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It took six years to happen, and you know what? The more things change, the more they stay the same. Super Metroid for the SNES is a massively enhanced, expanded, and souped-up remake/sequel to Nintendo's 1988 maze/side-shooting masterpiece that captivated audiences on all corners of the galaxy. If you remember what Zelda III was to Zelda I, then you know exactly what to expect from Super Metroid. And you get almost everything you expect, too.
Super Metroid is a superbly crafted multi-multi-multi-level (i.e., BIG) exploration game that has you running, jumping, rolling, springing, and scrolling your way through countless caverns, mines, lava flows, and generally perilous passageways in search of the guns, missiles, bombs, armor, and items that'll help you either negotiate the journey or blast every last alien life form in sight. The basic premise is search, destroy, find, use, and search again. And don't forget the brain cells -- you'll need 'em!
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A Face Only a Mother Brain Could Love
Samus (unwillingly) acquired a pet Metroid at the end of Metroid II for the Game Boy, but back at the research station, the cute little fella goes berserk, sprouts wings, crashes the station, and heads straight for its homeworld, Planet Zebes. Samus arrives on the scene to discover that somehow, within the space of two minutes, the Metroid has repopulated the entire planet. Jeepers! The awesome lead-in story really sets the mood, but don't expect more cinema unless you pass the game.
Planet Zebes covers some familiar territory, but fortunately most of it's either all new or redesigned from previous versions. You traverse numerous worlds, each with varying presentations of different themes and motifs (such as rain or fire). Many levels look alike, but at least the background colors change. The all-new automapping feature is infinitely helpful and makes a potentially frustrating game accessible to a far wider audience.
ProTip: Once you have a new Item, backtrack to collect all the power-ups you couldn't reach eariier in the level.
Xcellent Arsenal
Super Metroid's huge array of gunnery doesn't disappoint. All the classic cannons, such as the Freeze Beam and the Rolling Bombs, are back, plus some all-new lasers, such as a rope-swing a la Castlevania IV. There are also new powers, including a deadly bulldozing dash attack a la Mega Man X. Many power-ups are lifted from other SNES games, but who cares? The only really cheesy element is that instead of all-new weapons for every situation, some weapons are just enhanced versions of familiar items that really don't add much to the game (like the Super Missiles and the Super Bombs).
- You'll need the Varia suit to explore heat-screened areas.
- Charging the Spazer works with both guns and bombs. Experiment with both for different results.
- Bomb everywhere. Look for visual clues such as a crack in the ground, but even if you don't see a clue, try it anyway. Secret passages lead to much-needed energy tanks and missiles.
- The classic Metroid recharge strategy still works: Sit by an enemy generator, keep blasting the buggers, and collect the power pills they leave behind.
The techniques and maneuverability of the Samus character are pretty much old hat, which means precise controls but a somewhat floaty, out-of-control feeling when you jump. That's okay, though, as all the controller buttons are used to move Samus and aim her weapons. Tighter maneuvers in the air, a less awkward way to aim diagonally, a way to use her regular gun and optional weapons simultaneously, and a less frustrating wall spring would have tightened up the action.
- Freeze enemies and jump on them to scale your way to new areas or make otherwise impossible leaps.
- To spring super-high, run for a long distance with the Dash Boots, tap Down, then tap Jump.
- You need the Dash Boots to run under collapsing gates.
Eerie, Haunting, and Eight-Bit
Visually, SM sets a wonderfully appropriate and dark mood -- no pastel colors or painting plumbers here. However, the closer you look at the backgrounds, the more they look eight-bit rather than 16-bit. Not only that, the pix get reused mucho. That's okay, though; it's better to have the 24 megs invested in game play.The soundtrack is also fairly somber and subdued, yet really cool at the same time.
- Fire missiles into the plant boss's heart when it opens its jaws. Shoot the little flies to recharge yourself.
- Notice the time register next to your save file? It means something. The faster you beat the game, the better the ending you'll get
The music could have had more orchestral flair, but it doesn't grate at all and really complements the theme. The sounds are also great, and there's even some corny memory-wasting voice at the start of the game.
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Suck This One Dry!
Super Metroid really delivers what Nintendo has always promised -- deep, involving game play that'll occupy you for dozens of hours. There's certainly more Metroid territory to be explored, like controller-motion techniques or a wider variety of graphics, but heck, Nintendo isn't working on Project Reality for nothing. You better grab this one before a Metroid latches onto you!