Metroid

The game that defined atmospheric exploration in video games. Metroid dropped players on a hostile alien planet with no map and no instructions, demanding they discover their own path through environmental storytelling.

Metroid screenshot

💡 Metroid — Key Facts

  • Metroid was developed by Nintendo R&D1 and published by Nintendo
  • Released in 1986 on NES
  • Genre: Action, Adventure, Metroidvania
  • We rate it 9.2/10 — an absolute classic
  • Part of the Metroid franchise
  • The game that defined atmospheric exploration in video games. Metroid dropped players on a hostile alien planet with no map and no instructions, demanding they discover their own path through environmental storytelling.

Overview

In the crowded landscape of 1986 video games, Metroid stood alone. While Super Mario Bros. offered cheerful, sunlit adventures and The Legend of Zelda invited exploration of a verdant kingdom, Metroid dropped players onto a hostile alien planet called Zebes and left them to fend for themselves in oppressive darkness. There were no tutorials, no maps, no companions, and no reassurance. There was only the echoing drip of alien water, the distant groan of volcanic movement, and the question: which way?

Developed by Nintendo R&D1 under producer Gunpei Yokoi and directed by Satoru Okada, with Makoto Kano as the game’s scenario designer, Metroid drew explicit inspiration from the Alien and Aliens films — a lone protagonist, an alien world, creatures that defied comfortable categorization. The goal was to create something that felt genuinely dangerous and alien, a world where the player was not a triumphant hero but a vulnerable explorer in hostile territory.

Gameplay

Samus Aran, a bounty hunter in a Power Suit of Chozo technology, has been sent to the planet Zebes to destroy the Space Pirates’ operation and prevent them from weaponizing Metroids — parasitic alien organisms that drain life energy on contact. What begins as a mission becomes a survival struggle in an enormous, interconnected world that gradually reveals itself as the player gains new abilities.

The core loop is exploration and empowerment. Samus begins with limited abilities — a basic arm cannon, a weak jump, no map. Items hidden in the environment — the Morph Ball that allows Samus to curl into a ball and fit through narrow passages, Bombs that destroy certain blocks in Morph Ball form, Missiles that open specific colored doors, the Long Beam, Wave Beam, Ice Beam, High Jump Boots, Varia Suit — each transform the spatial possibilities of the world. A corridor blocked by a tight passage becomes accessible once the Morph Ball is found. A pool of lava that damages on contact becomes traversable once the Varia Suit halves damage taken.

This design philosophy — ability-gated exploration in an interconnected world — is now called “Metroidvania,” and Metroid is its ur-text. The pleasure of finding a new item isn’t just the item itself; it’s the mental map reconstruction it triggers, the re-evaluation of every blocked path you’ve passed, the new understanding of which routes are now open.

Story

The Space Pirates, under leaders Kraid and Ridley, have raided a Galactic Federation research vessel and stolen the Metroids, planning to breed them as bioweapons. The Galactic Federation sends bounty hunter Samus Aran to Zebes — the Space Pirates’ base — to eliminate the threat. Samus must navigate the planet, defeat Kraid and Ridley, and ultimately destroy Mother Brain, the Space Pirates’ artificial intelligence and the true leader of the operation, before it can complete its plan.

The story is largely implicit — told through the environment and the manual rather than cutscenes or dialogue. Zebes itself communicates narrative: the ruins of Chozo civilization that created Samus’s suit, the Space Pirate machinery grafted onto organic cave systems, the progressively more hostile environments as Samus descends deeper toward Mother Brain.

Why It’s a Classic

Metroid is a classic because it accomplished something that remains difficult: it made a video game world feel genuinely alien. The crushing isolation of navigating Zebes without a map, the disorientation of finding yourself somewhere new after long exploration, the relief of finding a health restoration unit — these are emotional experiences created entirely through game design.

The game also trusted its players with a profound mystery. There are no characters to talk to, no journal entries explaining the lore. The world speaks through architecture and enemy placement. What happened to the Chozo who built the ruins in Brinstar? Why does the natural rock of Norfair give way to Space Pirate technology? These questions have no in-game answers in the original Metroid; they are invitations for imagination.

Samus Aran’s reveal as a woman — one of the first female protagonists in a major action game — was a genuine landmark. The game presented a silent, faceless warrior in full armor for its entire runtime, then peeled that armor away at the end to reveal a human being beneath. For many players, this was their first encounter with a female action hero in gaming, and it left a lasting impression.

Legacy

Metroid spawned a franchise that spans nearly four decades and multiple hardware generations. Super Metroid on the SNES is widely considered one of the greatest games ever made, refining Metroid’s formula with a map system, improved controls, and masterful atmosphere. Metroid Prime on GameCube translated the series to first-person perspective while preserving the essence of exploration. Metroid Dread on Nintendo Switch (2021) returned to 2D and was received as a masterpiece.

