Super Metroid (SNES Review)

Super Metroid
Platform: Super Nintendo Entertainment System
Released March 19, 1994
Directed by Yoshio Sakamoto
Developed by Nintendo
Included with Switch Online Subscription (Standard) 

I don’t know if I would go so far as to call this one of the great opening sequences, but I’ll say that Super Metroid is pretty dang good at seamlessly incorporating cinematic sequences into the live gameplay. The finale does this even better.

Back in 2003, Electronic Gaming Monthly named Super Metroid the greatest video game ever made. IGN has ranked it in the top 10 a few times. Me? I’m not really there. Oh, don’t get me wrong, as I’m certainly not going to argue against Super Metroid being a masterpiece. It’s absolutely an all-timer and one of the best Metroidvanias ever made. Super Metroid is a milestone in world building, level design, enemy design, boss design, and pacing. But being in the G.O.A.T. discussion, though? I don’t see it. There’s just too many games that also act as milestones in the categories I mentioned while also offering something Super Metroid almost never offers: intuitive controls.

I liked this screen cap because it looks like Samus is posing with the newly-slain unholy abomination.

This was my third time playing all the way through Super Metroid and I still found myself fighting the controls. Nintendo knew this would happen, too. The game offered full button remapping options well before the days of emulation. I experimented with various configurations and came to the conclusion that it’s not possible to comfortably shoot, run, and jump at the same time. Which is a shame because I found plenty of situations where doing all three would have been helpful. By the end of the game, I was still struggling to perform the type of jump I intended to, and it was always jumping without the flips. It’s especially annoying when you intend to do a somersault so you can do a wall jump and the flipping part doesn’t happen. Jeez, as if the wall jumping isn’t awkward enough. I’m going to guess a lot of games that feature intuitive wall jumping studied Super Metroid on what not to do.

“Okay, I’ve seen Mario do this a hundred million times before. I’m sure it’ll be painless…….”

The only knock I have on the level design is that a tiny amount of the layouts aren’t optimized for platforming. It’s not so much “frustrating” as it is “exhausting.” There’s one specific jump early in the game that basically requires you to hold RUN down while jumping, which I didn’t prioritize with my control scheme so that kind of sucked. Thankfully, nothing like that really shows up again. Unfortunately, something even worse shows up: an area based around quicksand. You sink too quickly in it and get no height on your jumps unless you’re directly on the surface. It’s forced button-mashing, and this in a game where controls are already problematic. Thankfully it’s not all over the entire “level” for the lack of a better term, and I’ve basically run out of meaningful things to complain about.

Still plenty of nitpicks, though. The Space Jump and later the Screw Attack are awesome when they work, but the timing and angles feel fickle sometimes. I had a ton of moments where it seemed like I lost my ability to continue jumping for no reason. Though I’ll easily take this game’s Space Jump over Metroid: Zero Mission’s. It’s not even close.

The good news is that Super Metroid still holds up in every non-control way, even thirty years later. Zebes is one of my all-time favorite 2D settings. The ecosystem feels alive, which is pretty impressive for a 1994 game. Part of the reason this works is that you’re introduced to the planet in a state where it’s seemingly dead. The destruction from the original Metroid remains intact. While there’s some scattered life near the surface, when you return to the gigantic shaft that you had to escape from in the NES game, it’s in a state of decay. Okay, well, it blew up so presumably the fire sterilized it. Except, even the area where the Morphing Ball is shows no signs of life. That is, at least until you grab it and leave the area. After going back up the elevator you just came from, suddenly, there’s alien life everywhere and it all wants you dead. It’s like the planet itself played possum with you.

