Created By: Bisected8 on August 29, 2013 Last Edited By: Bisected8 on September 3, 2013
Troped

VideoGame/Super Metroid

A work page for the SNES entry in the Metroid series - need help gathering tropes

Name Space:
Main
Page Type:
Trope
Note: I'm creating this YKTTW mainly to help gather any tropes that Super Metroid has been mentioned on (since, thanks to a long chain of events, it doesn't have its own page). That said, don't hesitate to bring up anything else that could be helpful on the page.
YMMV Tropes;
  • Awesome Music: Super Metroid's soundtrack is fairly memorable.
    • Crateria's Main Theme invokes a sense of heroism and the call to adventure, setting the tone for the game in general.
    • Brinstar (The Jungle Floor), on the other hand, sets the tone for delving into an alien world and uncovering its mysteries.
  • Even Better Sequel: While the previous two games were good, Super Metroid is considered the game that defined the genre.
  • Game Breaker:
    • The Wall Jump gives Samus more mobility than the game can provide challenge for. Mastering it allows players to visit areas and get around obstacles that they weren't meant to.
    • The Speed Booster allows for "Shinesparking", super jumping, and the "mock ball" techniques. Using these abilities has allowed speed runners to skip significant portions of the game and still beat it.
  • Germans Love David Hasselhoff: The game is considered the third strongest of Nintendo's franchises in the West (the equal of Super Mario Bros. and The Legend of Zelda). In Japan most of the games failed to make much of an impact. The same is true of the entire Metroidvania sub genre.
  • Good Bad Bugs: Quite a few of them exist. Most of them can be used for Sequence Breaking, like a bug that lets you open certain Super Missile doors from the wrong side, but one that involves equipping both the Spazer and Plasma Beams lets you travel back in time, resetting all the game's events and collectibles while leaving Samus's inventory (minus missiles) intact.

Trivia Tropes;
  • Fan Nickname: A handful of rooms in Super Metroid, such as "Noob Bridge" (which named a trope) in Green Brinstar, and "Mount Doom" in Black Maridia.
  • Serendipity Writes the Plot: The appearance of the Varia Suit in Super Metroid and onwards is the result of the Game Boy's lack of color. In the original NES game the Varia Suit was denoted by a Palette Swap. Since the Game Boy was black and white, the suit itself became physically different after being obtained in Metroid II. The design was retained for this game and the rest is history.

Draft begins below line.
"The last Metroid is in captivity. The galaxy is at peace..."

Super Metroid was the third game in the Metroid series and the antepenultimate game in the timeline (taking place before Metroid: Other M and immediately following the events of Metroid 2). It was released for the Super Nintendo Entertainment System in 1994 and later released on the Virtual Console a few times in the 2000's.

The plot immediately picks up where the second game finished, with Samus leaving the Metroid hatchling she found at a Federation lab for study. Ridley and the Space Pirates promptly show up to steal it. After failing to prevent this after responding to a distress call, Samus follows Ridley to Zebes...

The game retains the Metroidvania style of gameplay of previous titles, as well as introducing new equipment. Unlike Metroid II, all the items you pick up stay with you (rather than needing to strategically choose which beam to carry), although you can switch between some in the equipment screen (unlike Metroid: Fusion where it was fixed and the 3D games where beams were selected in real time). It was also notable for being the largest game released on the SNES at the time, using a 24-Megabit cartridge (that's roughly 3MB).

Super Metroid contains examples of the following tropes:

  • Ability Required to Proceed: You need various abilities and equipment to proceed, as par for the course of a Metroidvania-style game, but there's one point where it's combined with Some Dexterity Required: if you wind up in the section where the Etecoons teach you the Wall Jump, you must become at least familiar with the ability to escape. This isn't too difficult, but it's notably one of the few places where good control and execution is necessary to advance.
  • Advancing Boss of Doom: Crocomire, who periodically steps towards Samus, forcing her towards a wall of spikes. It's also combined with Ring Out Boss, because defeating Crocomire requires that you hit it in its mouth, causing it to step back, until it falls into a pit of acid.
  • Anachronic Order: As mention in the description, this is the third game in the series and the third-to-last game in the overall plot.
  • Always a Bigger Fish: In Tourian, Samus runs across a room where several invulnerable enemies lay in wait for her--only to be promptly attacked and sucked dry by a Metroid.
  • American Kirby Is Hardcore: Inverted. While the Western SNES box arts all used the same (somewhat cartoonish) image of Samus blasting Ridley, the Japanese Famicom box art featured a much more dramatic image of Ridley and Kraid towering over Samus, who's falling backwards over a cliff and desperately charging a shot.
  • Attack of the 50-Foot Whatever: When they called this game "Super" Metroid, it was for good reason. Fortunately, despite its innocent, insatiable hunger, it's on your side.
  • Bag of Spilling: Samus doesn't retain any of her gear from the previous game. Unlike later games, there's no explanation for this.
  • Beam Spam: The Spazer Beam, which is either short for "Spam Laser" or should be.
  • Beware My Stinger Tail: This is the first game where Ridley demonstrated his deadly, serrated tail with a spaded stinger.
  • Big Bad: Mother Brain, returning from the first game/Zero Mission.
  • Big Damn Heroes: The (now fully grown) Metroid hatchling shows up to save Samus in the final boss fight.
  • Bootstrapped Theme: The game has a couple different boss battle themes that played for multiple bosses. The one that just happened to play during encounters with Ridley (along with Torizo, Draygon, and the escape sequences) has become the "Theme of Ridley".
  • Brain in a Jar: Mother Brain, yet again. Although, when that jar is destroyed...
  • Charged Attack: The Charge Beam, of course.
  • Chest Monster: Torizo looks just like one of the upgrade-giving Chozo statues.
  • Convection Schmonvection: The first game in the series to avert this. Without the Varia suit, Samus will slowly cook herself to death in Norfair and other heated areas. In previous games, it merely cut damage in half.
  • Dash Attack: The Speed Booster and all the abilities that come with it.
  • Destructive Savior: Let's be honest; Zebes was as good as exploded the moment Samus showed up.
  • Double Jump: The Space Jump is somewhere between this and actual Flight--gravity still affects Samus, but she can Space Jump infinitely, meaning that once she's airborne, touching the ground is just a suggestion.
  • Down the Drain: Maridia is completely submerged. Though, unlike the ones from that other series, it avoids being That One Level.
  • Eleventh Hour Superpower: In the final battle against Mother Brain Thanks to the Metroid's sacrifice.
  • Everything's Better with Spinning: Two of Samus's best upgrades, the Space Jump and Screw Attack, invoke a lot of airborne spinning.
  • Evolving Weapon:
    • The Power Suit itself.
    • Unlike many of the games, Samus's Arm Cannon retains each and every upgrade she gets. So by the end of the game, the Charge Beam, Spazer, Wave Beam, Ice Beam, and Plasma Beam combine into one single, powerful weapon.
  • Fanservice:
    • See Game Over below.
    • The Best Ending, as per usual in the series.
    • Using the Crystal Flash, as noted in Sexy Silhouette, below.
  • Fetal Position Rebirth: Samus, when using the "Crystal Flash" for emergency recharge.
  • Foreshadowing:
    • Samus's narration at the very beginning hints that the Metroid ability to drain energy can also be used for beneficial purposes, implying that the devoured energy can be used afterward. This is important for later.
    • In Maridia, you run into the "Mochtroids", which look suspiciously like the eponymous creatures, but are far weaker...
    • After defeating Ridley, the next room has the "Baby's" capsule smashed and empty.
    • In Tourian, you will enter a room filled with grayed-out enemies that crumble to dust if touched or shot. In the very next room, you become trapped with invulnerable enemies. In the next second, you find out what happened to the others.
    • Shortly after the above, after the "Super" Metroid finishes feeding on the enemies, it then attacks Samus. There is nothing she can do to prevent this, and it will drain every last unit of energy from her--except one. Then, it will back off, hovering, and whimpering.
    • The Metroid steals the deadly beam energy from Mother Brain to save Samus and then, proving the Federation right, it uses that same energy to empower Samus.
  • Freeze-Frame Bonus: Just before Zebes blows up, if you chose to save the green "animals", you will see a tiny speck of light leaving Zebes before the planet blows.