The “Metroidvania” genre Metroid created has become one of gaming’s most beloved and enduring genres. Castlevania: Symphony of the Night, Hollow Knight, Ori and the Blind Forest, Axiom Verge, Blasphemous — all trace their design lineage directly to the planet Zebes and a bounty hunter named Samus Aran who first explored it in 1986.

Our Review

9.2
Outstanding / 10
🎮
Gameplay
★★★★★
🎨
Graphics
★★★★★
🎵
Audio
★★★★★
🔄
Replay
★★★★★

Gameplay

Metroid's side-scrolling exploration is built on ability gating — passages blocked by specific upgrades that reward backtracking when you find them. The Morph Ball, Missiles, and various Beams each transform what areas are accessible, creating a sense of the world gradually opening up as you grow stronger. Combat is methodical and purposeful; every energy tank counts.

Graphics

Zebes is a hostile, alien world rendered in oppressive blues, purples, and blacks that evoke genuine isolation. The creature designs are unsettling and alien, and the environmental variety between Brinstar, Norfair, and Tourian creates distinct atmospheres. The flickering lava effects in Norfair were technically impressive for 1986 NES hardware.

Audio

Hirokazu Tanaka's Metroid score is a masterwork of atmospheric tension. Where Kondo's Mario and Zelda themes evoke adventure and wonder, Tanaka creates dread and isolation. The Brinstar theme is mysterious and propulsive; Norfair throbs with volcanic menace; and the haunting silence of certain rooms is itself a sound design choice.

Replayability

Metroid rewards speedrunning with a famous time-based ending system — completing the game in under an hour reveals that Samus is a woman, removing her helmet. Different completion speeds unlock different end screens. A password system allows players to continue progress, and the labyrinthine world encourages repeated exploration.

Historical Significance

Metroid created the 'Metroidvania' genre, a term now applied to hundreds of games that share its defining characteristic: a large, interconnected world opened progressively through ability upgrades. Its reveal of Samus as a woman was one of gaming's first meaningful twists and a landmark moment for gender representation in games.

Pros

  • + Created the Metroidvania genre that remains vital today
  • + Deeply atmospheric world with genuine sense of alien isolation
  • + Samus's reveal as a woman was a groundbreaking narrative twist
  • + Exploration-driven design rewards curiosity and persistence
  • + Time-based endings incentivize speedrunning and mastery

Cons

  • - No in-game map makes navigation extremely challenging
  • - Password system rather than battery save is cumbersome
  • - Some missile door combinations require significant backtracking
  • - Limited enemy variety in certain areas

Also Known As

メトロイド

In the Series

Metroid FAQ

When was Metroid first released?
Metroid was released in Japan on August 6, 1986 for the Famicom Disk System. It was released in North America in August 1987 for the NES, and in Europe in January 1988.
What is the famous ending secret in Metroid?
If you complete Metroid in under one hour, the game reveals that Samus Aran is a woman by showing her removing her Power Suit. The game defaults to showing Samus in full armor, making the gender reveal a genuine surprise. Different completion times yield different ending images — finishing under 3 hours shows Samus in her Zero Suit, under 1 hour shows her in a bikini. You can also enter the name JUSTIN BAILEY in the password to start with Samus already in her suit-less appearance.
What is a 'Metroidvania' game?
A Metroidvania is a genre of action-adventure games characterized by large, interconnected maps explored non-linearly. Players gain abilities that unlock previously inaccessible areas, encouraging backtracking and exploration. The term combines 'Metroid' and 'Castlevania: Symphony of the Night', the two games most associated with establishing the genre's conventions.
What is the JUSTIN BAILEY password in Metroid?
JUSTIN BAILEY is a famous password that starts the game with Samus Aran in her Zero Suit (without the Power Suit) with nearly all equipment. The origin of the password is not fully known — it works because it happens to produce a specific valid game state in Metroid's password algorithm. It's one of the most well-known Easter eggs in NES history.
Who composed the music for Metroid?
The music for Metroid was composed by Hirokazu 'Hip' Tanaka, a Nintendo composer known for his atmospheric and experimental approach. His Metroid score is considered one of the most effective atmospheric soundtracks in gaming history, using silence and tension as effectively as melody.
What are the main areas in Metroid?
The planet Zebes in Metroid is divided into several distinct regions: Brinstar (the initial area with green vegetation and rocky passages), Norfair (deep underground volcanic regions), Tourian (the Space Pirates' base and final area), Kraid's Lair (home of the boss Kraid), and Ridley's Lair (home of the boss Ridley). Kraid and Ridley must both be defeated to open the path to Mother Brain in Tourian.

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