In 1977, a toy developer from Nintendo named Gunpei Yokoi was traveling on the Shinkansen when he observed a bored businessman playing around with his LCD calculator. Seeing him press the buttons to pass the time gave Mr. Yokoi an idea: what if there was a watch that doubled as a miniature game and could easily fit in one’s pocket? He brought this idea forth to his superiors, and three years later, the fruit of their labor resulted in the first in their newest product line: Game & Watch. In 1980, the experience the average person had with video games was limited to the arcades, so they could barely fathom the idea of being able to carry one around from place to place. Naturally, they became a huge hit, selling millions of units while paving the way for other companies, such as Tiger Electronics, to try their hand in this blossoming market.
Shortly thereafter, Mr. Yokoi, leading Nintendo’s oldest research and development team, helped develop the controller for what would become their debut gaming console: the Famicom (Nintendo Entertainment System). It wasn’t too long after the console’s launch that he was asked by the management to create video games for it. He and his team began to work on a pair of action titles, one of which would be dubbed “Metroid,” a portmanteau of “metro” and “android” – a dual reference to the game’s underground setting as well as the protagonist’s robotic features. Heavily inspired by the Alien franchise, Metroid would later go on to become a beloved classic with its non-linear design and emphasis on atmosphere, eventually selling over two million copies worldwide. Many still hold it as one of the best games in the NES library, but has it held up well with time?
Analyzing the Experience
In the year 2000 of the cosmic calendar, representatives from many planets banded together, establishing a congress called the Galactic Federation. This resulted in a successful, interplanetary exchange of cultures, and an age of peace and prosperity soon followed. It wasn’t to last, however, as many spaceships ended up being accosted by pirates. As a response, the Federation created a police force composed of some of the galaxy’s bravest warriors. They would receive large rewards for successfully capturing pirates, allowing them to make a living as bounty hunters.
It is now the year 20X5, and a new crisis has arisen. Pirates have attacked a deep-space research ship, seizing capsules containing lifeforms from Planet SR388. These creatures, Metroids, have the ability to latch onto any other organism, draining their life energy in seconds. Allowing the space pirates to breed Metroids as biological weapons would ensure civilization’s demise, as these parasites are hypothesized to have caused the extinction of all life on their home planet. The Federation’s police force launched an attack on their base of operations on Planet Zebes, but the resistance proved too great for them to handle. As their last-ditch effort, the police force decided to send a lone bounty hunter to infiltrate Zebes, and destroy the mechanical lifeform controlling the fortress and its defenses: Mother Brain. The person chosen for the job is Samus Aran, considered by many to be the greatest bounty hunter of them all. It is now up to Samus to defy the odds and restore peace to the galaxy.
This brings us to the gameplay. Throughout most of the eighties, a significant chunk of console games were two-dimensional, sidescrolling affairs with a heavy emphasis on precision platforming. Although this description can be used to sum up the gameplay present in Metroid, there are a few key differences which set it apart from its contemporaries. To begin with, instead of having to navigate a series of short levels, this game features a single large one divided into five areas. At almost any given point, it’s entirely possible to backtrack to every single location in the game. In an era when most platformers featured the simple goal of getting to the end of the stage, invariably accomplished with the equally intuitive method of going right, this was quite the mold breaker. Indeed, in titles such as Super Mario Bros., it wasn’t even possible to go back the way you came, as the earlier parts of the level would disappear into the void of time and space, never to be traversed again (at least until you started a new session).
This open-endedness extends to the level design as well. While most games from the eighties that featured a degree of exploration blocked progress though obstacles one had to use specific items on to circumvent, Metroid opts for a different approach with the various power-ups scattered throughout the underground. That is to say, the inability to reach certain areas of the game are more likely to stem from being unable to jump high enough or not having a certain weapon in your arsenal. In practice, this is a much more organic way to get players to search earlier portions of the game than having the plot demand they do so.
In addition to these enhancements, you can also find many energy and missile tanks throughout the game. You start the game with 99 units of health, and every time an energy tank is procured, an additional 100 is added until you have six total. Furthermore, Samus’s primary means of fighting enemies is provided by a power suit the bounty hunter always wears during missions. It allows the protagonist to shoot beams or missiles. The latter does more damage and can open doors the beam cannot, but you can only carry a limited amount at a time. Collecting a missile tank will increase the maximum capacity by five with 255 being the cap.
