OnJune 13, 2017, Nintendo announced an official remake, Metroid: Samus Returns, for Nintendo 3DS. It is speculated that this was the true reason AM2R was shut down by Nintendo, as historically the company has usually only taken issue with fan games that directly compete with current or upcoming official games in some way. Guasti stated in response: "N won E3 for me, #SamusReturns looks like the Metroid 2 I always wanted to play. Looks like the ANOTHER part of #am2r still makes sense now."[1] Samus Returns was released on September 15, 2017, and was highly praised by Guasti.
The game's plot is largely unchanged from Metroid II. It now features a Super Metroid-style introduction narrated by Samus Aran (narration above), about the nature of her mission on SR388. Over the course of the game, Samus's scanners automatically download Logbook entries similar to the Metroid Prime series that reveal additional lore about areas and bosses. She can uncover optional areas that include the landing sites of the G.F.S. Thoth and an Anhur-class patrol ship carrying the two ill-fated Galactic Federation teams sent to rescue the Galactic Federation Special Squadron sent previously. Metroid II did not feature the final resting places of these Federation teams, despite mentioning them in the manual. Samus also encounters surviving Federation Marines battling a Zeta Metroid that metamorphoses into an Omega Metroid before effortlessly killing them. It is not possible to save the marines. The mysterious earthquakes linked to the deaths of Metroids are insinuated to be caused by the Queen Metroid herself, as her cries can be heard during the last few in the game. The Logbook reveals that the cave system is located between two tectonic plates on SR388. The game ends with Samus killing off the remaining Metroids, the Queen, and discovering an infant Metroid she later calls the baby.
After the credits, Samus speaks the famous introductory phrase from Super Metroid: "The last Metroid is in captivity. The galaxy is at peace." In the best ending, Samus is seen in her Gunship calling the Space Science Academy about the baby, leading into Super Metroid.
The endings were conceptualized, drawn and detailed by Azima "VariaZim" Khan, an artist who has created several 3D models pertaining to Metroid including the Samus Aran model seen in Rainfall Films' short film Metroid: The Sky Calls. More endings were planned for a future update before development was forced to end. The images below are high definition versions of the endings; ingame, they are pixellated and unlocked based on the time players took to complete their file.
As stated, the gameplay has been updated in the style of Super Metroid and Zero Mission, and now allows for some Sequence Breaking in the way of hidden paths to skip otherwise required items. A Map system, stacking of beams (thereby removing duplicates from Metroid II), the Power Grip and the previously mentioned Logbook have been added, as well as the new abilities to automatically morph into tunnels, autoclimb small ledges, dedicated keys to morph and aim lock, and an Ukemi ability to breakfall an attack that knocks Samus off her feet in similar manner to Super Smash Bros.' teching performed by pressing the jump button right as Samus is about to land on the ground. Moreover, the remake allows abilities to be toggled on and off at will - a feature formerly exclusive to Super Metroid. The Five-Bomb Drop technique from Super Metroid and Other M returns, and holding the down button while deploying will create a vertical row or a triangle of Bombs when used on the ground and midair respectively and propel Samus far into the air when they explode.
Unlike in the Metroid Prime series, Logbook scans are obtained automatically upon entering new areas, and encountering Metroids and bosses. Items that were not present in Metroid II but later became series staples now appear in AM2R, such as the Gravity Suit, Charge Beam, Speed Booster, Super Missiles and Power Bombs. The "tractor beam" effect from the Prime series is present in AM2R, which allows Samus to use her Charge Beam to draw in nearby pickups.
The game also features two new areas and several new non-Metroid bosses, including Torizo, Serris and Genesis, the former being an animated Chozo Statue on planet Zebes in Super Metroid and the latter two being present on the Biologic Space Laboratories research station orbiting SR388 in Metroid Fusion. Curiously, Blob Throwers and Septoggs were completely absent from AM2R at launch, though they were later added in a fan-made patch. The number of Metroids has been slightly increased from 48 to 55, adding 5 Alphas, 2 Gammas and 1 Zeta Metroid. The Metroid Detector rises up to 1 after the baby hatches, unlike the original game.
