GAME-BOY Trivia

Metroid II: Return of Samus Trivia & Easter Eggs

Development secrets, Easter eggs, hidden facts, and behind-the-scenes history for Metroid II: Return of Samus (1991).

The Solo Samus Sequel That Expanded a Universe

Metroid II: Return of Samus arrived on Game Boy in Japan on January 21, 1991, and reached North America that November, tasking players with hunting down every last Metroid on the species’ home planet of SR388. Though it is often overshadowed by the celebrated Super Metroid that followed, the game was a genuine creative achievement — introducing core lore, abilities, and story beats that the franchise still draws on more than three decades later. Its influence quietly underpins almost everything the series became.

Bringing a Console Epic to a Pocket Screen

Porting the Metroid concept to Nintendo’s monochrome handheld required the team at Nintendo R&D1 to make hard compromises. The original Famicom/NES Metroid relied on color to communicate hazards, map zones, and atmosphere; on Game Boy, none of that was available. Rather than downsizing the ambition, the developers leaned into the hardware’s constraints. They used heavy black fills and sharp contrast to create an oppressive, cave-like aesthetic that arguably suited SR388’s hostile underground terrain better than color would have. The result is one of the most visually atmospheric games on the platform, built entirely out of limitation. Enemy sprites — particularly the evolved Metroid forms — were drawn large enough to fill a significant portion of the small screen, making each encounter feel imposing in a way that smaller designs never could have achieved.

Yoshio Sakamoto and the Architecture of the Series

Yoshio Sakamoto, who had been central to the original Metroid as a planner and character designer, carried his vision of Samus into the sequel. His guiding principle for the series had always been that Samus should feel genuinely alone in a hostile environment, and Metroid II pushed that idea further than any prior entry. There are no allies, no transmissions from a friendly base, and no in-game map. Players navigate SR388 entirely by memory and spatial awareness. Sakamoto later spoke about the deliberate isolation as a core tonal pillar — the silence and disorientation were features, not absences. This philosophy would reach its fullest expression in Super Metroid, but Metroid II is where the template was refined. Sakamoto continued as a key creative figure on the series through Metroid: Other M in 2010.

The Metroid Life Cycle: Lore Built from Gameplay Necessity

One of Metroid II’s most lasting contributions to the franchise is its codification of the Metroid life cycle. The game introduces Alpha, Gamma, Zeta, and Omega Metroids as evolved forms of the larval creatures encountered in the original game, with the Queen Metroid serving as the climactic final boss. This wasn’t purely world-building for its own sake — the escalating evolution gave the game a structural rhythm. As players exterminate Metroids across SR388’s sectors, the remaining ones have had longer to evolve, meaning encounters grow progressively more dangerous. The Metroid counter, which displays the number of remaining targets and ticks downward as each is killed, was an elegant mechanical expression of mission progress that also raised dramatic tension. The game tracks exactly 39 Metroids across its runtime, a specific number that gave speedrunners and completionists a clear target from the moment the game launched.

New Powers, New Possibilities

Metroid II introduced two abilities that became permanent fixtures in the series. The Spider Ball, an upgrade to the Morph Ball, allows Samus to cling to walls and ceilings, opening up vertical traversal in ways the original game’s design never attempted. The Space Jump — the ability to execute successive mid-air jumps to gain altitude and cross large gaps — became one of the most iconic movement tools in the franchise, appearing in nearly every subsequent entry. Both abilities were designed partly to compensate for the Game Boy’s limited ability to render complex level geometry at scale: they gave players traversal options that reduced the need for precisely arranged platforms. The Seismic Sensor item, which vibrates the Game Boy and triggers a distinct audio cue when a Metroid is nearby, was also introduced here — an early example of using the hardware itself as a gameplay element.

The Battery Save and the End of Passwords

The original Metroid on the Famicom and NES used a notoriously complex password system to record progress — a functional but cumbersome solution that asked players to transcribe long alphanumeric strings between sessions. Metroid II dispensed with this entirely, using the Game Boy cartridge’s battery-backed SRAM to save game state directly. This was not universal among early Game Boy titles, and its inclusion reflected both the game’s considerable length and Nintendo’s recognition that a game asking players to hunt down 39 enemies across a sprawling underground world needed a more humane save solution. The shift also aligned with where the industry was heading: battery saves were fast becoming the expected standard for longer handheld experiences, and Metroid II helped normalize that expectation on the platform.

The Ending That Built Super Metroid

The final minutes of Metroid II are among the most important in the franchise’s history. After destroying the Queen Metroid, Samus discovers a single Metroid egg. It hatches in her presence, and the larva imprints on her as its parent — the famous “baby Metroid” that Samus cannot bring herself to destroy. She carries it off SR388 alive. This ending was not a throwaway coda; it was a deliberate narrative setup for the sequel. Super Metroid (1994) opens by referencing the events of Metroid II directly, with the baby Metroid at the center of the plot. The emotional arc that makes Super Metroid’s ending so affecting is entirely dependent on players having experienced or at least understood the bond established here. Metroid II is, in structural terms, the first act of a two-game story.

Two Decades Without an Official Remake

For most of its existence, Metroid II was the only mainline Metroid game that had never received a re-release, Virtual Console port, or remake. Every other entry in the series was eventually made available on modern hardware in some form, but Metroid II remained stranded on original Game Boy cartridges for years. In August 2016 — the 30th anniversary of the Metroid franchise — a fan-developed remake titled AM2R (Another Metroid 2 Remake), created by developer Milton Guasti under the handle DoctorM64, was released after nearly a decade of solo development. Nintendo issued a DMCA takedown shortly after release, which drew significant attention to the absence of an official alternative. The situation appeared to resolve itself the following year: Nintendo and MercurySteam released Metroid: Samus Returns for Nintendo 3DS in September 2017, an officially sanctioned reimagining of the Game Boy original. AM2R nonetheless remains widely celebrated as one of the most accomplished fan games ever made, and its existence almost certainly accelerated the official remake’s development timeline.

A Quiet Legacy, Finally Recognized

Metroid II spent years as the overlooked middle chapter — too limited compared to the NES original to attract retro enthusiasts, and too far removed from Super Metroid’s acclaim to get credit for the groundwork it laid. Critical reassessment has gradually corrected this. The game’s willingness to expand the Metroid mythos substantially, its disciplined use of handheld hardware constraints as atmosphere rather than apology, and its narrative courage in ending on a moment of empathy rather than triumph have all been recognized as forward-thinking decisions. The lore it introduced — the Metroid life cycle, SR388, the baby — remains canonical and active in the series today. For a game that once seemed like a footnote, Metroid II: Return of Samus has proven remarkably difficult to leave behind.

Frequently Asked Questions

What are some interesting facts about Metroid II: Return of Samus?
Metroid II: Return of Samus (1991) was developed by Nintendo and has a rich development history with many hidden Easter eggs and design secrets.
Are there Easter eggs in Metroid II: Return of Samus?
Like many games of the era, Metroid II: Return of Samus contains hidden Easter eggs and secrets discovered by players over the years.
Was Metroid II: Return of Samus popular when it was released?
Metroid II: Return of Samus was released in 1991 and became one of the notable titles for the GAME-BOY.