Super Famicom / SNES · Action-adventure

Super Metroid

スーパーメトロイド

Released in Japan on March 19, 1994. North America: April 18, 1994. Europe: July 28, 1994.

Japan: March 19, 1994 · Dev: Nintendo R&D1 · Music: Kenji Yamamoto , Minako Hamano

About this game

Super Metroid is the third entry in the Metroid series and the game that codified the Metroidvania genre. Directed by Yoshio Sakamoto with a team of 17, it treats Zebes as a single interconnected world where every door, every passage, and every environmental clue rewards the player willing to observe rather than rush. Its opening monologue — "The last Metroid is in captivity. The galaxy is at peace." — is one of the most effective scene-setting moments in game history.

Key Features

Single interconnected world map with backtracking enabled by new items. Wall-jumping and "shinespark" momentum mechanics that give skilled players additional routes. X-Ray Scope item reveals hidden passages. Grappling Beam and Space Jump movement abilities. The "animal tutorial" — non-verbal teaching through environmental design. Save stations and recharge stations placed to create natural checkpoint rhythms.

Official CM

Gameplay

The Story Behind

Super Metroid was released into a 1994 market saturated with sequels and franchises, yet it managed to feel genuinely different — slower, more atmospheric, more demanding of patience than anything in mainstream gaming at the time. Yoshio Sakamoto ran "blind playtest" sessions throughout development — bringing in players who had never seen the game and watching them play silently — a practice unusual enough in 1994 that it was considered remarkable. The game reportedly took half a year to get approved, then two years to develop. It sold modestly on release but accumulated critical recognition over years, eventually appearing on nearly every "greatest games" list compiled by journalists.

Tricks & Tales

The "Etecoons and Dachoras" — small animals the player rescues in a side room — escape from the planet in the ending if the player chose to save them, a callback only attentive players would notice. The game's final escape sequence is timed — players must reach the ship before the planet explodes. The wall-jump technique was intended as an advanced mechanic but was discovered to be essential for sequence breaking. The Japanese version's difficulty was lower than international releases — a rare case of Japan receiving an easier version.

Collector's Guide

Rarity uncommon
Current Market Price ¥3,000 - ¥8,000 (loose) / ¥8,000 - ¥18,000 (CIB)
Japan Release March 19, 1994

Region & Compatibility

Japanese and international versions have minor difficulty differences. The Japanese version's lower difficulty is documented by players and developers. Japanese cartridge plays on Super Famicom and region-free units only.

Maintenance Tips

Battery-backed save via CR2032 — same procedure as other SNES RPGs. Cartridge labels on Super Metroid often show UV yellowing; the clear label protector stickers sold by retro game specialists can slow this. The cartridge is relatively common but CIB examples with unbrowned manuals command significant premiums.

Available in our shop

Hand-cleaned and tested units shipped worldwide from Toyohashi, Japan. HP direct purchase exclusive: we include a printed shop owner's note card with every order.

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