Metroid II: Return of Samus

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A monochrome Game Boy screenshot displays Samus Aran as a small sprite standing on rocky terrain in the lower half of the screen. Above her, a large alien creature with a bulbous head and extended appendages fills the upper portion. The sprite-based graphics use black-and-white pixel art typical of Game Boy hardware. Text at the bottom reads "E-39 A-D3D ❤ 39" indicating health, ammo, and missile count. The rocky environment features horizontal striations suggesting cave walls.

Metroid II: Return of Samus

银河战士:II: Return of Samus

4.9 (2.6K)
Game Boy Action 810 plays

Metroid II: Return of Samus is a 1991 side-scrolling action game by Nintendo for the Game Boy. Players control Samus Aran, a bounty hunter eliminating the Metroid creatures infesting planet SR388. The game combines exploration and combat through interconnected cavern systems. Samus can fire projectiles, jump, and transform into a ball to access narrow passages—core mechanics that define the series. Defeated Metroids drop power-ups that enhance weapons and mobility, while new abilities unlock previously inaccessible areas. The non-linear design allows players to tackle objectives in varied orders based on discovered routes. Rather than focusing solely on platforming, the game emphasizes combat encounters and environmental navigation, establishing the action-adventure blueprint for portable gaming.

Developer
Platform
Game Boy
Genre
Action
Players
1P
Rating
4.9 / 5 (2.6K)
Last updated

About Metroid II: Return of Samus

Metroid II: Return of Samus arrived on the Game Boy as a direct sequel to the original Metroid on the NES, tasking players once again with controlling bounty hunter Samus Aran — this time on the Metroid homeworld of SR388. The game launched into a Game Boy library that was already proving the handheld could host serious, atmospheric experiences, and it pushed the hardware in notable ways for its era. Where the original Metroid spread its action across the interconnected caverns of Planet Zebes, Return of Samus took a more structured approach: the planet SR388 is divided into distinct regions separated by pools of acidic fluid called "Metroid Fluid" (or Acid). As Samus hunts down and eliminates a fixed number of Metroids — 39 in total across multiple evolutionary forms — the acid level drops, opening new passages and allowing progression deeper into the planet. This mechanic gave the game a clear sense of forward momentum that the original's open-ended structure did not always provide. Players navigate using the Game Boy's two-button layout alongside the directional pad, with Samus able to run, jump, morph into the Morph Ball, and fire her arm cannon. The game introduced several new power-ups that would become franchise staples, most notably the Spider Ball (allowing Samus to cling to and traverse walls and ceilings in Morph Ball form) and the Space Jump (enabling near-infinite chained jumps). The Plasma Beam also made its series debut here. The level structure is largely linear by necessity — the acid pools act as natural gates — but hidden rooms and optional power-up expansions reward thorough exploration, keeping the Metroidvania spirit of the original alive. The monochrome Game Boy display presented a challenge for atmosphere: SR388's caverns are rendered in shades of grey, and the game compensates with varied tile sets and enemy designs across its regions, though some players found the visual sameness of certain areas disorienting. A seismic indicator in the HUD tracks how many Metroids remain, rumbling as Samus approaches a Metroid encounter. In its era, the game was received as a worthy portable successor to the NES original, praised for its sense of scale and the ambition of fitting a full Metroid experience onto a cartridge designed for a handheld device. The haunting, minimalist soundtrack composed for the Game Boy's sound chip contributed to an atmosphere of isolation that suited the lone-hunter narrative. The game's conclusion — in which Samus encounters a newly hatched Metroid larva that imprints on her — directly sets up the events of Super Metroid on the Super Nintendo, making Return of Samus a pivotal chapter in the series' overarching story.

What makes it special

Metroid II: Return of Samus introduced the Spider Ball and Space Jump, two mobility upgrades that became permanent fixtures in the franchise. More significantly, its ending — where a baby Metroid hatches and bonds with Samus — is one of the most consequential story beats in the series, serving as the direct narrative foundation for Super Metroid. The game also pioneered the idea of a shrinking, gated world that physically changes as the player completes objectives, a structural concept that influenced later entries in the genre.

Pro tips

  • Track your Metroid count carefully using the in-game seismic indicator — each area has a set number to eliminate before the acid drops and new paths open.
  • Collect as many Missile Expansions and Energy Tanks as possible before descending deeper; later Metroid forms, especially the Omega Metroid, hit extremely hard.
  • The Spider Ball is essential for navigating many of SR388's vertical shafts — practice chaining it with bomb jumps to reach hidden rooms containing upgrades.
  • When fighting Metroid cocoon forms (Alphas, Gammas, Zetas), use the Ice Beam to freeze them briefly and create openings for Missile strikes — this is the most efficient strategy.
  • Map the game on paper or use a mental landmark system; the monochrome visuals can make areas look similar, and there is no in-game map to reference.

Metroid II: Return of Samus Controls — Game Boy Keyboard Keys

Default keyboard bindings for Metroid II: Return of Samus on our in-browser Game Boy emulator. Plug in a USB or Bluetooth gamepad to auto-detect mappings, or rebind any key from the emulator settings menu.

Keyboard Console button Typical use
D-Pad Up Move up
D-Pad Down Move down
D-Pad Left Move left
D-Pad Right Move right
X A Primary action (jump / confirm)
Z B Secondary action (attack / cancel)
Enter Start Start / Pause
Shift Select Select / Mode

Rebind any key from the EmulatorJS in-game settings menu (gear icon → Controls). A connected gamepad auto-maps to the same buttons.

