Thursday 30 November 2006

Super Metroid (Super Nintendo)



In 1994, one of the the most atmospheric and engrossing games ever was released onto a 24Mbit cartridge. Designed in a similar fashion to Zelda, players could be creative and be rewarded amply for their efforts. Super Metroid was a stunning piece of coding and the pinnacle of gameplay, level design and immersiveness. Regarded by many many Metroid fans as the defining moment of the series (even over Metroid Prime), Super Metroid was simply devine. The fact that it's still being played, broken down and enjoyed to this very day, is a testament to the way the game was designed and how it was designed to be broken. Super Metroid is still as a joy to play today as it was in 1994. May it's legacy continue to live on...


Screenshots

















Packaging














Metroid's World




A Couple Of The Games Great Bosses






Although the second Metroid game had been released in 1991, fans were already asking for the third before the year was up. The reason for this was because the Super Famicom had been released in Japan by the end of 1990, and all of those great series like Zelda and Castlevania had (or were scheduled to get) their 16-bit facelifts. Samus' fans couldn't wait to see what Nintendo could pull off in the world of Metroid with their fabulous 16-bit machine. And we waited.It wasn't until the spring of 1994 that we found out, when Super Metroid was unleashed on the Super NES. At 24-Meg, it was the largest cartridge ever released at the time. With 16-bit power driving that 24-Meg cart, it was expected that the world of Metroid would be blown open like never before, and our friends at R&D1 did not disappoint.









































































No comments: