Showing posts with label Super Metroid. Show all posts
Showing posts with label Super Metroid. Show all posts

Tuesday, March 17, 2026

Nintendo Music: Super Metroid Added

cover of the game as seen in Nintendo Music

This is one of those titles that should have been in the Nintendo Music app from the very beginning, or at least added early on. An absolute classic. Super Metroid took a huge step in defining the Metroid series for what it still is today, where some of its music has been reinterpreted again and again, first and foremost the Ridley battle theme. It's certainly the Link to the Past of Metroid.

The music and overall atmosphere made me an instant fan when I had first experienced Super Metroid back in 2008, making me want to play all other Metroid games right after. But there is a certain charm about the old Sony soundchips that never could be quite matched, for better or worse.

Anyway, we got the three most important Metroid games in the library now: Metroid, Super Metroid and Metroid Prime. In addition, there is Metroid II and a sample of the Metroid Prime 4: Beyond soundtrack. You can still see Nintendo advertising the latter on social media on a regular basis, where hopefully this will lead to the complete soundtrack soon. And I expect Metroid Prime 2: Echoes to become another Nintendo Switch Online double release of both the game and its music.

Monday, April 11, 2022

Modernized Metroid Control Concepts

Super Metroid Controller Setting Mode as seen on Nintendo Switch

So, a friend of mine has been streaming Super Metroid lately, which inspired me to check out the game once more, this time via the Super Nintendo library of the Nintendo Switch Online service. Luckily, the game lets you change the controls via its options, because the emulator itself won't let you do this. Yes, something from the year 1994 is more sophisticated than a service from Nintendo in 2022, no big surprise here.

Still, I couldn't figure out something ideal and my enjoyment of the game didn't last long. I keep hearing from fans how Super Metroid is "perfect", as if there ever was a perfect game, but while it will always be one of my favorites, I personally don't feel like it has aged so well. And it's not just the button layout, the controls themselves feel very outdated, whether it's the weird wall jumps, having two buttons for diagonal aim, or the inconvenient item select. This is something that I've already struggled with while replaying Super Metroid on the Wii U, but things got much worse after playing Metroid Dread, where everything plays so much more smoothly in comparison.

Of course Metroid Dread isn't perfect either, where the controls feel somewhat overloaded, especially with the Grapple Beam, but it beats Super Metroid in most aspects. And after the success of Metroid Dread, we can safely assume that we will be getting more 2D Metroid games from MercurySteam in the upcoming years, where the game will certainly be used as a template. While it would be amazing if MercurySteam was already working on Metroid 6, another remake feels more likely at the moment and in that category Super Metroid should be the next in line.

You may have concerns about this, considering how Samus Returns turned out in certain aspects, like completely changing the final areas... But the 3DS title was a reimagining, while Super Metroid should get a proper remake, which respects absolutely everything the original did, including any glitch-free sequence breaks. There is no need to change the environments, enemy placements, upgrades, or anything like it. The only things that need to be updated are graphics, sound, and the controls. The game should simply be modernized, but not changed.

At the same time, Samus Returns would profit from something similar, where the Nintendo 3DS title could get ported over to the Nintendo Switch with updated graphics, sounds, and controls. Maybe some assets got already made in HD during the project, which would make such a remaster even more likely. People will want more Metroid for the Nintendo Switch after Metroid Dread, where such a title would be a good filler.

Metroid Dread Controls screen

Now, with all of this in mind I've kept thinking about how these two games would play on the Nintendo Switch by using Metroid Dread as a foundation. This is mainly about the controls, where all three games aren't exactly simple in that aspect... So, let's go through some potential button layouts for these titles to see how they could work on Nintendo's current system.

Of course we're just talking about the default control schemes here. All the games should follow the example of Super Metroid from the SNES and let you change the button layout as you see fit via the options menu, instead of just displaying it there (looking at you, Metroid Dread).


Core Controls

For the sake of consistency, the following should probably be the same for all three titles:

  • Y: Shoot
  • B: Jump
  • X: Melee Counter*
  • L: Free Aim
  • R: Missile Mode / Power Bombs
  • ZR: Grapple Beam
  • Plus: Map
  • Minus: Options
  • Left: Expand Minimap
  • Right: Scan

*It's questionable whether MercurySteam should implement the Melee Counter in a Super Metroid remake as well, but let's not get into this for now, so you can ignore this for that case.

Both Super Metroid and Samus Returns would also need a button for swapping weapons, mainly for changing between Missiles and Super Missiles, where the most convenient choice would be the A button. This one was used for the Flash Shift in Metroid Dread, but there is nothing similar in the other two games.


Super Metroid

  • A: Select Missiles
  • ZL: Dash
  • Left Stick Button: Morph Ball
  • Right: X-Ray Scope
  • Right Stick: beam selection

The SNES title was the only Metroid game that has a dedicated dash button. And not going to lie, using this still feels good. Technically, they could get rid of this by simply using the analogue stick analogously. So, if you don't want to run, you don't press the stick all the way. And the Speed Booster could be activated by pressing the left stick, exactly like in Metroid Dread. But if we go with a dedicated dash button, then the most comfortable choice will probably be ZL, so you can still shoot and jump while dashing.

Overall, the most important thing would simplifying the entire item selection system. This wasn't streamlined in Super Metroid at all, where it can adopt basically everything its successors have improved. Missiles and Power Bombs should be activated by holding R. Grapple Beam can be used by holding ZR. The X-Ray Scope should be activated with the same button as the Pulse Radar, where it then goes into the scope mode, which can be left at any time by pressing Fire or Jump. So, all that's left is switching between normal Missiles and Super Missiles, where this should go to A or X for the best access during combat.

Super Metroid also has a series of special Charge Beam attacks, which could be triggered when Power Bombs were selected and the Charge Beam was equipped with only one of the other four beam upgrades. Since most players never change their beam setup, those techniques are fairly unknown, where a remake could make this more accessible by offering a beam selection similar to that in Metroid Prime. Each direction of the right analogue stick would equip the Charge Beam together with either the Ice Beam, Wave Beam, Spazer Beam, or Plasma Beam respectively. Pressing the stick button would equip all beams at once (a remake will most likely allow the combination of Spazer and Plasma). If you charge and hold the R button during release, it will then fire the "Charge Beam Combo".

Needless to say that certain actions, like Wall Jumps, Space Jumps, or using the Grapple Beam, should work as fluidly as in Metroid Dread, which means that the inputs should feel more intuitive and natural. At the same time a remake should preserve what was possible in the original, e.g. single-side wall jumps, which wasn't a thing in any of the later games.

It could also be interesting to have a ledge grab, which would offer a variety of additional possibilities. But this should probably added via a new hidden item, like the Power Grip in Zero Mission, only optional, to respect Samus's original abilities in Super Metroid (even though they didn't really care about that with Samus Returns).


Samus Returns

  • A: Select Missiles / Beam
  • ZL: Morph Ball
  • Right: Scan Pulse
  • Right Stick: Hazard Shield / Beam Burst
  • Stick Buttons: Phase Drift

Since Metroid Dread and Samus Returns were made by the same developers, the controls are already quite similar. However, there is no second screen with the Nintendo Switch, which on the Nintendo 3DS mainly let you switch between the different weapons. The Grapple Beam gets taken out of this equation thanks to the ZR button, while switching to the Ice Beam and Super Missiles would best work via the A button. The touchscreen could also be used for the instant Morph Ball mode, where now there is the ZL button for that, just like in Metroid Dread.

The one thing that truly has to change is the activation of the Aeion abilities, where previously you would select an ability via the D-pad and then activate it with the A button, which we now need otherwise. Most of the Aeion abilities were toggles, however, like putting on the Hazard Shield, which absorbs any damage at the cost of Aeion. So, there is no real need to pre-select them and bind their usage to a button, where this was already somewhat inconvenient while playing the Nintendo 3DS title and could be improved here. Just flip the right analogue stick either left or right for the Hazard Shield and Beam Burst respectively. The Phase Drift then can go to one of the stick buttons, where this would be like the Phantom Cloak in Metroid Dread. And of course the Scan Pulse should work exactly like the Pulse Radar.

The Melee Counter could also be enhanced like in Metroid Dread, so that it works while jumping and running. This would improve some of the game's pacing significantly.

Sunday, October 15, 2017

The Future of Metroid in Titles


Last year on Hyrule Blog, we looked at the Future of Metroid at a time, where the franchise was pretty much silent, save for the release of Federation Force, which wasn't received with warm welcomes. Then we primarily looked at Metroid Prime 4 and a potential remake of Return of Samus. By now the latter already has been released and Metroid Prime 4 was announced to be in the making. It's good times for Metroid fans and with that we shall take a look at what else there could be in store in the next couple of years for the Metroid series. This time we will list individual titles and talk about their potential.