If I had made it far enough in the original Metroid, I probably would have appreciated this fake-out battle with “Kraid” more. For the record, I played the Metroid franchise in the complete wrong order and I’m pretty sure the only one I’ve ever played all the way through at launch was Metroid Prime, which was my first Metroid (and one of the games of my childhood I was the most hyped for when word started getting out that it was really good). Prime 2 was my second, then I played the two GBA games. I’m fairly certain Super Metroid was my fifth Metroid game, or sixth if I played the original Metroid first. If I did, it doesn’t matter because I shut it off very quickly, and I don’t remember ever finishing the third Metroid Prime game either. I still haven’t finished the re-release of Prime, either. I might never, actually. I played Prime when I was 13 and was blown away by the world building and attention to detail much more than I was the gameplay itself. I think it’s safe to say that Prime didn’t age as well as I thought it would have because so much of my enjoyment the first time was based around the presentation, set dressing, and bestiary.

Super Metroid was such a massive jump from the NES game that it might as well be a complete franchise restart. The room layouts are much smarter. There’s still a few single-block platforms, but the jumping physics are more generous. So is aiming your arm cannon thanks to the shoulder buttons. The combat excels, even when you have the ice beam equipped. Funny enough, I would have given anything to be able to toggle it on and off on the NES game, but I never bothered with the SNES game. The Ice Beam didn’t feel like it added sponge. Now my annoyance with combat was that you can’t Screw Attack frozen enemies late in the game. How does that make any sense? What about being frozen solid (which, in theory, should be lethal by itself, right?) prevents the energy that attack emits from working? And I’m not picking nits, either. I’m being dead f*cking serious over here, because it kind of messed with my immersion. Yes, really! I’m going there! I mean, how powerful can the Screw Attack be if it can’t even knock the ice cubes loose from the tray?

That isn’t picking nits. Complaining about this one-time set-piece taking too long? THAT is picking nits. The idea is you have to not kill this critter and let it destroy this otherwise indestructible wall in this corridor that’s roughly ten billion miles long, give or take. This whole room could have been shortened by 80% and still worked as intended in a puzzle sense. It’s not like there’s other things hidden in the room that necessitated this length. The only challenge is not firing upon the enemy for working too slowly, which in fairness might actually be the toughest aspect of the entire game. So very, very tempting.

I had to keep reminding myself that Super Metroid is only five years younger than me. The settings are just so elaborate and cool, and then they do things with those settings. A crocodile boss has a legitimate jump scare fake-out. Bosses have corpses with bugs feasting upon their flesh nearby. One boss has its babies drag off its lifeless corpse, which made me sad until I thought about it and realized they were probably going to eat it. But even that boss has a clever, genuinely immersive aspect to it. You COULD just pump missiles into it like you’ll do for every other boss. Or, you can do this with the normally less-lethal grappling hook:

“Well, at least the kids will be eating tonight, assuming the whole planet doesn’t blow up in about an hour or two.” By the way, I assumed when I first played Super Metroid in 2007 that this was the same species as the Parasite Queen from Metroid Prime, but apparently that’s unconfirmed or non-canon. I mean, they have the same shape and everything.

And electrocute its creepy ass. Now if this were the only way to kill it, meh, it’s just a slightly atypical boss fight with a unique method of combat. It’s the fact that it’s an alternative way of killing it that impresses me. That’s how you create a sense of immersion that you’re a resourceful intergalactic bounty hunter. Heck, the game even hides an easter egg during the final sequence that allows you to free the helpful creatures of Planet Zebes if you take a last second detour during the escape.

“Thank you for rescuing us. Can you point us in the direction of the breeding population of our species you no-doubt already rescued before you caused the chain reaction that blew up the entire planet?” “Beg your pardon?”

Super Metroid is so good at doing settings and set-pieces that it even does things that should be too silly or out-there for this genre really well. In any other game like this, I’d roll my eyes the moment a haunted ship shows up. “Ghosts? Really?” But Super Metroid plays it earnestly and it just works, partially because the ghosts feel organic enough that I’m willing to accept that they’re not really ghosts and just things using camouflage. In fact, my only real complaint about the scope of the game is how short the entire haunted ship section is. Part of that is the area surrounding the ship is part of the level. I imagine the justification was that it’s just a ship so it couldn’t be too big so they stuck it on top of a lake and made that part of the level. But the interior never feels like a spaceship from a layout perspective, and the outside lake area is probably the weakest themed area in the entire game. Thankfully they would do water better in the next level.

