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On This Day in Gaming: Super Metroid

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It is not often that one game spawns an entirely new video game genre. While many developers have attempted to capture the “magic” needed to spur such iconic titles, most fall short. Modern examples include Hideo Kojima’s Death Stranding, FromSoftware’s Dark Souls series, and even Nintendo’s Wii Sports. Although highly innovated, each of the aforementioned built upon previously established genres. So what does it take to create an entirely original concept? And what kind of legacy can such a title leave behind? Perhaps no game is a better answer to these questions than a title released 26 years ago today: Super Metroid.

On This Day in Gaming is a series that honors the anniversary of the most iconic video games in history. We analyze director and studio development decisions while also reminiscing on the enduring legacy that continues to influence the industry.    

The Story

Living in the shadow of an industry star is as difficult as it is stifling. How can a video game director top that level of work? Such is the case with Super Metroid’s Director, Yoshio Sakamoto.

After designing a series of arcade hits, such as Donkey Kong Jr. and Balloon Fight, Sakamoto wanted to expand his abilities. It just so happened that Nintendo was also looking to expand its library of first-party games. With Shigeru Miyamoto’s Mario and Zelda series, Nintendo already had a strong presence in the platforming and adventure genres. What the company lacked was “a pure action” game; hence, the Metroid series was born.

While the original NES game sold more than 2.7 million units, Metroid was hardly as successful as Miyamoto’s Zelda and Mario games. In fact, the game proved more popular overseas than in Sakamoto’s native Japan. Thinking the series was isolated to one game, Sakamoto decided to move on to other projects, such as Kid Icarus and Balloon Kid. Even when Nintendo greenlit a Game Boy Metroid sequel, Sakamoto was not interested in contributing.

It was not until the spring of 1991 that Sakamoto realized the international popularity of the original Metroid game. When his boss, Makoto Kano, pitched the idea for a Super NES Metroid title, Sakamoto hesitated. However, during a routine business trip to Nintendo of America, the staff took Sakamoto to several Seattle-based shopping centers and introduced him as “the guy who made Metroid.”

The response shocked Sakamoto. Americans were so excited to meet the man behind their favorite game. In fact, even non-gamers knew about Sakamoto’s work and were equally impressed. Inspired by the fan’s reaction, Yoshio pitched the idea for Super Metroid to Nintendo. Although it took 18 months for the company to approve the project, the rest is history.

The Legacy

Yoshio Sakamoto’s primary goal with Super Metroid was to create a “true action game” and expound upon the lore of Samus Aran. Needless to say, Sakamoto accomplished this feat and so much more.

The Gameplay

While Sakamoto initially sought to create a “true action game”, he ultimately blended the best elements from the shooter, platformer, and adventure genres.

Trivia

No game retrospective would be complete without a short list of fun facts. Below is a list of our Super Metroid favorites:

Conclusion

The crescendo to Yoshio Sakamoto’s masterpiece was a new genre. And not just a new genre but a name that perfectly embodies his legacy: “Metroidvania”.

And there you have it. The story behind one of the most important action-adventure games of all time. But we want to know what you think. Did you play Super Metroid during the SNES era? Let us know in the comments below or the social media links on the right. Also, be sure to check out our other news items on PokemonModern WarfareCapcomBlizzard and more.

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