The last Metroid is in captivity.
The galaxy is at peace …
Super Metroid (SNES) - 1994
I feel so very fortunate adding this to my roster here in the seventh round. Not only was I ready to take it in the fourth round had Hollow Knight not been available (still a round or two late in my opinion), but for several decades, Super Metroid was something of my gaming unicorn.
Despite it being among the most groundbreaking, famous, and popular titles on the Super Nintendo, I could never seem to track it down and play it for myself.
In the spring of 1994, this was Nintendo’s new “Killer App,” potential system seller, and I suppose Game of the Year candidate if that was even a thing back then. The buzz in the gaming community was palpable as giant displays of Samus battling Ridley stood at the doorways of toy stores and game rentals, while magazines and word of mouth thrilled at just how monumentally awesome this game was proving to be.
And I petulantly rejected the hype. I had played the original NES Metroid and its GameBoy sequel and found them clunky and frustrating. How could the third one with a fresh coat of paint on better hardware be that much better?
Super Metroid went on to define and inform an entire genre, its game design mechanics are still studied and utilized by AAA studios and indie creators alike, and it is still played by professional speedrunner streamers and competitively at gaming tournaments often as the main event.
Even the map is used as the template for games of the genre more than 30 years later.
As I saw Dead Space and Alien: Isolation taken in the picks just before this, I couldn’t help but wonder about Super Metroid’s influence on those games as well. Nintendo is of course the family friendly company, but the Metroid series, inspired by Alien with Samus as Ripley (that’s why Samus’ purple pterodactyl nemesis is named Ridley for Ridley Scott) has always been the outlier. A tense, atmospheric space action, borderline horror adventure with an anti-social badass bounty hunter protagonist that opens with a corridor of corpses and ends with a battle against an H.R Giger influenced monstrosity.
I had “retired” from gaming for more than a decade, before coming back to the hobby in the early 2010s when I was a bachelor, living alone, with a 4/12s work schedule on the ambulance that gave me a ton of free time.
One of the first retro titles I tried to track down was Super Metroid, being convinced that having it as a gaming blind spot was the equivalent of a film fan having not seen Casablanca. And I soon discovered it was difficult to track down in retro stores because seemingly people simply didn’t resell it often on the secondary market. If they owned it, they kept it.
I even purchased a cartridge only to discover it had been corrupted, making Samus spawn in a ceiling and immediately cycle through her death animation rendering it unplayable. I returned it in exasperation, and went home empty handed - it being the only Super Metroid cart the store had. See what I mean? Unicorn.
Context is key. By the time I sat down with Super Metroid properly, nearly 2 decades had passed, I rejected it outright as an overhyped fad at release, ignored it completed, and then been constantly thwarted when I finally did decide to give it a try. I could only describe my attitude as “this better be good.”
And was it ever. Samus moves like a dream, with an embarrassment of weapons and techniques in her arsenal, some even secret that you can go through the entire game never even knowing existed. The areas, enemies, and bosses are brilliantly designed and memorable. There’s even a semi-fake mini-boss just to set-up a perfectly executed and earned jump scare a minute later. You thought dogs jumping through windows of a corridor you just ran through was scary? Try Crocomire’s skeleton breaking down a wall to long at you after you watched it boil to death in a pool of lava acid.
What other action game has you explore the opening area, including the first game in the series’ final stage and climatic battle, devoid of enemies in almost complete silence just to build tension?
There’s a reason gamers still shout out “Deer Force” during the end credits. It’s the utmost sign of respect.
Thank you Samus for finally including me on the mission.