Unfortunately, as innovative as this game is, there are a few aspects that hold it back. For starters, there is no map. Although many adventure games from around the same time also lacked an in-game map, most of them at least had areas that looked different enough so players could get the lay of the land with enough practice. That is not the case with Metroid; almost every room is a linear corridor whether it’s a tall shaft or a long hallway. For the most part, their only distinguishing characteristics are the varying color palettes. Coupled with the fact that many vertical rooms have several exits, it can be difficult to keep in track of which rooms you have explored, and if you fall down a pit with no way to get back up, it’s very easy to get lost.
What also doesn’t help is that the controls are a bit unpolished. It is a good thing that this game features no bottomless pits because the physics engine is a little suspect. Every time the game required me to jump onto small platforms proved tricky. They’re hardly the worst controls out there, but at times, it feels as though you can’t get them to behave consistently.
Although I will give Metroid credit for being one of the first 2D platforming games where you can actually aim up, you are unable to shoot down or diagonally. This becomes a problem surprisingly often, for the protagonist of this game lacks the ability to crouch, meaning that enemies on the ground can initially only be hit by jumping from a lower level and shooting in midair. Instead, pushing down makes the character enter what is known in this series as morph ball mode, allowing the bounty hunter to enter narrow passageways. The reason behind this decision was that the pixel artists had a difficult time animating the character crawling, so working within the limitations they were imposed with, they came up with one of the franchise’s most famous mechanics. Although it’s certainly creative, you can only attack while in this form by laying bombs, hoping the explosion catches the monster. To be fair, they aren’t difficult to time once you know how, and it is somewhat mitigated by most of the stronger enemies being airborne or matching Samus in height, but it still makes things feel more cumbersome than they need to be.
Interestingly, unlike many other games where your main method of self-defense is shooting, your power beam has a limited range. There are three beam upgrades to be found in this game: the long, ice, and wave beams. The long beam does exactly what one would expect; allows projectiles fired by Samus to keep traveling until they hit a surface or an enemy. The ice beam freezes enemies with the first shot, and damages them with the second. The wave beam makes the shots travel up and down, passing through walls. Although it may sound as though the wave beam solves the issue of being unable to aim at enemies on the ground, there is no reason to get it at all. This is because enemies frozen with the ice beam can be used as temporary platforms, and some areas are inaccessible without it. It’s also practically mandatory for the final area where you face off against the titular Metroids and discover that they need to be frozen before you can damage them. You may be wondering why you wouldn’t just simply get both beam upgrades. The reason is that although the long upgrade applies to both the ice and wave beams, the latter two can’t be combined. It would have been nice if there was some way to switch between them, but as it stands, you can only use the most recent one you obtained.
A minor issue I found plaguing the experience concerns the room transitions. In most games, when you’re switching to a different part of the game, you are invulnerable, and enemies are unable to act. Such is not the case here; if there’s an enemy in the previous room heading in your direction when you’re in the doorway, you take damage. Someone reading this may ponder why one wouldn’t just defeat all the enemies before leaving, but the problem extends to the next room as well. If any enemies are about to fly into the doorway or a security device is shooting in its direction, you also take damage. As long as you’re in this state, enemy attacks are unavoidable, and you don’t want to take too much damage in this game.
The reason for this is that there is no quick, renewable way to completely refill your energy or missile supply; the only way to do so is to continuously defeat enemies until they drop units that restore them by a small amount. Granted, there are areas where enemies continuously respawn, and a savvy player could save a conveniently placed energy tank until they decided they decided to proceed with the endgame, but it doesn’t really help solve this glaring problem – especially because at the beginning of each session, you start with a mere 30 health. This is arguably the biggest flaw with Metroid, as it could mean a large portion of one’s playthrough is dedicated to a task that doesn’t add any real substance to the experience.
So although the experience of playing Metroid is largely tedious and dull, there is one aspect I admire: the implementation of multiple endings. Depending on how much time you take to complete the game, you are treated to a scene where you see Samus looking away in disappointment or standing triumphantly. Because games from the eighties weren’t exactly known for having plots deeper than “kill the bad guys,” this was an effective way to add replay value. Moreover, if you complete the game in no more than five hours, you learn that the fearless bounty hunter you were controlling for the entire game is a woman. Although it may be difficult to fathom these days, this was an absolute bombshell back in 1986. I myself even remember as late as 2002 when I caught a classmate off guard when I informed him that Samus is female. What I find intriguing about this twist is that it wasn’t planned when the project began. Instead, the idea for it came about around halfway through when a developer asked a fellow staff member, “Hey, wouldn’t that be kind of cool if it turned out that this person inside the suit was a woman?” The rest of the team liked the idea so much that the vote carried, thus creating one of the medium’s most iconic female leads.
Drawing a Conclusion
Pros:
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Cons:
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Metroid was not the first title to encourage players to explore and find items in order to progress, as King’s Quest and many other adventure games of its ilk predate it by a significant margin. What Metroid managed to do was successfully transplant the adventure-game ethos into an action-oriented genre in a way that was largely unprecedented. In turn, this blazed the trail for an entirely new subgenre which would become the basis for many true classics. For that, Metroid deserves the praise it gets, and for an NES game, it’s amazingly atmospheric. When it comes to the decision of actually playing it for oneself, however, I’m hesitant to recommend doing so. On one hand, I can see the appeal of wanting to experience what would eventually become one of the medium’s most fascinating series from its humble beginnings, but the reality is that I don’t think most people approaching this game after having experienced its sequels first would get very far without giving up in frustration or feeling as though they’re completing some sort of homework assignment.
At the end of the day, Metroid feels like a prototype to its sequels rather than a true predecessor to them. You could do a lot worse if you decide to give it a try, but by this point, it’s more of a vital piece of the medium’s history than an essential gaming experience. It’s hardly worth the trouble of tediously grinding health with each new session and running around a maze with few notable landmarks just to learn a fact about the protagonist that is now common knowledge. Still, while Metroid didn’t have much in the way of staying power once the subgenre it codified took off, its legacy is, undeniably, a lasting one.
Final Score: 4/10
It is by far the weakest franchise debut on the NES. The score is fitting and so is the analysis. Great job.
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When I say “franchise” I mean Nintendo’s biggest franchises.
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Thanks! Looking back on the franchise’s history, it’s actually pretty amazing how much of an improvement Super Metroid manages to be over the first two installments. I’d have to agree with you there; of Nintendo’s big-name franchise debuts, I found Metroid to be one of the weakest ones. If it’s one thing I’ve noticed playing these games, it’s that the simpler experiences from this era tend to age better than the more complex ones. For example, it would be very difficult to get into Metroid these days with its lack of an in-game map and unpolished controls, but anyone could figure out how to play Super Mario Bros. because even if the controls take some getting used to, it’s much more straightforward.
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You are right about how simpler games of the era are aging much better. Metroid was just way too ambitious for its time.
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Very thoughtful and fair. Metroid wasn’t the first game I played in the series, but when I finally did try it out, I was mostly frustrated by some gameplay decisions, such as restarting at the beginning with 30 health after you die, especially since you’d have to slowly grind to fill all your energy tanks… I see what you mean as it being a prototype, and that just speaks for how well its successors have evolved the formula and made it more playable. Not having grown up with the game, I’m curious as to how it would be perceived today if we didn’t have these masterpiece sequels like Super Metroid.
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Yeah, by the time I tried Metroid out, I had already completed Super Metroid and Metroid Fusion. In fact, it was included as a bonus feature on Metroid Prime, which you get if you clear Metroid Fusion first. Needless to say, I got frustrated pretty quickly. I was wondering why I couldn’t shoot down, and I too thought having to grind health from a mere 30 was beyond tedious. Coupled with there being no map, I naturally didn’t get very far. I only managed to clear it a few months ago and I had to use a map. It does have its moments, but otherwise, it’s pretty underwhelming.
Assuming the Metroidvania subgenre didn’t develop due to there being no Super Metroid, it probably would have been thought of more highly, but something tells me the idea probably would have come about in a different way. In either event, I think people would still cite the more unfortunate aspects such as the monotonous backgrounds and questionable controls as legitimate problems. It’s hard to say for certain though. It’s possible that it would be thought of more highly – after all, Metal Gear Solid 4 got a perfect 10 from at least one publication, and I’m sure they wouldn’t have been so kind if they knew that it was not to be the final installment.
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The protagonist is a girl? What a twist! Metroid Fusion is the only game in the series that I have ever managed to finish because I get lost so easily. Needless to say I wouldn’t have a chance conquering this map less adventure.
