Super Metroid

Super Metroid is a Video game of action/ventures in 2D interfering phase platform, developed by the Nintendo Research and Development 1 and published by Nintendo, left on Super Famicom on March 19th 1994. With its cartridge of 24 megabit, it is the largest play available on the console to its exit.

In this episode, heroin Samus Aran, faces the Pirates of space. The progression of the play is centered on the collection of Power-up S which makes it possible Samus Aran to surmount obstacles in order to reach new areas of the world. Displacements are not linear and of many hidden sectors are present, making exploration a central interest of the play.

Course of the play

Prolog

After having exterminated all Metroids (in Metroid II: Return off Samus ), Samus meets on the way of the return a larva of this monster and decides to keep it not having the force to kill it, regarding it as a kind of baby. To protect it from all misuse, it leaves this larva between the hands of the scientists of the Ceres orbit station… but the larva does not remain there a long time; indeed Ridley , one of the henchmen of Mother Brain (boss become typical in the series Metroid ) removes this larva to place it at the disposal of the pirates space. Unfortunately, Samus arrives too late in the space station and realizes that it must once again face its enemies of always on their place of predilection: the planet Zébes .

Exploration of Zebes

The principal phase of the play starts when the player emerges from the vessel of Samus whereas this one planes above the rock surface of Zebes in a sector called Crateria . Time is with the storm, and a beating rain falls. As in the preceding plays, Samus is forced to penetrate in planet via its complex of caves and tunnels to track the pirates of space.

Samus enters first of all the system of tunnel of Crateria , a sector is completely deserted without the signs of life from pirates from space. It makes its way towards the ruins of Tourian , the general headquarter of the pirates and the den of Mother Brain , which it destroyed on its last visit. Being inserted deeply, it reaches Brinstar , the sector where the first play of Metroid started. It is there that it finds the first increase, the Boule Morphing . By collecting this object, a projector is activated and directed on Samus. Once Samus returned to Crateria , it finds planet now filled of creatures and dangerous pirates of space.

Chiefs of the Pirates of Space

After having crossed all Crateria (and found several increases along the way), Samus meets the new incarnation of the base of Tourian , which is kept by a conglomeration of four statues. In order to open the door of Tourian , Samus must demolish the four chiefs of pirate of the space which these statues represent.

Samus finds a new way in Brinstar and slowly cuts through a path in an underground jungle until it reaches the entry of Norfair . It realizes then that the way until the first boss, Kraid , is blocked by a high cliff, and decides of research the High Jump Boots in Norfair . After obtaining this object, Samus demolishes Kraid and leaves Norfair, but it realizes soon that the way with the den of Ridley is blocked by an abyss filled of lava. She travels to the wreck of the spaceship located in the southern part of Crateria to destroy the second boss, Phantoon , and obtains the Gravity Suit . This costume enables him, amongst other things, to move in water as if it were on the ground. Samus however needs also the Space Jump Boots in order to cross the abyss. Striking fact of the series: the mysterious wreck resemble enormously to the vessel-mother of Ridley appeared in Metroid: Zero Mission during the scene of infiltration.

She discovers this increase in the underground caves of Maridia , and after having overcome its guard and the third boss, Draygon , she is now entirely equipped to face Ridley and her underground fortress in the center of Zebes . Once arrived to this place, Samus fights clusters of the monsters, including the elites of the pirates of space, skilful in the combat body-with-body, of the demons fire-eaters, and a showdown different with a member from the mysterious species of the Chozo, Torizo. It meets finally Ridley , and a epic battle follows. Thanks to its exceptional qualities and with powerful equipment, Samus can overcome the animal.

Finale

After the defeat Ridley in Norfair in the burning hells of the planet Zebes , Samus finds the container stolen to the colony of the space empty and broken as well as a hidden reserve of energy. Without trace of the larva in sight, the chasseuse one of premium decides to go to Tourian , now rebuilt, to tackle the center of order for the fortress.

The entry of Tourian is kept by a giant gold statue of the four boss of the pirates. The door behind Samus is locked and the eyes of the statue start to burst one by one, and each part is silver plated. Once all the parts fell, an earthquake shakes planet and the statue starts to be inserted slowly in mud, then the floor crumbles, revealing the elevator towards Tourian .

Tourian

Samus opens a way by the corridors familiar and metal of new the Tourian , destroying all that it meets. The pirates already made a success of their programme of multiplication of Metroid. Samus thus meets much Metroids, and although those are only the copy of the larva which it had saved on SR388, they hardly show affection for the chasseuse one of premium. After all to have dispatched them, it is in a very different environment, probably supposed to reproduce the living conditions of SR388. After having avoided some armor-plated insects, Samus only finds the remainders of a Torizo in a small room. At the time touching it creature, it émiette and fall in dust, apparently emptied of its energy by Metroid. The following room is filled with similar and dry remainders of various enemies. As it examines them, a blue giant insect living the approach.

Suddenly, incredibly large Metroid appears, absorbing the giant fly and consuming all its energy quickly. Before Samus could not even escape, the giant creature jumps on it, draining it as well. It prepares with death, but, at the last time, Metroid releases it and starts to chirp while being excused. It proves that this enormous Metroid is the larva of SR388, and it identified Samus right in time. According to the guide of the player of Nintendo Power, enormous Metroid is suitably called " Super Metroid".

Mother Brain

After Metroid left, Samus with the chance to be able to find a station of energy and is reloaded with full powers. After having surmounted the few remaining obstacles and the opening of the final door thanks to 5 missiles, as in the original play, it finds the room of Mother Brain . Once there, it breaks the tank of damning up of the brain and starts to strike it with missiles. The brain turns quickly of the red to a morbid gray color, and while its columns of support burst, it falls to the floor with a its deaf person.

But with the difference of the last meeting of Samus with the brain-mother, the battle does not finish here. The brain apparently without life is concerned the floor, constant by a giant cybernetic body. Mother Brain then starts to actively attack Samus with a variety of projectiles mortals of its mouth, its eye, and its mechanical arm. As Samus diverts these attacks and continuous to damage the creature, the brain-mother prepares her attack more the devastator, closing her eye and attracting energy of Samus towards her brain. The eye opens suddenly, releasing a " Hyper Beam" ultra-powerful which pushes Samus with the wall and drains enormous quantities of energy. Samus is severely weakened by the impact, incompetent to exert reprisals or to be even held upright. The player loses the ordering of Samus at this time.

As Mother Brain load its attack last once, enormous Metroid of SR388 enters the room suddenly and attacks the brain of the brain with its enormous hooks, just at the moment when the Hyper Beam is released. The brain-mother shouts of pain while Metroid drains its energy, and it falls to its knees, its body free from color.

Enormous Metroid floats to reach Samus, and seizes its body gently while it starts to fill its tanks with energy. However, before the creature does not finish reloading Samus, Mother Brain is restored slowly, is concerned ground for last attack. It draws from the rings of energy on Metroid, wounding it severely, but this one does not move before the reserves of the energy of Samus are not completely filled, not determined to save its " mère" , knowing that if it does not finish charging it, Samus will not be likely any to survive. The energy of Samus is reconstituted, and Metroid releases Samus and is turned over given to want to destroy its attacker, but Mother Brain is faster to react this time, and destroyed Metroid in full vol. Metroid saved its " mère" at the price of its own life.

Samus is raised, and the player takes again the orders of heroin the beam with rays of Samus was replaced by the Hyper Beam , transferred on it by Metroid. The powerful weapon can demolish Mother Brain quickly, destroying its body mechanical and making fall the brain to ground. The brain-mother tries to shout last once, but it falls in dust.

In a way similar to original Metroid (and much of following plays), the destruction of Mother Brain activates a bomb with delayed-action, leaving a few minutes to the player to escape the destruction from planet. Samus must reach the original way of escape from Tourian by avoiding the pirates of space and the mortal acid, then to endeavor to reach its vessel on the surface. A few seconds right before the explosion, Samus meets a group of the animals which helped it during the adventure. Without hesitation, it digs a hole in the wall which will lead to them to their vessel, then it precipitates to join to it his while the countdown does not touch at its end.

In the final scene, the planetary crust of Zebes starts to split like an egg shell, until finally an enormous explosion of energy is released. While the vessel of Samus moves away from there, Zebes does not seem any more but one incandescent fireball. The bargain hunter is alive escape and finally completely destroyed the pirates of space.

Gameplay

Special capacities

The first two capacities do not require any special article to carry out them.
  • Wall Jump: a technique which makes it possible Samus to jump on vertical surfaces by striking a wall or an edge to the correct angle and while pressing on the button of jump at the good moment. The technique is controlled by a group of aliens friendly which shows it to the player, although it is advisable to note that Samus knows these capacities as of the beginning.

