Worth tracking down for Metroid fans. If you aren't a fan, this won't change your mind, and is better off skipping.
Released: 1992
Players: 1
Link Up?: No
Save: Cartridge (three files)
Developer: Nintendo
Publisher: Nintendo
Creator: Gunpei Yokoi
Metroid II: Return of Samus is the sequel to the original "Metroid" that came out on the NES in 1986. Five years later, Nintendo debuted their new portable system, the Game Boy, and not long after, a killer-app was released: a brand new Metroid title.
So how does Metroid II stack up to the original? Unfortuneatly, this game simply isn't as memorable as it's predecessor. Sure, it's an excellent original Game Boy title, but, especially nowadays, it simply can't stack up due, in a large part, to all the hardware limitations of the Game Boy system, which actually wasn't even as powerful as the system Metroid originally debuted on, the NES.
Amazingly though, this game manages to somehow contain a lot of what made Metroid such a cool game, even on such underpowered hardware. The action is just as good as the original Metroid, and the controls and physics are spot-on. Metroid II actually makes many enhancements to the original that, while seemingly simple in nature, add a lot in differentiating this game from the original.
Samus can finally duck (HALLELUIAH!), which makes it easier to dodge enemies and destroy low blocks, and Samus can also now shoot downwards by jumping. Sure, it doesn't sound like much, but that, combined with Samus' more human, taller look, simply give the game a somewhat different feel when your running around as Samus. She looks more like an actual human than a simplistic looking sprite, and she is much more detailed.
Going much further in enhancing the gameplay, and probably the best thing about Metroid II: Return of Samus, over the original, are all the highly original power-ups that have been added to this installment. Amazingly, Metroid II has probably around twice the weapons and abilities that you can gain over the original. An amazing feat when you consider the hardware and limitations Nintendo had to work with.
Not only do you get all the weapons and items from the original (Morph Ball, Bombs, Missiles, Ice Beam, Wave Beam, Varia Suit, Screw Attack, High Jump Boots. The Long Beam has been elemenated and Samus now shoots far shots that reach the end of the screen by default) but many of the really cool Metroid franchise weapons and abilities, that are now standard and beloved, made their series' debut in Metroid II.
You get the "Spider-Ball", which allows you to climb walls while in "Morph Ball" mode by pressing down, something that seems like it could break a game like this with such small corridors and open rooms. Amazingly it doesn't, and it simply adds that much more to the exploration element since you can now explore the roofs and sides of rooms.
Metroid II was also the debut of the famed "Space Jump" manuever. This power-up gives Samus the ability to continuously flip through the air, and when combined with the "Screw Attack", turns Samus' flip into a weapon, allowing you to destroy enemies by flipping into them. Other abilities that debuted in Metroid II are: The "Spazer" and "Plasma" Beams. The former is a three-beam shot that is more powerful than "Ice" or "Power" (Power is Samus' default beam) Beams, and the latter is the most powerful beam weapon, a single-line shot that can destroy most enemies in one hit. The "Spring Ball" is another very nifty ability that allows Samus to "jump" while in Morph Ball mode, useful to enter small spaces that are three or so blocks high, which are difficult to bomb yourself up to.
So Metroid II largely contains the same fun gameplay that made the original Metroid such a hit, while significantly updating it and making it feel more tweaked and fresh with "logical" additions (being able to duck and shoot downwards) and nifty new abilities for Samus to acquire (Like the Spider-Ball and Space Jump).
The premise of this game is different as well, and the storyline takes place directly after the original, in which Samus, after destorying the Space Pirates' base of operations on the fortress planet Zebes, is sent in once again by the Galactic Police. This time it is to the Metroid's homeworld, the planet SR388. And Samus' mission is to eliminate the Metroid threat once and for all; by destroying each and every Metroid, and taking out their leader, the Metroid Queen.
