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MetroidII Returnof Samus

MetroidII Returnof Samus

MetroidII Returnof Samus is an action-adventure game released by Nintendo for the Game Boy in 1991. It is a mainline sequel in the Metroid series.

Emulator Gameboy | Color
Views 11
Published 2025-12-13 20:34
Language English

Game Details:

This entry is a milestone in the series, establishing many of the settings and abilities that would later become core to the franchise. Unlike its predecessor, the game does not feature a complex map structure. Instead, progression and unlocking new areas are tied to eliminating a specific number of Metroids. After clearing out the Metroids in a specific area, an earthquake occurs, causing the planet's acid levels to recede and reveal the path to the next stage.

The game introduces the complete Metroid life cycle for the first time, starting from the jellyfish-like larval form and evolving into Alpha, Gamma, and Zeta forms, all the way to the giant Omega form. Each stage has unique attack patterns and weaknesses. In this installment, Samus acquires several significant new abilities, including: the Spider Ball, which allows her to cling to and crawl along walls and ceilings; the Spring Ball, which lets Samus jump while in Morph Ball form; and the series' iconic Space Jump, enabling infinite jumps in mid-air. The combined use of these abilities is key for players to explore the complex, map-less labyrinths of SR388.


Game Guide:

I. Key Abilities & Exploration Tips

  • Spider Ball: One of the most important items in the early game, typically found midway through the first area. It allows Samus to cling to and crawl along any wall or ceiling while in Morph Ball form. This is the only way to access many hidden passages and high-up areas.
  • Space Jump: A powerful ability unlocked later in the game that allows Samus to perform infinite consecutive jumps in mid-air. Once obtained, the difficulty of movement and exploration is significantly reduced. It can be combined with the Screw Attack to become an incredibly destructive mobile weapon.
  • Beam Weapon Selection: Samus can only equip one beam weapon at a time in this game.
  • Spazer Beam: Fires three parallel shots, providing wide coverage suitable for clearing out weaker enemies.
  • Plasma Beam: A powerful beam that can pierce through enemies to hit targets behind them. It is generally considered the highest-damage beam.
  • Ice Beam: Crucial in the late game. The Ice Beam can freeze certain forms of Metroids (especially the final Metroid larva), making them vulnerable to missiles. It is a key weapon for completing the game. It is recommended to switch to and keep the Ice Beam equipped during the final stages.

II. Metroid Combat Strategies

Metroids evolve continuously, with their combat difficulty increasing at each stage:

  • Alpha Metroids: Their weak point is their underbelly. When they charge at you, take advantage of Samus's ability to crouch and shoot simultaneously. Attack their abdomen with missiles, or freeze them with the Ice Beam and follow up with missiles.
  • Gamma Metroids: They fire electric projectiles. Dodge them by jumping and unleash a barrage of missiles. If you have the Screw Attack, you can simply jump into them to inflict high damage.
  • Zeta Metroids: These are large, fast, and dinosaur-like. Their weak points are their head and torso. Keep your distance and focus missile fire on their weak points when they charge or open their mouths.
  • Omega Metroids: The final form. They are extremely durable, with their weak point being their abdomen. Missiles and Charge Beam shots are your main sources of damage. Be sure to dodge their fire breath.

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