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==Gameplay== {{See also|Metroid#Gameplay|l1=Gameplay of the ''Metroid'' series}} [[File:Super Metroid Grapple Beam.png|thumb|left|[[Power-up]]s and abilities, such as the Grappling Beam, allow Samus to reach previously inaccessible areas. Her [[Health (gaming)|health]], stock of weapons and a gridded mini-map are displayed on the top of the screen.|alt=A person in a powered exoskeleton uses a grappling beam to swing across.]] ''Super Metroid'' is a [[2D computer graphics|2D]] [[side-scrolling]] [[action-adventure game]],<ref name=np /><ref name="arstechnica-masterpiece">{{cite web|url=http://arstechnica.com/gaming/2010/07/masterpiece-super-metroid/ |archive-url=https://web.archive.org/web/20150703114256/http://arstechnica.com/gaming/2010/07/masterpiece-super-metroid/ |title=Masterpiece: Super Metroid |first=Andrew |last=Webster |work=[[Ars Technica]] |publisher=[[Condé Nast Digital]] |date=July 14, 2010 |access-date=June 9, 2015 |archive-date=July 3, 2015 |url-status=live}}</ref> which primarily takes place on the fictional planet Zebes from the original game—a large, [[linearity (computer and video games)|open-ended]] world with areas connected by doors and elevators.<ref name="Super Metroid manual">{{cite book | title=Super Metroid instruction booklet | publisher=[[Nintendo of America, Inc.]] | date=April 18, 1994 | id=SNS-RI-USA}}</ref>{{rp|18–19}} The player controls [[Samus Aran]] as she searches the planet for a [[Metroid (creature)|Metroid]] that has been stolen by [[Ridley (Metroid)|Ridley]], the leader of the [[Space Pirate (Metroid)|Space Pirates]].<ref name="Super Metroid manual" />{{rp|5}} Samus can run, jump, crouch, and fire a weapon in eight directions; she can perform other actions, such as [[wall jump]]ing—jumping from one wall to another in rapid succession to reach higher areas. The "Moon Walk" ability, named after the [[Moonwalk (dance)|dance move of the same name]], allows Samus to walk backwards while firing or charging her weapon.<ref name="Nintendo Player's Guide">{{cite book |last1=Pelland |first1=Scott |last2=Swan |first2=Leslie |last3=Bafus |first3=Jeff |title=Super Metroid: Nintendo Player's Guide |publisher=[[Nintendo of America]] |year=1994}}</ref>{{rp|8–9}} Throughout the course of the game, the player can acquire [[power-up]]s that enhance Samus's armor and weaponry, as well as grant her special abilities, allowing them to gain access to areas that were previously inaccessible.<ref name="arstechnica-masterpiece" /> The Morph Ball{{efn|The game refers to the item as the "Morphing Ball".}} allows Samus to curl into a ball and roll into tight places; while in this form, she can plant bombs once a Bomb power-up is acquired. The Spring Ball adds the ability to jump while in Morph Ball form.<ref name="Nintendo Player's Guide" />{{rp|10–11}} The Speed Booster can be used to run at high speeds and crash into barriers and enemies.<ref name="Gametrailers Retrospective Part 2">{{cite AV media | title=Metroid Retrospective, Part 2 | url=https://www.youtube.com/watch?v=2HYNRbq1CmI | archive-url=https://ghostarchive.org/varchive/youtube/20211113/2HYNRbq1CmI | archive-date=2021-11-13 | url-status=live|format=video | publisher=[[Defy Media]] | work=[[GameTrailers]] | time=0:18–5:40 | access-date=May 19, 2016}}{{cbignore}}</ref> The Hi-Jump Boots allow for a higher jump, and the Space Jump allows Samus to jump in midair.<ref name="Super Metroid manual" />{{rp|24}} The Grapple Beam can be used to swing across open areas.<ref name="Gametrailers Retrospective Part 2" /> The [[X-ray]] Scope is used to see items and passages through hidden walls and other surfaces.<ref name="Nintendo Player's Guide" />{{rp|12}} The [[HUD (video gaming)|heads-up display]] shows Samus's [[Health (gaming)|health]], the supply mode for Reserve Tanks, icons that represent weapons, and a map display showing her location and its surroundings.<ref name="Nintendo Player's Guide" />{{rp|7}} The inventory screen allows the player to enable and disable weapons and abilities. While the beam weapons can be combined, the Spazer and Plasma beams cannot be used simultaneously. At the game's end, Samus obtains the Hyper Beam, a powerful weapon generated by the energy given to her by the "super Metroid", the matured version of the larval creature that she seeks.<ref name="USGamer-7-Reasons">{{cite web|url=http://www.usgamer.net/articles/daily-classic-7-things-that-make-super-metroid-a-timeless-masterpiece |title=Daily Classic: 7 Reasons Super Metroid was an SNES Masterpiece |first=Jeremy |last=Parish |work=USGamer |publisher=Gamer Network |date=February 13, 2014 |access-date=February 19, 2015 |archive-url=https://web.archive.org/web/20150524055620/http://www.usgamer.net/articles/daily-classic-7-things-that-make-super-metroid-a-timeless-masterpiece |archive-date=May 24, 2015 |url-status=live}}</ref><ref name="GI-Moments-HyperBeam">{{cite magazine|url=https://www.gameinformer.com/b/features/archive/2013/07/31/moments-super-metroid-39-s-hyper-beam.aspx |archive-url=https://web.archive.org/web/20151116144904/http://www.gameinformer.com/b/features/archive/2013/07/31/moments-super-metroid-39-s-hyper-beam.aspx |title=Moments: ''Super Metroid''{{'}}s Hyper Beam |first=Joe |last=Juba |magazine=[[Game Informer]] |publisher=[[GameStop]] |date=July 31, 2013 |access-date=September 22, 2015 |archive-date=November 16, 2015 |url-status=live}}</ref> The backup units called Reserve Tanks can be used automatically when Samus's health is depleted.<ref name="Super Metroid manual" />{{rp|14–15}} The game features an [[automap]] to help the player navigate the different areas. Additionally, the player can use the map computer found in each part of the planet to reveal unexplored areas.<ref name="Super Metroid manual" />{{rp|13}} To [[Saved game|save]] their progress, the player must find and use one of the save stations scattered around the planet.<ref name="Super Metroid manual" />{{rp|16}} The game can be saved at Samus's [[gunship]], which fully recharges her health and ammunition as well.<ref name="Super Metroid manual" />{{rp|18}} ''Super Metroid'' has three endings based on the time taken to complete it, which determine whether Samus poses with or without her suit. The best ending is achieved when the game is completed under three hours.<ref name="Nintendo Player's Guide" />{{rp|119}} Additionally, an optional task alters the game's end slightly. If the player chooses to rescue the Dachora and the Etecoons, friendly creatures encountered by Samus, they are shown leaving the planet in the distance.<ref name="Nintendo Player's Guide" />{{rp|118–119}}
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