
Star Sweep
1997 Strategy
Metroid II: Return of Samus takes the bounty‑hunter’s quest underground, turning the Game Boy’s tiny screen into a sprawling alien world. You’re tasked with hunting down exactly 47 Metroids, each appearing in a chain of evolutionary forms—from the original hatchling to the hulking Omega—while a detector keeps count of the remaining targets.
The handheld introduces a suite of new tools that feel fresh even today. The Spider Ball lets you cling to walls and ceilings, the Space Jump propels you to higher platforms, and the Varia Suit’s round‑shouldered design—added to compensate for the monochrome display—has become a series hallmark. New firepower arrives in the form of a tri‑splitting Spazer Laser and a piercing Plasma Beam, but you can only equip one beam at a time, forcing strategic choices.
Progress is saved via battery‑backed modules scattered across SR‑388, and each cleared area triggers an earthquake that lowers lava, opening deeper tunnels. The game’s impact was clear: by 2003 it had shipped 1.72 million copies and earned the Player’s Choice badge, cementing its place as the first handheld Metroid adventure.
After the events of the original Metroid, the Galactic Federation hires Samus Aran to finish what earlier teams could not: eradicate every Metroid on their home world, SR‑388. She explores the alien landscape, confronting the creatures as they grow from tiny jellyfish‑like organisms into larger, hovering lizard‑like beasts, and eventually defeats the massive Queen Metroid.
When Samus returns to her ship she discovers a lone Metroid egg. The hatchling that emerges immediately imprints on her, treating Samus as its mother. Unwilling to kill the creature, she spares it, and the infant assists her in carving a path to the planet’s surface. Together they board the ship and leave SR‑388, ending the mission of Metroid II: Return of Samus.
Edited by Maya Carter

1997 Strategy

1996 Puzzle

1994 Action

1991 Strategy