“Welcome back to ESPN’s coverage of the 20X7 Zebes Invitational. Bob Chozo was perfect through six frames but his last shot left the dreaded 7-10 split. The leftie has selected the Brunswick Samus. It must be new because I’m not familiar with this particular model of bowling ball. Either way, Chozo will have to settle for just the 7 pin and….. Hold on, what’s this? The ball has turned into some sort of robot with an arm cannon. It just shot the 10 pin. And now Chozo is arguing with the tournament director that nowhere in the rules of bowling does it state that you can’t use an intergalactic bounty hunter capable of transforming into a ball. Chozo’s opponent, Ivo Robotnick, seems nonplussed. The crowd thinks he should challenge but instead he’s reaching into his bag and changing balls. Wait, is that a bowling ball he’s holding or some sort of blue porcupine?”

Come to think about it, why are there two water-based sections in the game? Shouldn’t the lake have been part of the underwater area while the haunted ship got something more unique? I’m just bitching because the haunted ship is the most interesting area in the game. Well, at least when you first enter it, but I can’t say it was my favorite level because it’s just too damn short, and then the ghost theme goes away too quickly anyway. As soon as you beat the boss, which shows up relatively early once inside, it just becomes a generic building, really. The timing of when Phantoon is dropped is very strange, but then again, the timing for a large chunk of the middle of the game is weird.

It’s weird that such stock is put in these four bosses when there’s actually nine bosses total up to this point. The mid-bosses absolutely don’t feel like mid-bosses. A few of them are big enough and tough enough to be area bosses.

I almost wondered if there was meant to be one other stage before fighting Ridley. The pacing is never bad, mind you. The combat and layout is consistently good enough to overcome the strange structure of everything that comes after Kraid. If I have to complain, I’d say that I don’t think Super Metroid is exceptional at building a level to a crescendo. A few bosses feel like they’re just stumbled upon uneventfully. And no, the eyeball doors don’t count as “building-up.” I mean in the sense of tension and urgency. Even the placement of when the Baby Metroid attacks you in the final stage feels like it just sort of happens out of nowhere. They set up a few characters who collapse into dust, but the actual physical location on the map and the layout of the chamber it happens in feels, well, uneventful. This is the one and only area where I think Zero Mission is the superior game, as its level design properly builds up the big story moments and boss encounters.

Phantoon being the most obvious example of that because, once you’re actually in the ship, it doesn’t take very long to reach it. On one hand, I kind of dig the unconventional timing of when they spring this area’s big boss on you. On the other hand, hey fellas, this is why you do mid-bosses! Because after defeating Phantoon, the level isn’t done. All the electronics turn on and you can get the map and the doors can be opened. But the element that made the level interesting, the ghost aspect, is done for good. By the way, Phantoon was the only boss that put me within a hit or two of death and easily the hardest boss in the game.

Even though I did sh*t on the controls, don’t mistake that for me saying Super Metroid controls badly. They’re clunky, but they still get the job done. Hell, some aspects of the controls even manage to soar. The grappling hook is fun and intuitive to use. The morphing ball controls like a dream and there’s something so satisfying about jumping as the ball when you get the Spring Ball. Also satisfying is building up your speed boots. So even Super Metroid’s biggest weakness has elements that are exceptional. I still think the issues with jumping and some of the level design that further works against that puts it just out of reach of the GOAT conversation, but I can also totally understand why someone would say “f*ck it, it has my vote anyway!” It’s such a rich, vibrant game. Even the worst stuff, like cutting and pasting the final room from Metroid, somehow works here because of the better movement physics. And that final battle with Mother Brain is delightful.

