"One of the Super Nintendo's best efforts! Still popular decades later!"
Plot / Concept: 7 / 10
Super Metroid takes the whole game concept rather fast and wild right from the beginning before it slows down to the usual pace we expect at the beginning. After a short monologue (Which is really the first time in the series Samus speaks), she does a quick recall of what happened during the previous two Metroid games, letting anyone who never played them before catch up on the basic storyline, including the destruction of Mother Brain in Metroid 1 and finding the Hatchling in Metroid 2. Still, before you are hardly a minute into the game, you are already investigating a crisis and have your first major boss encounter. The real game starts on Zebes where you discover the Pirates are alive, active and out build a new Metroid stud farm. Once on the planet, the secrets, exploration, combat and 53,194 new abilities begin.
The game is somewhat a non-linear design, even though there are some limitations set on where you can explore. Such a path you must figure out on your own. However, creative sequence-breaking technique are finding ways to bypass these issues, leaving more opportunity for players to enjoy this game even more.
Despite have a simple storyline (Save the hatchling), it turns into a complex game very fast with a number of fun twists and developments towards the end.
Gameplay: 8 / 10
Super Metroid... a classic make of break game for Super Nintendo which helped to make that system one of the best ever. Super Metroid is full of movement, action, lots of abilities, weapons, puzzles, secrets to explore, bosses to beat, Metroids to pounce, cuddle and make them call you Mama. It always feels like there is something to do and something going on. New to the game is the the map system, which helps you track what you have explored and what there still is to visit.
A mountain of additional abilities were added into game play, including aiming at angles, greatly increasing your offensive potential, new abilities to move faster, go all over the place and help explore areas that would otherwise be near impossible to touch without the right equipment.
One significant nit I have about this about this game is: It's easy. I mean 'Too easy'. I would have to miss a considerable number of items in order to add any sense of difficulty to this game...
Controls: 9 / 10
The Super Nintendo offered four additional buttons to use for gameplay. A lot of SNES did not make full use of the controller, or tried to but felt rather empty in their efforts. Super Metroid DOES make use of the full aspects of the controller. Every controller button was put to use in some way or form. The layout was very intuitive and easy to handle while at the same time being complex and giving you a great deal of options while playing.
One button which did not seem to have a lot of use was the "x" button which was only used for cancelling a special weapon. I got very little use out of it anyway.
Music: 9 / 10
Absolutely beautiful. Every musical track in the game worked out to suit the mood of where Samus was perfectly. Ridley's chambers gave a feeling of anticipated excitement and danger, while Maridia was calming like the waters that dwelled in there.
Sound Effects: 7 / 10
I think the audio effects were a low point in the game, if such a concept is believable. I still believe the delivery is quite well, and this was also the first Metroid game to offer any type of voice acting, even if it sounded computerized and fake to an extent.
Graphics: 9 / 10
16-bit pixellation at it's prime. The graphics were large, layed out well and complex, making every room feel unique in it's own way and part of something big. Also, there were various effects included in the game, like strobing lights, changes in colour scheme when near lava, water rippling and bubbles and other neat effects.
With a time count and item count, there was always something to strive for. Since the game was so well-designed to begin with, it left a great deal of room to want players to play again.