Thus, instead of just exploring a large world destroying enemies and locating the two bosses & Mother Brain, like in the original, in Metroid II you start out with a total of 30 Metroids, and your task is to search the world and destory each and every one (they can only be killed using missiles). As you destroy Metroid's, the acid that hinders your progress will drain; giving you further access to the rest of the world, allowing you to go deeper and deeper into the planet. As you make progress, you'll begin to come into contact with stronger and stronger enemies, and more powerful Metroids. Not only do you fight regular Metroids in Metroid II, but there are now several (four in total) different types of Metroids, each of which gets more powerful and harder to destroy (the later ones look like something ripped right out of the "Alien" flicks).
Now, this is the year 2004, and by reading the above, you may be getting a really cool picture in your head. But remember, this game came out in 1991 on the very weak, monochrome (a.k.a. black & white) original Game Boy.
So, what am I trying to say? I'm saying not to expect much graphic or music-wise. The graphics in Metroid II are good for such an old title, but today they are simply extremely outdated. And while they are just as detailed (and sometimes more so) than the graphics in the original, that little bit of luster that the graphics have is all but lost due to the lack of any color.
And while this may seem like it wouldn't change the gameplay one-bit, it does somewhat effect it. While Metroid II makes many enhancements over the original game, feature-wise (You can finally save, which means no more super long, mega complex, insane passwords like in the original Metroid. There are three save files), and there are now items scattered around the world at certain points that, when touched, will completely refill your energy and missiles (something the original lacked, making the game near impossible if you died, and a frustrating chore to get all your missiles and energy back), and these things make the game much less frustrating (albeit, somewhat easier), there is still ONE major feature missing from Metroid II, that would have made the game a lot easier to pick up & play, and a lot less frustrating to finish.
That feature is . . . a map. There is absolutely NO map for any area in Metroid II. This may not seem like a big deal on the surface, but think of what this means: picture the original Metroid, and how hard it was to remember where you were going, needed to go, and/or came from. Now, do the same thing here, except make it black & white.
Also, here, no matter how varied the different areas are, they STILL aren't different enough, to the point where many a time you will come across parts of an area (there are no "levels" in Metroid) that look EXACTLY the same as others. This makes the game very difficult, as if you aren't keeping track of the general layout, and where you came from, you can EASILY get lost. And if you don't remember what you already did beforehand (as in, you haven't played the game in a while, and you wouldn't recognize places you've been too), the game can be almost impossible to pick up and continue with since you won't know where to go.
However, Metroid II does do as good a job as can be expected even without a map. By pausing the game, you can see how many Metroids are left in the current area on the bottom right of the screen (where it tells you how many TOTAL Metroids are left in the game when unpaused), and you will pretty much be able to tell which area needs to be explored, since you only go "deeper" (as in, down) as you explore.
Thus, you will come across acid that blocks your path from going any deeper. From this, you will know that the areas "upward" of you have already been explored and cleared of Metroids, while the areas close to the acid is probably where you need to go. And you can tell when you've entered a new area outside of the main "overworld", by the music. The main theme will play when you are in the "overworld", and when you enter an area that needs to be cleared of Metroids, the music will nearly cut-out and the music will be more low-key. This does help a lot, but even so, the areas are often large and full of rooms that look nearly identical. So making a mental note of where you are going and where you have been to already is almost a necessity.
Speaking of music, Metroid II once again is detrimented due to the limitations in the hardware that the developers had to work with. The main theme and title screen music are the only real stand-outs. The rest of the music is very low-key, and doesn't stick with you at all. This is a far cry from the music in the original Metroid, which really set the mood, and made you feel like you were exploring a mysterious world full of hidden secrets and dangers. The music in the original was at times haunting and freaky, and, especially way back then, could do a number on your psyche, just giving you an uneasy feeling. The mood is all but completely lost here and the music isn't memorable in the least, unlike the original, where most of the music is beloved by video game music fans everywhere.
While music almost seems like a "make or break" feature in a Metroid game, luckily the gameplay here stands up well and will soon have you forgetting all about the music. The exploration element that makes Metroid such a fantastic action/adventure game is still maintained, and the action is really a lot better than in the original, feeling more refined. You will also feel empowered as you find more and more weapons and abilities, something that all Metroid games share, and this one is no exception.
