Samus’ First Return

Metroid II: Samus Returns was released in 1991. Released five years after the original Metroid on NES, the game continued the tradition of nonlinear exploration. In this installment however, Samus is actively hunting the creatures known as Metroids, an alien life form with the ability to drain energy from its victims.

Set shortly after the events of Metroid, Samus has defeated the Space Pirates, and their leader – Mother Brain – on Planet Zebes. She is tasked by the Galactic Federation to eradicate the Metroids, which were used as weapons by the Space Pirates. Created by the Chozo race, Samus conducts her mission on the planet SR388, homeworld of the Chozos and the Metroids.

Where it all began.

Five years after Metroid…

Nintendo wanted to bring Samus back to her next adventure on the Game Boy, Nintendo’s premiere handheld system. In Metroid, Samus could obtain the Varia Suit, which boosted her defense. However, this suit was color-coded. On the monochromatic Game Boy, there is no color-coding. Her sprite needed a makeover, and a new appearance to differentiate her Power Suit from the upgrade.

With half a decade later to work on new technology, the game’s animations were substantially improved. Gone were the grainy textures of the enemies featured in the original game. There were many types of life on SR388, ranging from plants to aquatic monsters. Even machinery flew around, ready to attack with various beams. Samus, in particular, had the greatest redesign of all. For starters, she could crouch, allowing her to duck attacks and shoot lower enemies. The game’s sprites were larger, allowing you to see the level of detail made to create the character, the monsters, and the backgrounds. Each area of SR388 is represented by pipes, caves, water, plant life, or other miscellaneous.

Metroid is also known for its simple, but atmospheric soundtrack. Brinstar brings you onto the cosmic adventure underground in a foreign planet, while Brinstar Depths (also known as Kraid’s Lair) has a slower melody, ominous in nature as new types of enemies ambush you. Metroid II’s sound selection is far more minimalist. The SR388 Surface theme is an upbeat tune getting you ready for the new adventure. This theme plays in the areas that connect each Area, which is your cue to dig deeper into the planet. Once you’re in a new Area, the music quiets. Sometimes it’s silent atmosphere with sound effects, and sometimes it’s a theme made for an underground exploration. Music picks up in pace once you’re fighting the Metroids, speeding up to a boss theme as you’re fighting for your survival. It becomes especially ominous late in the game, as you’re confronting the final Metroids in the game.

What sets this apart from Metroid?

For starters, the gameplay is the same. You’re Samus Aran, an interstellar bounty hunter armed with a Power Suit. You collect upgrades to boost your health, Missile count, and utilize your arm cannon. You gain abilities, such as the Morph Ball, Bombs, Spider Ball, various beams, and more as you power up and find new paths.

What sets this apart from the original is that you’re actively hunting Metroids. On the bottom right is a counter. This indicates how many Metroids are left. Once you kill enough, the acid levels drop and you’re free to explore further into SR388.

The Metroids you face in this game are evolutionary offshoots of the larval species you may be familiar with. When you’re not shooting down common enemy types, you’re isolated in a boss room. You’ll be facing off against the Alpha, Gamma, Zeta, and Omega Metroids. Each one is bigger and stronger than the last. They all fly at you, and their attacks range from lightning sparks to fireballs.

There’s plenty to explore, and the extra time you take to do so will reward you. More Energy Tanks and missile expansions will aid you greatly in the long run. As an older Metroid title, don’t expect an abundance of save points. Thankfully, this most recent run was played on the 3DS Virtual Console, which graces the player with Restore Points. If you’re the type to not utilize those, then keep in mind it’s a huge help to notice where they are.

However, this game is less than kind when it comes to location. It’s built largely for a patient player. Coming off my experience of 15 years playing the series, I had a hard time when I first played this game back in the day. I was younger, impatient, and getting lost all the time. In my current level of experience, I knew how to get around, which I’ll explain a bit later in the review.

Short version: There is no map.

Comparison to Metroid: Samus Returns

Metroid: Samus Returns is the remake, or reimagining, of Metroid II. Released 26 years after the original title, it takes many cues from Super Metroid and the games that followed it. For one, there is a map. There are also various types of beams, which actually stack. You utilize various powerups, such as the Grapple Beam, to solve puzzles, and your Aeion Abilities can help you find your next location.

The game graces the player with more save points. Ultimately, however, it is far more challenging. Enemies will do more damage to your health, and they behave more aggressively. This is where the Melee Counter comes in, which shakes them off of you so you can deliver a fierce counterattack. A missed Melee Counter can leave you open to heavy damage.