Several changes have been made to the Power Beam. In addition to stacking, the Spazer Beam and Plasma Beams are now stackable, a feat not possible in Super Metroid without glitching. However, as a result of stacking, the beam's rate of fire decreases as the more beams are stacked together, for balancing purposes. Also, the Ice Beam has notably undergone a complete revamp, mirroring Metroid: Other M: Instead of freezing enemies in place to be used as a suspended platform like in other 2-D games, all frozen enemies will obey gravity (midair enemies will drop to the ground and enemies submerged in water or lava will float briefly) before shattering after a few seconds or when struck by a Missile or Bomb (Metroid larvae, however, can only be shattered by Missiles, as per usual). This change was made as there was no situation where the platforming feature could be used, and said feature was quickly rendered irrelevant with the Spider Ball and Space Jump being acquired early on. As the most powerful weapon in the game, the Ice Beam was moved from Area 1 to a new area between Area 5 and Area 6 as the final suit upgrade.
Missile and Super Missile impacts notably create a harmful splash effect (in the original 2-D games the impact splash was merely a visual effect), allowing them to hit enemies and destroy Missile Blocks and Super Missile Blocks without coming into direct contact with the missile itself, as well as multiple enemies and blocks close together.
Missile Batteries and Big Energy Balls were removed; Save Stations will now replenish Samus's energy and ammo while simultaneously saving the game. However, Save Stations will automatically save the game when stepped on without providing any prompt. Power Bomb Ammo is also absent in the game due to balancing purposes, forcing Samus to use Save Stations to replenish Power Bomb supply.
In the game's Hard Mode, in addition to strengthening enemies and enhancing some bosses attacks, defeated Metroids will not yield any pickups. However, fan updates later restored pickups to defeated Metroids.
As in the original Metroid II, it is possible to escape from some Metroids and return to fight them later, though their health will have regenerated upon return. The first encounters with each type of Metroid now feature a short cutscene showing them evolving from their previous form; larvae and Gammas are shown molting, while Alphas and Zetas are shown mutating into their new forms. Unlike Metroid II, their weak points are now limited to the green membrane on their underside (and a briefly-appearing opening on the Omega Metroid's back).
Blog posts pertaining to development of the game began in 2008, the very first of which stating the game's engine had been in the works for a few years before that. The game was created using Game Maker 7 at one point, before being moved to Game Maker: Studio Master Collection. It was developed almost entirely by Milton Guasti (DoctorM64), a devoted fan from Argentina.
Guasti, a 26 year old man who co-owned a recording studio, became a fan of the Metroid series in the 1990s through playing Super Metroid on emulators. He became interested in gamemaking and downloaded GameMaker when he was 26. Archaic gambling laws imposed by Brazil classified video games as gambling and imposed taxes, making the retail version of GameMaker too expensive for Guasti's budget. However, he was able to procure a license and began to familiarize himself with GameMaker. The seeds for AM2R were planted. Guasti felt that a remake of Metroid II would be suitable as a first game, and played the classic Metroid titles to become familiar with their gameplay and Metroidvania formula. With a remake of Metroid II, Guasti felt it especially important that he capture the uneasy feeling one would get when playing the original game, while modernizing the game in line with Metroid Fusion and Zero Mission. The lack of customers at his recording studio meant that Guasti had plenty of free time to develop AM2R.
GameMaker alone did not have the resources to develop a game as complex as AM2R, so Guasti downloaded GameMaker Platform Engine, a plug-in containing physics that were more suited for the development of classic-style 2-D adventure games. The resolution of 160x144 in Metroid II was increased to 320x240 for AM2R, which necessitated the expansion and refinement of the original game's environments. For instance, the Landing Site, a recognizable landmark in any Metroid game, needed to retain an air of familiarity and begin to drum up the feeling of dread that would follow players as they progressed through the game. Speedrunning was also taken into consideration, and Guasti consulted prominent Metroid speedrunners to playtest and provide feedback on the environments and Samus's movements.
Initially, Guasti believed that AM2R would be a simple project, completed within a few months. However, over the course of the game's development, new features such as a minimap, more non-Metroid bosses and item-toggling in the Samus Screen were added. Guasti's personal life became an issue in 2006: his recording studio was dismantled a week before Christmas, leaving him unemployed, and he nearly ended a long-term relationship. Near the end of 2007, Guasti's newly reconstructed studio was running smoothly, and he was able to resume development of AM2R, creating a small demo. The response from the Metroid fan community was overwhelmingly positive, and over time, other fans with varying skills in game development came forward to offer their assistance. Hiring new developers had benefits and drawbacks. Originally, most of the sprites of the game were ripped from past Metroid entries, but the addition of new developers allowed the creation of original sprites. However, more artists meant more coordination of assets, and higher standards of the development. Development was coordinated via Discord and Skype.
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