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* UncommonTime: Mother Brain and Ridley's boss themes are both in 7/4.

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* UncommonTime: Mother Brain and Ridley's boss themes are both theme (also used for several other battles and the escape from Zebes) is in 5/4 and Mother Brain's is in 7/4.
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* UncommonTime: Mother Brain and Ridley's boss themes are both in 7/4.
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Draygon, not Phantoon


* HighVoltageDeath: This is the "easy" way to defeat Phantoom in Super Metroid, Samus touches current while Phantoom is touching her; and then gain VictoryByEndurance while both are electrified.

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* HighVoltageDeath: This is the "easy" way to defeat Phantoom Draygon in Super Metroid, Samus touches current while Phantoom Draygon is touching grasping her; and then gain VictoryByEndurance while both are electrified.
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* HighVoltageDeath: This is the "easy" way to defeat Phantoom in Super Metroid, Samus touches current while Phantoom is touching her; and then gain VictoryByEndurance while both are electrified.
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* BeamSpam: The Spazer Beam, which isn't short for "Spam Laser", but should be.

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* BeamSpam: The Spazer Beam, which isn't short for "Spam Laser", but should be. It triples the output of the other beams (except the Plasma Beam) resulting in a wider field of fire.
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* BeamSpam: The Spazer Beam, which is either short for "Spam Laser" or should be.

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* BeamSpam: The Spazer Beam, which is either isn't short for "Spam Laser" or Laser", but should be.
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* PointOfNoReturn: Once you've saved at the second save point in Tourian in ''Super Metroid'', you can never go back. [[GuideDangIt You're never told this]].
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* BewareMyStingerTail: This is the first game where Ridley demonstrated his deadly, serrated tail with a spaded stinger. It actually does more damage to you than anything else Ridley can hit you with.

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* BewareMyStingerTail: This is the first game where Ridley demonstrated his deadly, serrated tail with a spaded stinger. It actually does more damage to you than anything else Ridley can hit you with.with, and unlike most attacks it can damage Samus while she's using the Screw Attack.
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* NoobBridge: The TropeNamer is the infamous collapsing bridge in Brinstar, where the game requires a mechanic that has never come up before (dashing) to cross a bridge.

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* NoobBridge: The TropeNamer is the infamous collapsing bridge in Brinstar, where the game requires a mechanic that has never come up before (dashing) to cross a bridge. It is [[https://www.youtube.com/watch?v=5w9FYWR_RYM possible]] to cross without the run button, but extremely difficult as it requires precise timing and is more of a SelfImposedChallenge than a proper solution.

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Dear god man, CAPITAL LETTERS. USE THEM.


** this ends up being extremely important in metroid fusion, as the animals return in that game and [[spoiler: team up with adam to save samus from almost certain death.]]

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** this This ends up being extremely important in metroid fusion, Metroid Fusion, as the animals return in that game and [[spoiler: team up with adam to save samus from almost certain death.[[spoiler:help Adam pilot Samus' ship, saving her life at the very end.]]



* SpecialAttack: These abilities are not mentioned anywhere in the manual and, unlike the Wall Jump or Shinespark, aren't taught during the course of gameplay, either.

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* SpecialAttack: These abilities are not mentioned anywhere in the manual and, unlike the Wall Jump or Shinespark, aren't taught during in game (Although some show up in the course of gameplay, either.game's AttractMode.)



*** This technique IS demonstrated if you view the game's AttractMode.
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fusion ha

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**this ends up being extremely important in metroid fusion, as the animals return in that game and [[spoiler: team up with adam to save samus from almost certain death.]]
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*** This technique IS demonstrated if you view the game's AttractMode.

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Redundant: The fact it was on the VC was mentioned at the top. The line about the original makes it sound a bit advertising-y....



Nostalgic fans of this game can still enjoy this game (and the original NES game, "Metroid") by purchasing it through a Wii and its Virtual Console shop. For gameplay, a Classic Controller is needed.

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[[quoteright:256:http://static.tvtropes.org/pmwiki/pub/images/supermetroidtitlescreen_6409.png]]



[[quoteright:256:http://static.tvtropes.org/pmwiki/pub/images/supermetroidtitlescreen_6409.png]]
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Nostalgic fans of this game can still enjoy this game (and the original NES game, "Metroid") by purchasing it through a Wii and its Virtual Console shop. For gameplay, a Classic Controller is needed.
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* AwesomeButImpractical: The Super Missiles have the most punching power in the game, and can destroy bosses far more quickly than regular missiles can. However, they are far rarer than regular missiles, are fairly slow to fire, restocking ammo is quite difficult (only some enemies drop Super Missile ammo, and Missile Stations don't restock them, only your ship does) and sometimes have unexpected side effects -- for example, while they kill Phantoon faster, they also trigger a unique, very hard to avoid, retaliatory attack where he swings a chain of fireballs across the screen eight times in a row. If you can use them well, they are very deadly, though -- they're the best way to push Crocomire to his death, for example, because they knock him back the furthest.
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* EleventhHourSuperpower: In the final battle against Mother Brain [[spoiler: Thanks to the Metroid's sacrifice.]]

