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1992 · Game Boy · Game story

Metroid II: Return of Samus (1992): A Planet Counted Down to One

Samus lands on SR388 with a command to eliminate every Metroid and a counter that refuses to let the mission become abstract. The number falls, the underground opens, the creatures evolve—and a brutally simple order grows stranger with every level of the descent.

Official overview image for メトロイドII RETURN OF SAMUS
Official overview image for メトロイドII RETURN OF SAMUS Image source: Nintendo official game page ↗
In this story
  1. 01 The first number is 39
  2. 02 The counter knows more than the map
  3. 03 The planet moves after the kill
  4. 04 The target keeps growing teeth
  5. 05 Samus becomes a way through
  6. 06 A weapon can also be a platform
  7. 07 The ruins hold new verbs
  8. 08 The last Metroid changes the order

The first number is 39

The order given to Samus Aran is brutally clean: go to SR388 and eliminate the Metroids hiding underground. Nintendo’s history gives the reason for the alarm. Survey crews sent to the planet vanished, then a special unit sent after them disappeared too; the Galactic Federation concluded that Metroids were responsible and turned to Samus. Metroid II does not soften that command into a hunt for one mastermind. The population itself is the target, which makes the whole planet feel like a mission brief that has become geography. 1 3 4

The game translates that immense order into one of its smallest visual details: a remaining-Metroid number. A walkthrough divides the descent into phases and records the first kill leaving 39 on the counter. From that moment, progress is unmistakable but direction is not. The player knows exactly how much of the job remains, yet still has to discover where the next living part of that number has hidden itself. It is a splendidly uncomfortable bargain between certainty and ignorance. 7 6 5

Trivia After the opening Metroid is defeated, the first route phase is recorded with 39 remaining. The game effectively teaches its arithmetic through action: one encounter is over, but the number makes clear that Samus has barely begun. 7 8

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The counter knows more than the map

The active display is wonderfully severe: energy, missiles and the Metroid detector. The detector counts the Metroids remaining across the planet, not merely those in the current chamber. That gives Samus a mission instrument rather than a navigation answer. It can confirm that something remains alive somewhere below, but it will not explain which narrow passage, breakable floor or forgotten shaft leads there. The player has a total and must build the route from observation and memory. 4 6 5

On the original Game Boy, this becomes a distinctive kind of closeness. Cubed3 notes that the handheld’s lower-resolution view brings the camera nearer to Samus and lets her sprite carry more visible detail, while Game Boy Essentials describes the result as a travelogue through SR388’s caverns. That close field of view makes the underground feel larger than the screen can comfortably explain. Rooms arrive as immediate spaces—walls, platforms, threats—then have to be stitched into a larger mental planet after Samus has already passed through them. 10 9 2

Trivia The detector is explicitly planet-wide. A lower number means the mission has advanced somewhere on SR388; it does not mean the current room is safe, complete or even correctly understood. 4 6

Official Nintendo navigation image for D-1577_j. The compact display tracks energy, missiles and the Metroid population still remaining on SR388. Image source: Nintendo · メトロイドII RETURN OF SAMUS | Nintendo Classics ↗

The planet moves after the kill

SR388 does not wait passively for Samus to finish searching it. Nintendo’s manual describes hazardous liquid between underground areas, a substance that absorbs energy and appears or disappears with earthquakes. The route guide turns those changes into the rhythm of the campaign: after the required Metroids in a phase are removed, the planet convulses and a previously blocked path becomes available. A kill therefore changes more than the number. It can alter which part of the underground exists as a reachable place. 4 5 7

That structure gives the descent a grim pulse. Explore a region, locate the Metroids embedded in it, survive them, then feel the earth announce that the way downward has changed. The player is not collecting keys in the usual sense. The population count and the geology are tied together. SR388 opens only after the current layer has been sufficiently emptied, which makes every newly exposed corridor feel both like progress and like evidence of what Samus has done to earn it. 4 7 9