“Dear Diary: Today I attacked the gigantic brain. While I succeeded in breaking its jar, the giant brain grew a goddamned cyborg tyrannosaurs body out from underneath it that ultimately shot me with what I think could be described as a “f*ck around and find out” beam. Okay, time for Plan B, and the other bounty hunters think I’m insane, but hear me out. Since she’s a gigantic brain, I just need to get my hands on some 245 Trioxin……….”

So, while I’m not on-board for Super Metroid’s sainthood, I still really love this game. It feels like it sets the perfect template for what a Metroidvania should have. Awesome level design with distinctive, memorable level layouts that make navigation a breeze. Plenty of hidden rooms and items (I’ve still never 100%ed the game, scoring 83% for this review). Impactful-feeling combat that never gets boring. A much stronger cast of enemies than the NES game. Tons of one-off set-pieces. Boss fights that are so good and usually well-staged. I love that even the mid-bosses are given a sense of importance that makes them feel equal to the big bosses. All this in a game that’s never stingy with the health or missile refills. Most importantly, the act of finding your way around is fun by itself. No matter where you are inside the game, you’re bound to find something likable and fun. Yes, even if there’s quicksand.

If you need to know how important set dressing a game properly is, play this, then play the first Metroid. It’s almost hard to believe they’re from the same franchise.

The weird thing is, I remembered Metroid: Zero Mission being equal to Super Metroid. I mean, I was SO certain it was basically the Super Metroid II in all but name in every way that mattered. Maybe because I played Zero Mission first and enjoyed it so much that I got the Virtual Console version of Super Metroid. When I replayed Zero Mission last year, I still had fun, but I walked away thinking “boy, did my memory overrated this or what?!” It’s a small game that also feels noticeably padded. So going into this review, I was a teeny tiny bit worried I’d be let down and it wouldn’t live up to my memory. Instead, I walked away after having as much fun as I thought I was going to have playing Zero: Mission last year and then some. I also set my expectations appropriately because I remembered how frustrating Super Metroid’s controls can be, especially the jumping and the wall jump. I’d forgotten how stiff Zero Mission’s jumping is, but I’ll never forget how demoralizing Super Metroid’s wall jump can be.

So wait, does this mean you only fought a Baby Kraid in the original Metroid? By the way, the actual character design throughout is memorable and striking.

I think if Super Metroid is capable of disappointing anyone who has never played it, it’ll be for someone who sees the insane rankings critics give it and expects a literal perfect game or a life-altering experience. It’s not either of those, at least in 2026. Maybe it once was, but these days the controls are disqualifying. That’s just how I feel, and in fact, I wouldn’t even call it the best SNES game as I’d easily vote for Yoshi’s Island over this. I might even put A Link to the Past above it. That’s fine, though, because I’m also saying I find it unlikely anyone could dislike Super Metroid. I, for one, think it’s okay to say a game is historically awesome and a must-play, but comes up just short of making it into the GOAT discussion. Just short. And meanwhile, Kid Icarus is still waiting for his 16-bit overhaul that resurrects his career and sets him up as a legitimate gaming icon. He probably saw Super Metroid and was like “oh yeah? Well at least I was on Captain N: The Game Master!”
Verdict: YES!

I was going to make another joke here but their sprites look sad and now I feel like a piece of sh*t again. Oh well, they died like an hour or two later. See! Time heals all wounds! Time and planet-exploding bombs!

Metroid (NES Review)

Metroid
Platform: Nintendo Entertainment System/Famicom Disk System
First Released August 6, 1986
Directed by Satoru Okada
Developed by Nintendo
Available with Switch Online Subscription (Standard)
Listing at Metroid Wiki

Metroid is one of the original “looks like it’s going to be fun but it ain’t” games.