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* EleventhHourSuperpower: In the final battle against [[spoiler:The Hyper Beam, absorbed from Mother Brain [[spoiler: Thanks to the Metroid's sacrifice.]]Brain's own WaveMotionGun]].
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* LastOfItsKind: "The Baby" is the last Metroid (at least until the Space Pirates capture it.) [[spoiler:And until ''Fusion''...)]]

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* LastOfItsKind: [[LastOfHisKind Last Of Its Kind]]: "The Baby" is the last Metroid (at least until the Space Pirates capture it.) [[spoiler:And until ''Fusion''...)]]
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* ImMelting: A particularly brutal and graphic example occurs in Super Metroid, when the mini-boss Crocomire is pushed into a pit of acid. After bobbing up and down a bit trying to get out, it screams at a very high pitch and flesh starts peeling off in gooey streaks until only the skeleton remains.


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* TurtlePower -- The oft-forgotten and turtle-like [[http://metroid.wikia.com/wiki/Tatori Tatori]] and Tatori, Jr. creatures in Maridia are non-hostile toward Samus; Tatori even lets Samus stand on top of it to access an [[HeartContainer Energy Tank]] and a Missile Expansion.

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* ExcessiveSteamSyndrome: In the intro level, Samus needs to escape a space station, while avoiding gushes of steam coming out from practically everywhere. If you get hit by the steam, you lose precious time to escape.
** Happens again during the escape from planet Zebes, only the steam's escaping ''from the ground'' itself.



* FreezeFrameBonus: Just before Zebes blows up, if you chose to save the green "animals", you will see a tiny speck of light leaving Zebes before the planet blows.

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* FreezeFrameBonus: Just before Zebes blows up, if A small blip flying away from Zebes's ruins at the end of the game, indicating that some creatures you chose to save rescued have safely made it off the green "animals", you planet.
** The other is far less significant but still awesome nonetheless: During your escape from Ceres at the beginning of the game, one of the doors
will see a tiny speck of light actually explode behind you, leaving Zebes before behind an impassible hunk of glowing hot metal. This one is a lot more likely to go unnoticed, due to all the planet blows.other explosions and random chaos on screen (not to mention that your escape is timed.) It's also the only instance of a door exploding '''in the entire game.'''


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* RunDontWalk: ''Super'' has a run button, which is even the basis for the infamous [[http://metroid.wikia.com/wiki/A_Bridge_Too_Far "n00b bridge"]].
* SandIsWater: In Maridia, when the Gravity Suit is acquired, water no longer renders Samus sluggish. However, flowing sand pits underwater still slow her down.


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* TechnoWreckage: The Wrecked Ship
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''Super Metroid'' was the third game in the ''Franchise/{{Metroid}}'' series and the antepenultimate game in the timeline (taking place before ''VideoGame/MetroidOtherM'' and immediately following the events of ''VideoGame/{{Metroid 2}}''). It was released for the SuperNintendoEntertainmentSystem in 1994 and later released on the VirtualConsole a few times in the 2000's.

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''Super Metroid'' was the third game in the ''Franchise/{{Metroid}}'' series and the antepenultimate game in the timeline (taking place before ''VideoGame/MetroidOtherM'' and immediately following the events of ''VideoGame/{{Metroid 2}}'').''VideoGame/MetroidIIReturnOfSamus''). It was released for the SuperNintendoEntertainmentSystem in 1994 and later released on the VirtualConsole a few times in the 2000's.
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* SpeedRun: Encouraged, as per series tradition. You need 3 hours or less to [[CosmeticAward see Samus in her leotard]], although dedicated players have been able to complete non-TAS runs in less than ''one hour.''[[labelnote:*]]The game clock only advances when you have control of Samus. During cutscenes, as well as traveling through doors, time is not counted.[[/labelnote]]

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* AbilityRequiredToProceed: You need various abilities and equipment to proceed, as par for the course of a {{Metroidvania}}-style game, but there's one point where it's combined with SomeDexterityRequired: if you wind up in the section where the Etecoons teach you the WallJump, you ''must'' become at least familiar with the ability to escape. This isn't ''too'' difficult, but it's notably one of the few places where good control and execution is ''necessary'' to advance.

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* AbilityRequiredToProceed: You need various abilities and equipment to proceed, as par for the course of a {{Metroidvania}}-style game, but there's one point where it's combined with SomeDexterityRequired: if you wind up in the optional section where the Etecoons teach you the WallJump, WallJump (and if you happen to save your game there), you ''must'' become at least familiar with the ability to escape. This isn't ''too'' difficult, but it's notably one of the few places where good control and execution is ''necessary'' to advance.



* BewareMyStingerTail: This is the first game where Ridley demonstrated his deadly, serrated tail with a spaded stinger.