  • Fusion Dance: Draygon is apparently several members of its species that merge into a larger body.
  • Game Over: Should you run out of energy, the background disappears and Samus's powersuit overloads and explodes, leaving her in her underwear.
  • Heart Container: The energy containers (health) and missile upgrades (ammo). This was the first game in the series to utilize reserve energy tanks, which will save Samus if all her health is depleted.
  • Heroic Sacrifice: During the final boss fight, the baby Metroid, now huge, takes a blow for Samus and bequeaths Samus' ultimate weapon.
  • Heroic Second Wind: Samus manages to get one during the final battle after a...
  • Hopeless Boss Fight: The fight against Ridley in the opening. You can make him fumble the Metroid hatchling's container, but you can't stop him stealing it.
  • I Am Not Left-Handed: Mother Brain doesn't whip out her mechanical body until Samus has seemingly won, and has trapped herself in an inescapable room.
  • Imprinting: As implied at the end of the second game, the baby Metroid is definitely imprinted on Samus, even giving its life to save Samus'.
  • Interspecies Friendship: Samus can befriend creatures who teach her to Wall Jump and use the speed booster. They survive through the ending, and show up again in Metroid: Fusion.
  • It's Personal: Killing her baby wasn't a good move, Mother Brain...
  • Jump Scare: Performed by the remains of Crocomire after the battle.
  • Kaiju: Kraid apparently Took a Level in Badass since the last game and has grown several stories tall. Unfortunately for him, he's still the first and easiest of all the bosses.
  • Killed Off for Real: This is canonically the game in which Ridley is killed off for good. His appearances in Other M and Fusion being a clone and an X-Parasite copy respectively.
  • Kill It with Ice: Freezing was handled differently in this game, as it takes longer to freeze an enemy, instead of each shot freezing and then unfreezing them. By the time they actually freeze, one good shot will kill them.
  • Last Of Its Kind: "The Baby" is the last Metroid (at least until the Space Pirates capture it.) And until Fusion...)
  • Limit Break: The Crystal Flash technique, which requires that Samus have less than 50 units of energy, no reserve energy, 10 of each missile, and 11 Power Bombs. The player must then select the Power Bombs and input a very complicated button combination.
  • Mama Bear: Samus. She flat out tells you that she couldn't bring herself to kill the baby Metroid because it was innocent and looked to her as its mother, she absolutely wrecks the entire planet trying to rescue it, and she exacts swift and brutal revenge upon its killer.
  • Mutually Exclusive Powerups: Compared to the first and second games, this game downplays the trope; while Samus can carry both the Spazer and Plasma Beams, only one can be equipped at a time.
  • No Kill Like Overkill: The first game concluded with Mother Brain's self-destruct timer blowing up the Pirate base, but leaving the surface intact. But since that failed, this time the self-destruct causes a massive, Zebes-Shattering Kaboom.
  • Noob Bridge: The Trope Namer is the infamous collapsing bridge in Brinstar, where the game requires a mechanic that has never come up before (running) to cross a bridge.
  • Nostalgia Level: Several.
    • When first landing on Zebes, you will backtrack the last part of the game, where you fought Mother Brain and escaped the time bomb.
    • You will find the Morph Ball in the exact same place as the first game.
    • You will find several segments of Ridley and Kraid's hideouts that resemble the first game. You'll even find "Fake Kraids" like before.
    • The new Tourian is basically just an upgraded version of the first. The battle with Mother Brain even goes pretty much the same until she whips out her mechanical body.
  • Not Quite Flight:
    • The Space Jump provides you unlimited Double Jumps.
    • The Shinespark will rocket you in a single direction until you hit something.
  • Nothing Is Scarier: When Samus first arrives on Zebes, the music, sound effects, and environment take on properties unique to this part of the game. There are no enemies, the music is hushed and ominous, there's a thin haze in the air and vermin everywhere, as if the place hasn't been disturbed or set foot upon in years. This lasts for at least three sections of the game, until you return from Brinstar back to Old Tourian, and all of a sudden Space Pirates are everywhere, and a Chozo Statue (actually a "Torizo") suddenly wakes up and attacks you!
  • Ominous Latin Chanting: Well as close as the SNES sound chip could do;
    • Chanting is part of the music in the intro when you start a new game.
    • There's also Ominous chanting during certain parts of the game meant to raise tension--such as when the Space Pirates first show up after a long segment of absolutely nothing happening.
  • Power Glows: The Charge Beam, Speed Booster, Screw Attack, and Hyper Beam all make Samus glow to varying degrees and are easily some of her most powerful abiliies. Especially the Hyper Beam, where Samus starts glowing for several seconds after acquiring it to let you know that shit just got real.
