Open main menu
Home
Random
Recent changes
Special pages
Community portal
Preferences
About Wikipedia
Disclaimers
Incubator escapee wiki
Search
User menu
Talk
Dark mode
Contributions
Create account
Log in
Editing
Super Metroid
(section)
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==Development== [[File:Yoshio Sakamoto - Game Developers Conference 2010 - Day 3 (2) cropped.jpg|thumb|upright|[[Yoshio Sakamoto]], the director and writer of ''Super Metroid'', at the 2010 [[Game Developers Conference]]|alt=Portrait of Yoshio Sakamoto, making a public speech.]] ''Super Metroid'' was developed by [[Nintendo Research & Development 1|Nintendo R&D1]]<ref name="gs-essentials">{{cite web|url=http://www.gamasutra.com/view/feature/1902/game_design_essentials_20_open_.php?page=5|title=Game Design Essentials: 20 Open World Games|author=Harris, John|date=September 26, 2007|website=Gamasutra|page=5|archive-url=https://web.archive.org/web/20150707055506/http://www.gamasutra.com/view/feature/1902/game_design_essentials_20_open_.php?page=5|archive-date=July 7, 2015|url-status=dead|access-date=January 9, 2009}}</ref> with a staff of 15 managed by [[Gunpei Yokoi]]. It was written and directed by [[Yoshio Sakamoto]], and produced by [[Makoto Kano (video game designer)|Makoto Kano]].<ref name="jpint">{{cite book |chapter=あのときサムスは裸だった |year=1994 |script-title=ja:任天堂公式ガイドブック スーパーメトロイド |language=ja |pages=90–95 |publisher=[[Creatures (company)|Ape, Inc.]]; [[Nintendo|Nintendo Co., Ltd.]] |isbn=4-09-102474-2}}</ref><ref name="gp-samus">{{cite magazine|date=May 1994|title=Everything you always wanted to know about Samus|magazine=Game Players|volume=7|issue=5|pages=18–20}}</ref><ref name=gr-history>{{cite web|access-date=March 19, 2011 |url=http://www.gamesradar.com/the-history-of-metroid/ |title=The History of Metroid |work=GamesRadar |date=October 23, 2007 |author=Robinson, Andy |archive-url=https://web.archive.org/web/20150525045327/http://www.gamesradar.com/the-history-of-metroid/ |archive-date=May 25, 2015 |url-status=live}}</ref>{{rp|3}} [[Intelligent Systems]], who co-developed the [[Metroid (video game)|original ''Metroid'']] with R&D1, handled the [[Game programming|programming]].<ref name="Elegance">{{cite web|url=http://www.gamasutra.com/view/feature/4333/the_elegance_of_metroid_yoshio_.php |title=The Elegance Of ''Metroid'': Yoshio Sakamoto Speaks |first=Christian |last=Nutt |date=April 23, 2010 |work=Gamasutra |publisher=United Business Media LLC |access-date=March 21, 2015 |archive-url=https://web.archive.org/web/20150512151501/http://www.gamasutra.com/view/feature/4333/the_elegance_of_metroid_yoshio_.php |archive-date=May 12, 2015 |url-status=dead}}</ref> The opening was narrated by [[Dan Owsen]], a [[Nintendo of America]] employee.<ref name="jpint" /><ref name="MDb-Owsen">{{cite interview|url=http://www.metroid-database.com/features/owsen.php |title=The MDb Interviews Dan Owsen |subject=Dan Owsen |interviewer=TJ Rappel |year=1998 |publisher=Metroid Database |access-date=January 13, 2015 |archive-url=https://web.archive.org/web/20150315080234/http://www.metroid-database.com/features/owsen.php |archive-date=March 15, 2015 |url-status=usurped}}</ref> ''Super Metroid'' was released almost a decade after the original ''Metroid''. Sakamoto said: "We wanted to wait until a ''true'' action game was needed. [...] And also to set the stage for the reappearance of Samus Aran".<ref name="gp-samus" /> It took half a year for Nintendo to approve the project, and two further years to develop.<ref name="gp-samus" /> The developers' primary goal was to make a "good action game". It is the first ''Metroid'' game to let Samus fire in all directions while moving.<ref name="gp-samus" /> It is among the first [[open world]] games with a map feature, which shows the outlines of rooms and indicates important locations and items.<ref name="gs-essentials" /> The team wanted to create a large map, but found it difficult to organize the amount of graphic data involved, and so broke it into smaller parts. Areas from previous ''[[Metroid]]'' games were included to create a sense of familiarity.<ref name="gp-samus" /> Shortly before the game's release, the North American [[Entertainment Software Rating Board]], a self-regulating organization, was formed in response to the increasing violence in games such as ''[[Mortal Kombat (1992 video game)|Mortal Kombat]]'' (1992).<ref name="gspot-controversy">{{cite web|access-date=January 5, 2009 |url=http://www.gamespot.com/articles/when-two-tribes-go-to-war-a-history-of-video-game-controversy/1100-6090892/ |title=When Two Tribes Go to War: A History of Video Game Controversy |date=March 7, 2004 |work=[[GameSpot]] |publisher=[[CBS Interactive]] |archive-url=https://web.archive.org/web/20150509213652/http://www.gamespot.com/articles/when-two-tribes-go-to-war-a-history-of-video-game-controversy/1100-6090892/ |archive-date=May 9, 2015 |url-status=live}}</ref> Asked whether he thought the controversy would cause a backlash for ''Super Metroid'', Sakamoto explained that Samus's purpose is to maintain peace in the galaxy, saying: "It's not violence for the sake of violence".