Super Metroid (SNES) Playthrough
Playthrough of Super Metroid, Nintendo's 1994 action-adventure game for the Super Nintendo.
🎯 (0:00:00) Playthrough with 100% item completion + best ending (under 3 hours)
🎯 (3:26:48) Middle ending (between 3 and 10 hours)
🎯 (3:30:42) Worst ending (over 10 hours)
Released in 1994 for the Super Nintendo Entertainment System, Super Metroid is the third entry in Nintendo’s Metroid franchise. Building on the foundations of Metroid (NES) and Metroid II: Return of Samus (Game Boy), it marked a significant leap forward for the series, both in scale and design.
The game begins immediately after the events of Metroid II. Bounty hunter Samus Aran delivers the last surviving Metroid hatchling to a research station, only for the infant to be stolen by Ridley, a leader of the Space Pirates. Samus pursues him to planet Zebes, setting the stage for an atmospheric and solitary adventure through an expansive, hostile world.
Gameplay revolves around exploration, combat, and progression through equipment upgrades. Samus starts with limited abilities, but as players uncover power-ups—such as missiles, bombs, and suit enhancements—they gradually unlock new areas of Zebes. This design ensures that progression feels natural, with the environment itself acting as both a barrier and a guide. The game’s map is vast, interconnected, and filled with secrets, encouraging experimentation and rewarding curiosity with hidden items, shortcuts, and expansions.
One of the game’s standout qualities is its atmosphere. Zebes is presented as a living, decaying world, full of environmental storytelling that hints at the extinct Chozo civilization and the dominance of alien ecosystems. The visuals convey both scale and decay, while the audio design creates an immersive sense of isolation. The soundtrack alternates between haunting ambience and tense melodies, reinforcing the sense of dread and suspense throughout the journey.
Super Metroid also introduced quality-of-life features that improved accessibility without compromising its challenge. The auto-mapping system helped orient players without diminishing the thrill of discovery. Tools like the X-Ray Scope allowed exploration to remain satisfying while minimizing frustration. Despite being relatively short in terms of core objectives, the sheer density of secrets provides replayability, with no two playthroughs unfolding in exactly the same way.
The game is not without flaws. Its control scheme can feel awkward, occasionally requiring finger contortions to manage simultaneous button inputs. While not game-breaking, this can detract from an otherwise smooth experience. Later series entries, such as Metroid Fusion and Zero Mission, refined this aspect considerably.
Overall, Super Metroid stands as a landmark in action-adventure game design. Its seamless integration of exploration, progression, and atmosphere set a standard for the genre. With its immersive world, carefully constructed map, and evocative presentation, it remains one of the most memorable experiences available on the Super Nintendo and a defining entry in Nintendo’s library.
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