Within each newly opened layer, the planet still resists easy reading. The manual warns that beams or bombs can break particular walls and floors, while invisible passages and hidden pits disturb the apparent solidity of a room. This makes the player’s memory more than a record of directions. It becomes a record of suspicions: the floor that sounded like an answer, the wall whose shape looked deliberate, the shaft that may continue past the visible edge. SR388 changes after an earthquake, but it also changes whenever the player learns that a surface was never what it appeared to be. 4 5 6

Trivia The dangerous liquid is not described as a fixed lake. Earthquakes make it appear and disappear, so a barrier can behave like the planet breathing—present during one stage of the mission, withdrawn after the underground shifts. 4 5

Official Nintendo navigation image for D-1577_j. Earthquakes and energy-draining liquid make the underground itself part of the Metroid hunt. Image source: Nintendo · メトロイドII RETURN OF SAMUS | Nintendo Classics ↗

The target keeps growing teeth

The Metroids do not remain one familiar enemy repeated 39 times. The manual presents a life cycle. A newly hatched Metroid absorbs energy through contact; Alpha is the form after its first molt; Gamma is larger and attacks with lightning; Zeta follows another molt with a stronger body and attack; Omega is the adult form, enormous and much more dangerous. The mission is counting down, but its remaining creatures are maturing as Samus goes deeper. 4 5 7

This changes the emotional direction of the journey. At first the counter suggests repetition: find another Metroid, subtract another one. The evolved forms refuse that comfort. Each stage makes the species look less like an identical infestation and more like a biology Samus is witnessing from the inside. Alpha, Gamma, Zeta and Omega are not just boss labels. They are a sequence of bodies, and the underground gradually reveals what the word “Metroid” can grow into. 4 8 7

The progression also prevents the counter from becoming emotionally flat. Ten remaining Metroids do not represent ten interchangeable tasks if their bodies, movement and attacks can belong to different stages. The number is stable information; the encounter behind it is not. That tension is essential to the hunt. Each subtraction promises that the mission is finite, while each evolved creature warns that the next subtraction may demand a different kind of patience, ammunition and room-reading than the last. 4 7 8

Trivia Nintendo’s original manual calls the Omega Metroid the adult form. Its huge size is not merely a difficulty flourish; it is the visible end of the creature’s documented molting process. 4 5

Official Nintendo navigation image for D-1577_j. The Metroids change through Alpha, Gamma, Zeta and adult Omega forms as the descent continues. Image source: Nintendo · メトロイドII RETURN OF SAMUS | Nintendo Classics ↗

Samus becomes a way through

Metroid II’s upgrades are memorable because they change the shape of a route rather than merely improving a statistic. Spider Ball lets the curled Samus cling to floors, walls and ceilings. High Jump Boots push her jump beyond twice its ordinary height. Spring Ball lets the ball form jump, while Space Jump turns a spinning descent into another jump and then another. A vertical shaft, sealed ceiling or narrow tunnel can stop being architecture and become a sentence that Samus’s altered body now knows how to answer. 4 5 8

Bombs complete that vocabulary. Dropped in ball form, they damage enemies and break particular walls or floors; the manual also warns that SR388 contains invisible passages and pitfalls. Exploration therefore becomes an argument with surfaces. A wall may be a wall, or it may be waiting for a bomb. A ceiling may be decoration, or it may be the Spider Ball’s road. The player advances by learning that the environment’s apparent shape is only its first answer. 4 6 8

Trivia The High Jump Boots are described as raising Samus’s leap to more than twice its normal height. One item can therefore turn an entire screen’s vertical scale from intimidating into negotiable. 4 5

Official Nintendo navigation image for D-1577_j. Spider Ball, bombs and jump upgrades turn SR388’s walls and shafts into possible routes. Image source: Nintendo · メトロイドII RETURN OF SAMUS | Nintendo Classics ↗

A weapon can also be a platform

The Ice Beam is the perfect Metroid II tool because it refuses to be only a weapon. It freezes an enemy temporarily, and the manual says Samus can stand on that frozen body. A creature that was blocking the route can become part of the route. The player is invited to look at a moving threat and imagine it as a platform that has not stopped moving yet. Combat and navigation collapse into the same decision. 1 4 8

