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Metroid
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==Gameplay== The ''Metroid'' series contains gameplay elements from shooter, [[Platform game|platformer]], adventure, survival and sometimes first person games.<ref name="history" /> The series is notable for its non-linear progression and solitary exploration format where the player only controls [[Samus Aran]], with few or no other characters to interact with. The player gains items and [[power-up]]s for Samus's cybernetic suit primarily through exploration, and occasionally by defeating alien creatures through real-time combat with the suit's arm cannon. Many such upgrades enable further avenues of exploration.<ref name="history" /><ref name="pro" /> A recurring upgrade is the Morph Ball, which allows Samus to curl into a ball, roll into tight places and plant bombs.<ref name="history" /> The classic series consists of [[Side-scrolling video game|2D side-scroller]]s, while the ''Metroid Prime'' series uses a [[first person (video games)|first-person perspective]], and [[first-person shooter]] mechanics. The 2010 ''[[Other M]]'' made use of a [[third person shooter]] format.{{Cn|date=June 2024}} The original ''Metroid'' was influenced by two other major [[Nintendo]] franchises: ''[[Mario (franchise)|Mario]]'', from which it borrowed extensive areas of platform jumping, and ''[[The Legend of Zelda]]'', from which it borrowed non-linear exploration.<ref name="history" /> ''Metroid'' differed in its atmosphere of solitude and foreboding.<ref name="history" /> ''Metroid'' was also one of the first video games to feature an exploration to the left as well as the right, and backtracking to already explored areas to search for secret items and paths.<ref name="trailers" /> Since the late 1990s, the term "[[Metroidvania]]" has been applied to this format. ===Audio=== The ''Metroid'' series has been noted and praised for its unique style of [[video game music]].<ref name="history" /><ref name="original" /><ref name="xxx" /> [[Hirokazu Tanaka|Hirokazu "Hip" Tanaka]], composer of the original ''Metroid'', has said he wanted to make a score that made players feel like they were encountering a "living creature" and had no distinction between music and sound effects.<ref name="original" /><ref name="shoothip" /> The only time the main ''Metroid'' theme was heard was after Mother Brain is defeated; this is intended to give the player a [[catharsis]].<ref name="shoothip" /> The composer of ''[[Super Metroid]]'', [[Kenji Yamamoto (composer born 1964)|Kenji Yamamoto]], came up with some themes by humming to himself while riding his motorcycle to work. He was asked to compose the music for ''[[Metroid Prime]]'' to reinforce the series continuity.<ref name="awesome" /> ''Metroid Prime''{{'}}s [[Dolby Pro Logic|Dolby Pro Logic II]] surround sound was mixed by a member of [[Dolby Laboratories|Dolby]].<ref name="primed" /> Developers from [[Retro Studios]] noted how the 6 [[Megabyte|MB]] memory budget for all sound effects of a level in ''Metroid Prime'' was crucial in producing a quality soundtrack, as each sound had to be of high quality to be included.<ref name="awesome" /> Yamamoto used heavy drums, piano, voiced chants, clangs of pipes, and electric guitar.<ref name="primed" /> ''[[Metroid Prime 3: Corruption]]'' took advantage of the increased [[Random access memory|RAM]] in the [[Wii]], allowing for higher-quality audio samples.<ref name="awesome" /> Kenji Yamamoto, who composed the music for ''Super Metroid'' and the ''Prime'' trilogy, copied the musical design of the original ''Metroid'' in ''Metroid Prime 3'', by keeping the music and themes dark and scary until the very end, when uplifting music is played during the credits.<ref name="awesome" />
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