The Strength of Super Metroid‘s Soundtrack Is in Its Silences

There’s a lot to commend about Super Metroid’s soundtrack and overall sound design, but as someone who’s replayed the game multiple times, what I most notice about it is its use of silence—often in very specific moments—as a means for building tension. The music was composed by Kenji Yamamoto and Minako Hamano, with Yamamoto also working on certain sound effects, like the baby Metroid’s varied emotive cries. The use of silence, and in particular two key moments when the baby Metroid cries out into that silence, is the secret to what makes Super Metroid so powerful.
In addition to pure silence, huge portions of the Super Metroid soundtrack make use of long, sustained, low notes that evoke the industrial sounds of a machine hum. There are also songs with very spare percussion intros, similarly allowing the musical score to sound more like the background noise of machines clanking, as opposed to recognizable tunes. It’s only when the actual melodies kick in that the player might realize that the sounds they were hearing were part of a musical score, not just sound effects that accompany whatever dangerous area Samus happens to be exploring. These minimalist songs, interspersed with specific moments of silence, allow the more high-octane and propulsive musical cues—during boss fights, timed escapes, and so on—to feel that much more dramatic.
The opening scenes of Super Metroid include some of its most memorable moments of ominous silence. The very beginning of the game does start with music; a strong, pulsing melody accompanies a few screens of text conveying a mission briefing from Samus about how she dropped off a baby Metroid—the last known existing Metroid—with scientists on a space station. But of course, as soon as Samus hops into her spaceship and departs from the space station, she gets a distress call from them and has to turn back around. Thus begins the actual game of Super Metroid, which starts off notably music-free.
There is not a pure, undiluted silence when Samus Aran re-enters the science lab. But the emptiness of the hallways is underscored by a relative lack of sound; a distant, quiet alarm is going off, and there is a high machine-like hum in the background as well. Samus wanders hallway after hallway, her loud space boots tromping across floors and down stairs. Soon, she finds the room that once housed the baby Metroid; the massive glass tube where it resided has been smashed, the baby nowhere to be seen. Dead corpses of scientists litter the floor. Samus steps over the bodies to get across the room and into yet another hallway. But after she opens the door at the end of this hallway, all of the sound in the game cuts out. It’s pure silence now.
It’s a dark room, seemingly empty, except for a small tube containing the baby Metroid. It’s moving—still alive, safe! The player will probably prompt Samus to run towards the baby, hoping she’ll pick it up. But she won’t. Something is very wrong. Samus can tell, even if we the player cannot. The silence stretches on. The baby Metroid cries out softly once, twice. And yet Samus waits.
Then, in the darkness of the room, a glowing red eye appears. The hulking dragon-like body of Ridley fades into view. One of his purple claws is wrapped around the canister with the baby Metroid inside. Samus Aran can fire on Ridley as fast as she likes; he will always escape with the baby. This is one of the game’s few scripted sequences. There’s no sequence-breaking trick here, no alternative version of Super Metroid that could be possible for somebody skilled enough to defeat Ridley this early on and save the baby Metroid from its fate. No matter what, Ridley gets away with the baby, triggers the space station’s self-destrust sequence, and flies off to the planet Zebes.
Because Super Metroid has so little actual dialogue, other than the opening text crawl and some more on-screen text at the end of the game, the developers must tell the story of Samus, her adversaries, and the baby Metroid through sights and sounds alone. The sounds are therefore as important as the sights in order to convey the drama of this story. To go from the minimalist soundscape of the mysteriously empty space station laboratory, then to the room of corpses, and finally to the dead silence of a dark room with only the baby Metroid inside—it’s a perfect series of ominous snapshots. Spooky music would not have had the same effect, especially for the moment when the baby Metroid starts crying into the silence. Plus, when Ridley slides out of the shadows and the boss fight music finally kicks in, lasting through the fight and Samus escaping the space station before it explodes, the intensity of the tone shift is just right. By which I mean, the entire sequence feels extremely tense, as it should.
When Samus Aran’s ship lands on Zebes, Super Metroid makes use of silence yet again. But this time, it’s part of the composition of the song that accompanies Crateria, the first area of Zebes that Samus explores. Technically, there is a song that plays throughout this entire sequence. But the song, especially its opening, is long, low notes broken up by beats of silence. It’s haunting. And it’s an appropriately bittersweet accompaniment for Samus returning to Zebes yet again—the planet where she grew up, now overrun by Space Pirates, and not for the first time (the original Metroid also has this premise).