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* BewareMyStingerTail: This is the first game where Ridley demonstrated his deadly, serrated tail with a spaded stinger. It actually does more damage to you than anything else Ridley can hit you with.



* DownTheDrain: Maridia is completely submerged. Though, unlike the ones [[Franchise/TheLegendOfZelda from that other series]], it avoids being ThatOneLevel.

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* DownTheDrain: Maridia is completely submerged. Though, unlike the ones [[Franchise/TheLegendOfZelda from that other series]], it avoids being ThatOneLevel.ThatOneLevel thanks to the Gravity Suit allowing Samus to traverse liquids as if they weren't there. Attempting the area without the suit, however...



** Unlike many of the games, Samus's ArmCannon retains each and every upgrade she gets. So by the end of the game, the Charge Beam, Spazer, Wave Beam, Ice Beam, and Plasma Beam combine into one single, powerful weapon.

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** Unlike many of the games, Samus's ArmCannon retains each and every upgrade she gets. So by the end of the game, the Charge Beam, Spazer, Wave Beam, Ice Beam, and Plasma Beam combine into one single, powerful weapon. The only exception is that the Spazer and Plasma beams cannot normally be combined, although they can be combined via a glitch, resulting in the fan-coined [[GoodBadBugs Spacetime Beam]].



** In Tourian, you will enter a room filled with grayed-out enemies that crumble to dust if touched or shot. In the very next room, you become trapped with invulnerable enemies. In the next second, you find out what happened to the others.
** Shortly after the above, [[spoiler:after the "Super" Metroid finishes feeding on the enemies, it then attacks Samus. There is nothing she can do to prevent this, and it will drain every last unit of energy from her--except one. Then, it will back off, hovering, and whimpering.]]

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** In Tourian, you will enter a room filled with grayed-out enemies that crumble to dust if touched or shot. In the very next room, you become trapped with invulnerable enemies.one such enemy, which is impervious to your weaponry. In the next second, you find out what happened to the others.
** Shortly after the above, [[spoiler:after the "Super" Metroid finishes feeding on the enemies, enemy, it then attacks Samus. There is nothing she can do to prevent this, and it will drain every last unit of energy from her--except one. Then, it will back off, hovering, and whimpering.whimpering, indicating that it is the same Metroid that Samus saved in the previous game, and that it recognized Samus at the last second.]]



* HeroicSecondWind: Samus manages to get one during the final battle after a...

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* HeroicSecondWind: Samus manages to get one during the final battle after a...[[spoiler: the baby Metroid makes its HeroicSacrifice to save Samus's life.]]



* InterspeciesFriendship: Samus can befriend creatures who teach her to WallJump and use the speed booster. They survive [[EarthShatteringKaboom through the ending]], and show up again in ''VideoGame/MetroidFusion''.

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* InterspeciesFriendship: Samus can befriend creatures who teach her to WallJump and use the speed booster. Shinespark ability. They (canonically) survive [[EarthShatteringKaboom through the ending]], and show up again in ''VideoGame/MetroidFusion''.



* NoobBridge: The TropeNamer is the infamous collapsing bridge in Brinstar, where the game requires a mechanic that has never come up before (running) to cross a bridge.

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* NoobBridge: The TropeNamer is the infamous collapsing bridge in Brinstar, where the game requires a mechanic that has never come up before (running) (dashing) to cross a bridge.



** When first landing on Zebes, you will backtrack the last part of the game, where you fought Mother Brain and escaped the time bomb.

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** When first landing on Zebes, you will backtrack the last part of the first game, where you fought Mother Brain and escaped the time bomb.



** The Shinespark will rocket you in a single direction until you hit something.

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** The Shinespark will rocket you in a single direction until you hit something.an unbreakable obstruction or until your energy becomes too low (strangely, this game's Shinespark is the only instance in the series where this technique consumes energy)



* OminousLatinChanting: Well as close as the SNES sound chip could do;

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* OminousLatinChanting: Well Well, as close as the SNES sound chip could do;



* QuicksandSucks: Fortunately the power suit protects Samus from drowning.

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* QuicksandSucks: Fortunately the power suit Power Suit protects Samus from drowning.drowning. It will not, however, prevent damage from spikes that may happen to be placed at the bottom of a pit of quicksand...



** The first being Samus's wall jump mechanic. When mastered, [[GameBreaker it allows her to rapidly scale vertical walls and visit game sections early without the necessary upgrades.]]
** The [[http://www.youtube.com/watch?v=EYtjVlq-uNo "mock ball"]] (aka, the "mach ball") trick allows Samus to move at running speed while in Morphball form, allowing her to reach certain areas without needing the Speed Booster. There are numerous walkthroughs and speedruns on youtube that [[http://www.youtube.com/watch?v=QRzGoAdNbYs show how]] both tricks can be done.