Well, I reviewed Kid Icarus so I suppose I should also review the game that Nintendo thought was the better bet. They were probably right, too, though I can’t stress enough how miserable I was playing Metroid. I’m not ignorant enough to call it the worst Nintendo-developed game ever, but it certainly ranks among my least favorite games by them. Until this review, I’d never actually finished the original Metroid. Like most people my age, my first experience with the franchise was Metroid Prime, which I LOVED as a kid. It was a major milestone in my gaming life, but the larger franchise really wasn’t. I didn’t even play Fusion or Zero Mission on the GBA until many, many years later and my first experience with Super Metroid was on Virtual Console around the same time I played the GBA games. It wasn’t out of malice or anything. The funny thing is, my older readers probably couldn’t have imagined Metroid as a first person shooter, whereas myself and I imagine many people from my era couldn’t imagine it as anything else!

All credit where it’s due that they really did invent a lot of nifty ideas for how exploration could be handled in a 2D space. Metroid is a bonafide pioneer, and I’m saying that to remind the hardcore Metroid fans who do NOT like people talking smack on the original game that nothing I can say can take away from Metroid’s legacy.

I actually did own the original Metroid for my GBA. I hated it so much that I almost didn’t put Fusion and Zero Mission in my Game Boy Player. It wasn’t just the clunky, laggy mechanics either. By the way, if you’re curious why there’s lag, this is an excellent explanation video from Displaced Gamers, one of the absolute best gaming content creators on YouTube, who I discovered thanks to his video on the infamous dam stage from Teenage Mutant Ninja Turtles, broken down into layman’s terms for dummies like me. But the movement, lag, etc? That didn’t turn me off Metroid, and hell, I think the jumping is pretty dang good, all things considered.

Since this is a largely negative review, I wanted to start off right away by saying the Morphing Ball is an inspired idea. One of the all-time great gaming concepts. It would have been really easy to just say “meh, make her crawl, whatever.” But no, she turns into a ball that even bounces when you fall. When I was a kid, I wondered “does that mean you can play basketball with Samus?” Ooh, I smell an idea for the next Camelot-developed Nintendo sports game! And while I’m on the subject, bring back Metroid Prime Pinball you bastards!

I could handle a challenge, but what I couldn’t handle was taking damage when the controls weren’t in my hands. I couldn’t handle not being able to aim in any direction but straight ahead or straight up. I couldn’t handle having no built-in map, which seems like a massive oversight even for the time period. Hell, even the original Zelda had a map. Many maps, actually, one that gives you an idea of your position in the overworld and one for each dungeon. I really couldn’t handle the repetitive level design. So, I put Metroid away, but thank goodness I plugged my nose and popped in Metroid Fusion, because THAT was the game where I became a fan of the larger franchise, and eventually I would be blown away by Super Metroid and Metroid: Zero Mission, both of which are a LOT better than Fusion was.

This and the Ice Beam are just about as far as I’d made it in any previous attempt before I was too bored and/or frustrated to continue. But a review requires a full playthrough. And morphine, but despite my pleas, my family said it would count a relapse.

After close to twenty years and probably around three or four attempts to play Metroid, I finally told myself I HAD to finish it because it was the next, logical IGC review. Then I quit after thirty minutes and booted up Zero Mission. But then I rebooted Metroid and decided, screw (attack) it, I’ll cheat. So, yeah, I’m not following the rules of my Mario Marathon, IE no rewinding, no save states, no walkthrough. I used all three for Metroid because my ultimate goal is “find the fun, by any means necessary.” Now to clarify, I rewound only to shave time off exploration. In other words, if I went the wrong direction, I rewound it instead of turning around and fighting my way back. I used save states only at the end of the game with the Metroids, and I did use a full walkthrough of the game from WikiStrategy. BUT, I wasn’t glued to it, and not just because the map was small and couldn’t be zoomed-in without making it blurry. I swear! Armed with these tools, which leaves the raw combat and gameplay, did I find the fun that I never found in Metroid before? Well, no. Because, you know, it’s not a very fun game. Hell, the last hour was spent trying to inch my way towards Mother Brain with no means of fighting back. DOES THAT SOUND FUN?!