Metroid II: Return of Samus Longplay & Gameplay Videos

Watch a full playthrough of Metroid II: Return of Samus on Game Boy before you dive in — recommended for getting a feel for the game's pacing, story beats, and difficulty curve.

Watch longplay on YouTube

"Metroid II: Return of Samus" Game Boy longplay

Metroid II: Return of Samus Cheat Codes

30 community-curated cheats for Metroid II: Return of Samus. Tick any to activate them automatically when you click "Play with cheats" — or copy a code into your own emulator.

  • Infinite Missiles

    00F-36B-E6E019953D0+019954D0
  • Infinite Energy

    80F-6DD-7F6
  • At The Very Start Of The Game, You Start With The Bombs, Spider Ball, Space Jump, High Jump Boots, And Screw Attack

    AFE+79B+A9F
  • Start With About 165 Missiles

    FFE+7EB+A9FFFE-7EB-A2F
  • Energy From Enemies Gives You 99 Life, If You Don't Have An Energy Tank

    ACE+7DB+A9F
  • Energy Tanks, Missile Tanks, And Stuff Like Spider Ball And Ice Beam, Come Back When You Leave The Screen. Makes Metroid's Come Back Too

    544+34B+9A0
  • Debug Mode

    7B2-4BB-5D40101A0D0
  • Don't Load Font When Resuming Saved Game

    6F6-56F
  • Beam Modifier

    01004DD0
  • Extra Stuff

    01542DDE
  • Rapid-fire Controls

    010080FF
  • Number Of Energy Tanks

    010050D0
Show 18 more cheats
  • Infinite Missles

    013953D0
  • Invincibility

    018784D0
  • No Enemies

    010026C4+010025C4
  • Have Items Modifier

    010145D0
  • Infinite Life

    019951D0
  • Infinite Energy Tanks

    010952D0
  • Moon Jump [Turn Off Switch To Come Down]

    010A20D0
  • Enable Debug Mode

    002-4BB-5D4
  • Invincibility Against Enemies

    C9E-E8D-E69
  • Jump In Midair

    CDD-44F-E61+98D-45F-91C+14D-46F-A26+FA4-30E-4C1+FA4-61E-4C1
  • Hit Anywhere

    182-E3A-2AA+182-6FC-2AA+0D2-70C-3B2
  • Start With Bombs, Spider Ball, Space Jump, High Jump Boots, And Screw Attack

    AFE-79B-A2F
  • Energy From Enemies Gives You 99 Life

    ACE-7DB-A2F
  • Energy Tanks, Missile Tanks, And Stuff Like Spider Ball And Ice Beam, Come Back When You Leave The Screen.

    544-34B-910
  • Infinite Missiles (Variation)

    019986D0
  • Have All Items

    017F45D0
  • Moon Jump

    010110D0
  • Number Of Full Energy Tanks

    010052D0
Play Now

External references

Frequently Asked Questions

Who developed Metroid II: Return of Samus?

Metroid II: Return of Samus was developed by Nintendo, available to play in your browser on RetroGameSpace.

How many players does Metroid II: Return of Samus support?

Metroid II: Return of Samus is a single-player Action game for the Game Boy.

What type of game is Metroid II: Return of Samus?

Metroid II: Return of Samus is a Action game for the Game Boy, playable instantly in your browser — no downloads, no installs.

How can I play Metroid II: Return of Samus for free?

Open this page and click "Play Now" — Metroid II: Return of Samus runs free in your browser via WebAssembly emulation. No account, no payment, no installer.

Do I need to download anything to play Metroid II: Return of Samus in the browser?

No. Metroid II: Return of Samus streams from a public archive into a browser-side Game Boy emulator. Nothing is installed on your computer.

Can I save my progress in Metroid II: Return of Samus?

Yes. Save states are stored in your browser (IndexedDB) per game, and you can also use any in-game save the original Game Boy cartridge supported.

Does Metroid II: Return of Samus work on mobile devices?

Yes — the Game Boy emulator runs on iOS Safari and Android Chrome. Touch controls overlay the game; landscape mode is recommended.

Is it legal to play Metroid II: Return of Samus this way?

RetroGameSpace is a transient caching reverse-proxy and does not host first-party copies of Metroid II: Return of Samus. Game files are fetched on demand from publicly-accessible archives. You are responsible for compliance with your local laws and the bring-your-own-ROM principle.

How long does it take to beat Metroid II: Return of Samus?

A straightforward playthrough typically takes 4 to 7 hours depending on exploration habits. Experienced players familiar with the layout can finish closer to 3 hours, while completionists hunting every upgrade may spend 8 or more hours.

Is Metroid II a good starting point for newcomers to the series?

It is playable as a first entry, but starting with the original Metroid or Super Metroid provides better context for the story and mechanics. Return of Samus assumes some familiarity with the series' exploration-based structure and offers no in-game map.

What is the most common mistake new players make?

Rushing past rooms without checking for hidden passages. Many Missile and Energy Tank expansions are tucked behind destructible blocks or require the Spider Ball to reach. Skipping them makes later Metroid encounters significantly more punishing.

Is Metroid II worth playing today given its age and hardware limitations?

Yes, particularly for fans of the series' history and the Metroidvania genre. Its direct narrative link to Super Metroid gives it lasting relevance. Players sensitive to the lack of an in-game map and monochrome visuals may prefer the 2017 remake, Metroid: Samus Returns on Nintendo 3DS.

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