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** The first being Samus's wall jump mechanic. When mastered, [[GameBreaker it allows her to rapidly scale a single vertical walls wall (no opposite wall even necessary) and visit game sections early without the necessary upgrades.]]
]] In future games in the series (including the prequel Prime trilogy) Samus has required a second wall to jump off of in order to use the move continuously.
** The [[http://www.youtube.com/watch?v=EYtjVlq-uNo "mock ball"]] (aka, the "mach ball") trick allows Samus to move at running dashing speed while in Morphball form, allowing her to reach certain areas without needing the Speed Booster. There are numerous walkthroughs and speedruns on youtube that [[http://www.youtube.com/watch?v=QRzGoAdNbYs show how]] both tricks can be done.



* ShockAndAwe: Samus can shoot open the turrets mounted on Draygon's boss room and then allow herself to be grabbed so that she can electrocute him by latching on to the exposed wiring with he grapple beam.

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* ShockAndAwe: Samus can shoot open the turrets mounted on Draygon's boss room and room, leaving an electrified open socket. If Samus then allow allows herself to be grabbed so that by Draygon, she can electrocute him by latching on to the exposed wiring with he grapple beam.the Grapple Beam. This damages Samus slightly but defeats Draygon much more quickly than she would with any of her other weaponry.



* ShouldersOfDoom / GiantPoofySleeves: This was the first game to feature the Varia suit in its iconic form, in that it combines both the shape from ''Metroid II'' and the colour scheme from the first game.

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* ShouldersOfDoom / GiantPoofySleeves: This was the first game to feature the Varia suit Suit in its iconic form, in that it combines both the shape from ''Metroid II'' and the colour scheme from the first game.



** Spin Jump Attack, which allows Samus to hurt enemies if she spin jumps while the Charge Beam is fully stocked.
** Five-Bomb Drop, which does ExactlyWhatItSaysOnTheTin if Samus morphs into a ball while the Charge Beam is held, then released.
** Crystal Flash, which allows Samus to recharge her energy in a pinch. Also counts as a LimitBreak, since it can only done under very specific conditions and only with 50 units of health remaining.
** Each beam has a special maneuver which usually creates some sort of SphereOfPower or effect that surrounds her and damages enemies. They're all done the same way, but each has a different effect. Also doubles as a {{Mutually Exclusive Powerup|s}}, because the other beams must be turned off for the specifically chosen one to work.

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** Spin Jump Attack, also known as the Pseudo Screw Attack, which allows Samus to hurt enemies a single enemy if she spin jumps while the Charge Beam is fully stocked.
stocked. Connecting with an enemy inflicts damage and consumes the charged shot, but unlike the Screw Attack, this does less damage, and Samus will be hurt like normal if the damage isn't enough to destroy the enemy. This technique can also be used defensively in some cases -- it offers temporary invulnerability against Phantoon's projectiles, which is quite welcomed since some of Phantoon's attack formations sweep the entire screen.
** Five-Bomb Drop, which does ExactlyWhatItSaysOnTheTin if Samus morphs into a ball while the Charge Beam is held, then released.
released. Depending on how long the charge is held, the bombs are launched at different trajectories.
** Crystal Flash, which allows Samus to utilize weaponry reserves to recharge her energy in a pinch. Also counts as a LimitBreak, since it can only done under very specific conditions and only with 50 units of health remaining.
** Each beam by itself, when combined with the Charge Beam and a Power Bomb, has a special maneuver which usually creates some sort of SphereOfPower or effect that surrounds her and damages enemies. They're all done the same way, but each has a different effect. Also doubles as a {{Mutually Exclusive Powerup|s}}, because the other beams must be turned off for the specifically chosen one to work.



** Acquiring the Charge Beam allows Samus to damage weak enemies by jumping into them while the beam is charged.
** Running into most enemies while using the Speed Booster in any capacity will kill them.

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** Acquiring the Charge Beam allows Samus to damage weak enemies by spin jumping into them while the beam is charged.
** Running Colliding into most enemies while using the Speed Booster Booster/Shinespark in any capacity will kill them.



* VideogameCaringPotential: If you choose to, you can rescue Dachuna and the Etecoons during the final destruct sequence. (''Fusion'' reveals that this is canon, even if you choose not to.)

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* VideogameCaringPotential: If you choose to, and if you even bother to go off the beaten path to look around while the planet is exploding, you can rescue Dachuna Dachora and the Etecoons during the final destruct escape sequence. (''Fusion'' reveals that this is canon, even if you choose not to.)



* {{Zeerust}}: The Wrecked Ship is similar to something one would find in old sci-fi movies--especially the design of he walking bipedal robots.

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* {{Zeerust}}: The Wrecked Ship is similar to something one would find in old sci-fi movies--especially the design of he the walking bipedal robots.
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* UnexpectedlyRealisticGameplay: Shortly after defeating Crocomire, the player runs into a platform which ramps upward, a long pit and blocks that can only be broken by speed boost. Did you know you could use SuperSpeed to create a long jump? Well, you do now!

