Metroid II: Return of Samus

Reviewed by Console Codex Editorial Team ·

Samus travels to SR388 to exterminate the Metroid species — a game-changing narrative that introduced the Baby Metroid and directly set up Super Metroid's story.

Metroid II: Return of Samus box art

💡 Metroid II: Return of Samus — Key Facts

  • Metroid II: Return of Samus was developed by Nintendo and published by Nintendo
  • Released in 1991 on GAME-BOY
  • Genre: Action, Platformer
  • We rate it 8/10 — highly recommended
  • Part of the Metroid franchise
  • Samus travels to SR388 to exterminate the Metroid species — a game-changing narrative that introduced the Baby Metroid and directly set up Super Metroid's story.

Overview

Metroid II: Return of Samus arrived on the Nintendo Game Boy in November 1991 in North America, roughly four years after the original Metroid defined what a nonlinear action-adventure could be on the NES. Where the first game sent bounty hunter Samus Aran to the Space Pirates’ base on Zebes to destroy the parasitic Metroids, the sequel takes the mission to its logical extreme: the Metroid homeworld itself. Developed by Nintendo R&D1 under director Hiroji Kiyotake, the game tasks Samus with traveling to planet SR388 and eradicating every last Metroid in existence. It is a genocide story dressed as a platformer, and the weight of that premise accumulates quietly as the game progresses.

What makes Metroid II singular in the series — and in the broader Game Boy library — is its willingness to embrace atmosphere over spectacle. Operating entirely in the monochrome palette of the original Game Boy hardware, the game constructs a subterranean world of dripping caves, ancient ruins, and flooded passages that feels genuinely alien and hostile. The art direction compensates for the lack of color through strong silhouette design and dense environmental detailing. Samus’s sprite is large and expressive relative to the screen, and the evolved Metroid forms are rendered with a grotesque clarity that makes each encounter feel dangerous. The game’s world is divided into distinct cavern regions separated by lava flows, and as Samus destroys Metroids, the lava recedes, opening new passages deeper into the planet. This seismic feedback system — communicated through the in-game counter of remaining Metroids — gives exploration a measurable, irreversible momentum unlike anything in its contemporaries.

On release, Metroid II sold exceptionally well for a Game Boy title, buoyed by the original’s cult following and the platform’s enormous installed base. Critical reception was positive but measured; reviewers noted that the monochrome presentation felt like a step backward from the NES original’s color palette, and the lack of a map system drew repeated criticism. Yet the game moved over a million copies in North America alone, establishing itself as one of the more ambitious first-party releases the handheld had seen.

Today, Metroid II occupies a peculiar dual status in the canon. It remained for decades the least celebrated game in the mainline series, overshadowed by the SNES masterpiece it directly set up. Its 2017 remake, Metroid: Samus Returns on the 3DS developed by MercurySteam, drew renewed attention to the original’s structural ideas even as it expanded substantially on them. In retrospect, Metroid II is understood as the crucial bridge — the game that transformed Metroids from abstract threats into a species with a life cycle, and that established the emotional centerpiece of Super Metroid’s entire narrative through a single act of mercy in its final moments.

Gameplay

The core loop of Metroid II is built around a hunt. Samus begins the game in SR388’s upper cave systems with her standard loadout — Morph Ball, missiles, and the basic beam — and must descend through eleven distinct geological strata, locating and destroying a fixed number of Metroids before the acidic lava in each region recedes enough to allow further progress. The total Metroid count is 39, tracked by a counter in the pause screen. This numerical structure replaces the key-and-door progression of the first game with something more like a tactical sweep, giving exploration a defined purpose at every stage while still leaving the route through each area largely up to the player’s discovery.

The Metroid life cycle introduced in this game is one of its defining design achievements. Rather than fighting the jellyfish-like larvae seen in the original, Samus encounters Metroids in multiple evolved forms. Alpha Metroids are bipedal and aggressive, requiring sustained beam fire or missiles to the exposed underbelly. Gamma Metroids are faster and more durable, flanking Samus and requiring precise movement to outmaneuver. Zeta Metroids are large, spider-like, and highly mobile, capable of crawling across walls and ceilings. Omega Metroids are the most dangerous standard enemy in the game — enormous, heavily armored, and able to deal devastating melee damage on contact. The escalation of threat across these forms creates a genuine difficulty curve tied directly to narrative progression: the deeper Samus goes, the more fully evolved and lethal the Metroids become.

Power-up acquisition follows the series template of hidden item rooms and gated progression, but Metroid II introduces several abilities absent from the original. The Spider Ball allows Samus in Morph Ball form to cling to any surface, enabling traversal of vertical shafts and ceiling passages that would otherwise be inaccessible. The Spring Ball adds a jump capability while in Morph Ball form, expanding the mobility options for puzzle-solving. The Space Jump, acquired in the game’s later sections, gives Samus infinite aerial mobility through chained somersaults, transforming combat against the tougher Metroid variants from desperate survival into confident aggression. The Plasma Beam, found deep in the planet, dramatically accelerates the pace of combat and serves as the game’s most satisfying reward for thorough exploration.