Actually, I used a combination of save states and rewind to deal with the Metroids because I couldn’t fight the f*cking things and running away was my only option. It turns out that the first Ice Gun I picked up I got out of order. Weirdly, that part happened before I went full tilt into cheating. Later, I got the second Ice Gun THEN the Wave Gun. Well, doing it that way took away my Ice Gun(s). I didn’t know you couldn’t kill the Metroids if you didn’t have the Ice Gun! The Ice Gun I didn’t intend to trade for the Wave Gun! I figured I’d have a wavy Ice Gun! What I’m trying to tell you is that I HAD NO MEANS TO KILL THE TITLE MONSTERS OF THE GAME! WHY WOULD THEY EVEN MAKE THIS A THING THAT COULD HAPPEN? YOU SONS OF BITCHES AT NINTENDO! I HATE YOU! I HATE ALL OF YOU! I HATE YOUR STINKIN’ GUTS! I HOPE YOUR OATMEAL GETS REPLACED WITH MANURE! MANURE!!!

Metroid is even higher than Little Nemo: The Dream Master on my list of NES games that I seriously do not understand how anyone can be a fan of them or justify some of the level design or mechanical choices made by its developers. There’s some VERY bad game design in Metroid. The pain of the above screenshot is still pretty fresh, literally because I think I injured my throat from all the screaming. I think I had a half-dozen rage quits before reminding myself “you’re right at the end.” I also had to remind myself that I was originally tickled pink when I realized the Ice Gun was gone. When you pick up the Ice Gun, it MURDERS the combat. You can’t turn it on or off, so from the moment you have it, it actually increases the sponge of enemies, which are seemingly not damaged from the act of being frozen, but rather only from being unfrozen. Unless you want to freeze them, jump on them, and plant a bomb on them. If I were a space marine and had to do that, I think I’d probably die because enemies would ambush me while I stared longingly at my gigantic arm cannon saying “what happened? You used to be so cool.”

Or how about this sh*t? In Super Mario Bros.: The Lost Levels, VERY late in the game players encounter fake Bowsers in the middle of the levels, and it’s pretty awesome when it happens. I wonder if Metroid’s designers were sneaking a peek at that game’s development and saying “hey, we should do that!” Because this is a fake Kraid that uses the exact same sprite, only I encountered it well before the real one. And now I’m sparing a thought for someone who saw the Kraid statue in Brinstar, thought this WAS Kraid, beat it, then left this area and returned to the original hub world only to later realize the one they killed wasn’t the real one. IT HAD TO HAVE HAPPENED AT LEAST ONCE! There is some poor bastard out there who remembers the time they walked all the way to Mount Doom, then returned to the Shire only to realize they disposed of the mood ring they got at a flea market instead of the One Ring.

There’s been plenty of people who mention the sloppiness of getting life slapped when you enter a door by an enemy who is placed right on the other side, or the wave gun going through blocks, or the inconsistent item drops. But ignoring all those things, I think Metroid is just not that exciting of a game. There’s no elegance to the combat or the level design. Even for its era, it feels very un-Nintendo like in terms of intuitive combat or navigation. While the enemies explode with a nice crunch, there’s just not enough of them that are actually fun to kill. The lack of flexibility for the combat hurts a great deal. There’s also so many jumping corridors or areas of the game where the platforming layout feels samey. They even recycle the logic of the hidden areas. There’s a few duplicate rooms, the first of which usually has a fake-out hidden door that leads to a dead-end while the second has something in it at the same spot. And now that I really think about it, I’m guessing this is the case because it saved on memory space.

One aspect of the game I didn’t really struggle with was the bosses. Well, two out of the three of them. With autofire and the Wave Gun, I beat Ridley in a few seconds. Curiosity got the better of me and I tried the fight without it and it didn’t end so well for me. My props to anyone who actually got through this back in the day.

