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Super Metroid opens with Samus delivering a baby metroid to researchers and then returning to a station that has already gone wrong. An item counter on the map screen invites a second pass through rooms you already survived.
Yoshio Sakamoto directed the Super Nintendo sequel as a quiet map: almost no dialogue, an item percentage on the map screen, and rooms that only make sense after a later upgrade. The planet Zebes is explored again, but the route is a web of missile tanks, a shinespark, and doors sealed with colored gates.
Sequence breaks became part of the game's reputation. Players learned to leave the intended path with mockball tricks and early ice-beam routes, and Nintendo's own map still functions when they do. The final escape, with a timer and a last look at the baby metroid, is the scene the series keeps echoing.
Metroid Fusion and Metroid Dread continue Samus's story from this ending. The Prime games move the same idea of isolation into first person. This page is Super Metroid itself.
Same series is the tight name match. Same franchise is the wider family. Same platform is other games on the systems named above.
The series list above is the whole family set in this catalog.
Facts in this grid are RAWG's, not our review. Open the RAWG record. RAWG.


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Nintendo publishes a classics library for this era on Nintendo Switch Online. Confirm this title is still in the current library. Where to Play does not host this game.
Nintendo Switch Online overview Official siteWe don't host this game. Confirm the title is still offered before you rely on a library note.