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

She didn't pull the trigger then. And that small mercy came back to save her.

At the end of Metroid II on Game Boy, Samus wipes out the last of her enemies — and then an egg hatches at her feet. The creature inside imprints on her as its mother. She prepares to kill it, then stops. Sakamoto, who directed Super Metroid three years later, said he 'made sure to protect' that version of Samus — the warrior who couldn't fire. The infant reappears in Super Metroid, stolen, grown, and finally dying to revive her in the game's climax. Sakamoto wanted the final scene where Samus's energy hits zero and the player can do nothing — 'just like in a movie' — to let that relationship land without a single word. He said: 'These things can have a really deep impression on you without using words at all, because they are very easy to understand as you view them.' A choice made before the game even started — choosing not to act — turns out to be the whole story.

— inspired by Yoshio Sakamoto

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
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.

What to Watch Out For

Before buying, these are the points worth knowing — from someone who handles original Japanese Super Metroid copies regularly.

Will this Japanese Super Famicom cartridge work on a North American Super Nintendo (SNES)?

No, not directly. The Super Famicom and SNES are incompatible in two ways: the cartridge shape differs (the SFC cartridge has a different width and notch layout), and both consoles include a regional lockout chip (the CIC chip) that rejects foreign cartridges. Third-party adapters exist that address both issues simultaneously by bridging the physical shape and bypassing the lockout chip. Some collectors modify their SNES console to disable the CIC chip entirely. A Japanese Super Famicom cartridge is always best paired with a Japanese Super Famicom.

How should I clean a Super Famicom cartridge?

Apply 90% or higher isopropyl alcohol to a cotton swab and gently wipe the gold-plated edge contacts visible inside the cartridge's connector slot. Never blow into the cartridge. If the shell needs to be opened for deeper cleaning, Super Famicom cartridges use 3.8mm security game bit screws — the same proprietary screw as the Famicom. Standard Phillips screwdrivers will not fit and will strip the screw heads. Clean gently and allow the contacts to dry fully before reinserting the cartridge.

How do I check whether a Super Famicom cartridge is authentic?

Several details distinguish authentic cartridges from reproductions. Authentic Super Famicom cartridges use proprietary security screws — visible Phillips head screws indicate the shell has been opened or replaced. The Nintendo logo on the back of an authentic cartridge is embossed (raised into the plastic), not printed or applied as a sticker. Natural UV yellowing of the gray plastic, consistent with the cartridge's age, is expected on genuine copies; uniformly pristine white plastic on a 30-year-old cartridge is a warning sign. The QA certification stamp on the back label of an authentic cartridge is a pressed indentation, typically absent on bootlegs. For high-value titles, cross-referencing PCB markings and chip date codes with verified collector databases is recommended.

Before You Buy

Things worth knowing before you buy Super Metroid

A short checklist for buying a used Super Famicom cartridge wisely — useful with any seller, anywhere.

  1. Choose a seller who tests it before shipping

    A copy that has actually been powered on and checked is a known quantity. An untested one is a gamble you only settle after it arrives.

    Look for a seller who states it was function-tested and says what they confirmed. A serious seller can tell you exactly what was checked.

  2. Make sure it fits your console

    This is a Japanese Super Famicom cartridge; its shell is shaped differently from the North American SNES and will not fit without modification.

    Play it on a matching Japanese console or a region-free system, and confirm the listing states the region.

  3. If this title saves your progress, check the battery

    Cartridges that save use a small coin-cell battery that fades over decades — a dead one wipes your save without warning.

    Ask the seller whether the save function was tested. Replacing the battery is possible, but doing so erases any existing save.

  4. Check that the contacts are clean

    Dirty edge contacts are the most common cause of startup and sound trouble in cartridges of this age.

    Choose a seller who cleans the contacts before shipping. A note that it was tested and cleaned means the basics were handled.

  5. Confirm it is genuine, not a reproduction

    Sought-after titles are targets for reproduction boards with replacement labels.

    Ask for a photo of the circuit board and look for factory markings. Favour a shop with a licensed second-hand dealer permit (古物商) — by law its stock has a traceable origin, your simplest guard against fakes.

  6. Read the seller's reviews and return policy

    A 100% positive record across thousands of sales is close to a guarantee — packing, communication and problem-solving all work for everyone. A return policy protects you if something is off.

    Read the feedback and confirm a clear return window before you buy.

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