Best Retro Metroidvania Games
By Console Codex Editorial Team · 10 min read ·
Expert-ranked list of the greatest best retro metroidvania games — with reviews, ratings, and guides for every game.
💡 Quick Facts
- → 10 games ranked in this list
- → Available on SNES, PLAYSTATION, GAME-BOY-ADVANCE, GAME-BOY
- → Average review score: 9.1/10
- → Last updated: 2026-06-06
The Ranked List
Super Metroid
9.8Super Metroid is widely considered one of the greatest games ever made — a masterpiece of atmospheric exploration, environmental storytelling, and movement-based design that defined the Metroidvania genre.
Castlevania: Symphony of the Night
9.9One of the most perfect games ever made, Symphony of the Night merged action platforming with deep RPG mechanics and a sprawling inverted castle to create the Castlevania series' masterpiece. It gave its name to a subgenre and remains the defining standard of exploration-based action games.
Metroid Fusion
9.3Samus Aran's most personal and story-driven adventure brought Metroid to the Game Boy Advance with a haunting atmosphere, terrifying SA-X antagonist, and a narrative that finally gave the series' silent protagonist a genuine voice. Metroid Fusion is as close to survival horror as the franchise ever ventured.
Metroid: Zero Mission
9.2The definitive remake of Metroid 1 — Zero Mission retells Samus's original mission with modern Metroidvania level design, then extends the story beyond the original ending in a surprising Space Pirate stealth sequence.
Castlevania: Aria of Sorrow
9.4The finest handheld Castlevania and a landmark Metroidvania that introduced the Soul system — absorbing enemy abilities — creating one of the deepest ability collections in the genre. Set in the future year 2035, Aria of Sorrow reinvented the series with a bold narrative twist and exceptional mechanical depth.
Castlevania: Harmony of Dissonance
8.5The second GBA Castlevania — Harmony of Dissonance follows Juste Belmont through two parallel castle sub-dimensions simultaneously, with a furniture decoration system, boss rush mode, and spell book combinations adding depth.
Castlevania: Circle of the Moon
8.9The GBA launch Castlevania that brought the Symphony of the Night formula to handheld — Circle of the Moon introduced the DSS card combo system and proved the Metroidvania formula translated perfectly to portable play.
Castlevania: The Adventure
7.5The original Game Boy Castlevania — Christopher Belmont's debut pits the whip-wielding vampire hunter against Dracula across four stages on Nintendo's handheld, establishing the franchise on portable hardware despite notably sluggish gameplay.
The Legend of Zelda: Link's Awakening
9.4A deeply personal and surprisingly melancholic Zelda adventure that sees Link stranded on the mysterious Koholint Island. Link's Awakening transcends its Game Boy limitations with clever design, a memorable cast, and one of the most emotionally resonant endings in Nintendo history.
Klonoa: Door to Phantomile
9One of the most emotionally affecting platformers ever made. Klonoa's wind bullet mechanic and 2.5D layered stages create inventive puzzle-platforming, then the story builds to a conclusion that genuinely surprised players expecting a cheerful children's game — its final moments are among gaming's most unexpectedly affecting narrative sequences.
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Retro Metroidvanias: The Exploration Platformer’s Golden Age
The term “Metroidvania” was coined retroactively to describe games that combined Super Metroid’s exploration design (ability-gated map traversal, isolation, atmospheric world-building) with Symphony of the Night’s RPG mechanics (character leveling, equipment, large ability set). The genre defined itself through these two games’ combination, and its retro era (1986–2003) remains the creative peak for reasons that are partly structural: the constraints of 2D hardware produced exploration design that subsequent 3D games haven’t replicated.
The exploration platformer’s defining mechanic is the ability gate: a section of the map that is physically reachable but inaccessible until the player acquires a specific item or ability. Ability gates create the loop of discovery — exploring until blocked, backtracking after a new acquisition, re-exploring previously visited areas — that gives Metroidvanias their distinctive rhythm.
Super Metroid — The Definitive Template
Super Metroid (1994) is the most complete expression of the exploration platformer genre. Zebes, the alien planet where the game takes place, is a connected series of biomes (Brinstar, Norfair, Maridia, Tourian) each with distinct visual design, enemy types, and environmental hazards. The ability acquisition sequence — Morph Ball, Ice Beam, Grapple Beam, Space Jump — opens progressively larger portions of the map in ways that make each acquisition feel like a genuine expansion of possibility.
The game’s atmosphere — isolation, the absent soundtrack in sections, the specific lighting and color grading that made each biome feel genuinely alien — was achieved through Super Nintendo hardware pushed to its limits. Super Metroid’s influence on subsequent exploration platformers (Hollow Knight, Ori and the Blind Forest, Axiom Verge) is direct and acknowledged.
Castlevania: Symphony of the Night — The RPG Layer
Symphony of the Night (1997) applied RPG mechanics to exploration platformer design: Alucard leveled up through combat, equipped weapons and armor from hundreds of different items, and accumulated a spell roster that changed combat approach. The inverted castle — a second complete map appearing after defeating Dracula — doubled the game’s content and was a genuine surprise for players who hadn’t been spoiled.
The specific combination of exploration design and RPG character growth that Symphony of the Night originated produced the “vania” half of “Metroidvania” as a design template. The game’s Metascore (93) and its consistent appearance on “greatest games ever made” lists across the following decades validated its status as a genre-defining work.
Metroid Fusion — Atmosphere and Dread
Metroid Fusion (2002, Game Boy Advance) was the first Metroid game to give Samus Aran dialogue and a directly stated emotional state — a departure from the series’ tradition of communicating character through environmental storytelling. The SA-X (an alien organism that mimicked Samus’s Power Suit at full capability) was the game’s central threat: a pursuer who appeared periodically throughout the game and was significantly more powerful than the player for most of its runtime.
Fusion’s tension — hiding from SA-X, managing its patrol patterns, being genuinely threatened by its appearance — was a different kind of dread from Super Metroid’s isolation. The GBA version was one of the platform’s finest games and provided a template for subsequent horror-inflected Metroidvanias (Dread, Hollow Knight: Silksong).
Metroid: Zero Mission — The Accessible Entry
Metroid: Zero Mission (2004, Game Boy Advance) was a remake of the original NES Metroid with updated graphics, revised map design, and an added post-game sequence that expanded the original game’s ending. The map display — absent in the NES original, causing much of that game’s difficulty — made Zero Mission more accessible without reducing the original’s exploration scope.
The Ridley sequence (escaping a Space Pirate mothership without the Power Suit, using a primitive alien weapon) added a section to the original game’s content that was mechanically distinct from standard Metroid gameplay and served as a tutorial for the Zero Mission’s specific abilities. Zero Mission is consistently recommended as the ideal starting point for the Metroid series.