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YMMV: Super Metroid

  • 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.
    • Norfair Ancient Ruins Area sets up the appropriate sense of dread for the area in which you fight...
      • Ridley, whose theme in this game is memorable enough that it's reused as his theme throughout the series from this point on. (The theme wasn't exclusively Ridley's in this game, but it would be used solely as his theme in future entries).
  • Even Better Sequel: While the previous two games were good, Super Metroid is considered the game that defined the genre.
  • Franchise Original Sin: While it would be nowhere near as linear or cinematic as say, Metroid: Fusion, this game definitely began a greater focus on story and cutscenes for the franchise. This cinematic focus would be noted in Fusion and especially Other M.
  • 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.
    • Using the Spazer/Plasma combo glitch can lead to one of three unintentional weapons.
    • Combining all the beams but Wave create the Space-Time Beam; with it, Samus can reset time, beginning the game again with everything but her missiles intact.
    • The Murder Beam (all beams) continually damages bosses to the left of the shot, making bosses that are generally to the left of you (Ridley and Mother Brain) near enough a Curb-Stomp Battle to Samus.
    • The Chainsaw Beam, the least useful of the three, does no damage to enemies, but breaks blocks insanely fast, making it more of a Utility Weapon than an actual weapon.
  • Growing the Beard: The first two Metroid games were fine games but had very noticeable flaws. Super Metroid improved everything. It had better gameplay, better bosses (including one of the most highly regarded Final Bosses of all time) and masterfully told minimalist story. It also practically defined the Metroidvania genre.
  • Magnum Opus: Generally considered as the best installment in the franchise.
  • Memetic Mutation: "Why can't Metroid crawl?": a Miiverse post in the discussion forums for Super Metroid which has become a by-word for ignorance of video game history. In the 3DS version of Super Smash Bros., Samus's flavour text notes that using the Morph Ball is "much better than crawling".
  • Moral Event Horizon: Mother Brain crosses it when she kills the Super Metroid.
  • Oh, Crap: Occurs when the player beats Ridley, proceeds into the next room... and sees the shattered remains of the Baby Metroid's capsule, with the Metroid itself nowhere to be found.
  • Player Punch: The death of the Super Metroid, right after it saves you. This makes the subsequent Curb-Stomp Battle that much more satisfying.
  • Seinfeld Is Unfunny: Modern gamers will find the game to be pretty good, but they will be scratching their heads wondering why everyone acts like it completely revolutionized action-adventures games. The open world exploration may seem kinda basic and slow nowadays, but back in 1994, no game was as huge as this (it was the largest game released at that point).
  • Tear Jerker: The Super Metroid's Heroic Sacrifice, done completely without dialogue, is probably the saddest moment in the entire series.
  • Tough Act to Follow: The biggest reason there was not a Metroid game for the Nintendo 64, was because nobody could figure out how to make a worthy successor to Super Metroid. Thankfully, when Metroid Prime was released, it mostly avoided this.

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