  • Quicksand Sucks: Fortunately the power suit protects Samus from drowning.
  • Sequence Breaking: Super Metroid is one of the most well known examples:
  • Sexy Silhouette: When performing the secret "Crystal Flash" move, Samus's power suit briefly disappears and she is surrounded by a cocoon of energy. At the center, a nude (or perhaps in her underwear) Samus remains in the fetal position until the recharge is complete.
  • Shock and Awe: Samus can shoot open the turrets mounted on Draygon's boss room and then allow herself to be grabbed so that she can electrocute him by latching on to the exposed wiring with he grapple beam.
  • Shoot Out the Lock: This is one of the series' main schticks. This game introduced Power Bomb and Super Missile locks (in addition to the colour coded beam based locks and missile shields) for the first time. As well as "Gadora", a door shaped like a huge eye.
  • Shoulders of Doom: This was the first game to feature the Varia suit in its iconic form (carrying the shape over from Metroid II and retaining the colour scheme from the first game).
  • Shout-Out: One of her abilities is called "Moonwalking", though it can be turned off in the options menu.
  • Space Pirates: They're even call such by name, although they're firmly entrenched in Zebes rather than space at the moment.
  • Special Attack: These abilities are not mentioned anywhere in the manual and, unlike the Wall Jump or Shinespark, aren't taught during the course of gameplay, either.
    • Spin Jump Attack, which allows Samus to hurt enemies if she spin jumps while the Charge Beam is fully stocked.
    • Five-Bomb Drop, which does Exactly What It Says on the Tin if Samus morphs into a ball while the Charge Beam is held, then released.
    • Crystal Flash, which allows Samus to recharge her energy in a pinch. Also counts as a Limit Break, since it can only done under very specific conditions and only with 50 units of health remaining.
    • Each beam has a special maneuver which usually creates some sort of Sphere of Power or effect that surrounds her and damages enemies. They're all done the same way, but each has a different effect. Also doubles as a Mutually Exclusive Powerup, because the other beams must be turned off for the specifically chosen one to work.
  • Sphere of Power:
    • Power Bombs do this with an ever-expanding explosion.
    • Each beam upgrade has a Special Attack that creates this effect around Samus.
    • The Crystal Flash also creates this effect, but with a healing ability rather than destructive one.
  • Super Speed: The Speed Booster does Exactly What It Says on the Tin.
  • Super Title 64 Advance: Super for Super Nintendo Entertainment System.
  • Theme Music Power-Up: After the Baby is killed by Mother Brain, the music from Crateria plays in the background, and Samus begins to glow.
  • Timed Mission: It wouldn't be a Metroid game without a timed escape from an exploding planet. Super Metroid even provides the current page image.
  • Touch of Death:
    • Acquiring the Charge Beam allows Samus to damage weak enemies by jumping into them while the beam is charged.
    • Running into most enemies while using the Speed Booster in any capacity will kill them.
    • The Screw Attack does nothing but this, and when combined with the Space Jump basically makes Samus death incarnate without firing a single shot.
  • True Sight: The X-Ray Visor shows you hidden passages and invisible objects.
  • Underground Monkey: half a dozen different colours of Space Pirates, of increasing power. From the wimpy grey Pirates in Old Tourian to the nasty red variant in Maridia that required the plasma beam to harm. There were also a pair of gold Pirates that served as sub-bosses before Ridley's lair.
  • Unexpectedly Realistic Gameplay: Shortly after defeating Crocomire, the player runs into a platform which ramps upward, a long pit and blocks that can only be broken by speed boost. Did you know you could use Super Speed to create a long jump? Well, you do now!
  • Unstoppable Rage: When Samus watches her "baby" Metroid get killed right in front of her. Between the music, the blackening of the background, and the way the Hyper Beam bounces Mother Brain's head like a ragdoll, you know that this is the first time you have seen Samus very, very pissed.
  • Utility Weapon: Every weapon you get (beyond the basic power beam) will help you bypass a specific obstacle.
  • Videogame Caring Potential: If you choose to, you can rescue Dachuna and the Etecoons during the final destruct sequence. (Fusion reveals that this is canon, even if you choose not to.)
  • X-Ray Vision: The X-Ray Visor lets you see hidden passages.
  • Zeerust: The Wrecked Ship is similar to something one would find in old sci-fi movies--especially the design of he walking bipedal robots.
Community Feedback Replies: 44
  • August 29, 2013
    Mauri
    I guess one of the tropes you might be taking into account comes here:
    • Bag of Spilling: Any missile and energy packs that came before the game, as well as any upgrades from the first missions are tossed aside.
  • August 29, 2013
    Larkmarn
    Does it really count as Anachronic Order when the work itself is in order, and as of the game's release all the games were perfectly in order.

