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.
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.
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.
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"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...
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.
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.
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.
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.
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!
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.
The "mock ball" (aka, the "mach ball") trick allows Samus to move at running speed while in Morphball form, allowing her to reach certain areas without needing the Speed Booster. There are numerous walkthroughs and speedruns on youtube that show how both tricks can be done.
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).
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.
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.)
Zeerust: The Wrecked Ship is similar to something one would find in old sci-fi movies--especially the design of he walking bipedal robots.
Five hats means that five tropers think it is ready to publish.
You are saying that you think this draft is ready to be published. That means the description is not ambiguous,
it doesn't duplicate an existing trope, there are at least three examples, and the title makes sense.
Is that what you meant to do?
You are saying this draft has a ready-to-publish hat it does not deserve and you are taking it back.