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Wii Warm Up: All things Metroid

September 2nd, 2007 by Alisha Karabinus

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And so Metroid Week comes to an end. For those of you who picked it up, how far along are you now? How are the controls treating you? The difficulty? For us, exploring has really been the only thing we've had a little trouble with -- sometimes it takes a bit to find what we're looking for -- but we haven't found anything difficult otherwise. This is both good and bad.

For those who don't have it yet, did you see anything this week that colored your opinion of the title? If nothing else, at least you get to read everyone's reviews first.
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Metroid Week: Judge a Metroid by its cover (part two)

August 31st, 2007 by Eric Caoili

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Continuing our romp through the Metroid series's boxart history, we're ending today with a look at covers from Samus's prime installments on both handhelds on consoles. We've also thrown in the packaging designs from the NES Classics releases which we neglected to include yesterday, though none of you noticed. As for music pairings, the boxarts past the post break go best with The Commodores's "Three Times a Lady." Seriously, try it.



Metroid Prime (US)


Metroid Prime (Europe)


Metroid Prime (Japan)


Metroid Prime bundle (US)


Metroid Prime 2: Echoes GameStop display (US)


Metroid Prime 2: Echoes (US)


Metroid Prime 2: Echoes (Europe)


Metroid Prime 2: Echoes (Japan)


Metroid Prime: Hunters (US)


Metroid Prime: Hunters (Europe)


Metroid Prime: Hunters (Japan)


Metroid Prime: Pinball (US)


Metroid Prime: Pinball (Europe)


Metroid Prime: Pinball (Japan)


NES Classics: Metroid (US)


NES Classics: Metroid (Europe)


Famicom Mini Series: Metroid (Japan)


Metroid Prime 3: Corruption (US)

[Images courtesy of Metroid Database]
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Friday Video: Oh no you’re not

August 31st, 2007 by Alisha Karabinus

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This is it. This is why odd little events like Metroid week are so great. Not only do we get to wallow in all things Metroid, but as the week winds down, we get to celebrate with a great little song and video from Uncle Monsterface about one of gaming's biggest revelations. Let's take a little trip back in time -- and behind the break -- to see what it's all about.






[Thanks to everyone who sent this in!]
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Wii Warm Up: Has Metroid set the standard?

August 31st, 2007 by Alisha Karabinus

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We're willing to go on record stating the Metroid Prime 3: Corruption is about the best thing we've slipped into our Wii so far. Wii Sports was a great introduction to the console, and certainly made great use of the motion controls, but we have to go with the richer, fuller experience the latest Metroid has to offer.

In fact, now that we've seen something so fantastic, our standards are likely to be a little higher. Are we alone in this? Fun is fun, certainly, so we'll still love anything that's a good time, but for anything that claims an epic experience, Corruption is setting the bar pretty high.
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Metroid Week: Judge a Metroid by its cover

August 30th, 2007 by Eric Caoili

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You know how much we love to discuss boxart here at Wii Fanboy, so it seemed obvious to us that we should take a look back at past Metroid covers during our commemorative week. We've gathered up all the packaging art we could find from Samus's tenderfoot days on the NES to her later outings on the Game Boy Advance, and have posted them all past the post break for you to scroll through. Feel free to queue up Kenny Rogers's "Through The Years" for maximum enjoyment.


Metroid (US)


Metroid reissue (North America)


Metroid (Japan)


Metroid (Europe)


Metroid (Canada)


Metroid II: Return of Samus (US)


Metroid II: Return of Samus (Germany)


Metroid II: Return of Samus (Japan)


Super Game Boy (US)


Super Metroid (US)


Super Metroid (Japan)


Super Metroid (Europe; sorry for the blurriness!)


Super Metroid (Germany)


Super Metroid oversized (Germany)


Metroid Fusion (US)


Metroid Fusion preliminary packaging (US)


Metroid Fusion (Europe)


Metroid Fusion (Japan)


Metroid Zero Mission (US)


Metroid Zero Mission (Europe)


Metroid Zero Mission (Japan)


Metroid Zero Mission pirated packaging (Japan)

The adventure continues tomorrow with Samus's Metroid Prime boxarts!

[All images courtesy of Moby Games, Metroid 2002, and Metroid Database]
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Virtually Overlooked: Zillion

August 30th, 2007 by JC Fletcher

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Welcome to our weekly feature, Virtually Overlooked, wherein we talk about games that aren't on the Virtual Console yet, but should be. Call it a retro-speculative.

Metroid Week leaves us in kind of a tight spot in terms of Virtually Overlooked content. We at the Virtually Overlooked Research Center want to be team players, but it's hard to imagine a less obscure franchise than Metroid. Samus Aran is often mentioned in the same breath as Mario and Link, and, unlike those two extremely well-known characters, she has no terrible CD-I game to her credit.

We suppose we could talk about
Metroid II and Metroid Fusion, the two main-series Metroid games not on the VC, but that seems kind of obvious. Instead, here's a Sega Master System game that is one of the earliest post-Metroid Metroidvania games.




Zillion is, like Metroid, a side-scrolling, free-roaming adventure game set in a sci-fi environment. Unlike Metroid, it was a licensed property, made to tie in with an anime series co-produced by Sega. As a licensed game (and as a Sega Master System game, but that's mean) it's naturally not as good as Metroid, but it's still a great platform game.

Also as a result of its 80's-anime provenance, Zillion has a bright, squeaky-clean, metallic aesthetic that contrasts sharply with the organic, alien Metroid environments. This appearance is only augmented by the Master System palette, which is hard to describe-- you just know a Master System game when you see one. It's something in the weird teal blue. The anime character portraits, brightly colored hair, upbeat music, and humanoid enemies give a much bouncier tone than Metroid's bleak isolation. Where Samus is exploring a desolate planet of ruins and mysterious wildlife, your character in Zillion is infiltrating a populated, manmade installation. And unlike Metroid, you aren't alone.

Zillion casts you as a kid named J.J. who goes into an underground base to rescue his friends Apple and Champ, who were captured, perhaps, for the crime of having names that sound like they should belong to cereal mascots. You have a gun that looks exactly like the Master System Light Phaser, though used more for shooting robots and soldiers and less for Safari Hunting. We personally love the look of the SMS gun, by the way, and thank the Zillion designers for that little connection. Once you've rescued Apple and Champ, they become playable characters, adhering to the slow-and-powerful/fast-and-weak alternate character dynamic. Samus, of course, never had any help.

Opening doors in Zillion is never as simple as shooting at them and waiting for the bwoooop: you must find numerical combinations, and either memorize or write them down. Between Zillion, Phantasy Star, and Miracle Warriors, having to write down information in order to navigate was a pretty common Master System experience.

[Images via Hardcore Gaming 101, SMS Power]

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