NES gamepad:Gamepad control:Player 1:Player 2:↑↑-↓↓-←←-→→-AZ-BX-SELECTShift-STARTEnter-Emulator selection:The following emulators are available for this game: (JavaScript), (Flash), (JS) and (Java).Other platforms:Unfortunately, this game is currently available only in this version. Be patient:-)Game info:box coverGame title:MetroidConsole:Author (released):Nintendo (1986)Genre:Action, PlatformMode:Single-playerDesign:Satoru Okada, Gunpei Yokoi, Hiroji Kiyotake, Hirofumi Matsuoka, Yoshio Sakamoto, Makoto KanoMusic:Hirokazu TanakaGame manual:File size:47047 kBDownload:not available (stream only)Game size:128 kBRecommended emulator:From Wikipedia, the free encyclopedia:Metroid is an action-adventure video game, and the first entry in the Metroid series. It was co-developed by Nintendo's Research and Development 1 division and Intelligent Systems, and was released for the Famicom Disk System in Japan on August 6, 1986, and for the Nintendo Entertainment System in North America in August 1987, and in Europe in January 1988. The game was re-released for the Game Boy Advance in October 2004, and for the Wii Virtual Console in Europe in July 2007, in North America in August 2007, and in Japan in March 2008.
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Buy Metroid (Classic NES) by Nintendo of America for Game Boy Advance at GameStop. Find release dates, customer reviews, previews, and more.
Metroid was produced by Gunpei Yokoi, directed by Satoru Okada and Yoshio Sakamoto, and had music composed by Hirokazu Tanaka.Set on the planet Zebes, the story follows Samus Aran as she attempts to retrieve the parasitic Metroid organisms that were stolen by Space Pirates, who plan to replicate the Metroids by exposing them to beta rays and then use them as biological weapons to destroy Samus and all who oppose them. The game's style, focusing on exploration and the search for power-ups that are used to reach previously inaccessible areas, influenced other video games. Its varied endings for fast completion times made it a popular game for speedrunning. Metroid was lauded for being one of the first video games to feature a female protagonist, though the player must complete the game in under five hours for this to be revealed, with the game's instruction manual even using 'he' to refer to the protagonist. Nintendo Power ranked Metroid 11th on their list of the best video games made on a Nintendo video game console. On Top 100 Games lists, Metroid was ranked 7th by Game Informer and 69th by Electronic Gaming Monthly.Metroid is an action-adventure game in which the player controls Samus Aran in sprite-rendered two-dimensional landscapes. The game takes place on the planet Zebes, a large, open-ended world with areas connected by doors and elevators.
The player controls Samus Aran as she travels through the planet's caverns and hunts Space Pirates. She begins with a weak power beam as her only weapon, and with only the ability to jump. The player explores more areas and collects power-ups that grant Samus special abilities and enhance her armor and weaponry, granting access to areas that were previously inaccessible. Among the power-ups that are included in the game are the Morph Ball, which allows Samus to curl into a ball to roll into tunnels and use the Bomb weapon, and the Screw Attack, a somersaulting move that destroys enemies in its path.
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In addition to common enemies, Samus encounters bosses whom she needs to defeat to progress. Defeating an ordinary enemy typically yields additional energy or ammunition, while defeating a boss expands Samus's capacity to carry ammunition and opens the door to the final area.More details about this game can be found on.For fans and collectors:Find this game on video server or.Buy original game or NES console at, or.The newest version of this game can be purchased on,or.Videogame Console:This version of Metroid was designed for the Nintendo Entertainment System (NES), which was an eight-bit video game console manufacturedby Nintendo in the years 1983 - 2003.
In that time, it was the best-selling video game console for which more than 700 licensed games and a number of non-licensedgames were created. Worldwide, approximately 62 million units of this console were sold at approximately price $ 100 per unit.
More information about theNES console can be found.Recommended Game Controllers:You can control this game easily by using the keyboard of your PC (see the table next to the game). However, for maximum gaming enjoyment, we strongly recommend using a USB gamepad that you simply plug into the USB port of your computer. If you do not have a gamepad, you can buy one of these NES controllers.