So, what's the final verdict? Metroid II: Return of Samus is an excellent Game Boy title (that is, original GB). It has, like the original Metroid, withstood the test of time, even if it still feels really outdated. A good game is still a good game, no matter how you slice it, and no matter how long it's been since you last played it or since it was released.
Having said that, Metroid II lacks one crucial element that every other Metroid game has shared, and sadly, this is due more to the limitations of the Game Boy hardware, than by design itself, as the developers worked wonders with what they had to work with, on underpowered hardware. But even so, there's no changing the fact that Metroid II simply isn't as memoriable as it's predecessors or it's sequels. It is far from forgetful, as you will remember it for it's unique and awesome power-ups (Spider-Ball, Space Jump), and for containing what is arguably the most unique premise of the 2D Metroid titles, having to hunt down all the Metroids on the planet and fighting their various forms. The end-boss is also really cool, and the storyline is nice (even though none of it is translated in-game, except at the end and through the instruction manuel, which most people in this day & age won't have access too. But may be able to find online).
Overall, Metroid II stands with the best Game Boy titles of all time (right up there with Pokemon, Tetris and Zelda: Link's Awakening), yet in the grand scheme of things, this makes it easily the "worst" Metroid title.
So, is the game worth tracking down and buying?
If you consider yourself a big fan of the Metroid games, then that is a definite yes. It's worth it just to see how far the series has come since (especially after playing Zero Mission), how the developers ingeniously used every bit of power they could get from the Game Boy system, and yet still provide you with fun gameplay and unique weapons & items. But if you aren't someone who is big on the Metroid series, you're probably just as well off skipping Metroid II entirely. Especially if you never played the original Metroid and were weaned on the smooth & ultra-polished gameplay of it's sequels: Super Metroid, Metroid Fusion, Metroid Prime or Metroid: Zero Mission (which is a remake of the original). Metroid II is a great Game Boy game, but sadly, that only makes for a "good" Metroid game.
My ratings are: Then: 8.5 (what I would give the game on it's own merits as an original Game Boy title)
Now: 7.5
As much as I want to say that Metroid II is great, that's really giving it too much credit. It's extremely outdated, and lacks a major feature that would have made the game a lot less frustrating, and that is any form of map or guide. Nontheless the game is DEFINITELY very good. About as good as you can get on the original GB and definitely worth tracking down for hardcore Metroid fans. For everyone else, plucking down the $20 or so it would take to get the game (that is, if you can even find it. And unless you are extremely lucky, it won't come with the instruction booklet or box) is simply asking too much. For the same price you could get something that's much more modern, and will provide you with a lot more replay value and bang for your buck.
On it's own GB terms:
Graphics: 8.0 (Samus is nice, tall and detailed, and the environments are varied for what they had to work with)
Music & Sound: 5.5 (Nice main theme and title screen music, everything else is mainly just filler. It does however contain the staple Metroid sounds)
Replay Value: 6.5 (Good luck beating the game in under two hours to see Samus' w/out her suit. And unless you explore a lot you won't find all the items. However, even so, beating the game once is likely all you'll need to be satisfied unless you are a hardcore Metroid fan)
Ingenuity: 8.0 (Added a lot of great features to the Metroid series, including the debut of many beloved power-ups that would make return appearences in future Metroid titles).
Playability: 6.0 (This is a hard game to finish. Lack of any sort of map is the main culprit, leaving you to mentally figure out the layout. Unless you are an old-school gamer weaned on systems before the SNES/Genesis era, you will likely have a hard time enjoying this game, let alone beating it)
Presentation: n/a (This doesn't even really apply, since games this old didn't need much presentation. The game is as straight forward as they come, and you'll likely be able to figure out how to play it within' a couple minutes)
Copyright 2005
Josh Romero
All Rights Reserved
Originally Posted: Aug 26, 2004 10:05 am PT