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Super Metroid [Model SHVC-RI]
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Super Metroid (c) 1994 Nintendo Company, Limited. Super Metroid (also known as Metroid 3) is a seminal title that defined the action-adventure genre. The narrative picks up after the events of Metroid II: Return of Samus, following bounty hunter Samus Aran as she tracks Ridley—the leader of the Space Pirates—to Planet Zebes after he steals a captive Metroid larva from the Ceres Space Colony. As Samus, players navigate the sprawling, non-linear depths of Zebes, utilizing a diverse arsenal of upgrades to unlock paths and survive the planet's hostile environment. - TECHNICAL - GAME ID: SHVC-RI Technical Specifications: The game was a massive 24-megabit cartridge, which was significantly larger than the standard sizes of the era. This extra memory allowed for the game's expansive map size, intricate sprite animations, and the complex, atmospheric sound design that defined the experience. - TRIVIA - Super Metroid was released on March 19, 1994 in Japan at a retail price of 9,800 JPY. The Blueprint for "Metroidvania": While the series established its core loop earlier, Super Metroid perfected the "item-gating" design philosophy—where the world is a single, interconnected map that opens up only as the player acquires specific abilities (the Morph Ball, Grapple Beam, Speed Booster, etc.). This structure became the foundational standard for the entire Metroidvania genre. Atmospheric Storytelling: This title is celebrated for its cinematic, wordless approach to narrative. Through environmental cues, distinct biome designs, and a haunting, adaptive musical score, the game conveys a sense of isolation and dread without relying on text-heavy cutscenes or dialogue, proving the narrative potential of 16-bit hardware. Non-Linear Progression: Unlike many platformers of the 1994 era that utilized rigid level-by-level progression, Super Metroid encouraged player freedom and experimentation. The inclusion of "sequence breaking" (using advanced techniques like wall-jumping or bomb-jumping to reach areas earlier than intended) was partially intentional by the developers, rewarding curiosity and mastery. Refinement of Systems: The game introduced several quality-of-life features that became industry standards, including the mini-map system, the ability to switch individual weapons on and off, and the iconic "save station" rooms that broke the game into manageable, non-punishing segments. Reviews: [FR] May 1995 - Consoles + N.32: 91% Export releases: [US] "Super Metroid [Model SNS-RI-USA]" [US] "Super Metroid [Model SNS-RI-USA-1]" [FR] "Super Metroid [Model SNSP-RI-FAH]" - SERIES - 1. Metroid [Model FMC-MET] (1986, Famicom Disk System) 2. Metroid II - Return of Samus [Model DMG-MEA] (1991, Game Boy) 3. Super Metroid [Model SHVC-RI] (1994, Super Famicom) 4. Metroid Fusion [Model AGB-AMTJ-JPN] (2002, GBA) 5. Metroid Prime (2003, GameCube) 6. Metroid - Zero Mission [Model AGB-BMXJ-JPN] (2004, GBA) 7. Metroid Prime 2 - Echoes (2004, GameCube) 8. Metroid Prime - Hunters (2005, DS) 9. Metroid Prime 3 - Corruption [Model RVL-RM3E-USA] (2007, Wii) 10. Metroid - Other M (2010, Wii) - STAFF - Producer: Makato Kanoh Director: Yoshio Sakamoto Back ground designers: Hirofumi Matsuoka, Masahiko Mashimo, Hiroyuki Kimura Object Designers: Tohru Ohsawa, Tomoyoshi Yamane Samus Original Designer: Hiroji Kiyotake Samus Designer: Tomomi Yamane Sound Program and Sound Effects: Kenji Yamamoto Music Composers: Kenji Yamamoto, Minako Hamano Program Director: Kenji Imai System Coordinator: Kenji Nakajima System Programmer: Yoshikazu Mori Samus Programmer: Isamu Kubota Event Programmer: Mitsuru Matsumoto Enemy Programmer: Yasuhiko Fujii Map Programmer: Motomu Chikaraishi Assistant Programmer: Kouichi Abe Coordinators: Katsuya Yamano, Tsutomu Kaneshige Printed Art Work: Masafumi Sakashita, Yasuo Inoue, Mary Cocoma, Yusuke Nakano, Shinya Sano, Noriyuki Sato Special Thanks To: Dan 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, Hiro Yamada, R&D1 General Manager: Gumpei Yokoi Produced by: DEER FORCE (TEAM SHIKAMARU) - SOURCES - ROM dump (MAME).