Available online emulators:5 different online emulators are available for Metroid. These emulators differ not only in the technology they use to emulate old games, but also in support of various game controllers, multiplayer mode, mobile phone touchscreen, emulation speed, absence or presence of embedded ads and in many other parameters.
Formaximum gaming enjoyment, it's important to choose the right emulator, because on each PC and in different Internet browsers, the individual emulators behave differently. The basicfeatures of each emulator available for this game Metroid are summarized in the following table:EmulatorTechnologyMultiplayerUSB gamepadTouchscreenWithout adsJavaScriptYESYESNONOFlashNOYESNOYESJavaScriptYESYESYESNOJavaScriptYESYESYESNOJava appletYESNONOYESSimilar games:Comments.
FamiConnichiwa, everyone! I'm Akinori Sao, a writer in Kyoto.This is my final interview with video game developers to commemorate the release of the NESClassic Edition system.
The last topic is Metroid, which was originally released for theFamily Computer Disk System in August of 1986.Metroid has ardent fans all over the world. As a science fiction game, it was a little differentfrom Nintendo's other games at the time. How did it come about? I will be discussing this in detailwith Yoshio Sakamoto and Hiroji Kiyotake.And now for Sakamoto-san and Kiyotake-san. Sakamoto-san, it was your second year at Nintendo in 1983 when the Famicom systemwas released.Sakamoto: Yes.As a young employee, what did you think of the Famicom?Sakamoto: One time, I had the chance to go observe a developing partner's factory and that was when Isaw the molded article for the first time.A Famicom before its release?Sakamoto: Yes. The Famicom before mass production. Someone from that company expressed thanks toNintendo, but I didn't know what that person was talking about.
(laughs) I was in Research &Development Department 1, which wasn't directly involved with development of the Famicom, so I didn'tknow much about it.Even though you were a Nintendo employee. (laughs)Sakamoto: Yeah. (laughs) I only learned about the release of the Famicom after some time had passed, soI was a little late in becoming aware of it.Kiyotake-san, the Famicom came out the year you entered the company.Kiyotake: That's right.
I was in Research & Development Department 1, which was mainly working onGame & Watch 1, but I joined the company right when the Famicom went on sale, so I wentto a department store during the Christmas season.1. Game & Watch™: A line of handheld game devices with LCD screens, each of whichcontained one game.
The first game was released in 1980, and the line went on to sell a total of 43.4million devices worldwide.Sakamoto: To lend sales support. (laughs)Kiyotake: Yeah—at retailers. (laughs) And when I went to the department store, the Famicom was sellingwell and even selling out. Then I would recommend other companies' products! (laughs)Even as a Nintendo employee?! (laughs)Kiyotake: Uh-huh. (laughs)Sakamoto: I went to lend support, too.Oh, really.Sakamoto: I was told that I should and that it would be a learning experience, so I went to help out ata certain department store in the Kansai region, and all I remember is people asking for discounts.Someone said, 'I took a train from far away to buy this, so if I do, throw in a couple free games.'
(laughs)(laughs)Sakamoto: So I'm not sure if I really learned anything by going to help out at retailers! Today's topic is Metroid. Congratulations on its 30th anniversary!Sakamoto: Thank you.
Has it really been that long?Kiyotake: 30 years have passed, huh?Metroid was originally released for the Family Computer Disk System. 2 Howdid you come to develop this game?2.
Family Computer Disk System: A peripheral product for the Famicom system released inFebruary 1986. The floppy disks used with the system had greater memory than ROM cartridges, allowingplayers to save game data.Sakamoto: Development began with just Kiyotake-san and another new employee. My boss at the time wasGunpei Yokoi 3—whom I mentioned in our discussion about Balloon Fight—and he believed that ifyou can draw, you can make games.3. Gunpei Yokoi (1941-1997): During his time at Nintendo, Yokoi-san worked on game devicessuch as Game & Watch™ and Game Boy™, and he was an integral figure in development of such productsas Robotic Operating Buddy™ (R.O.B.) and Dr.