I already said the roster of enemies isn’t quite big enough, but you can still take steps to get the most mileage out of a limited roster by spacing them out or mixing them up the right way. Look at all the mileage Super Mario Bros. got out of its smaller roster of baddies. Or maybe I’m wrong. Hell, maybe Metroid’s enemies just have boring attack patterns and there was no actual usage to get out of them besides what we already got. None of them are implemented in a particularly clever way, or at least the ones that aren’t meant to be used as frozen platforms. Or perhaps it’s a combination of poor level layouts with inelegant enemies. The best way I can describe it is the original Metroid’s level design and enemy placement feels like the type of design you would commonly see if a game called Metroid Maker existed today. Tons of single block platforms to navigate and the same clusters of enemies spammed on them until they lose all their excitement, just like so many Mario Maker levels.

For all my bitching, the one mechanical part I don’t mind is the jumping. If Metroid’s platforming physics felt the same way Kid Icarus did, with floaty jumps and heavy momentum upon landing, Metroid would probably not be around today. This original Metroid game relies very heavily on single-block-wide platforms. They’re all over, and the big “escape the planet” finale is ONLY single-block platforms. Hell, these platforming layouts would have been tough even with Super Mario 1’s jumping physics, and that game was considered a major milestone in the history of video jumping. So, why isn’t Metroid? Because I think the jumping is reliable and solid, as long as you’re not buried in the lava. For all its problems, Metroid is a genuine step forward for Nintendo’s education on how to do perfect jumping in platform games.

An even better example of poor pacing is the locations of the items. Nintendo is good at hiding stuff in the Metroid games, but not in this one. Some of the missile upgrade locations reminded me of when I’d pester my exhausted and likely annoyed parents to re-hide easter eggs for the fifth time on Easter Sunday and they’d just lay them down around the couch, whining the whole time about how they thought I’d grow out of this by 36 years old. At one point, you can get five missile pick-ups in a span of a minute or two. I’m guessing they figured players would be overjoyed to find a treasure trove of missile upgrades. They didn’t know yet that hiding five upgrades so close together doesn’t leave any cool down time for players. By not spacing them out, they give players one exciting moment for the price of five. That’s a really lousy deal, especially when there’s plenty of dead spaces that could have been given new life by relocating four of those upgrades.

OH how I hated the whole finale. These indestructible guns combined with bubbles that just spawn from the void. I had to restart this last stretch of the game probably a dozen times just to have enough life to make it through, and it’s not like I was full of life after having no means of fighting back against the Metroids. Then Mother Brain nearly gave me a seizure at the end and I had to take a nap. Man, I hated Metroid. I really, really hated it. But, I got Metroid Prime out of it so, you know, thanks Metroid 1.

The good news is that Nintendo did get something priceless out of Metroid: experience. They also learned that gamers were very interested in the concept of fully interconnected, exploration-based space adventure. The concept was solid. This version might not have been very fun and was sure to age worse than most NES games, but as proof of concept for an entire genre, they could have done a lot worse than Metroid. It does a lot right. Shooting bubble doors to open them. The missiles. The Long Beam being an upgrade instead of the default range of your gun, which should be frustrating but instead feels like an earned moment. The Morphing Ball. Freezing enemies to use as platforms. The Screw Attack. Mother Brain. The whole vibe to this world. The Metroids themselves. And of course, Samus Aran. These are way cooler ideas than an Eggplant Wizard or building up to a climax where a character who already has had wings this entire f*cking time finally gets to fly. Metroid on the NES is one of the greatest foundations in gaming history. But I could have lived without actually playing through Metroid. Every house needs a solid foundation to build up from, but you can’t live in the foundation.
Verdict: NO!

FYI, I played the Famicom Disk version, which has less lag, apparently. I tried to give myself the best possible way of having fun. I didn’t. Sorry, Metroid fans. For what it’s worth I plan on drooling all over Super Metroid soon.