Your Changes (editable)
Super Metroid (c) 1994 Nintendo Company, Limited. Super Metroid (also known as Metroid 3) is a seminal title that defined the action-adventure genre. The narrative picks up after the events of Metroid II: Return of Samus, following bounty hunter Samus Aran as she tracks Ridley—the leader of the Space Pirates—to Planet Zebes after he steals a captive Metroid larva from the Ceres Space Colony. As Samus, players navigate the sprawling, non-linear depths of Zebes, utilizing a diverse arsenal of upgrades to unlock paths and survive the planet's hostile environment. - TECHNICAL - GAME ID: SHVC-RI Technical Specifications: The game was a massive 24-megabit cartridge, which was significantly larger than the standard sizes of the era. This extra memory allowed for the game's expansive map size, intricate sprite animations, and the complex, atmospheric sound design that defined the experience. - TRIVIA - Super Metroid was released on March 19, 1994 in Japan at a retail price of 9,800 JPY. The Blueprint for "Metroidvania": While the series established its core loop earlier, Super Metroid perfected the "item-gating" design philosophy—where the world is a single, interconnected map that opens up only as the player acquires specific abilities (the Morph Ball, Grapple Beam, Speed Booster, etc.). This structure became the foundational standard for the entire Metroidvania genre. Atmospheric Storytelling: This title is celebrated for its cinematic, wordless approach to narrative. Through environmental cues, distinct biome designs, and a haunting, adaptive musical score, the game conveys a sense of isolation and dread without relying on text-heavy cutscenes or dialogue, proving the narrative potential of 16-bit hardware. Non-Linear Progression: Unlike many platformers of the 1994 era that utilized rigid level-by-level progression, Super Metroid encouraged player freedom and experimentation. The inclusion of "sequence breaking" (using advanced techniques like wall-jumping or bomb-jumping to reach areas earlier than intended) was partially intentional by the developers, rewarding curiosity and mastery. Refinement of Systems: The game introduced several quality-of-life features that became industry standards, including the mini-map system, the ability to switch individual weapons on and off, and the iconic "save station" rooms that broke the game into manageable, non-punishing segments. Reviews: [FR] May 1995 - Consoles + N.32: 91% Export releases: [US] "Super Metroid [Model SNS-RI-USA]" [US] "Super Metroid [Model SNS-RI-USA-1]" [FR] "Super Metroid [Model SNSP-RI-FAH]" - SERIES - 1. Metroid [Model FMC-MET] (1986, Famicom Disk System) 2. Metroid II - Return of Samus [Model DMG-MEA] (1991, Game Boy) 3. Super Metroid [Model SHVC-RI] (1994, Super Famicom) 4. Metroid Fusion [Model AGB-AMTJ-JPN] (2002, GBA) 5. Metroid Prime (2003, GameCube) 6. Metroid - Zero Mission [Model AGB-BMXJ-JPN] (2004, GBA) 7. Metroid Prime 2 - Echoes (2004, GameCube) 8. Metroid Prime - Hunters (2005, DS) 9. Metroid Prime 3 - Corruption [Model RVL-RM3E-USA] (2007, Wii) 10. Metroid - Other M (2010, Wii) - STAFF - Producer: Makato Kanoh Director: Yoshio Sakamoto Back ground designers: Hirofumi Matsuoka, Masahiko Mashimo, Hiroyuki Kimura Object Designers: Tohru Ohsawa, Tomoyoshi Yamane Samus Original Designer: Hiroji Kiyotake Samus Designer: Tomomi Yamane Sound Program and Sound Effects: Kenji Yamamoto Music Composers: Kenji Yamamoto, Minako Hamano Program Director: Kenji Imai System Coordinator: Kenji Nakajima System Programmer: Yoshikazu Mori Samus Programmer: Isamu Kubota Event Programmer: Mitsuru Matsumoto Enemy Programmer: Yasuhiko Fujii Map Programmer: Motomu Chikaraishi Assistant Programmer: Kouichi Abe Coordinators: Katsuya Yamano, Tsutomu Kaneshige Printed Art Work: Masafumi Sakashita, Yasuo Inoue, Mary Cocoma, Yusuke Nakano, Shinya Sano, Noriyuki Sato Special Thanks To: Dan 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, Hiro Yamada, R&D1 General Manager: Gumpei Yokoi Produced by: DEER FORCE (TEAM SHIKAMARU) - SOURCES - ROM dump (MAME).
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