Official instruction manual for Metriod II.
Use the link below to download a PDF of scans of the original GameBoy manual.
- Official Metroid II: Return of Samus Instruction Booklet (US) - (PDF, 3.72MB)
Metroid II: Return of Samus for Nintendo GameBoy US Instruction Manual (c)1991 Nintendo of America Inc. Typed by TJ Rappel for the Metroid Database [FC] Nintendo Game Boy Metroid II: Return of Samus Instruction Booklet 1 [IFC] Nintendo Seal of Quality [text omitted] 2 Thank you for selecting the Metroid II (R) Return of Samus (TM) Game Pak for the Nintendo (R) Game Boy (R) unit. Please read this instruction booklet thoroughly to ensure the maximum enjoyment of your new game. Then save this booklet for future reference. Table of Contents The Metroid Story...........................................3 Controller Operations.......................................7 How To Play Metroid.........................................8 The Planet SR388...........................................11 Cybernetic Suit Technical Spec.............................13 Items......................................................15 Enemies....................................................23 Precautions 1) If you play for long periods of time, take a 10 to 15 minute break every hour or so. 2) This equipment is precision built. Do not use or store it under conditions of extreme temperature, or subject it to rough handling or shock. Do not disassemble the unit. 3) Do not touch the connectors. Do not get them wet or dirty. Doing so may damage the Game Pak and/or GAME BOY unit. 4) Always check the Game Pak edge connector for foreign material before inserting the Game Pak into the Game Boy unit. 5) Store the Game Pak in its protective case when not in use. TM & (R) are trademarks of Nintendo of America Inc. (C) 1991 Nintendo of America Inc. 3 THE METROID STORY In the year 2000 of the history of the cosmos, representatives of many different planets in the galaxy established a congress called the Galactic Federation. A successful exchange of cultures and civilization resulted, and thousands of interstellar spaceships ferried back and forth between planets. When space pirates appeared to attack the spaceships, the Federation Bureau created the Galactic Federation Police. There are many unknown planets throughout the galaxy. Many of these are causes of concern to the Galactic Federation. To take care of this, they employ Space Hunters, the greatest of which is Samus Aran. 4 Samus' greatest achievement has been the destruction of the pirates' Metroid plans on the planet Zebes. In the year 20X5 of the cosmos, an unknown life-form was discovered on planet SR388 by a Galactic Federation deep-space research ship. The research crew took a sample of the creature and placed it into a suspended animation stasis capsule and dubbed the life form "Metroid". On their way back to their home base, the research ship was attacked by pirates who stole the stasis capsule containing the life-form! The Metroid in suspended animation could easily be brought back to life, and exposeure to beta rays was all that was needed to cause it to multiply. This highly dangerous creature will cling to any other creature and suck away its victim's energy. Samus, by order of the Galactic Federal Police, successfully and singlehandedly penetrated the space pirates' natural fortress on the planet Zebes. After a series of intense battles, Samus destroyed all the Metroids she encountered. Her destruction of the reactivated Mother Brain at the center of the fortress crushed the pirates' evil plans. 5 AFter serious consideration of how terrible and destructive the Metroid life form was, the Galactic Federation sent another research ship to SR388. This trip was to make sure there were no more Metroids left on the planet. After a short time the Federation received an emergency notice from the research base. They had lost contact, and the research ship was missing. The base had already sent a search and rescue party, but after their initial contace, the rescue ship was not heard from again. A special combat group was assembled consisting of armed soldiers from the Federation Police and was immediately dispatched to SR388. After transmitting their primary landing data, they also were never heard from! Rumors spread fast, and again, the whole galaxy was seized with the fear of Metroids. WIth this limited information, the Federation was positive that a Metroid must still be surviving, hiding deep in the planet underground. Even one living Metroid could easily wipe out an entire planetary civilization. So, the Galactic Federation called its members to an urgent conference to find a way to overcome this menace. They quickly came to one conclusion, which was unanimous and simple......Give Samus Aran the order to exterminate the Metroids! 6 The underworld of the planet SR388 is a complicated structure of multi-layered domes and spaces. Some of these contain the ancient ruins of some unknown civilization. These are home to many life forms living on the planet. Samus, charged with her mission from the Galactic Federation, hurried to the planet SR388. Samus' confrontation with the Metroids has started again. You must help Samus save the Galaxy from the Metroids! 7 Controller Operations Function of each button * A BUTTON Jump * B BUTTON Shoots Beam or Missile * +CONTROL PAD < and > Moves Samus Left or Right ^ Aims weapon Up v Makes Samus curl into a ball During jump, will aim weapon Down * SELECT BUTTON Selects beam or missile * START BUTTON Pauses game. Press again to release pause NOTE If you press A, B, START and SELECT all simultaneously, the game will reset back to the title screen. 