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* UnexpectedlyRealisticGameplay: Shortly after defeating Crocomire, the player runs into a platform which ramps upward, a long pit and blocks that can only be broken by speed boost. Did you know you could use SuperSpeed to create a long jump? Well, you do now!now! The game never told you beforehand that combining SuperSpeed and long jumping was possible, so the only way you could know about it is to just take a (literal) leap of faith.

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* AlwaysABiggerFish: In Tourian, Samus runs across a room where several invulnerable enemies lay in wait for her--only to be promptly attacked and sucked dry by a Metroid.
* AmericanKirbyIsHardcore: Inverted. While the Western SNES box arts all used the same (somewhat cartoonish) image of Samus blasting Ridley, the Japanese Famicom box art featured a much more dramatic image of Ridley and Kraid towering over Samus, who's falling backwards over a cliff and desperately charging a shot.



* AlwaysABiggerFish: In Tourian, Samus runs across a room where several invulnerable enemies lay in wait for her--only to be promptly attacked and sucked dry by a Metroid.
* AmericanKirbyIsHardcore: Inverted. While the Western SNES box arts all used the same (somewhat cartoonish) image of Samus blasting Ridley, the Japanese Famicom box art featured a much more dramatic image of Ridley and Kraid towering over Samus, who's falling backwards over a cliff and desperately charging a shot.

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* AlwaysABiggerFish: {{Antepiece}}: In Tourian, Samus runs across a the second room where several invulnerable enemies lay of the Ceres research station, the first area of the game, there's a small step you have to jump up on, in wait for her--only contrast to be promptly attacked the many stairs in the rest of the area. This forces you to jump at least once and sucked dry by get a Metroid.
* AmericanKirbyIsHardcore: Inverted. While
basic understanding of how the Western SNES box arts all used jump mechanics work, before you're pressed by time in the same (somewhat cartoonish) image escape out of Samus blasting Ridley, the Japanese Famicom box art featured a much more dramatic image of area. You also meet Ridley and Kraid towering over Samus, who's falling backwards over there in a cliff and desperately charging a shot.mock Boss Battle to test out your shooting skills, as the fight will end either when you damage him enough, or you lose too much health.
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* ShouldersOfDoom: This was the first game to feature the Varia suit in its iconic form (carrying the shape over from ''Metroid II'' and retaining the colour scheme from the first game).

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* ShouldersOfDoom: ShouldersOfDoom / GiantPoofySleeves: This was the first game to feature the Varia suit in its iconic form (carrying form, in that it combines both the shape over from ''Metroid II'' and retaining the colour scheme from the first game).game.
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* DownTheDrain: Maridia is completely submerged. Though, unlike the ones [[TheLegendOfZelda from that other series]], it avoids being ThatOneLevel.

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* DownTheDrain: Maridia is completely submerged. Though, unlike the ones [[TheLegendOfZelda [[Franchise/TheLegendOfZelda from that other series]], it avoids being ThatOneLevel.
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* [[invoked]]AntiClimaxBoss: {{Invoked|Trope}}. The first battle against Mother Brain is terribly easy. Not only is she weaker than she was in the previous game, but you have way more toys to blow her up with now. [[spoiler:But then she reveals her enormous robotic body, and the battle takes a turn for the worse.]]

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Adding a full article.


[[redirect:Franchise/{{Metroid}}]]

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[[redirect:Franchise/{{Metroid}}]]-->"The last Metroid is in captivity. The galaxy is at peace..."

[[quoteright:256:http://static.tvtropes.org/pmwiki/pub/images/supermetroidtitlescreen_6409.png]]

''Super Metroid'' was the third game in the ''Franchise/{{Metroid}}'' series and the antepenultimate game in the timeline (taking place before ''VideoGame/MetroidOtherM'' and immediately following the events of ''VideoGame/{{Metroid 2}}''). It was released for the SuperNintendoEntertainmentSystem in 1994 and later released on the VirtualConsole a few times in the 2000's.

The plot immediately picks up where the second game finished, with Samus leaving the Metroid hatchling she found at a Federation lab for study. Ridley and the Space Pirates promptly show up to steal it. After failing to prevent this after responding to a distress call, Samus follows Ridley to Zebes...

The game retains the {{Metroidvania}} style of gameplay of previous titles, as well as introducing new equipment. Unlike ''Metroid II'', all the items you pick up stay with you (rather than needing to strategically choose which beam to carry), although you can switch between some in the equipment screen (unlike ''VideoGame/MetroidFusion'' where it was fixed and the 3D games where beams were selected in real time). It was also notable for being the largest game released on the SNES at the time, using a 24-Megabit cartridge (that's roughly 3MB).
----
!!Super Metroid contains examples of the following tropes:

* AbilityRequiredToProceed: You need various abilities and equipment to proceed, as par for the course of a {{Metroidvania}}-style game, but there's one point where it's combined with SomeDexterityRequired: if you wind up in the section where the Etecoons teach you the WallJump, you ''must'' become at least familiar with the ability to escape. This isn't ''too'' difficult, but it's notably one of the few places where good control and execution is ''necessary'' to advance.
* AdvancingBossOfDoom: Crocomire, who periodically steps towards Samus, forcing her towards a wall of spikes. It's also combined with RingOutBoss, because defeating Crocomire requires that you hit it in its mouth, causing it to step back, until it falls into a pit of acid.
* AnachronicOrder: As mention in the description, this is the third game in the series and the third-to-last game in the overall plot.
* AlwaysABiggerFish: In Tourian, Samus runs across a room where several invulnerable enemies lay in wait for her--only to be promptly attacked and sucked dry by a Metroid.
* AmericanKirbyIsHardcore: Inverted. While the Western SNES box arts all used the same (somewhat cartoonish) image of Samus blasting Ridley, the Japanese Famicom box art featured a much more dramatic image of Ridley and Kraid towering over Samus, who's falling backwards over a cliff and desperately charging a shot.
* AttackOfTheFiftyFootWhatever: When they called this game "Super" Metroid, it was for good reason. [[spoiler:Fortunately, despite its innocent, insatiable hunger, it's on ''your'' side.]]
* BagOfSpilling: Samus doesn't retain any of her gear from the previous game. Unlike later games, there's no explanation for this.
* BeamSpam: The Spazer Beam, which is either short for "Spam Laser" or should be.
* BewareMyStingerTail: This is the first game where Ridley demonstrated his deadly, serrated tail with a spaded stinger.
* BigBad: [[spoiler: Mother Brain, returning from the first game/Zero Mission.]]
* BigDamnHeroes: [[spoiler: The (now fully grown) Metroid hatchling]] shows up to save Samus in the final boss fight.
* BootstrappedTheme: The game has a couple different boss battle themes that played for multiple bosses. The one that just happened to play during encounters with Ridley (along with Torizo, Draygon, and the escape sequences) has become the "Theme of Ridley".
* BrainInAJar: Mother Brain, yet again. [[spoiler:Although, when that jar is destroyed...]]
* ChargedAttack: The Charge Beam, of course.
* ChestMonster: Torizo looks just like one of the upgrade-giving Chozo statues.
* ConvectionSchmonvection: The first game in the series to avert this. Without the Varia suit, Samus will slowly cook herself to death in Norfair and other heated areas. In previous games, it merely cut damage in half.
* DashAttack: The Speed Booster and all the abilities that come with it.
* DestructiveSavior: Let's be honest; Zebes was as good as exploded the moment Samus showed up.
* DoubleJump: The Space Jump is somewhere between this and actual {{Flight}}--gravity still affects Samus, but she can Space Jump infinitely, meaning that once she's airborne, touching the ground is just a ''suggestion''.
* DownTheDrain: Maridia is completely submerged. Though, unlike the ones [[TheLegendOfZelda from that other series]], it avoids being ThatOneLevel.
* EleventhHourSuperpower: In the final battle against Mother Brain [[spoiler: Thanks to the Metroid's sacrifice.]]
* EverythingsBetterWithSpinning: Two of Samus's best upgrades, the Space Jump and Screw Attack, invoke a lot of airborne spinning.
* EvolvingWeapon:
** The Power Suit itself.
** Unlike many of the games, Samus's ArmCannon retains each and every upgrade she gets. So by the end of the game, the Charge Beam, Spazer, Wave Beam, Ice Beam, and Plasma Beam combine into one single, powerful weapon.
* {{Fanservice}}:
** See Game Over below.
** The Best Ending, as per usual in the series.
** Using the Crystal Flash, as noted in SexySilhouette, below.
* FetalPositionRebirth: Samus, when using the "Crystal Flash" for emergency recharge.
* {{Foreshadowing}}:
** Samus's narration at the very beginning hints that the Metroid ability to drain energy can also be used for ''beneficial'' purposes, implying that the devoured energy can be used afterward. This is important for later.
** In Maridia, you run into the "Mochtroids", which look suspiciously like the eponymous creatures, but are far weaker...
** After defeating Ridley, the next room has the "Baby's" capsule smashed and empty.
** In Tourian, you will enter a room filled with grayed-out enemies that crumble to dust if touched or shot. In the very next room, you become trapped with invulnerable enemies. In the next second, you find out what happened to the others.
** Shortly after the above, [[spoiler:after the "Super" Metroid finishes feeding on the enemies, it then attacks Samus. There is nothing she can do to prevent this, and it will drain every last unit of energy from her--except one. Then, it will back off, hovering, and whimpering.]]
** [[spoiler:The Metroid steals the deadly beam energy from Mother Brain to save Samus and then, proving the Federation right, it uses that same energy to empower Samus.]]
* FreezeFrameBonus: Just before Zebes blows up, if you chose to save the green "animals", you will see a tiny speck of light leaving Zebes before the planet blows.
