are acquired the player begins to realize when and where and how the new ability can be applied. Each ability further unravels the world, reduces tedious action, and increases the pace of the game. A fine example of this is the final power-up the "Screw Attack" This ability makes Samus nearly godlike. Moving and jumping turns Samus into a lethal force that destroys creatures and certain surfaces by simply ramming into them, further reducing mundane routines and creating newer more exciting ones, controlled by mechanics you have already learned from the onset of the game. Logic & versatility, very few games offer it as well as Super Metroid. Non-linear gameplay. Super Metroid's world is open ended, and provides the player with decisions to make allowing control over the pace of the game. The theme of adventure is at its best when the player has choices to make. While the course of major events in the game remain relatively unchanged, the methods a player can choose between events is diverse. Having the ability to pursue the goal of the game and your own agenda are very significant and rewarding experiences.

The Bad
Fighting and it's role in the game. The creatures placed in the world are typically more for breaking up the pace of the game and providing survival difficulty. In the truest sense they are not usually used for gameplay mechanics that advance the players status. There are exceptions to this, such as freezing a creature and using it as a platform to reach an area that was previously unreachable. Monsters represent objectives to overcome rather than true gameplay elements. Simply put, most monsters are a distraction.

The Bottom Line
The side scrolling Metroid series are considered gamers games. The world of Metroid is captivating through in-depth "INTUITIVE" gameplay, Hauntingly beautiful environments, Great sound and a dark moodiness all its own. Super Metroid challenges the player on many different levels bound togther by rock solid gameplay that is compelling not by what the game requires, but because of what players want.

SNES · by Vecster (19) · 2003

A strong classic, if maybe SLIGHTLY overrated

The Good
Super Metroid has been called one of the greatest games of all time - and by some critics, the greatest. While the game isn't quite the greatest, its classic status is well deserved.

Super Metroid is a 2D action/adventure, in the vein of the Castlevania series and previous Metroids - there really is no good term for the subgenre. Rather than a linear left-to-right progression, the player is free to explore different rooms in all directions. Gameplay is free enough to not seem overly constricted, but there still is a distinct linear progression throughout.

The game's visuals stand alongside some of the system's best. Entities in the game are detailed, and the different sects of Planet Zebes are visually appealing and compelling. Animation is smooth, and the game's look doesn't get old.

Few games manage to create a fan favorite character like Samus Aran - who stands alongside Nintendo franchise characters like Mario and Link, despite no dialogue or other such interaction.

The gameplay never gets old - for 5-9 hours, this game will keep your attention solidly (which is more than I can say for many of today's 20+ hour games). It may even inspire you to try a sub-3 hour run afterwards to get a special ending. The focus is balanced between exploration and action. The pacing is very well-balanced between the two. The game rarely drags, and also doesn't deteriorate into an action blast-fest.

The Bad
The play control, while largely sound, could have used some more work. Certain moves, like the wall jump, are unnecessarily unforgiving. Samus's spinning jumps may continue or stop when you let go of the directional arrows, depending on how quickly you do so. This inconsistency was the source of much frustration in certain parts of the game.

Unlike in Castlevania games (at least the ones I have played), Samus's "health" (her suit's energy, in this case), does not recharge at save points. There are a few areas in the game where one can recharge. However, more often than not, I found myself looking for an area where weak enemies continuously emerge, and would spend a couple of minutes slaughtering them for energy powerups.

The Bottom Line
Super Metroid is a great game - a true classic. I went back and played through it for the first time almost 10 years after the fact, and it captivated me from start to finish. If you missed out on this game during the Super NES's lifespan, as I did, go grab a used copy or fire up an emulator and give it a go.

SNES · by *Legion* (136) · 2003

[ View all 8 player reviews ]

Discussion

Subject By Date
The art direction So Hai (261) Apr 24, 2008

Trivia

1001 Video Games

The SNES version of Super Metroid appears in the book 1001 Video Games You Must Play Before You Die by General Editor Tony Mott.

Intro Voice-over

The voice during the game's introduction, the one that says "The last Metroid... ...is in captivity. The galaxy... ...is at peace.", is none other than Dan Owsen. He is known for doing much of Nintendo's localization efforts in the 1990s. His work included translating manuals and in-game text. He is also known for his "Ask Dan" column on Nintendo's web site, and can be seen in some of Nintendo's promotional VHS tapes.

SMILE

SMILE comes from Super Metroid Integrated Level Editor which was developed by "Jathys". The project was open-sourced and gave the possibility to edit almost everything: levels, enemies, items, colour palettes, text, individual room's gravity and many more. Although the editor was not fully completed, it was usable enough to create your own modifications and publish them. Currently the project is dormant. More information is available here

Soundtrack

Because the original Metroid used the Famicom Disk System (and its wavetable sound chip) in Japan, and the releases outside of Japan were on cartridges and thus only used the default NES sound system, the original soundtrack had to be slightly reprogrammed. In Super Metroid, the changes made by the FDS-to-Cartridge conversion back in the original game are made more apparent when the older - albeit remixed - themes are used.

The music in Super Metroid, considered to be some of the finest compositions for the SNES, was composed by Hirokazu Tanaka, Kenji Yamamoto, and Minako Hamano. Information about the CD soundtrack can be found here.

Speedruns

Super Metroid is, due to its level design and planning, one of the most popular games for speedruns and is still being perfected to this day.

Awards

  • Electronic Gaming Monthly
    • June 1994 (Issue #59) - Game of the Month
    • 1995 Buyer's Guide - Best Action Game
    • November 1997 (Issue 100) - ranked #6 (Best 100 Games of All Time)
    • February 2006 (Issue #200) - #23 out of 200 of the "Greatest Games of Their Time
  • FLUX
    • Issue #4 - #62 in the "Top 100 Video Games of All-Time" list
  • GameFan
    • 1994 (Vol.3, Iss.1) - Overall Best Action/Adventure Game of the Year
    • 1994 (Vol.3, Iss.1) - Best SNES Action/Adventure Game of the Year
  • Game Players
    • January 1995 - Best SNES Adventure Game of 1994
    • August 2001 (Issue #100) - #29 in the "Top 100 Games of All Time" poll
  • GameSpy
    • 2001 – #46 Top Game of All Time
  • Retro Gamer
    • September 2004 (Issue #8) – #89 Best Game Of All Time (Readers' Vote)

Information also contributed by Calpis, Julian Turner, PCGamer77, Scott G and uclafalcon.

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Contributors to this Entry

Game added by Kartanym.

Wii U added by ResidentHazard. New Nintendo 3DS added by Michael Cassidy. Nintendo Switch added by Kam1Kaz3NL77. Wii added by gamewarrior.

Additional contributors: Longwalker, Shoddyan, Guy Chapman, chirinea, Alaka, David Lloyd, Big John WV, Cantillon, Patrick Bregger, mailmanppa, Thomas Thompson, FatherJack, A.J. Maciejewski.

Game added June 14, 2002. Last modified October 13, 2023.