    • Heroic Sacrifice: During the final boss fight, the baby Metroid, now huge, takes a blow for Samus and bequeaths Samus' ultimate weapon.
    • Imprinting: As implied at the end of the second game, the baby Metroid is definitely imprinted on Samus, even giving its life to save Samus'.

  • August 29, 2013
    Bisected8
    Well, the Anachronic Order page itself mentions both the continuity of the Metroid and Zelda series....
  • August 29, 2013
    KingZeal
    • Freeze Frame Bonus: Just before Zebes blows up, if you chose to save the green "animals", you will see a tiny speck of light leaving Zebes before the planet blows.
    • I Am Not Left Handed: Mother Brain doesn't whip out her mechanical body until Samus has seemingly won, and has trapped herself in an inescapable room.
    • No Kill Like Overkill: The first game concluded with Mother Brain's self-destruct timer blowing up the Pirate base, but leaving the surface intact. But since that failed, this time the self-destruct causes a massive, Zebes-Shattering Kaboom.
    • Noob Bridge: The Trope Namer is the infamous collapsing bridge in Brinstar, where the game requires a mechanic that has never come up before (running) to cross a bridge.
    • Nostalgia Level: Several.
      • When first landing on Zebes, you will backtrack the last part of the game, where you fought Mother Brain and escaped the time bomb.
      • You will find the Morph Ball in the exact same place as the first game.
      • You will find several segments of Ridley and Kraid's hideouts that resemble the first game. You'll even find "Fake Kraids" like before.
      • The new Tourian is basically just an upgraded version of the first. The battle with Mother Brain even goes pretty much the same until she whips out her mechanical body.
    • Super Speed: The Speed Booster does Exactly What It Says On The Tin.
    • Unexpectedly Realistic Gameplay: Shortly after defeating Crocomire, the player runs into a platform which ramps upward, a long pit and blocks that can only be broken by speed boost. Did you know you could use Super Speed to create a long jump? Well, you do now!
    • Videogame Caring Potential: If you choose to, you can rescue Dachuna and the Etecoons during the final destruct sequence. (Fusion reveals that this is canon, even if you choose not to.)
  • August 29, 2013
    nitrokitty
    Its not quite the antepenultimate game, that would be Other M (as much as many of us would like to pretend it doesn't exist). The penultimate game would be Fusion.
  • August 29, 2013
    Bisected8
    Other M's the penultimate game. Antepenultimate means "next to, next to last" (i.e. "third from last").
  • August 29, 2013
    MiinU
  • August 29, 2013
    KingZeal
    • Game Breaker:
      • The Wall Jump gives Samus more mobility than the game can provide challenge for. Mastering it allows players to visit areas and get around obstacles that they weren't meant to.
      • The Speed Booster allows for "Shinesparking", super jumping, and the "mock ball" techniques. Using these abilities has allowed speed runners to skip significant portions of the game and still beat it.
  • August 29, 2013
    MiinU
    • Badass: Samus, who else?
    • One Woman Army: Exactly what it says. Samus is an intergalactic bounty hunter who traverses entire planets eradicating Metroids and Space Pirates. It's no wonder they fear her by the time of Metroid Prime.

