Sentences written about this title, gathered by type from the Japanese and English Wikipedia articles (as of 2026-8-30).
Sakamoto said: "We wanted to wait until a true action game was needed.
The simultaneous roles as a composer, a sound programmer and a sound effect creator gave Yamamoto ideas to produce a distinct Metroid soundtrack "with a sound programmer's ear, with a sound effect creator's ear, and with the approach methodology and theory of a composer".
He was satisfied with how Nintendo mixed "smooth", "complex" gameplay, with "state-of-the-art" graphics and sound.
Slate said that action fans will not miss Super Metroid, but also remarked that due to the large space available to explore and numerous secrets, the player will have to play through several times even after they have beaten it.
Nintendo Power mentioned that the game "may well be the best action adventure game ever", calling it the "wave of the future", and they praised the game's graphics, sound, and controls.
Electronic Gaming Monthly gave Super Metroid their "Game of the Month" award, comparing it favorably to the original Metroid and applauding the graphics, the many weapons and items available, and the music.
GamePro criticized the controls as often awkward or difficult and said that many of the power-ups are either lifted from other Super NES games or simple upgrades of other power-ups in the game, but praised the game's massive size along with the auto-mapping feature.
Super Play critic Zy Nicholson said that Super Metroid is "more of an experience than a game", likening it to watching a late-night movie due to the cinematic structure and atmospheric graphics and sounds.
Edge criticized the graphics and short length, but praised Super Metroid as "intensely playable" and "full of memorable moments".
For the player who had never played Super Metroid, IGN claims that they owe themselves as gamers to "finally find out about what you've been missing all these years".
In his review for GameSpot, Frank Provo found it "absolutely astonishing that Nintendo let 13 years go by before making Super Metroid readily available again", but considered the most important thing was that the player "can now play this masterpiece without having to track down the original Super Nintendo Entertainment System cartridge or fumble with legally questionable emulators".
In North America, despite receiving critical acclaim, Rus McLaughlin of IGN said that Super Metroid arrived at a time when the lifecycle of SNES platform was coming to an end.
Richard George of IGN also ranked Super Metroid 3rd in its top 100 SNES games, crediting its "flawless action, impeccable level design, out-of-this-world atmosphere, a totally badass heroine and an enormous overworld to explore".
In 2018, Complex listed the game 3rd on their "The Best Super Nintendo Games of All Time".
They opined that Super Metroid is "tour de force from Nintendo" and described the gameplay as perfect.
In 1995, Total! rated the game 17th on its "Top 100 SNES Games" list.
In 1995, Flux listed Super Metroid 62nd in their "Top 100 Video Games" list.
Chris Hoffman of Nintendo Power wrote that Super Metroid is "truly one of the best", noting that the game "set a new standard for side-scrolling adventure games.
In 2009, Official Nintendo Magazine called the game "challenging, deep and undeniably epic", placing it 24th on a list of the greatest Nintendo games.
Super Metroid, alongside Konami's 1997 game Castlevania: Symphony of the Night, is also credited for establishing the "Metroidvania" genre.
According to Nintendo producer Shigeru Miyamoto, Nintendo did not develop a Metroid game for the N64 as they "couldn't come out with any concrete ideas".
Sakamoto said he could not imagine how the N64 controller could be used to control Samus.
Nintendo Power mentioned that the game "may well be the best action adventure game ever", calling it the "wave of the future", and they praised the game's graphics, sound, and controls.
GamePro criticized the controls as often awkward or difficult and said that many of the power-ups are either lifted from other Super NES games or simple upgrades of other power-ups in the game, but praised the game's massive size along with the auto-mapping feature.
Edge criticized the graphics and short length, but praised Super Metroid as "intensely playable" and "full of memorable moments".
In Japan, Super Metroid was the ninth-best-selling video game of 1994, with 531,000 copies sold that year.
In North America, despite receiving critical acclaim, Rus McLaughlin of IGN said that Super Metroid arrived at a time when the lifecycle of SNES platform was coming to an end.
They praised the game for its challenging gameplay and haunting atmosphere, although they felt that it is too similar to its predecessor.
After a long development period, a fifth 2D game and sequel to Fusion, Metroid Dread, was released in 2021 for the Nintendo Switch to critical acclaim and developed by Metroid: Samus Returns developer MercurySteam.
In the Cross Review feature of the magazine Famitsu, the four reviewers gave 8, 8, 8, and 8, for a total of 32.
In the "Game Report Card" reader poll run by the magazine Family Computer Magazine,it scored 23.2 out of 30, as shown below.
The game sold well and shipped 1.42 million copies worldwide by late 2003.
In Japan, Super Metroid was the ninth-best-selling video game of 1994, with 531,000 copies sold that year.
By late 2003, the game had shipped 1.42 million copies worldwide.
Production of this game began in the autumn of 1991, originally aiming to bring the Metroid series to a close, and because the image was of a confrontation with an old enemy, it was decided to set it on the planet Zebes.
At the start of development work went ahead with a capacity of 12 megabits, but as content was added and the volume of graphics and music grew, it was finally made at 24 megabits.
Famitsu reviewers complimented the game comparing it to the Legend of Zelda series for its quality in exploration and that the difficulty was just right.
GamePro criticized the controls as often awkward or difficult and said that many of the power-ups are either lifted from other Super NES games or simple upgrades of other power-ups in the game, but praised the game's massive size along with the auto-mapping feature.
Shortly before the game's release, the North American Entertainment Software Rating Board, a self-regulating organization, was formed in response to the increasing violence in games such as Mortal Kombat (1992).
In late 2002, Nintendo released Metroid Fusion, a 2D sequel developed for the Game Boy Advance by Nintendo R&D1, and Metroid Prime, a first-person game developed for the GameCube by American developer Retro Studios, and the first Metroid game to use 3D graphics.
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