Metroid Prime 4


This is already a given. We will be getting Metroid Prime 4 at some point on the Nintendo Switch, maybe already next year. We don't know much about the title yet, other than it will probably focus on Sylux as the main antagonist and that it's not developed by Retro Studios, the guys who created the Metroid Prime Trilogy. Let's go into more detail about Metroid Prime 4 in a later post and move on for now... To titles that may lie beyond the upcoming episode of the Prime series.


Metroid Prime Hunters 2


The original Metroid Prime Hunters was a mixed bag. The singleplayer experience was quite awful, the controls can give you gramps and the Nintendo DS wasn't suited all that well for first person graphics. The multiplayer experience on other hand was at its core really good. It provided an Arena Shooter with unique characters similar to games like Unreal Championship or Quake Champions, set in the rich Metroid universe. And a sequel should focus on this, with better graphics and better controls.

Such a game could follow Metroid Prime 4 on the Nintendo Switch and give Nintendo fans a more adult alternative to Splatoon. Deathmatch, Capture the Flag, Bounty, Prime Hunter, Survival, Defender and Nodes could return alongside new game modes. There also could be a singleplayer mode, which focuses on opposing the other hunters yet again, but it would need to be a lot better than the original to please the fans. But such a game could focus on Samus' activities as a bounty hunter and even involve a bounty system - something that Retro Studios had in mind for Metroid Prime 3: Corruption, which was ultimately discarded, because according to Nintendo Samus isn't doing her job for the bounty (source).

Chronologically such a game would probably take place some time between Metroid Prime 3: Corruption and Metroid Prime 4, so that Sylux can still remain as a playable character, next to Spire, Kanden, Trace, Noxus and Weavel. They probably also would introduce a couple of new hunters for this game.


Metroid Prime Trilogy HD


The Nintendo Switch is known for its many ports, so it shouldn't surprise anyone, if they ever re-release the Metroid Prime Trilogy with updated HD graphics to accompany Metroid Prime 4. For the graphics Nintendo would probably hire an external company like Tantalus, who made Twilight Princess HD on the Wii U. And ideally a Trilogy re-release would be on par with Metroid Prime 4, when it comes to controls and interface, and maybe even add some features here and there. Especially the maps and menus of both Metroid Prime and Metroid Prime 2: Echoes could use some overhaul. And let's please get rid of those Friend Vouchers, a rather nonsensical feature that just makes it impossible to complete the Metroid Prime Trilogy these days, unless you have a prepped save file at hand.


Metroid Super Remake


While a HD version of the Metroid Prime Trilogy would be considered a "remaster", there's still the topic of full remakes such as Metroid: Zero Mission and Metroid: Samus Returns. Here it would make sense, if they keep remaking the games in order and re-envision Super Metroid aka "Metroid 3" next. Such a remake could happen on the Nintendo Switch and would use glorious HD graphics for the game's environments, enemies and backgrounds, combined with the controls of Samus Returns.

You could argue that Super Metroid doesn't really need a remake, because unlike the Metroid games for NES and GameBoy it already has pretty much everything there is to modern Metroid games. It introduced crouching, Wall Jumps, Shine Sparks and many of the series' staple items, such as Super Missiles, Power Bombs or the Gravity Suit, all that were added to the previous remakes...

However, many of this doesn't really work as well as in the newer games. Switching items is inconvenient, Wall and Space Jumps have a weird timing to them, the Grapple Beam works very stiffly and the whole map screen could use an overhaul. At the same time they could add abilities such as the ledge grab or the Spider Ball.

With an improved input, some new abilities and pretty graphics, such a remake could be received very well. But of course Nintendo would have to be careful with this, because Super Metroid is still a fan favorite and quite the beloved game. Things like sequence breaking and the whole nature of speed runs should stay to avoid disappointments.


Metroid Fusion Remake


Before MercurySteam made Samus Returns, they originally proposed remaking Metroid Fusion. And this shows in the game, where you have the option to play in the Fusion Suit and where an additional ending scene even shows, how the X would have looked like on the Nintendo 3DS. They could just use the same engine and start working on Metroid Fusion next.

But this wouldn't be all that necessary, because Metroid Fusion is much less in need of a remake than Super Metroid is. From today's standpoint it still looks and plays quite alright, so there's nothing really to improve upon other than the graphics. Well, they could try to make the game less linear and turn the SA-X into an actual AI that lives and hunts on the BSL Research Station, which both probably would be interesting. But overall Metroid Fusion holds up quite well.

Another problem is that Zero Mission is pretty much on par with Metroid Fusion, when it comes to graphics and controls, because it was also made for the GameBoy Advance. So, if Metroid Fusion is in need of a remake, then so is Zero Mission, where would end up with a remake of a remake. Let's not go there...