8 How To Play METROID * Before You Start Correctly insert the Metroid II The Return of Samus Game Pak into your GAME BOY compact video game system and turn the POWER switch to the "ON" position. "Nintendo" will appear on the screen followed by a short introduction and the title screen. * Beginning the Game When the title screen appears, use < or > on the +Control Pad to select START 1, START 2 or START 3. Then press the START button to begin. You can save three different games. For detailed instructions on saving your game, see page 10. 9 * Reading The On Screen Display [screenshot from game--ascii representation of bottom information bar below] ENERGY UNITS---- 69 A-068 ~-28----METROID DETECTOR | | MISSILE SUPPLY * During the game, data will appear on the bottom of the on screen display, as shown in the picture above. ENERGY------------------The units of energy that Samus currently has. Each filled tank holds 100 units. MISSILES----------------The number of missiles that Samus has. METROID DETECTOR--------The number of Metroids detected on the planet. This detector can also show other information about Metroids. 10 * About Saving The Game You may only save the game when you reach a SAVE POINT. These will appear during game play. When Samus stands on the SAVE POINT, the message "SAVE...PRESS START" will appear at the bottom of the screen. Press the START Button and your progress will be saved. When "SAVE..COMPLETED" appears, you may continue playing the game, or you may turn the power switch to "OFF" so that you may resume your game later. There are several SAVE POINTS in the game. The last save made will be the point at which Samus' status will be recorded. This game has battery back up, so saved data will be stored even if the GAME BOY is turned off. * Deleting A Saved Game To begin a new game after you have already saved data to all three file numbers you must first clear the file that you wish to sae to. Using the + Control Pad, select the file number you wish to clear, then press the SELECT Button. The world [sic] CLEAR will appear below START. Then press [DOWN] on the + Control Pad and the START Button simultaneously. You will hear a small explosion indicating the file has been deleted. 11-12 The Planet SR388 Samus, you are charged with the destruction of all Metroids existing on the planet SR388. The underworld of the planet SR388 is a complex maze shape. Star Ship The underworld of SR 388 has many different areas. The tunnels between each area are filled with a dangerous liquid that will deplete Samus of her energy. When an earthquake occurs, the liquid may drain away or fill in areas of the tunnels. Whatch [sic] out for the liquid! You must learn to work around it. Some walls can be destroyed by using the beam. However, Some areas in the caverns appear to be the ruins of an some must be destroyed with ancient civilization. Check these areas carefully. You a bomb. Often you must blow may find useful items to make Samus more powerful. It is out a wall to proceed. There essential to your task to hunt for these power items. are many hidden paths and pitfalls. According to the report sent to us by the Galactic Federation Special Squadron, the only effective way to destroy a Metroid is by using missiles. Be aware that when the Metroid molts it undergoes a metamorphosis. Each time a Metroid changes its shape, it gets stronger and more powerful. This mission to exterminate the terrible creature will be a task of extreme difficulty......... 13 Cybernetic Suit Technical Spec Samus Aran With Full Equipment HELMET OXYGEN SUPPLY EQUIPMENT WEAPONS HAND Shoots beam or missiles. When missiles are active, the barrel will be open. The supply of missiles is limited, and it will be necessary to reload. There are many different kinds of beam weapons. The beam that will be fired will depend on which item was last found and equipped. HIGH JUMP BOOTS This increases Samus' Jamping [sic] ability tremendously. Samus can wear up to 14 different kinds of items. Make sure to arm her efficiently and make good use of each item obtained. 14 INFRARED RAY SCOPE Allows Samus to see, even in the dark. NORMAL SUIT LEFT HAND BARRIER SUIT Becomes enabled with Samus finds the Varia. SAMUS ARAN Height: 1m 90cm Weight: 90kg 15 ITEMS These items will help Samus increase her offensive and defensive powers. Artifactor Statue This is a relic of an ancient civilization. This statue holds the "Item Sphere". Item Sphere Usually, the power items (except missily type and energy type items) are hidden in an Item Sphere. Shoot the Item Sphere with a beam to make the item appear, then touch it to equip. 16 Missile Pod This item allows Samus to hold more missiles. it also replenishes Samus' stock of missiles to maximum. Missile Battery Reloads all missile pods to maximum. Energy Tank This item will increase Samus' amount of storable energy and will refill all life energy to maximum. Big Energy Ball This will refill all energy tanks to maximum. After destroying some of the creatures on the planet SR388, they may turn into Small Missiles or Energy Balls. These items will allow Samus to recover missiles and energy. 17 Bomb After obtaining the bomb, press the B Button while in the ball shape to set a bomb. Bombs have the power to hurt enemies, and to break through some floors, walls, and ceilings. Spider Ball When Samus has assumed the ball shape, she can activate the Spider Ball by pressing Down on the +Control Pad. This "sticky ball", gives her the power to move across the walls and celing unhindered by gravity. To maneuver, use the +Control Pad. To return to the regular ball, press the A Button. High Jump Boots With these boots, Samus can jump more than twice as high as she normally can. 18 Spring Ball This allows Samus to jump while in the ball shape. Space Jump With this item Samus can jump continuously through the air while spin jumping. Learn how to use this item effectively by hitting the jump button again before she touches the ground and Samus will be able to do a perpetual jump. It may require some practice, but keep trying! Screw Attack This allows Samus to destroy enemies she contacts while spinning through the air. 19 Varia This item effectively doubles the energy absorption of Samus' cybernetic suit, enabling her to withstand enemy attacks much more effectively. 