    I recommend including the "mock ball" entry (seen under Sequence Breaking) as a bullet point to KingZeal's Game Breaker example.
  • August 29, 2013
    azul120
    Whoops.
  • August 29, 2013
    MiinU
    YMMV tropes

    • Awesome Music: Super Metroid's soundtrack is fairly memorable.
      • Crateria's Main Theme invokes a sense of heroism and the call to adventure, setting the tone for the game in general.
      • Brinstar (The Jungle Floor), on the other hand, sets the tone for delving into an alien world and uncovering its mysteries.
  • August 29, 2013
    MyFinalEdits
    It's best to save YMMV or Trivia entries for a time after this page gets launches.
  • August 29, 2013
    Bisected8
    How so? I don't see any logical reason not to gather examples to put on the YMMV and Trivia pages at the same time as launching the article.
  • August 29, 2013
    KingZeal
    • Arm Cannon: Samus's signature weapon.
    • Beam Spam: The Spazer Beam, which is either short for "Spam Laser" or should be.
    • Charged Attack: The Charge Beam, of course.
    • Double Jump: The Space Jump is somewhere between this and actual Flight--gravity still affects Samus, but she can Space Jump infinitely, meaning that once she's airborne, touching the ground is just a suggestion.
    • Everythings Better With Spinning: Two of Samus's best upgrades, the Space Jump and Screw Attack, invoke a lot of airborne spinning.
    • Evolving Weapon:
      • The Power Suit itself.
      • Unlike many of the games, Samus's Arm Cannon retains each and every upgrade she gets. So by the end of the game, the Charge Beam, Spazer, Wave Beam, Ice Beam, and Plasma Beam combine into one single, powerful weapon.
    • Fusion Dance: Draygon is apparently several members of its species that merge into a larger body.
    • Kaiju: Kraid apparently Took A Level In Badass since the last game and has grown several stories tall. Unfortunately for him, he's still the first and easiest of all the bosses.
    • Kill It With Ice: The Ice Beam makes a return in this game, but you don't have to sacrifice the other upgrades to use it this time. Although you actually can't kill enemies by freezing alone, and must shoot them while they're frozen.
    • Powered Armor: Samus's Power Suit, natch.
    • Shoot Out The Lock: This is one of the series' main schticks: you have to shoot doors to open them, or use specific weapons to open a colored lock.
    • Shock And Awe: Samus can shoot open the turrets mounted on Draygon's boss room and then allow herself to be grabbed so that she can electrocute him by latching on to the exposed wiring with he grapple beam.
    • Touch Of Death:
      • Acquiring the Charge Beam allows Samus to damage weak enemies by jumping into them while the beam is charged.
      • Running into most enemies while using the Speed Booster in any capacity will kill them.
      • The Screw Attack does nothing but this, and when combined with the Space Jump basically makes Samus death incarnate without firing a single shot.
    • True Sight: The X-Ray Visor shows you hidden passages and invisible objects.
    • X Ray Vision: The X-Ray Visor lets you see hidden passages.
    • Zeerust: The Wrecked Ship is similar to something one would find in old sci-fi movies--especially the design of he walking bipedal robots.
  • August 29, 2013
    Sandbylur
    Could we change antepenultimate to third-to-last in the Anachronic Order entry? It feels like unnecessary Sesquipedalian Loquaciousness

    EDIT: Fixed penultimate to antepenultimate as in the main article
  • August 29, 2013
    MiinU
    deleted, KingZeal beat me to it.
  • August 30, 2013
    Bisected8
    ^^ Well maybe it's a case of Separated By A Common Language, because it's a pretty innocuous word to me. In fact, "third-to-last" feels a bit awkward in a sentence....
  • August 30, 2013
    Sandbylur
    Antepenultimate is innocuous to you? Because penultimate, I do see as innocuous, but antepenultimate is a bit excessive.
  • August 30, 2013
    Bisected8
    I learnt both words at the same time (I have vague memories of my English teacher telling me antepenultimate is about as far as most people bother with a specific word, although there are more). I mostly used it because I thought "third game in the series" would look awkward next to "third from the last in the series".

    But I suppose it doesn't matter either way, so I've changed it.
  • August 31, 2013
    OlafMerchant
    • Jump Scare: Performed by the remains of Crocomire after the battle.
  • August 31, 2013
    KingZeal
    • Its Personal: Killing her baby wasn't a good move, Mother Brain...
    • Power Glows: The Charge Beam, Speed Booster, Screw Attack, and Hyper Beam all make Samus glow to varying degrees and are easily some of her most powerful abiliies. Especially the Hyper Beam, where Samus starts glowing for several seconds after acquiring it to let you know that shit just got real.
    • Theme Music Power Up: After the Baby is killed by Mother Brain, the music of Crateria heroically plays in the background, and Samus begins to glow.
    • Unstoppable Rage: In what is brilliant for a time before CGI and cinematic cutscenes, Super Metroid is capable of fully conveying Samus's emotional state after she watches her "baby" Metroid get killed right in front of her. Between the music, the blackening of the background, and the way the Hyper Beam bounces Mother Brain's head like a ragdoll, you know that this is the first time you have seen Samus very, very pissed.

