Nintendo R&D1 · 1986–1994 · Action-Adventure

METROID

“The last Metroid is in captivity. The galaxy is at peace.”

Super Metroid - Ceres Station opening sequence Super Metroid - Brinstar early exploration Super Metroid - Samus using the Grapple Beam Super Metroid - Norfair heat caverns

Alone on an Alien World

Metroid is Nintendo’s atmospheric science-fiction action-adventure series, conceived by Yoshio Sakamoto and Hiroji Kiyotake at Nintendo R&D1 and published across three games from 1986 to 1994. The series follows Samus Aran, a galactic bounty hunter encased in a Power Suit of Chozo origin, as she hunts through alien worlds against Space Pirates and their weaponised Metroid bioforms.

Where most action games of the 1980s were linear stage-by-stage progressions, Metroid was a labyrinth: planet Zebes was a single interconnected world, its corridors sealed behind doors that required specific power-ups to open. The series pioneered the non-linear exploration structure that would eventually be named after it — the “Metroidvania” — and produced in Super Metroid (1994) what many consider the greatest game of the 16-bit era.

The trilogy covered three Nintendo platforms: the Famicom Disk System (1986), the Game Boy (1991), and the Super Nintendo (1994), each instalment expanding the world, the lore, and the emotional stakes. The baby Metroid’s sacrifice at the climax of Super Metroid — a creature Samus raised from Metroid II — remains one of the most affecting moments in video game history.

The Numbers

3 Games (1986–1994)
8 Years of the Trilogy
3 Nintendo Platforms
59 Metroid Forms (Metroid II)
1 Baby Metroid
Atmosphere Rating

Defining Moments

Metroid NES North American box art
1986 · Famicom Disk System / NES

Metroid

The original: a labyrinthine alien planet, non-linear exploration, and the reveal that the armoured bounty hunter you had been controlling was a woman. Zebes awaited.

Full Entry
Metroid II Return of Samus Game Boy box art
1991 · Game Boy

Metroid II: Return of Samus

Samus dispatched to SR388 to exterminate every Metroid. The baby that hatches at game’s end imprints on her — setting up Super Metroid’s emotional core.

Full Entry
Super Metroid SNES box art - Samus vs Ridley
1994 · Super Nintendo

Super Metroid

The masterwork. A seamlessly interconnected Zebes, wall jumps, the Speed Booster, and the baby Metroid’s sacrifice — the climax that defined what video game storytelling could be.

Deep Dive