A Return to One of Samus Aran's
Most Memorable Missions
Almost twenty years ago, Super Metroid released on the Super Nintendo, and it was greeted with great sales and even better reviews. To this day, the game is seen as one of the Super Nintendo's best titles, and one of the best games of all time. Why is this, though? That is what SuperPhillip Central wants to investigate with this very review.
Super Metroid takes place directly after all the fun stuff that occurred in Metroid II: Return of Samus. After defeating the Metroid Queen and coming across a Metroid larva which hatched from an egg, the Metroid larva seemed to think that bounty hunter Samus Aran is its mother. Samus Aran took the larva to a group of scientists at the Ceres Space Colony, who performed a series of tests and researched the larva. Not more than mere minutes after leaving the colony, Samus gets a distress signal, which has her gunship flying straight back to the colony, only to find the scientists had died and the Metroid larva gone missing. Following who she believes to be the culprit, Samus Aran tails Ridley to the planet of Zebes to find the missing Metroid larva and to bring Ridley to justice. The story elements are incredibly small in Super Metroid. In fact, the only real cutscene occurs in the very beginning of the game. Everything else plays out in real-time, unlike Metroid Fusion, you are playing the game instead of being stopped constantly interrupted by exposition.
For those who have no clue what a Metroid game is like, where have you been for the past few decades? Regardless, Super Metroid has players venturing through a network of interconnected caverns and rooms in search of new power-ups and abilities. These new abilities grant Samus Aran access to previously inaccessible areas within planet Zebes. For instance, the Hi-Jump Boots give Samus the ability to leap higher than ever before, allowing her to reach high up platforms that she couldn't originally reach.
|Welcome to planet Zebes, Samus.|
|Looks like Samus is certainly getting the swing of things.|
While blue doors can be opened with any weapon,
red doors must be opened with missiles.
|Double the trouble for Ms. Aran!|
The main goal of Super Metroid is to explore a variety of themed areas like the fiery pits of Norfair or the submerged Miridia in search of new abilities and items to reach new areas. Generally the coolest and most helpful of power-ups are held by the game's powerful bosses, such as Kraid, Crocomire, and Ridley. These same bosses are the four generals of the Space Pirates, and must be beaten before Samus Aran can explore the deepest reaches of planet Zebes.
|Why, hello there, Kraid!|
Nothing like a Screw Attack to the face
to give some bounty hunter-style justice!
A planet so dangerous and deadly,
even the statues want Samus eliminated!
[SPC Says: 9.5/10]