Metroid II: Return of Samus cover art

Metroid II: Return of Samus

The Game Boy expedition that turns Metroid into a methodical extermination checklist deep inside SR388.

Here's the argument for where this game sits - disagree freely.
Match your experience?
EXECUTION4 /10READS0 /10VARIANCE2 /10OPTIMIZATION7 /10

the cheat-test profile

The four axes - the argument

Each axis is rated on its own - how far one cheat would trivialize the game here. They don't trade off; low on all four means the game is an experience, not a contest.

  1. Execution

    cheat: Aimbot - perfect inputs

    4/10

    Cramped Game Boy combat against Metroid forms.

  2. Reads

    cheat: Out-predict an adaptive opponent

    0/10

    Creatures follow fixed behaviours.

  3. Variance

    cheat: See what's hidden / map the RNG

    2/10

    Disorienting unknown caverns until mapped.

  4. Optimization

    cheat: A perfect solver / coach

    7/10

    Hunting all 39 Metroids is methodical route work.

How to read this

Each axis is named by the cheat that would break the game along it. Execution is the hands. Reads is out-thinking an adaptive opponent. Variance is hidden information & RNG. Optimization is the solvable systems layer. A game's region is the top one or two axes.

These four aren't one rating split four ways - they're independent 0-10 questions. A 9 on one axis takes nothing from the others, and a game low on all four isn't missing data: it's telling you there's no skill here to cheat.

The basis is how the majority actually plays this game - not a niche mode or a personal run. For a game with very different modes (a story campaign versus ranked multiplayer), that's the version most people mean.

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Game details

Released
1991
Developer
Nintendo R&D1
Franchise
Metroid
Platforms
3DS, Game Boy
Modes
Single player
IGDB critics
60/100
IGDB users
73/100
ShooterPlatformAdventureActionScience fiction