  • August 31, 2013
    KingZeal
    • Attack Of The Fifty Foot Whatever: When they called this game "Super" Metroid, it was for good reason. Fortunately, despite its innocent, insatiable hunger, it's on your side.
    • Brain In A Jar: Mother Brain, yet again. Although, when that jar is destroyed...
    • Foreshadowing:
      • Samus's narration at the very beginning hints that the Metroid ability to drain energy can also be used for beneficial purposes, implying that the devoured energy can be used afterward. This is important for later.
      • In Maridia, you run into the "Mochtroids", which look suspiciously like the eponymous creatures, but are far weaker...
      • After defeating Ridley, the next room has the "Baby's" capsule smashed and empty.
      • In Tourian, you will enter a room filled with grayed-out enemies that crumble to dust if touched or shot. In the very next room, you become trapped with invulnerable enemies. In the next second, you find out what happened to the others.
      • Shortly after the above, after the "Super" Metroid finishes feeding on the enemies, it then attacks Samus. There is nothing she can do to prevent this, and it will drain every last unit of energy from her--except one. Then, it will back off, hovering, and whimpering.
      • The Metroid steals the deadly beam energy from Mother Brain to save Samus and then, proving the Federation right, it uses that same energy to empower Samus.
    • Convection Schmonvection: The first game in the series to avert this. Without the Varia suit, Samus will slowly cook herself to death in Norfair and other heated areas. In previous games, it merely cut damage in half.
    • Heroic Second Wind: Samus manages to get one during the final battle.
    • Last Of Its Kind: "The Baby" is the last Metroid (at least until the Space Pirates capture it.) And until Fusion...)
  • August 31, 2013
    KingZeal
    • Dash Attack: The Speed Booster and all the abilities that come with it.
    • Fanservice:
      • When Samus dies, although...kinda morbid.
      • The Best Ending, as per usual in the series.
      • Using the Crystal Flash, as noted in Sexy Silhouette, below.
    • Fetal Position Rebirth: Samus, when using the "Crystal Flash" for emergency recharge.
    • Game Over: For what it's worth, Samus has a beautifully feminine death animation.
    • Limit Break: The Crystal Flash technique, which requires that Samus have less than 50 units of energy, no reserve energy, 10 of each missile, and 11 Power Bombs. The player must then select the Power Bombs and input a very complicated button combination.
    • Sexy Silhouette: When performing the secret "Crystal Flash" move, Samus's power suit briefly disappears and she is surrounded by a cocoon of energy. At the center, a nude (or perhaps in her underwear) Samus remains in the fetal position until the recharge is complete.
    • Shout Out: One of her abilities is called "Moonwalking", though it can be turned off in the options menu.
    • Special Attack: These abilities are not mentioned anywhere in the manual and, unlike the Wall Jump or Shinespark, aren't taught during the course of gameplay, either.
      • Spin Jump Attack, which allows Samus to hurt enemies if she spin jumps while the Charge Beam is fully stocked.
      • Five-Bomb Drop, which does Exactly What It Says On The Tin if Samus morphs into a ball while the Charge Beam is held, then released.
      • Crystal Flash, which allows Samus to recharge her energy in a pinch. Also counts as a Limit Break, since it can only done under very specific conditions and only with 50 units of health remaining.

  • September 1, 2013
    Bisected8
    Well, the article's about ready to launch. All that remains is to wait for VideoGame.Super Metroid to be unlocked (it seems someone wrote a stub a while ago, which was cutlisted)....
  • September 1, 2013
    KingZeal
    Sorry, a few more that I just found:

    • Ability Required To Proceed: You need various abilities and equipment to proceed, as par for the course of a Metroidvania-style game, but there's one point where it's combined with Some Dexterity Required: if you wind up in the section where the Etecoons teach you the Wall Jump, you must become at least familiar with the ability to escape. This isn't too difficult, but it's notably one of the few places where good control and execution is necessary to advance.
    • Beware My Stinger Tail: This is the first game where Ridley demonstrated his deadly, serrated tail with a spaded stinger.
    • Mama Bear: Samus. She flat out tells you that she couldn't bring herself to kill the baby Metroid because it was innocent and looked to her as its mother, she absolutely wrecks the entire planet trying to rescue it, and she exacts swift and brutal revenge upon its killer.
    • Not Quite Flight:
      • The Space Jump provides you unlimited Double Jumps.
      • The Shinespark will rocket you in a single direction until you hit something.
    • Sphere Of Power:
      • Power Bombs do this with an ever-expanding explosion.
      • Each beam upgrade has a Special Attack that creates this effect around Samus.
      • The Crystal Flash also creates this effect, but with a healing ability rather than destructive one.

    For addition to Special Attack:
    • Each beam has a special maneuver which usually creates some sort of Sphere Of Power or effect that surrounds her and damages enemies. They're all done the same way, but each has a different effect. Also doubles as a Mutually Exclusive Powerup, because the other beams must be turned off for the specifically chosen one to work.

  • September 1, 2013
    Lophotrochozoa
  • September 1, 2013
    DragonQuestZ
    • Ominous Latin Chanting: Well as close as the SNES sound chip could do, chanting is part of the music in the intro when you start a new game.

    Also, does this need to list stuff that's already in most of the games? Most of these pages use tropes that are used in just a few entries in a series, if not just the one entry alone.
  • September 1, 2013
    KingZeal
    • There's also Ominous chanting during certain parts of the game meant to raise tension--such as when the Space Pirates first show up after a long segment of absolutely nothing happening.