* FusionDance: Draygon is apparently several members of its species that merge into a larger body.
* GameOver: Should you run out of energy, the background disappears and Samus's powersuit overloads and explodes, leaving her in her underwear.
* HeartContainer: The energy containers (health) and missile upgrades (ammo). This was the first game in the series to utilize reserve energy tanks, which will save Samus if all her health is depleted.
* HeroicSacrifice: During the final boss fight, [[spoiler: the baby Metroid, now ''huge'', takes a blow for Samus and bequeaths Samus' ultimate weapon]].
* HeroicSecondWind: Samus manages to get one during the final battle after a...
* HopelessBossFight: The fight against Ridley in the opening. You can make him fumble the Metroid hatchling's container, but you can't stop him stealing it.
* IAmNotLeftHanded: [[spoiler:Mother Brain doesn't whip out her mechanical body until Samus has seemingly won, and has trapped herself in an inescapable room.]]
* {{Imprinting}}: As implied at the end of the second game, the baby Metroid is definitely imprinted on Samus, even [[spoiler: giving its life to save Samus']].
* InterspeciesFriendship: Samus can befriend creatures who teach her to WallJump and use the speed booster. They survive [[EarthShatteringKaboom through the ending]], and show up again in ''VideoGame/MetroidFusion''.
* ItsPersonal: [[spoiler:Killing her baby wasn't a good move, Mother Brain...]]
* JumpScare: Performed by the remains of Crocomire after the battle.
* {{Kaiju}}: Kraid apparently TookALevelInBadass since the last game and has grown several stories tall. Unfortunately for him, he's still the [[WarmUpBoss first and easiest of all the bosses.]]
* KilledOffForReal: This is canonically the game in which [[spoiler: Ridley]] is killed off for good. [[spoiler: His appearances in Other M and Fusion being a clone and an X-Parasite copy respectively.]]
* KillItWithIce: Freezing was handled differently in this game, as it takes longer to freeze an enemy, instead of each shot freezing and then unfreezing them. By the time they actually freeze, one good shot will kill them.
* LastOfItsKind: "The Baby" is the last Metroid (at least until the Space Pirates capture it.) [[spoiler:And until ''Fusion''...)]]
* LimitBreak: The Crystal Flash technique, which requires that Samus have less than 50 units of energy, no reserve energy, 10 of each missile, and 11 Power Bombs. The player must then select the Power Bombs and input a very complicated button combination.
* MamaBear: Samus. She flat out tells you that she couldn't bring herself to kill the baby Metroid because it was innocent and looked to her as its mother, she absolutely ''wrecks'' the entire planet trying to rescue it, [[spoiler:and she exacts swift and brutal revenge upon its killer.]]
* MutuallyExclusivePowerups: Compared to the first and second games, this game downplays the trope; while Samus can carry both the Spazer and Plasma Beams, only one can be equipped at a time.
* NoKillLikeOverkill: The first game concluded with Mother Brain's self-destruct timer blowing up the Pirate base, but leaving the surface intact. But since ''that'' failed, this time the self-destruct causes a massive, [[EarthShatteringKaboom Zebes-Shattering Kaboom]].
* NoobBridge: The TropeNamer is the infamous collapsing bridge in Brinstar, where the game requires a mechanic that has never come up before (running) to cross a bridge.
* NostalgiaLevel: Several.
** When first landing on Zebes, you will backtrack the last part of the game, where you fought Mother Brain and escaped the time bomb.
** You will find the Morph Ball in the ''exact same place'' as the first game.
** You will find several segments of Ridley and Kraid's hideouts that resemble the first game. You'll even find "Fake Kraids" like before.
** The new Tourian is basically just an upgraded version of the first. The battle with Mother Brain even goes pretty much the same [[spoiler:until she whips out her mechanical body]].
* NotQuiteFlight:
** The Space Jump provides you unlimited {{Double Jump}}s.
** The Shinespark will rocket you in a single direction until you hit something.
* NothingIsScarier: When Samus first arrives on Zebes, the music, sound effects, and environment take on properties unique to this part of the game. There are no enemies, the music is hushed and ominous, there's a thin haze in the air and vermin everywhere, as if the place hasn't been disturbed or set foot upon in ''years''. This lasts for at least three sections of the game, until you return from Brinstar back to Old Tourian, and all of a sudden Space Pirates are everywhere, and a Chozo Statue (actually a [[ChestMonster "Torizo"]]) suddenly wakes up and attacks you!
* OminousLatinChanting: Well as close as the SNES sound chip could do;
** Chanting is part of the music in the intro when you start a new game.
** There's also Ominous chanting during certain parts of the game meant to raise tension--such as when the Space Pirates first show up after a long segment of [[NothingIsScarier absolutely nothing happening]].
* PowerGlows: The Charge Beam, Speed Booster, Screw Attack, and [[spoiler:Hyper Beam]] all make Samus glow to varying degrees and are easily some of her most powerful abiliies. [[spoiler:Especially the Hyper Beam, where Samus starts glowing for several seconds after acquiring it to let you know that shit just got real.]]