Mario™.And you left development to these two new designers?Sakamoto: Yes. But while they had both made Game & Watch titles, they didn't have any experiencedeveloping video games for a television.Kiyotake-san, did you feel like saying 'Don't be ridiculous!' Kiyotake: No, but maybe that was only because we had no clue what development of a video game would belike. Besides, we were told to throw it together any old way, so we didn't sweat it. (laughs)You worked at your own pace.Kiyotake: Right. And we knew guidance would come in at the end, so we felt like we'd be fine as long aswhat we had begun making didn't get canned.Ah, so what did you two new employees have in mind as you began making the game?Kiyotake: As we were working, the Super Mario Bros.
So we wanted to make somethingthat had what Super Mario Bros. Didn't have.4. Super Mario Bros. ™: A platform game released for the NES™ system. Originally released inJapan in September 1985.What Super Mario Bros. Like what?Kiyotake: As a simple example, you know how Mario slides a little before stopping?Uh-huhKiyotake: So we tried to make a dead halt.You began with movement?Kiyotake: Yes. We wanted to make actions that Mario didn't have.
And thenSakamoto: Aren't you forgetting something important?Kiyotake: Am I?Sakamoto: Super Mario Bros. Is about avoiding enemies.If you touch one, you lose a turn.Sakamoto: In response to that, Kiyotake was complaining, saying, 'Why do we have to avoid them?!' (laughs)(laughs)Sakamoto: When you began making Metroid, you wanted a technique called a Screw Attack for doing aspinning jump to defeat enemies. Isn't that right?Kiyotake: Oh, that's right!
How long did it take for the two of you new employees to develop the game?Kiyotake: Not quite ten months.As you were working, could you see the end? Did you have a vision of its final form?Kiyotake: Rather than worry about finishing up, we had never made a complete video game before, so wehad absolutely no idea of the final product.You didn't have any experience with regard to how to polish up a game like that.Kiyotake: None at all. At the time, we were just thinking about how we could make it an enjoyable game.Sakamoto: I didn't join development of Metroid until about the last three months. (laughs)So for nearly ten months, two new employees worked on development, and you joinedthe team to polish it up in the last three months.Sakamoto: I wasn't the only one to join. Everyone in Research & Development Department 1 joined atthe end.Earlier, Kiyotake-san mentioned guidance coming in at the end, and that reallyhappened—via mass mobilization of the department.Sakamoto: That's right.
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Everyone in Research & Development Department 1 contributed to Metroid insome way.How far along was the game when you and the others joined?Sakamoto: To be honest, it was hardly done at all! (laughs)Oh (laughs)Sakamoto: Everywhere had the same backgrounds and you could only do the same things. The characters weremoving, but the rest of the game design was mere bare bones.At that point, was the Metroid aesthetic in place?Sakamoto: Yes. It was dark, with a well-built player-character who hurls through enemies. That was allthere.What did you and the others work on?Sakamoto: The first thing I worked on was the main character Samus's movement.Kiyotake: I had specialized in character design, so I had Samus moving in a variety of fine-tunedmovements.
But that ate up memory.And if you then added backgrounds and soundsKiyotake: It would never fit. So Samus's movements got drastically reduced.
(laughs)Did you think, 'No way! I spent almost ten months making those!' Kiyotake: I was practically in tears, but everyone was helping out, so I didn't mind them being reducedas long as we were able to complete Metroid.Sakamoto: Then we added all sorts of things, like changing the color of the backgrounds so players couldtell when they had progressed.Kiyotake: Yeah, we didSakamoto: But I can't criticize Kiyotake-san and the other designer. They had jumped straight from Game& Watch into the world of software development for the Family Computer Disk System.That's like asking someone who has only driven a go-kart to drive a car.Sakamoto: It was just like that! Yokoi-san had said, 'If you can draw, you can make games,' to a couplenewbies with no experience making video games, and they had done the best they could.
You mobilized everyone in Research & Development Department 1 to finish the gamein the last three months. When Metroid was completed, how did you feel, Kiyotake-san?Kiyotake: I was overjoyed! It was especially impressive when we added audio. When just myself and oneother person had been working on it, we had only been able to put in simple sounds like 'Pew! (laughs)(laughs)Kiyotake: And even though we had only moderately developed an aesthetic, it was thrilling when properaudio came in.How about you, Sakamoto-san?Sakamoto: By the time I joined the project, we didn't have anywhere near the time necessary to make newelements and plug them into the game.Because when you joined the team, it was scheduled for release in three months.Sakamoto: Right.
So we used what was available and struggled to figure out what we could do and how wecould make it fun.You used what was at hand.Sakamoto: That's right. Gradually, Metroid grew into a game, and when it was nearly complete, the endingcrawl came together with the names of members of the development staff. When I saw that, I almostcried.Uh-huhSakamoto: The sense of fulfillment was incredible, so it really hit me.I suppose it was all the more moving because of how difficult it had been.Sakamoto: Yes. Actually, when they asked me to help, I refused at first.Why?Sakamoto: I had a feeling it would be grueling.(laughs)Sakamoto: Before working on Metroid, I had been working on something else. Then, almost as if the timingwere planned and just when I was about finished, a senior designer said, 'I'd like to ask you aboutsomething.'
That designer wondered what we could do for Metroid. At first, I refused, but that personpersuaded me, so in the end I said, 'Fine, I'll do it.' And despite the lack of time and memory, wefinished it up in three months. That's how I became involved with Metroid, and before I knew it, it hadpractically become my life's work! (laughs)Yes, indeed it is!
To finish up, would you please say something to the fans about what you hope theywill get out of Metroid, which marked its 30th anniversary on the NES Classic Edition?Kiyotake: Well, I hope people who played it 30 years ago will remember what an incredibly difficult timethey had clearing it back then.And to first-time players?Kiyotake: I'd like to say, 'This is how hard games used to be!' (laughs)(laughs)Kiyotake: And I'd be happy if, as they play, they imagine the greater number of movements that Samusoriginally had.How about you, Sakamoto-san?Sakamoto: 'I want parents to play games with their children.' This is what we often hear, right?Uh-huh.Sakamoto: Well, I hope three generations will play Metroid together. The NES wasn't just for children.Adults played it back then, too.Yes, that's right.Sakamoto: Those people eventually became parents and then grandparents.After 30 years, that would be true.Sakamoto: So I strongly hope all three generations will play together. Grandfathers can draw upon theirold experience.Kiyotake: And maybe be the most skilled! (laughs)It's quite possible!
(laughs)Sakamoto: I'm very interested in knowing what different generations will feel when playing Metroid, agame we made 30 years ago.They could take family trips to hot springs! (laughs)Sakamoto: Yes, I hope three generations will play together at hot springs!There's one more thing I definitely want to ask about. You mentioned almost cryingwhen the ending came together.
But about Benkei Dining, which shows up in the creditsSakamoto: Oh! (laughs) That's what you want to ask about so badly?! (laughs) It's well-known to some fans, but after the credits, it says, 'SPECIALTHANKS TO'Sakamoto: 'TOHRYU MAKO BENKEI' shows up, right?Yes.Sakamoto: We were working late every night those last three months, so we ordered from restaurants nearthe company.
Benkei Dining, the Chinese restaurants Tohryu, and another called Sometime Mako, wereespecially helpful, so we decided to put those three into the credits.I see.Sakamoto: Actually, Tohryu closed quite a while back.Apparently, Benkei Dining closed a few months ago, too. That really brings home thepassage of 30 years.Sakamoto: Yes, it really does. It's too bad.Kiyotake: But if you work hard and clear the game, you can see those credits, and I hope players willcheck out the different endings for Samus.It's like a challenge created 30 years ago for people today! (laughs)Kiyotake: Yes, it is. And it's a tough one!Well, I hope you have enjoyed these five interviews commemorating the release of theNintendo Entertainment System: NES Classic Edition system. In the course of making video games, allsorts of dramas play out.
I would love it if learning those stories adds to your enjoyment of thegames.Looking ahead, there are holidays coming up when friends and family traditionallygather together. Now they can simply plug in the NES Classic Edition and choose from among 30 games. Ifsomeone selects The Legend of Zelda, for example, and then explains how the sound designer Kondo-sanstayed up all night making the opening song, then as the person who conducted these interviews, I wouldlike to press the Like button 300 times! So please share with others what you have learned about thesegames.Now, please enjoy the NES Classic Edition to the fullest!
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