Metroid 5


Enough with all the remakes already! The classic Metroid series needs to continue at some point, where Metroid Fusion has remained as the last part in the story for 16 years now. The game has left off with both the Metroid and the X potentially being destroyed for good. Of course we can't be sure of that, since Metroids have a habit of being cloned by Space Pirates and the Galactic Federation alike. The latter, however, might become a new enemy in this game, in the very least Samus could be confronted by a corrupt part of the Federation.

It's hard to imagine the Federation as the main enemy, though, but Samus Returns also introduced a new potential plot about the Chozo, which could be the topic of a new game.



Saturday, July 29, 2017

Super Metroid Revisited

In anticipation of Samus Returns, I'm currently (re)playing several Metroid games. After Zero Mission, I continued on the Wii U Virtual Console and played through Super Metroid again.

Super Metroid was my first Metroid game, when I discovered the franchise for myself in 2008. It's even the game that made me chose the nickname "TourianTourist", some time before opening this blog. And since then it always has been one of my favorite Metroid games next to the Metroid Prime Trilogy, where I've also beaten the game a couple of times now. But after replaying the game now, it doesn't feel like it can live up to all that.

It's still a very good game, don't get me wrong, but it feels a little dated now, where most of the issues lie in its controls, especially after playing Zero Mission and seeing Samus Returns. The input seems to be quite stiff. It starts with the Wall Jumps that behave somewhat differently than in other games. You have to press into the direction and then press the jump button like a split seconds afterwards. If you press both at the same time, it doesn't work. And every time I play this game, it takes some time to get used to this again.

But it's still not as bad as the Grapple Beam. This item has some really awkward handling and probably the "stiffest" input in the game. It's just not fun to use this item. This goes so far that one time I played through Super Metroid without using the Grapple Beam at all. I did the entirety of Maridia with Wall Jumps, because it worked much better for me than the Grapple Beam. And that's saying something.

In addition, there are some things in Super Metroid that are simply inconvenient. One is the item select, where you have to go through a list of five items with some of them even being situational. Both Metroid Fusion and Zero Mission streamlined this more by using the R button to toggle between Beam and Missiles, as well as Bombs and Power Bombs in Morphball Mode. Much better! They also got rid of the Grapple Beam and the X-Ray Scope. And I'm a little worried how well switching items and beams in Samus Returns will work. From the looks of it, you have to use the touchscreen quite a lot...

Another issue is the map, where you can only view your current area. When I arrived at the end, I was missing three Missile Expansions, so I wanted to compare my map with item location maps on in the internet. But for this I still had to travel through each area individually, where again I thought that Teleport Stations will be the best addition to the franchise since the ledge grab (which is also absent from Super Metroid, since it was introduced in Fusion).

With all of this in mind, I won't be surprised if this game follows Samus Returns and receives a proper remake in the future, maybe even on the Switch. With that Nintendo would be remaking the Metroid classics in order, which makes a lot of sense. It probably wouldn't be necessary for Metroid Fusion, though, and at some point Nintendo should make a proper Metroid 5, instead of doing remakes.

Anyway, I still enjoy this game quite a lot. The music and atmosphere are absolutely great, all areas have a distinct feel to them and offer maze-like exploration. I usually enjoy the Brinstar area the most and the Wrecked Ship the least, where I kind of lost motivation around this part. Even though Super Metroid only takes around 3 to 5 ingame hours to beat, where you could do it in one evening, it took me several weekends to fully beat this game... It wasn't as exciting as it used to be.

At least the game keeps it simple, because you don't have to beat it six times under different conditions to unlock all endings. Overall the game is much easier than Zero Mission, which is especially noticeable with the bosses. I guess, in case of Ridley the Super Metroid version actually is a little more difficult, but the Kraid and Mother Brain fights are much, much easier, when compared to the GBA game. On the other hand Super Metroid doesn't hold your hand as much, where you have to find out on your own, where you can progress, while Zero Mission keeps giving you directions all the time.

Collecting all the items isn't as insane as it was in Zero Mission as well. There are no ridiculous Shine Spark stunts required and it's mostly about finding all the hidden secrets. Still, to get 100% under 3 hours certainly takes some practice and planning, because it's easy to miss a Missile Expansion here and there.

I would try this as well, but currently my time is somewhat limited. Before Samus Returns gets released, I also want to play through Metroid Fusion on the Wii U Virtual Console. And I'm also currently playing through Metroid Prime: Federation Force with some friends, where we're having a blast. But more about this later on.

The next two months certainly will be Metroid-heavy!