Other beams change space in different ways. Wave Beam travels in a wave, Spazer fires three beams at once, and Plasma Beam passes through obstacles. Yet the manual specifies that two beam types cannot be active together. Finding another beam is therefore not a simple permanent addition to an ever-growing pile. The player has to understand what the current route demands and accept that changing the beam changes the character of Samus’s answer. 4 5 8

Trivia Only one beam type can be equipped at a time. The ruins may offer several powerful possibilities, but Samus cannot carry their effects as one combined super-beam; choosing one means temporarily leaving another kind of utility behind. 4 8

The ruins hold new verbs

The power-ups are not scattered without context. Nintendo’s manual describes ruin-like structures within SR388 and places Item Balls in the hands of ancient Birdman statues, making Samus shoot the ball free before taking what it holds. The image is powerful even on a small monochrome screen: an abandoned civilisation has left abilities behind, and the hunter descending through its remains survives by accepting those gifts. The planet’s past becomes part of Samus’s movement through its present. 4 5 3

The ship and save points then give the expedition a rhythm of return. Boarding the ship restores energy and missiles. Three Start Numbers can hold progress, with save points recording both the location and Samus’s state. This is not simply housekeeping around the adventure. It makes a long descent feel like fieldwork. Samus can come back to the surface, replenish, preserve what she has learned and then enter the darkness again with a slightly more capable body and a slightly smaller number waiting on the display. 4 5 6

Resources reinforce that expeditionary mood. Missiles are finite, Missile Tanks increase capacity, and defeated creatures may leave energy or missile refills. The same room can therefore be a route, a danger and a chance to rebuild supplies before another Metroid encounter. A player who has memorised the way forward may still decide to remain and recover, because knowing where the target lives is not the same as arriving ready to fight it. Preparation becomes another form of navigation: the route is not complete until Samus can survive what waits at its end. 4 5 8

Trivia The original provides three Start Numbers, and its save data includes both the save-point location and Samus’s condition. The cartridge can therefore remember three separate expeditions into the same hostile world. 4 5

The last Metroid changes the order

Metroid II’s lasting power is concentrated in the moment when its arithmetic stops behaving. The mission has taught the player to see every Metroid as a subtraction, every earthquake as permission to descend and every evolved form as a larger danger. Then an egg hatches. The newborn does not attack Samus; it follows her and helps clear the peculiar blocks on the route back to the ship. The counter’s final meaning is no longer simply “one target left.” The last creature is suddenly a companion, and the order that structured the entire planet has acquired an exception. 7 8 3

That reversal is why the close, quiet Game Boy journey feels larger than its hardware. The player has spent hours turning unknown spaces into routes and living creatures into a lower number. At the end, the route out depends on refusing the logic that brought Samus in. Game Boy Essentials calls attention to the lonely travel through SR388, and Cubed3 notes how the close view gives the world detail despite the lack of colour. Those qualities make the final companionship feel startling: after so much enclosed solitude, something living chooses to stay beside Samus. 9 10 7

Trivia The ending presentation changes according to completion time. Even after the population counter has reached its conclusion, the game keeps one final clock on the player’s expedition and changes Samus’s credit-sequence performance to match it. 8 7

Sources & image credits

Facts were checked against the links below. Official media remains the property of Nintendo and the relevant rights holders.

  1. メトロイドII RETURN OF SAMUS | Nintendo Classics Nintendo ↗
  2. ゲームボーイ — ソフト一覧 Nintendo ↗
  3. メトロイド サムスリターンズ : メトロイドの歴史 Nintendo ↗
  4. メトロイドII RETURN OF SAMUS 取扱説明書 Nintendo ↗
  5. Metroid II: Return of Samus Manual Gaming Alexandria ↗
  6. Metroid II: Return of Samus/Gameplay StrategyWiki ↗
  7. Metroid II: Return of Samus/Walkthrough StrategyWiki ↗
  8. Metroid II: Return of Samus — Guide and Walkthrough GameFAQs ↗
  9. Metroid II: Return of Samus Game Boy Essentials ↗
  10. Metroid II: Return of Samus Review Cubed3 ↗
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