20 Star Ship THis is Samus' elite custom scout ship designed to travel interstellar distances. Samus traveled to the planet SR388 it [sic]. This ship is her base of operations for this mission. Samus may restore her energy and reload her missiles by returning to it. 21 Beams When Samus equips a beam type item, her normal beam will change to that beam. NOTE She cannot have 2 different beams simultaneously. Ice Beam This beam will freeze an enemy for a short period of time, making them unable to move. Samus can jump on a frozen enemy without receiving damage. Wave Beam The beam travels in a wave shape. It is a very powerful beam and has a wide range of effect. 22 Spazer Laser Beam A three way beam with an extremely wide focus is fired when this weapon is discharged. Plasma Beam This extremely powerful weapon fires a beam that can even penetrate solid walls. It is the strongest and most destructive of all of the beam type items. 23 ENEMIES On the planet SR388, there are a variety of life-forms to be found. Additionally there are several mechanical creatures left from the ancient civilization that are still present and functioning. Samus must be careful of these, as they will attack immediately when she approaches. YUMBO Flies unsteadily in the air. TSUMURI This snail-like creature has very sticky legs and will creep along the walls and ceilings of the caverns. DRIVEL They move back and forth in the air. When Samus approaches, they will spit a strong liquid acid. SKREEK They usually hide in the gaps in the ground or in the liquid. They will suddenly appear to attack, spitting bullets from their mouth. 24 HORNOAD Be wary of this hopping enemy. CHUTE LEECH Usually they will lay quietly on the ground or in the liquid. But, when Samus comes close, they will jump up to attack, falling down like a leaf from a tree. MUMBO This enemy flies in the air. GAWRON THis enemy lives in a nest with many of its kind. When Samus approaches, they will start attacking, one after another. SEPTOGG This unusal shaped creature floats in the air. Samus can ride on it without damage. 25 GULLUGG This creature flies around and around in the air. BLOB THROWER This plant creature spits out little blobs. SENJOO Spinning the rings on its side, this creature floats in the air and attacks at a perpendicular angle. SEEROOK Moves back and forth on the ground. 26 MOHEEK Usually quite tame, but if Samus touches its tendrills, she will be hurt badly. SKORP They come out from their holes to attack with their disk saws. NEEDLER They move along the walls and the ceilings. GLOW FLY When dormant, they stick upon the wall with their abdomen flashing. When Samus comes close, they will roll up and crash into her. YUMEE This creature will pop out of the ground and try to sting Samus with its sharp thorn. 27 FLITT Samus will not receive any damage even if she touches them. Look closely for them, as they have a tendency to conceal themselves. MEBOID This is an amoeba-like creature. They just move back and forth. OCTROLL WHen Samus comes close, they fall fluttering downward. ARACHNUS It will roll up its body like an armadillo, then rush at Samus. TPO This robot may be small, but it will do damage. 28 WALLFIRE A robotic, proximity detecting sentry mounted upon the walls. SHIRK This robotic enemy is programmed to crush targets with its sharp nail. AUTRACK This robotic guardian can be found in various places. They have a long neck that is usually withdrawn, but it will extend it and attack with a laser beam. AUTOAD Another type of robot, presumably left over after the demise of the ancient civilization. They now hop around out of control. 29 AUTOM Watch out for this robot's severe firepower. GUNZOO This multi-gunned robot fires at anything that moves. PINCHER FLY A fly-like creature found in some areas. If touched, they will damage Samus, but they will not attack on their own. GRAVITT It comes out of the ground and rushes at Samus, then darts back underground. 30 HALZYN If [sic] flies unsteadily in the air. The hard shell on both sides of its body keeps it safe from beams fired its way. MOTO When Samus comes close, they will dash at her. They have a hard shell that protects them from beams. PROBOSCUM Originally programmed as a worker, not a fighter, this robot is out of order and out of control. RAMULKEN Their bodies are protected by a hard shell, and beams will not affect them. Their only weak point is their legs! 31 METROIDS AND THEIR KNOWN MUTATIONS METROID This is their first shape after hatching from eggs. They will cling to any creature that they can find, drawing its victim's life energy away. ALPHA METROID This the [sic] shape of a Metroid after its first molting. GAMMA METROID After molting from the lesser mutation, the Metroids will grow much larger, gaining the power to attack with lightning bolts. 32 ZETAMETROID Multiple mutations will cause a Metroid to continue to grow into an even larger and more powerful adversary. OMEGA METROID This mutation is absolutely huge; its power, incredible! 33 SAMUS ARAN [three pictures of Samus] 34 [IBC] 90-DAY LIMITED WARRANTY [text omitted] [back cover] NEED HELP WITH INSTALLATION, MAINTENANCE, OR SERVICE? CALL 1-800-255-3700. Nintendo of America Inc. P.O. Box 957, Redmond, WA 98073-0957 U.S.A. PRINTED IN JAPAN