Controls on the original Game Boy hardware are tight and responsive within the constraints of the two-button layout. Samus aims in eight directions — an important distinction from many contemporary action-platformers — and the feel of beam combat has a satisfying snap to it. The game demands patience in its middle sections, particularly in the maze-like tunnel networks connecting cavern regions, where the absence of an in-game map places the burden of navigation entirely on player memory and observation. This is the game’s sharpest difficulty spike and its most criticized design choice, though experienced players find the environments distinct enough to navigate by landmark once their layout becomes familiar.

Why It’s a Classic

Metroid II earns its classic status not through technical showmanship but through the coherence of its intent. Every design decision — the Metroid counter, the receding lava, the escalating enemy evolution, the solitary silence of SR388’s tunnels — works in service of a single emotional destination. When Samus reaches the deepest chamber of the planet and confronts the Metroid Queen, defeats her, and then discovers a single hatching egg in the aftermath, the game has spent its entire runtime preparing the player to understand what happens next. The hatchling imprints on Samus as its mother, and she spares it. That moment, achieved without dialogue or cutscene — communicated entirely through sprite animation and the absence of violence — is one of the most economically powerful story beats in the medium’s history. Super Metroid’s entire emotional architecture rests on it.

The game’s influence on the series’ identity cannot be overstated. The Metroid life cycle became canonical lore that all subsequent games reference. The concept of Samus as the last surviving witness to a species’ extinction — and then its accidental mother — gave the character a moral complexity that the original’s simple hero-vs.-pirates framing never attempted. Metroid Fusion, Metroid Dread, and the Prime series all operate in a universe shaped by the events of SR388. The 2017 remake Metroid: Samus Returns demonstrated how thoroughly modern designers valued the original’s structural bones, preserving the hunt format, the Metroid evolution system, and the Queen encounter while adding the Aeion ability system and a melee counter mechanic.

Playing the original today requires accepting its limitations honestly — the missing map, the monochrome palette, the repetitive tunnel aesthetics of certain mid-game sections. But within those constraints, Metroid II remains a disciplined, atmosphere-saturated experience that accomplishes exactly what it sets out to do. It tells a story about the cost of extermination and the nature of mercy through game systems rather than narrative text, and it does so on a portable screen smaller than a paperback novel. That compression of ambition into limited hardware, in service of a meaningful story, is precisely the craft that defines the best games of its era.

Our Review

8
Excellent / 10
🎮
Gameplay
★★★★★
🎨
Graphics
★★★★★
🎵
Audio
★★★★★
🔄
Replay
★★★★★

Gameplay

More linear than the original Metroid — SR388 floods with acid that recedes as Metroids are exterminated, guiding progression through the planet. Metroids evolve through distinct forms (Alpha, Gamma, Zeta, Omega, Queen), each requiring different tactics. New abilities include the Spider Ball and Space Jump. The narrative weight of exterminating an entire species builds toward the emotional finale.

Graphics

Detailed Game Boy visuals with impressive Metroid mutation designs. Limited by monochrome hardware but clear and atmospheric.

Audio

Atmospheric and minimalist sound design effective on Game Boy hardware. The ambient tones create underground tension.

Replayability

Moderate. Speed-runners optimize Metroid kill routing. The emotional payoff of the ending rewards first-time discovery.

Historical Significance

Metroid II directly establishes the narrative setup for Super Metroid, making it essential franchise lore. The Baby Metroid's introduction is one of the franchise's most significant story beats.

Pros

  • + Evolving Metroid designs create progressive challenge
  • + Narrative weight of extermination arc is unique
  • + Introduces Baby Metroid — critical franchise story
  • + Spider Ball mobility adds exploration depth

Cons

  • - Linear acid-clearing structure reduces exploration freedom
  • - Monochrome visuals limit environmental variety
  • - Remake (Metroid: Samus Returns) supersedes it for modern players

Metroid II: Return of Samus FAQ

How many Metroids do you need to kill in Metroid II: Return of Samus?
Samus must exterminate all 39 Metroids on SR388 to complete the mission. The game tracks your progress via a counter that decreases with each kill, and acid seas recede as you eliminate Metroids in each area, opening new passages deeper into the planet.
Does Metroid II: Return of Samus have a map system?
No, Metroid II has no in-game map, which is one of its most frequently criticized design choices. Players must rely on memory or hand-drawn notes to navigate SR388
What new abilities and items were introduced in Metroid II: Return of Samus?
Metroid II introduced the Spider Ball, which lets Samus cling to and roll along any surface, and the Spring Ball, which allows her to jump while morphed into the Morph Ball. The Space Jump and Plasma Beam also debuted in this game, both of which became staples of the series going forward.
Is Metroid II: Return of Samus worth playing today given its age and limitations?
It

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