* QuicksandSucks: Fortunately the power suit protects Samus from drowning.
* SequenceBreaking: Super Metroid is one of the most well known examples:
** The first being Samus's wall jump mechanic. When mastered, [[GameBreaker it allows her to rapidly scale vertical walls and visit game sections early without the necessary upgrades.]]
** The [[http://www.youtube.com/watch?v=EYtjVlq-uNo "mock ball"]] (aka, the "mach ball") trick allows Samus to move at running speed while in Morphball form, allowing her to reach certain areas without needing the Speed Booster. There are numerous walkthroughs and speedruns on youtube that [[http://www.youtube.com/watch?v=QRzGoAdNbYs show how]] both tricks can be done.
* SexySilhouette: When performing the secret "Crystal Flash" move, Samus's power suit briefly disappears and she is surrounded by a cocoon of energy. At the center, a nude (or perhaps in her underwear) Samus remains in the fetal position until the recharge is complete.
* ShockAndAwe: Samus can shoot open the turrets mounted on Draygon's boss room and then allow herself to be grabbed so that she can electrocute him by latching on to the exposed wiring with he grapple beam.
* ShootOutTheLock: This is one of the series' main schticks. This game introduced Power Bomb and Super Missile locks (in addition to the colour coded beam based locks and missile shields) for the first time. As well as "Gadora", a door shaped like a huge eye.
* ShouldersOfDoom: This was the first game to feature the Varia suit in its iconic form (carrying the shape over from ''Metroid II'' and retaining the colour scheme from the first game).
* ShoutOut: One of her abilities is called [[Music/MichaelJackson "Moonwalking"]], though it can be turned off in the options menu.
* SpacePirates: They're even call such by name, although they're firmly entrenched in Zebes rather than space at the moment.
* SpecialAttack: These abilities are not mentioned anywhere in the manual and, unlike the Wall Jump or Shinespark, aren't taught during the course of gameplay, either.
** Spin Jump Attack, which allows Samus to hurt enemies if she spin jumps while the Charge Beam is fully stocked.
** Five-Bomb Drop, which does ExactlyWhatItSaysOnTheTin if Samus morphs into a ball while the Charge Beam is held, then released.
** Crystal Flash, which allows Samus to recharge her energy in a pinch. Also counts as a LimitBreak, since it can only done under very specific conditions and only with 50 units of health remaining.
** Each beam has a special maneuver which usually creates some sort of SphereOfPower or effect that surrounds her and damages enemies. They're all done the same way, but each has a different effect. Also doubles as a {{Mutually Exclusive Powerup|s}}, because the other beams must be turned off for the specifically chosen one to work.
* SphereOfPower:
** Power Bombs do this with an ever-expanding explosion.
** Each beam upgrade has a SpecialAttack that creates this effect around Samus.
** The Crystal Flash also creates this effect, but with a healing ability rather than destructive one.
* SuperSpeed: The Speed Booster does ExactlyWhatItSaysOnTheTin.
* SuperTitle64Advance: Super for SuperNintendoEntertainmentSystem.
* ThemeMusicPowerUp: After [[spoiler:the Baby is killed by Mother Brain]], the music from Crateria plays in the background, and [[PowerGlows Samus begins to glow]].
* TimedMission: It wouldn't be a Metroid game without a timed escape from an exploding planet. ''Super Metroid'' even provides the current page image.
* TouchOfDeath:
** Acquiring the Charge Beam allows Samus to damage weak enemies by jumping into them while the beam is charged.
** Running into most enemies while using the Speed Booster in any capacity will kill them.
** The Screw Attack does nothing ''but'' this, and when combined with the Space Jump basically makes Samus death incarnate without firing a single shot.
* TrueSight: The X-Ray Visor shows you hidden passages and invisible objects.
* UndergroundMonkey: half a dozen different colours of Space Pirates, of increasing power. From the wimpy grey Pirates in Old Tourian to the nasty red variant in Maridia that required the plasma beam to harm. There were also a pair of gold Pirates that served as sub-bosses before Ridley's lair.
* UnexpectedlyRealisticGameplay: Shortly after defeating Crocomire, the player runs into a platform which ramps upward, a long pit and blocks that can only be broken by speed boost. Did you know you could use SuperSpeed to create a long jump? Well, you do now!
* UnstoppableRage: When Samus [[spoiler:watches her "baby" Metroid get killed right in front of her]]. Between the music, the blackening of the background, and [[spoiler:the way the Hyper Beam bounces Mother Brain's head like a ragdoll]], you know that this is the first time you have seen Samus very, ''very'' pissed.
* UtilityWeapon: Every weapon you get (beyond the basic power beam) will help you bypass a specific obstacle.
* VideogameCaringPotential: If you choose to, you can rescue Dachuna and the Etecoons during the final destruct sequence. (''Fusion'' reveals that this is canon, even if you choose not to.)
* XRayVision: The X-Ray Visor lets you see hidden passages.
* {{Zeerust}}: The Wrecked Ship is similar to something one would find in old sci-fi movies--especially the design of he walking bipedal robots.
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