TheMetroidfranchise has a history of highs and lows, stealing the spotlight just as swiftly as it fades back into the shadows. While theMetroid Primetrilogyis considered classic, something likeMetroid: Other Mreceived more of a mixed reception. It’s an interesting series to look back on, especially considering it has some sort of presence on every generation of Nintendo console except the Nintendo 64. Many of Nintendo’s major IPs likeSuper MarioandThe Legend of Zeldamade the jump to 3D during the N64 era, but Samus Aran was nowhere to be seen.

She did eventually make a triumphant return on the GameCube with the aforementionedMetroidPrime, but that was eight years after the previous game on SNES,Super Metroidin 1994. While it may seem odd for Nintendo to have completely cast aside one of its most beloved series for an entire generation (not counting Samus' appearance inSuper Smash Bros.), there were a few sound reasons why this happened behind the scenes.

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Nintendo 64 and The Jump to 3D Gaming

In 1996, playing a game in the third dimension was still a new concept. The idea had been toyed with in past titles likeStar Foxand theoriginalDoom,but nothing had gone that extra mile. All of this started to change with the Nintendo 64 and PlayStation, with titles likeCrash BandicootandSuper Mario 64ushering in a fresh way to enjoy gaming.

In this new 3D craze, all hands were on deck to try and cash in on this technology. Nearly every major franchise fromSonic the HedgehogtoMega Manwere all trying to transition into 3D, with various levels of success. While something likeThe Legend of Zelda: Ocarina of Timeset the bar for what an epic adventure could be,Castlevaniaon N64was an awkward jump to 3D with finicky controls and a clunky camera.

An image from Metroid Dread showing Samus Aran in her orange suit pointing her arm cannon towards the camera.

It goes without saying that just because the possibility of moving to 3D was an option, it doesn’t mean that all franchises should make that jump.Nintendohas always been very protective of its IPs, and probably spent a long time considering howMetroidcould have functioned on the N64.

The N64 Metroid That Never Was

During the N64’s lifespan, there were talks of creating a new adventure for Samus Aran. An interview with franchise co-creator Yoshio Sakamoto went into details for why the project never got off the ground in the first place. One of the first big issues for Sakamoto was actuallythe N64 controller, as its design just didn’t click in his mind. He couldn’t figure out how to craft a 3DMetroidgame using that controller to play it.

Beyond that, it seemed like the decision was made to not pursue the project onN64as the time simply didn’t feel right. Another company entirely approached Nintendo to develop the game, but Nintendo refused. The company simply didn’t have any ideas it felt were strong enough to rival the previous effort,Super Metroid, and did not want to deliver fans a subpar product.

While it is disappointing that Samus skipped an entire period of Nintendo history, it is admirable that Nintendo chose to wait for a better time to reintroduce the franchise to the public. Of course, everything worked out in the end as 2002 brought the one-two punch of bothMetroid Primeon GameCubeandMetroid Fusionon Game Boy Advance, but one is left to wonder what could have been forMetroidon N64.

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