  • Moon Walk: If it is activated principal menu of options before beginning the play, Samus can put fire at its gun of arm while going backwards.

  • Hook Flash: This capacity supplements the energy level of Samus by rebuilding its Power Suit in a sphere of light. It requires that its energy be with less than 50, including in the Reserve Tank. Moreover, it must carry 10 missiles, 10 super missiles and 11 power bombs at least, which will be spent during the process of regeneration. Carry out this in small ball, by choosing power bombs, and upwards hold the directional pad, the directional pad to the bottom, and still the directional pad downwards. Maintenaez then the button of fire.

  • Bomb Load: This capacity employs Power Bomb at the same time as a Beam Load to release an attack devastator in the sector. Choose Chagre Beam and exactly another Beam, (Ice, Wave, Spazer, or Plasma), then choose Power Bombs and hold the button of fire to charge Beam. The attack will be carried out automatically, and will employ Power Bomb.

  • Pseudo Screw Attack: Samus can imitate the effects of Screw Attack by rotation while jumping after having actuated in Power mode the Beam Load. This will make large damage with the first enemy whom it touches during his jump, but he is not as powerful as Screw Attack and assigns only some enemies. If the enemy is not destroyed, Samus can also take damage. The Beam Load must be reactivated then each time this technique is employed. In " Metroid: The Zéro" Mission; , this technique is called the Attack Load.

  • Bomb Spread: If Samus is put in ball while its Beam Load is entirely charged, it will drop five bombs immediately, which extend and rebound beyond the walls and of the floors.

  • Bomb Jump: by timing its placement of the bombs carefully, Samus can be propelled to the top indefinitely. In this way, Samus can reach places normally only accessible with Hi-Jump or Space Jump. With certain x-ray, it is possible of " Bomb Jumper" horizontally.

Objects

All the articles available in the two preceding plays except Spider Ball exist in Super Metroid with many of other new.
  • Morphing Ball: This article gives to Samus the capacities to be put does not swell, giving access to the narrow tunnels.

  • Spring Ball: Gives to Samus the capacity to jump while it is in ball.

  • high Jump Boots: Double size of the jump of Samus.

  • Speed Booster rocket: Gives to Samus the capacity to run incredibly quickly and to pass through Dash Blocks. Allows also the techniques known under the name of indent Super Jump and Shoulder Dash, where Samus stores the energy of the Speed Booster rocket to carry out a powerful load and of long distance. Super Jump is also known under the name of Shinespark. This name was seen as official in Metroid Fusion after the player has achieves a " race of obstacle" difficult employing this technique.

  • Space Jump: Makes it possible Samus on several occasions to jump between the sky and the ground.

  • Grapple Beam: Used with Grapple Blocks, this electromagnetic beam makes it possible Samus to be balanced above the abysses which it could not jump above normally. It can also be employed as arms basic power, or seize the remote articles.

  • X-Ray Visor: Once used, Samus can see the secrete ways or hidden and which type of destructible blocks are in its field of vision.

Weapons:

The use of the weapons in Super Metroid is double: to demolish enemies and to surmount obstacles found in the environment.
  • Power Beam: the weapon with which Samus starts, which is relatively weak and thus useless against some enemies and the majority of the owners. There are five levellings, however, which increase the capacities of Power Beam in a way or another. The ammunition are unlimited for Power Beam as well as for all the others weapons of beam. It opens the doors blue.

  • Beam Load: a levelling of the beam of power which lets the player put fire with projectiles much more powerful. It opens the doors blue.

  • Ice Beam: Ice Beam is able to freeze of the enemies, to make effectively them inoffensive and to make them moreover become one kind of stone for the progression. It opens the doors blue.

  • Wave Beam: Makes it possible projectiles to pass through the walls and from another solid objects. It opens the doors blue.

  • Spazer Beam: broader and more powerful Projectiles. It opens the doors blue.

  • Beam Plasma: Increases the power of the beam considerably. Allows other beams to pass through multiple enemies. Cannot be combined with Spazer.Il opens the doors blue.

  • Hyper Beam: the beam most extremely available, able to destroy obstacles normally impassable. Replace all the other beams equipped. It opens the doors blue.

