
Play Super Metroid Online
Game Info
- Platform
- SNES
- Genres
- Platformer · Action · Adventure
- Player Perspective
- Side view
- Developers
- Nintendo R&D1 · Nintendo
- Publishers
- Nintendo · Playtronic
- Release date
- March 19, 1994
- Languages
- 🇬🇧 🇺🇸 English · 🇯🇵 Japanese
Summary
Super Metroid drops you back onto the cavern‑strewn world of Zebes, where the Space Pirates have stolen the last Metroid and Mother Brain looms over every shadow. The game expands the classic side‑view Metroid formula with a sleek inventory screen, an automap that lights up as you explore, and the ability to fire in eight directions, making every encounter feel fresh. New tools like the Grappling Beam let Samus swing across yawning chasms, while the X‑Ray Scope reveals hidden passages that would otherwise stay buried in the rock. Classic power‑ups return—Morph Ball, Hi‑Jump Boots, Space Jump—but they’re woven into a larger, open‑ended map that rewards back‑tracking and clever use of abilities such as wall‑jumping and the “Moon Walk.”
The atmosphere is amplified by Kenji Yamamoto and Minako Hamano’s eight‑channel soundtrack, which still echoes through modern speedruns and fan‑made ROM hacks. Critical response was immediate: scores in the high 90s, multiple Game of the Month honors, and a reputation as a cornerstone of the Metroidvania genre. By 2003 the title had moved over a million copies, and its three time‑based endings continue to inspire players to shave seconds off their runs. All of this was crafted by a tight‑knit team that included Yoshio Sakamoto, Makoto Kano, and the legendary Gunpei Yokoi, proving that a focused crew can still deliver a timeless adventure.
Storyline
After wiping out the Metroid population on SR388, Samus Aran brings the lone hatchling—nicknamed "Baby"—to the Ceres Space Colony for study. While she is away, a distress signal summons her back; she discovers the scientists slain and the containment unit missing. Ridley appears, snatches the capsule, and triggers a self‑destruct sequence, forcing Samus to flee the exploding station and chase him to Zebes.
On Zebes, Samus battles three regional bosses before confronting Ridley in his lair, only to find the capsule shattered and the larva gone. She pushes onward into the heart of the Space Pirates’ base, Tourian, where she fights swarms of Metroids and uncovers the now‑grown larva, which has imprinted on her as its "mother."
The giant Metroid intervenes in Samus’s clash with Mother Brain, crippling the biomechanical foe and healing Samus. When Mother Brain revives and kills the Metroid, the dying creature transfers the Hyper Beam to Samus, allowing her to finish Mother Brain. With the base collapsing, Samus escapes the self‑destructing planet, completing the story of Super Metroid.
Edited by Maya Carter
You might also like




Troddlers
1992 Action





















