![Super Metroid [Model SHVC-RI] Super Metroid [Model SHVC-RI] screenshot](images/game/62367_2.png)
Super Metroid © 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.
![Goodies for Super Metroid [Model SHVC-RI]](images/covermini160/62367_1.jpg)
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.
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]