The level designs take cues from the original. The game starts you at Samus’ ship landing point, and you hop up the two ledges to enter the cavern. One of my favorite parts comes later in the game. You defeat the Zeta Metroids, and when the acid is supposed to clear, it rises. Ominously, you check back where you were earlier only to discover a Zeta Metroid that was not only hiding before, but evolves into an Omega Metroid. This part was recreated in Samus Returns!

Metroids in particular are also more aggressive. They behave nothing like they do in this game, opting more for pattern-based attacks.However, in Samus Returns, the Metroids’ attacks cover a much larger range, do more damage, and they have a wider variety of ways to kill you.

Comparison to the rest of the series…

Prior to Super Metroid, the series was a good bit different. Beams did not stack, meaning you pick and choose between the Wave, Spazer, Ice, or Plasma Beam. Your supply was more limited, and without a Charge Beam, you relied heavily on Missiles for boss damage. Running out meant retreating or death.

The stage design in this game consists of various obstacles, to include corridors with spikes on the ceiling and floor. Using the Space Jump to pass through them. The later titles evolved on this. However, the level design was overall a large step ahead of the original on NES. Moreover, you’re not randomly dropping Bombs to get to a required area. Each area is constructed with passageways. Using the Spider Ball, and later, the Space Jump, is key to getting around paths. Going upwards through caves may be indicated by enemies flying around. This is a telltale sign that there is a path up there, and likely, a Metroid. This is just a part of game design theory, as they say, “if there are enemies, you’re on the right path.” Keep your eyes open.

Lastly, the mood is different. Metroid II has a minimal soundtrack, which consists of some more upbeat jingles. Metroid: Samus Returns has the technology to truly create a darker, more atmospheric mood. Yoshio Sakamoto, one of the creators of the series who has worked on nearly every title, did not work on Metroid II. Interestingly enough, this game did inspire him to create Super Metroid. However, you will likely find a slight change in direction and musical style, especially if you’ve played any of the games after Super.

Survival Tips

Conserve your Missiles. It’s best to use your beams to take out enemies on the map and save your missiles for Metroids. You will need 150 to kill the Queen Metroid. If you don’t, you’ll be forced to retreat below the stage and try again.

Memorize textures and musical cues. This is one way to familiarize your territory.

Explore top to bottom or bottom to top. Go through the first passageway you see when climbing vertically. At least you can “check” off where you go if you familiarize.

If you’re going to use a Beam, stick with Plasma, Wave, or Spazer. Plasma one-shots all normal enemies, while Wave and Spazer have larger hitboxes. Don’t worry about using the Ice Beam until the very end to deal with the larval Metroids. In my playthrough, I was most partial to the Plasma. The hitbox is narrow, but with good aim, enemies died quickly.

When fighting Zeta and Omega Metroids, use your Screw Attack to fly away. They cannot hurt you while you’re spinning, and you can use this to fire a Missile in their face. Just remember, you can only fire in four directions. There was no directional aiming in this title.

Final Thoughts

Metroid II pushed the Game Boy’s abilities in terms of animation. To this day, it’s still recognized for creating a hostile atmosphere with the small soundchip capabilities it had. Without a map, you get lost. With very few save points, you’re frequently in danger. And with only Missiles to fight Metroids with, you need to conserve. It doesn’t do the best job of explaining things to you. You need 5 Missiles to open sealed doors and you need Ice Beam + 5 Missiles to kill the larval Metroids. There’s no dialogue or text in this game besides the powerups you get. You just kind of fiddle with your abilities and learn as you go along.

It’s a true definition of old-school hard. However, it feels well-polished. You almost should never have to farm Missiles, as there are a few restore points scattered in the game. Knowing boss patterns is key to survival, making battles easier as you go further. The controls are smooth and simple, and feel quite rewarding as you gain new mobile abilities, such as the Spring Ball, Spider Ball, High Jump, and Space Jump.

Replay value consists of speedrunning the game. Metroid games are fun to replay simply because of their ease of jumping in. But those who make good time on their runs are rewarded. Metroid Prime was the first game to introduce postgame extras into the series.

I find the game to be a step-up from the original Metroid, visually, ability-wise, for bosses, and in level design. While it hasn’t aged as well as Super Metroid, Fusion, or Zero Mission, it’s a hallmark of 8-bit gaming for what it is. It’s certainly an accolade that set a new standard for the series, and is the foundation for what is not only one of my favorite 3DS games, but is one of the best games in the series. It’s worth the $5 you can buy it from on the 3DS eShop if you’re looking for a trip down memory lane.

Overall score: 7.5/10

For more, visit my review of Metroid: Samus Returns.