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Super Metroid

Super Metroid is a science topic covered in the lgStudy science library. This page brings together a partial reference excerpt, illustrations, worked examples, real-world applications and a short study plan, so you can understand Super Metroid rather than just read about it. In short: Super Metroid is a 1994 action-adventure game developed by Nintendo and Intelligent Systems and published by Nintendo for the Super Nintendo Entertainment System (SNES). It is the third Metroid game, following the Game Boy game Metroid II: Return of Samus (1991).

Super Metroid — main illustration
Super Metroid — illustration

Key takeaways

  • Super Metroid belongs to science; place it in that map before memorising details.
  • Learn the definition first, then one example that makes the definition concrete.
  • Connect Super Metroid to a quantity you can measure, compute or draw — that is where exam questions come from.
  • Reproduce the core statement of Super Metroid from memory before moving on to harder problems.

Reference excerpt

Super Metroid is a 1994 action-adventure game developed by Nintendo and Intelligent Systems and published by Nintendo for the Super Nintendo Entertainment System (SNES). It is the third Metroid game, following the Game Boy game Metroid II: Return of Samus (1991). The player controls bounty hunter Samus Aran, who travels to the planet Zebes to retrieve an infant Metroid creature stolen by the Space Pirate leader Ridley. Following the established gameplay model of its predecessors, Super Metroid focuses on exploration, with the player searching for power-ups used to reach previously inaccessible areas. It introduced elements such as the inventory screen, an automap, and the ability to fire in 8 directions. The development staff from previous Metroid games—including Yoshio Sakamoto, Makoto Kano and Gunpei Yokoi—returned to develop Super Metroid over the course of two years. The developers wanted to make a true action game, and set the stage for Samus' reappearance. Super Metroid received acclaim, with praise for its atmosphere, gameplay, music and graphics. It is often cited as one of the greatest video games of all time. The game sold well and shipped 1.42 million copies worldwide by late 2003. Alongside Castlevania: Symphony of the Night, Super Metroid is credited for establishing the Metroidvania genre, inspiring numerous indie games and developers. Super Metroid was followed in 2002 by Metroid Fusion and Metroid Prime. It has been re-released on several Nintendo consoles and services.

Gameplay

Super Metroid is a 2D side-scrolling action-adventure game, which primarily takes place on the fictional planet Zebes from the original game—a large, open-ended world with areas connected by doors and elevators. The player controls Samus Aran as she searches the planet for a Metroid that has been stolen by Ridley, the leader of the Space Pirates. Samus can run, jump, crouch, and fire a weapon in eight directions; she can perform other actions, such as wall jumping—jumping from one wall to another in rapid succession to reach higher areas. The "Moon Walk" ability, named after the dance move of the same name, allows Samus to walk backwards while firing or charging her weapon. Throughout the course of the game, the player can acquire power-ups that enhance Samus's armor and weaponry, as well as grant her special abilities, allowing them to gain access to areas that were previously inaccessible. The Morph Ball allows Samus to curl into a ball and roll into tight places; in this form, she can plant bombs once the Bomb power-up is acquired. The Spring Ball adds the ability to jump while in Morph Ball form. The Speed Booster can be used to run at high speeds and destroy barriers and enemies. The Hi-Jump Boots allow for a higher jump, and the Space Jump allows Samus to jump continuously in midair. The Grapple Beam can be used to swing across open areas. The X-ray Scope is used to see hidden items and passages. The heads-up display shows Samus's health, the supply mode for Reserve Tanks, icons that represent weapons, and a map display showing her location and its surroundings. The inventory screen allows the player to enable and disable weapons and abilities. While the beam weapons can be combined, the Spazer and Plasma beams cannot be used simultaneously. At the game's end, Samus obtains the Hyper Beam, a powerful weapon generated by the energy given to her by the "Super Metroid", the matured version of the larval creature that she seeks. The backup units called Reserve Tanks can be used automatically when Samus's health is depleted. The automap helps the player navigate the different areas, and map computers in each area reveal unexplored areas. To save their progress, the player must use save stations located around the planet. Players can also save and recharge their health and ammunition at Samus's gunship. Super Metroid has three endings based on the time taken to complete it, which determine whether Samus poses with or without her suit. The best ending is achieved when the game is completed under three hours. If the player rescues the Dachora and the Etecoons, friendly creatures encountered by Samus, they are shown leaving the planet in the distance.