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I think what’s impressive about that twist is just how long it managed to be a bombshell revelation. You’d also find it out by dying in Super Metroid, but there were people who still didn’t connect the dots. It’s probably because it was such an understated fact up until Prime and Fusion (and even then, the narrative didn’t really make a big deal of it).
I think you should also give Super Metroid, Zero Mission, and the Prime trilogy a chance. All of those games have maps, so they’re much easier to navigate. I was only able to get through the original Metroid by looking at a map online.
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I’ve beat plenty of the other games in the series, but never got too far into the original Metroid. I think it is largely because of the lack of a map. I just had such a hard time keeping track of where I was, and there was so little differentiation between areas, that it just wasn’t fun. I’m the kind of guy that needs to check the map three times a minute or I get lost, and this game just didn’t work well with me.
Ikind of wonder how much of a difference it made to have Samus’s gender hidden. I remember as late as the early aughts, I had friends who loved Goldeneye but refused to get into Perfect Dark, even though it was based on the same engine, just because Perfect Dark had a woman protagonist.
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I don’t blame you. I could get through the original King’s Quest without a map because there are enough landmarks with which one can differentiate screens. I could mostly get through The Legend of Zelda because there were maps provided in-game to make up for the lack of differentiation between rooms. The problem with Metroid is that it has neither going for it. That wasn’t a problem in Super Mario Bros. when you only go right, but it makes the experience tedious when you’re trying to remember where you’ve been, but can’t.
I’m guessing that by being secretive about Samus’s gender, it got a lot of people to accept the idea of having a strong female lead in video games. If they had been upfront about it, I’m not sure how well that would have worked because I think it was around the time marketing departments geared games towards boys specifically (it was either then or very shortly afterwards). I found it was never really an issue with me; King’s Quest IV is one of the first games I played that featured a female lead, and I thought nothing of it. When I discovered Samus was female, I was surprised, but I just accepted the fact without any fuss and got back to the important issue of enjoying the game.
Let me guess – those guys had a problem with playing as a female protagonist, yet had no such qualms about trying out Kirby games?
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I don’t know about Kirby, never saw them playing anything like that. They were the types of guys who loved Pokemon in secret, yet would bad mouth the series so that nobody would ever know.
Yeah, the gender was never much of an issue with me, either. One of my favorite games when I was a kid was Final Fantasy VI, and that has women as leads for a good long portion of it. I do remember my dad would always try to make me die i Super Metroid, because he liked getting the view there.
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Huh. You know, it’s kind of a cliché that when people incessantly bash something in public, it means they secretly like it, but it’s still a little jarring hearing about an instance where it was actually true. Did they just lack confidence? Then again, I did know for some time in the 2000s, it wasn’t cool to like Pokémon, so maybe that had something to do with it. As for them not getting into Metroid, I’d say the loss was theirs.
Funnily enough, I remember my dad watching me play Super Metroid and asking me something along the lines of, “How is your spaceman game going?” That was after I learned Samus was female, so that made me chuckle.
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You know what? I agree with you. Even though probably in my opinion is not a 4/10 game, I find this game a bit overrated. I tried many times to play it without prejudice but I really can’t find it so attractive. I don’t know, probably it just doesn’t fit my tastes and if I’ll ever try it again with more care maybe I’ll like it who knows, but as far as I’m concerned I don’t think it will ever happens…
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A 4/10 on my scale basically means when asked whether or not I would recommend a game, I would lean towards saying no, yet there is something about it that makes it worth looking into. Typically, (as is the case with Metroid) it’s historical value, though other games achieve the grade in other ways. Either way, I agree; I think this game is helped a little too much by nostalgia. I tried to play it after unlocking it as bonus content in Metroid Prime (by beating Metroid Fusion), and I proceeded to not have a good time with it. At all.
If so many people didn’t grow up with the game, I doubt the gaming sphere would have been as kind to it. We do have it to thank for almost singlehandedly starting the Metroidvania subgenre, but I feel it’s more important to acknowledge its place in gaming history than to actually play it. I did eventually power through it for the sake of reviewing it, but I can’t say the experience was ever really fun. It was nice to finally have closure, and I think it’s a little better than its sequel, but sometimes innovative games just don’t stand the test of time.
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