  • Missiles: the missiles are used to open the locked doors and to demolish the enemies who are invulnerable with the regular beams. Samus is equipped with no missile as of the beginning, therefore it must collect them on its way. They open the pink doors with 5 missiles.

  • Super Missiles: the Super Missiles are similar to the missiles, but carry five times the power, flies much more quickly, and can dislodge of the enemies hung on walls. They are able to open doors which the missiles cannot open. By-against, there are many enemies who can be destroyed with no other arms in the arsenal with Samus. They open the pink or green doors with a Super Missile.

  • Bombs: Mainly necessary to destroy the objects which block the way of Samus. Bombs can be employed to demolish enemies, but are usually not very effective to this end.

  • Power Bombs: a simple detonation of Power Bomb destroys all the regular enemies and the destructible obstacles by a bomb on the screen. There are a few blocks which can only be released with bombs of power. They open the yellow doors.

  • Screw Attack: a technique of jump which transforms the jump of Samus out of web of tourbillionant of energy. Practically any enemy whom she contacts while she is in this state will be immediately destroyed.

Sectors

  • Colony of the Space of Ceres: the colony of the space of Ceres is the place where the play starts and where the scene of discovered of Metroids could be employed for the good of humanity.
  • Crateria: the surface of the Zebes planet. It is infested by the acid rains, this is why the alive creatures are found most of the time below the external level.

  • Brinstar: the sector of jungle of Zebes, running with the life. The sector of Brinstar explored in this play is most of the time different from that of the original mission. It proves that parts of Brinstar old man were absorbed in Maridia. The hiding-place of Kraid is located in this sector.

  • Norfair: It is deeply below surface and requires thus that its visitors carry sufficient protection against incredible heat. Ancient ruins of Chozo can be found in the major parts of Norfair, where the Ridley dragon reigns.

  • Wrecked Ship: A long ago, of the astronauts belonging to an ancient civilization landed on Zebes. It is what remains of their spaceship. The Phantoon phantom stopped the destroyed boat, returning the majority of its inaccessible rooms. Because of the place of the boat-mother of the pirates of space in " Metroid: The mission zéro" , the fans speculated that is envisaged it to be Wrecked Ship represented in Super Metroid. However, the director of " The Zero" mission; , Yoshio Sakamoto, drew aside this possibility, that the two boats would be separate.

  • Maridia: the watery world of Zebes. The major part of Maridia occupies the territory which was in the past part of Brinstar. The sector contains a watery laboratory of pirate where they multiplied a clone, most of the time not successful, of Metroid called Mochtroid. The giant creature crustacéenne Draygon is the guard of this sector.

  • Tourian: the center of order of the pirates of the space of Zebes and the brain-mother. The place shifted in a sector more blocked since the first play of Metroid, when Samus limited the damage of the plans of the pirates of space.

Half-boss

  • Torizo: seems to be a simple statue of Chozo having the increase bombs , until Samus takes this object. The statue bursts then, revealing a Chozo which attacks by using its claws, of the waves of energy, and the spheres containing of false objects.

  • Spawn Spore: an indigenous inhabitant of the underground jungles of Brinstar . It is composed of a room entirely made up of vegetable organic matter connected to a plant. The plant can be balanced in all the major part of the room, limiting the mobility of Samus severely. The spores are dropped also from the ceiling during all the battle. Those make damage but can also be destroyed to obtain energy or reserves of missile. The principal plant opens from time to time to reveal a vulnerable core which must be struck with missiles or a ray completely charged. With its death Samus obtains its first load of Super Missiles .

  • Crocomire : this inhabitant of Norfair is a red animal in eight eyes and thick skin which can tolerate even the hottest temperatures. It is massive, and its primary mode of attack consists in precipitating towards Samus in order to try to push it in a pointed wall. It can also strike it with its long arms and spit of the balls of energy of its mouth. Like Kraid , its mouth is its weak point. To draw in this one will make move back the creature, which will make it fall into an acid well, resulting in the death of the animal.

  • Botwoon : a kind of snake with the head of a crocodile. Its principal attack is quite simply consisted to precipitate between the various holes in its room. It will from time to time leave the head one of the holes and car of the beams of energy on Samus which must aim this head to destroy the creature.
  • Torizo Golden delicious: another incarnation of the Torizo , fought in the basements of Norfair . This adversary is very powerful and has all the attacks of Torizo more others which are clean for him. It is immunized against the normal missiles, and can catch the Super drawn Missiles on him, rejecting them worm on Samus what can wound it seriously. It does not have object but once demolishes, Samus can learn the Screw Attack .