<ref name="gp-samus" /> The game was demonstrated at the Winter 1994 [[Consumer Electronics Show]], and was named the best Super NES game at the show by ''[[GamePro]]''.<ref name="GPro57">{{cite magazine|title=CES Showstoppers|magazine=[[GamePro]]|issue=57|publisher=[[International Data Group|IDG]]|date=April 1994|pages=74–81}}</ref> ===Audio=== The [[video game music|music]] for ''Super Metroid'' was composed by [[Kenji Yamamoto (composer born 1964)|Kenji Yamamoto]] and Minako Hamano,<ref name="jpint" /><ref name=gr-history />{{rp|4}}<ref>{{cite web|access-date=March 19, 2011 |url=http://www.gamesradar.com/game-music-of-the-day-super-metroid/ |title=Game music of the day: ''Super Metroid'' |publisher=GamesRadar |date=October 23, 2007 |author=Aversa, Jillian |archive-url=https://web.archive.org/web/20150517223638/http://www.gamesradar.com/game-music-of-the-day-super-metroid/ |archive-date=May 17, 2015 |url-status=live}}</ref> and uses 16-bit versions of music from previous games.<ref name=gp-samus /> The [[Super Nintendo Entertainment System|Super NES]]'s [[Nintendo S-SMP|sound hardware]] allowed the playback of [[Sampling (music)|samples]] simultaneously on eight channels, as opposed to three [[programmable sound generator|PSG]] channels and one noise channel of the NES. Yamamoto decided that rich and expressive sounds, such as a female chorus, would be required to portray the setting realistically.<ref name="snesclassicmini_interview">{{cite interview |last=Sakamoto |first=Yoshio |subject-link=Yoshio Sakamoto |last2=Yamamoto |first2=Kenji |subject-link2=Kenji Yamamoto (composer born 1964) |interviewer=Akinori Sao |title=Super Metroid Developer Interview |type=transcript |url=https://www.nintendo.com/super-nes-classic/interview-super-metroid |publisher=[[Nintendo]] |location=Kyoto, Japan |year=2017 |access-date=September 22, 2017 |archive-url=https://web.archive.org/web/20170921124849/https://www.nintendo.com/super-nes-classic/interview-super-metroid |archive-date=September 21, 2017 |url-status=live}}</ref> He composed the main theme by humming while riding his motorcycle from work.<ref name="snesclassicmini_interview" /><ref name="M4G-MP3">{{cite web |author=M4G Staff |url=http://www.music4games.net/Features_Display.aspx?id=174 |archive-url=https://web.archive.org/web/20080315081014/http://www.music4games.net/Features_Display.aspx?id=174 |archive-date=March 15, 2008 |title=Interview with ''Metroid Prime 3: Corruption'' Sound Team at Retro Studios and Composer Kenji Yamamoto |publisher=music4games |date=October 5, 2007 |access-date=January 16, 2015 |url-status=dead}}</ref> Yamamoto also served as a sound programmer,<ref name="M4G-MP3" /> and wrote a program that sends sound data to the audio chip.<ref name="snesclassicmini_interview" /> He also created [[sound effect]]s,<ref name="M4G-MP3" /> including those created for an infant Metroid to convey different emotions.<ref name="snesclassicmini_interview" /> The simultaneous roles as a composer, a sound programmer and a sound effect creator gave Yamamoto ideas to produce a distinct ''Metroid'' soundtrack "with a sound programmer's ear, with a sound effect creator's ear, and with the approach [[methodology]] and theory of a composer". The [[arrangement]]s and [[remix]]es of the game's themes were used in ''[[Metroid Prime]]'' and its sequels, because Yamamoto wanted to satisfy old ''Metroid'' fans, describing it as a "present" for them.<ref name="M4G-MP3" /> A soundtrack album, ''Super Metroid: Sound in Action'', was published by [[Sony Music Entertainment Japan|Sony Records]] on June 22, 1994. It contains 38 tracks and has a running time of 58:49. It includes the original ''Metroid'' soundtrack by [[Hirokazu Tanaka]], and additional tracks arranged by Yoshiyuki Ito and Masumi Ito.<ref>{{cite web |url=http://www.squareenixmusic.com/albums/m/metroidsuper.shtml |archive-url=https://web.archive.org/web/20120309022349/http://www.squareenixmusic.com/albums/m/metroidsuper.shtml |title=''Super Metroid Sound in Action'' |work=Square Enix Music Online |access-date=September 10, 2015 |archive-date=March 9, 2012 |url-status=dead}}</ref>
Edit summary
(Briefly describe your changes)
By publishing changes, you agree to the
Terms of Use
, and you irrevocably agree to release your contribution under the
CC BY-SA 4.0 License
and the
GFDL
. You agree that a hyperlink or URL is sufficient attribution under the Creative Commons license.
Cancel
Editing help
(opens in new window)