Plot

Samus Aran brings the last Metroid to the Ceres space colony for scientific study. Investigation of the specimen, a larva, reveals that its energy-producing abilities could be harnessed for the good of civilization. Shortly after leaving, Samus receives a distress call alerting her to return to the colony immediately. She finds the scientists dead, and the Metroid larva stolen by Ridley, leader of the Space Pirates. Samus escapes during a self-destruct sequence and follows Ridley to the planet Zebes. She searches the planet for the Metroid and finds that the Pirates have rebuilt their base there. After defeating three bosses in various regions of Zebes, Samus confronts Ridley in his lair and defeats him, only to discover that the capsule containing the Metroid larva has been shattered and the larva is missing. She then heads for Tourian, the heart of the Space Pirates' base, and fights several Metroids that have reproduced. Samus is then ambushed by the Metroid larva, which has grown to enormous size. It attacks and nearly kills Samus, but relents at the last moment. As Samus was present at its hatching on SR388, the Metroid has imprinted on Samus, and recognizes her as its "mother". Samus fights a resurrected Mother Brain, the biomechanical creature that controls the Zebes systems. Mother Brain overpowers Samus, but the Metroid larva intervenes, crippling Mother Brain and healing Samus. Mother Brain rises again and kills the Metroid, but upon death, the Metroid gives Samus the Hyper Beam, a powerful weapon strong enough to kill Mother Brain. Samus then escapes Zebes as it self-destructs.

Development

… excerpt ends here. Continue reading the full article.

Illustrations

Super Metroid: Power-ups and abilities, such as the Grappling Beam, allow Samus to reach previously inaccessible areas. Her health, stock of weapons and a gridded mini-map are displayed on the top of the screen.
Power-ups and abilities, such as the Grappling Beam, allow Samus to reach previously inaccessible areas. Her health, stock of weapons and a gridded mini-map are displayed on the top of the screen.
Super Metroid: Yoshio Sakamoto, the director and writer of Super Metroid, at the 2010 Game Developers Conference
Yoshio Sakamoto, the director and writer of Super Metroid, at the 2010 Game Developers Conference

Worked examples

Example 1 — a first encounter with Super Metroid

Start with the simplest possible case. Write down what Super Metroid claims or describes in one sentence, then invent the smallest concrete situation in which that sentence is true. In science, the smallest case is usually a single object, a single equation or a single measurement. Check that every symbol or term in your sentence has a meaning in that case.

Example 2 — changing one variable

Take the situation from Example 1 and change exactly one quantity: double it, halve it, or set it to zero. Predict what should happen to Super Metroid before you calculate. Comparing your prediction with the result is the fastest way to find out whether you understand the idea or only the words.

Example 3 — an exam-style question

Typical questions about Super Metroid ask you to (a) state it precisely, (b) apply it to given data, and (c) explain a limitation. Practise writing all three answers in under five minutes; the third part is what separates a full-mark answer from an average one.

Applications of Super Metroid

In research
Super Metroid appears in science research whenever the underlying quantities have to be modelled precisely. Papers usually cite it as a starting assumption and then explore where it breaks down.
In technology and industry
Engineering practice reuses Super Metroid in design rules, simulations and safety margins. Knowing the idea lets you read a specification sheet and understand why the numbers look the way they do.
In the classroom
Super Metroid is common in secondary-school and first-year university syllabi. It links to neighbouring topics 1994 video games, Action-adventure games, Fiction about extinction, so understanding it makes those chapters shorter.
In everyday life
Look for Super Metroid outside the textbook — in sport, cooking, traffic, electronics or the sky above you. An example you found yourself is remembered far longer than one you were given.

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How to study Super Metroid in 20 minutes

  1. Read the reference excerpt below once, without taking notes.
  2. Close the page and write down what Super Metroid means in your own words.
  3. Compare your version with the excerpt and mark what you missed.
  4. Work through the three examples above with pen and paper.
  5. Explain Super Metroid out loud to somebody else — or to Teacher Smith in the lgStudy chat.

Frequently asked questions

What is Super Metroid in simple terms?

Super Metroid is a 1994 action-adventure game developed by Nintendo and Intelligent Systems and published by Nintendo for the Super Nintendo Entertainment System (SNES). It is the third Metroid game, following the Game Boy game Metroid II: Return of Samus (1991).

Why does Super Metroid matter?

Because it connects several science ideas at once: it gives you a definition you can apply, a quantity you can calculate, and a way to check whether a result is plausible.

How should I study Super Metroid?

Read the excerpt, restate it from memory, then work through the examples and applications listed on this page. The five-step study plan above takes about twenty minutes.

What does this page cover?

It gives you a compact reference excerpt plus original lgStudy explanations, examples, applications and study material on Super Metroid.

Tags

  • 1994 video games
  • Action-adventure games
  • Fiction about extinction
  • Intelligent Systems games
  • Metroid games
  • Metroidvania games
  • New Nintendo 3DS games
  • Nintendo Classics games
  • Nintendo Research & Development 1 games
  • Open-world video games
  • Single-player video games
  • Super Nintendo Entertainment System games

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