Boss

  • Ridley : Ridley, the ptérodactyle that Samus fought in the original play of BORN, makes its return as a one of the Boss hardest in the play. It is responsible for the massacre at the space station Ceres and for the kidnapping of the larva of Metroid.

  • Kraid : belonged to the duet of miniboss (the other being Ridley) original play of BORN, makes its return, but is considerably larger, taking the height of two screens. Although many players speculated that Kraid developed in way or other since the first play, its size was corrected in Metroid: Zero Mission to be coherent with that in Super Metroid . Outside the room of Kraid a skeleton is which east can be the body of Adam Malkovich mentioned by Samus in Metroid: Fusion , or that of Armstrong Houston as indicated in the cartoons Super Metroid.

  • Phantoon : a ghostly cranium wheel which is supplied by the cerebral waves of Mother Brain and feeds from the remanent energy of the wreck of the spaceship.

  • Draygon : an enormous creature marinades which resides in Maridia . Its hard armor as a shell provides him a great resistance; to beat the use of the Grappling Beam implies.

  • Mother Brain : the final boss, this entity is a brain désincarné in a tank protected by rings mortals out of laser from Rinka, automated guns of defense, as well as the organic conduits of support of car-regeneration known under the name of Zeebetites . Once damaged sufficiently, Mother Brain sticks to a powerful cybernetic body, which enables him to attack any intruder directly.

Combined

All the inhabitants of Zebes are not hostile towards Samus; much voluntarily does not attack it and some are even completely inoffensive. In Brinstar , Samus can also meet the following creatures which are useful for him in its search:

  • Etecoons : a trio of small creatures jumping on the walls; these creatures with four legs show in Samus the technique Wall-Jumping , a difficult technique but that these beings use with an disconcerting ease. One meets them in a room from where Samus can leave only while using the Wall-Jumping , the Bomb-Jumping , or the Space Jumping . These creatures are green in Super Metroid, but seem beings blue in Metroid Fusion and the other plays of the series.

  • Dachora : a green alien which resembles an ostrich. The Dachora watch in Samus technique of the Shinespark , which is necessary to escape from the sector in which one finds it.

After having beaten Mother Brain and to have engaged the self-destruction of Zebes , the player can choose to save these friendly creatures. Indeed they are imprisoned in Crateria in an accessible room via a twinkling door which led to discovered bombs at the beginning of the play. Samus can destroy the opposite wall so that the creatures can escape; this will cause a light change of the kinematics of the end, in which a flash of light can be considering escaping from planet. This end is probably that selected for the continuity of the series, because the creatures appear alive and in good health in Metroid Fusion.

Development team

  • Producing: Makoto Kanoh
  • Realizer: Yoshio Sakamoto
  • Background Designer : Hirofumi Matsuoka, Masahiko Mashimo, Hiroyuki Kimura
  • Object Designer : Toru Osawa, Tomoyoshi Yamane
  • original Designer of Samus: Hiroji Kiyotake
  • Designer of Samus: Tomomi Yamane
  • Sound effects: Kenji Yamamoto
  • musical Composition: Kenji Yamamoto, Minako Hamano
  • Program Director : Kenji Imai
  • System Coordinator : Kenji Nakajima
  • Programmer system: Yoshikazu Mori
  • Samus Programmer: Isamu Kubota
  • Programmer events: Mitsuru Matsmoto
  • Programmer enemies: Yasuhiko Fujii
  • Programmer charts: Motomu Chikaraishi
  • Assistant programmer: Kouichi Abe
  • Coordinators: Katsuya Yamano, Tsutomu Kaneshige
  • Printed Artwork : Masafumi Sakashita, Yasuo Inoue, Mary Cocoma, Yusuke Nakano, Shinya Sano, Noriyuki Sato
  • Thanks: Daniel Owsen, George Sinfield, Masaru Okada, Takahiro Harada, Kohta Fukui, Keisuke Terasaki, Masaru Yamanaka, Hitoshi Yamagami, Nobuhiro Ozaki, Kenichi Nakamura, Takehiko Hosokawa, Satoshi Matsumura, Takeshi Nagareda, Masahiro Kawano, Hiroyuki Yamada, All R & D 1 Staff
  • General Manager : Gunpei Yokoi

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