    And speaking of that last part:

    • Nothing Is Scarier: When Samus first arrives on Zebes, the music, sound effects, and environment take on properties unique to this part of the game. There are no enemies, the music is hushed and ominous, there's a thin haze in the air and vermin everywhere, as if the place hasn't been disturbed or set foot upon in years. This lasts for at least three sections of the game, until you return from Brinstar back to Old Tourian, and all of a sudden Space Pirates are everywhere, and a Chozo Statue (actually a "Torizo") suddenly wakes up and attacks you!

    And another one I came across:
    • Always A Bigger Fish: In Tourian, Samus runs across a room where several invulnerable enemies lay in wait for her--only to be promptly attacked and sucked dry by a Metroid.
  • September 1, 2013
    DragonQuestZ
    ^ And the "Ridley's Lair" theme has chanting.
  • September 1, 2013
    Bisected8
    I don't think that would count as Always A Bigger Fish; Samus was never trapped or threatened by them.

    EDIT: Wait, of course they were. Sorry, it's getting late.
  • September 1, 2013
    KingZeal
    Yeah, she was. You're literally trapped in the room, and the enemies are completely invulnerable.
  • September 1, 2013
    Bisected8
    I've broken the tropes up into sections, it'll probably need folders when it's launched.

    ^^^^^ Good point...I suppose a lot of the tropes related to recurring items can be left on the Franchise page (unless they work differently). The problem is, I'm not sure if that would help (the point of the page is that it's supposed to be a summery of the game and its tropes, so leaving them off because they appear in other games in the same series might be counter intuitive). Are there any guidelines for this sort of thing?
  • September 1, 2013
    KingZeal
    The way I always figured it, just because a visitor might read the tropes of one game in the series doesn't mean they'd read the page for the rest of it. For example, we all know Samus wears Powered Armor, and it's plainly on her character sheet--but the trope is still used in this game, whether or not it's common to the series.

  • September 1, 2013
    DragonQuestZ
    ^^ The breaking up is usually when the list is really long, and the OP isn't that long.

    ^ That's still the thing done, to keep pages from getting too large more quickly than they need to be. Some sub pages have example headers like "Tropes Distinct/Unique to This Work" to signify that other tropes will be on the main Franchise/ page.
  • September 1, 2013
    Sandbylur
    Yeah, the page doesn't really need breaking up, and definitely not to the extent done here.
  • September 2, 2013
    Bisected8
    OK, I'll remove the headers then.

    Which tropes can we prune from the page?
  • September 2, 2013
    KingZeal

    Everything else is either done uniquely in this game or notable for debuting in this game. Here are a few additional edits I would recommend:

    • Kill It With Ice: Freezing was handled differently in this game, as it takes longer to freeze an enemy, instead of each shot freezing and then unfreezing them. By the time they actually freeze, one good shot will kill them.
    • Heart Container: This was the first game in the series to utilize reserve energy tanks, which will save Samus if all her health is depleed.
    • Shoot Out The Lock: This game introduced Power Bomb and Super Missile locks for the first time, as well as "Gadora", a door shaped like a huge eye.
  • September 2, 2013
    Bisected8
    I'll leave the removed tropes here, just in case;

    • Arm Cannon: Samus's signature weapon.
    • Door To Before: Par for the course in the series. You'll be doing lots of backtracking to revisit previous areas after you gain suit upgrades. The system of doors and passages are designed to allow you to traverse between levels more quickly with the right upgrades.
    • Equipment Based Progression: As to be expected from the franchise. You get more powerful by picking up weapons, equipment and Missile/Energy expansions.
    • Metroidvania: Naturally.
    • One Man Army: Well, One Woman Army. Samus is an intergalactic bounty hunter who traverses entire planets eradicating Metroids and Space Pirates. It's no wonder they fear her by the time of Metroid Prime.
    • Powered Armor: Samus's Power Suit, natch.
  • September 2, 2013
    bwburke94
    Any opposition to using the game's title screen as the page image?
  • September 2, 2013
    Bisected8
    That seems pretty logical. I'd personally prefer it to the box art (just a generic picture of Samus shooting Ridley)..
  • September 3, 2013
    Bisected8
    I've added a picture (and the opening narration). Does that look OK?
  • September 3, 2013
    DragonQuestZ
    Pretty good. I think this is ready to launch. Are you still waiting for the unlock?
  • September 3, 2013
    Bisected8
    Yeah, I posted in the unlock request thread a few days ago. Hopefully it's just a matter of waiting until a mod comes along and does something about it.
  • September 3, 2013
    Bisected8
    The page has been unlocked. I'll launch in about 30 minutes (after I've grabbed myself a sandwich).
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