Metroid Super: Norfair’s Crocomire and What Comes After

Crocomire, a boss in Super Metroid’s Norfair region, cannot be defeated through conventional weapon fire — it has near-infinite health and pushes Samus back into a pit if she stops shooting. The correct strategy is to use beam weapons continuously to push Crocomire backward across the arena until it falls into a lava pit behind it.

The sequence after the fall is unusual for a 1994 game: the music stops. Crocomire’s skeleton slowly rises from the lava, stands upright, and then collapses permanently. No music. No fanfare. A boss death that takes longer than any fight in the game and refuses to celebrate.

The room beyond Crocomire contains a Power Bomb expansion and evidence of its backstory: item descriptions indicate Crocomire was once a humanoid creature altered by Metroid parasites into its final form. The skeleton’s proportions, visible as it rises, match a bipedal body type. Players who look at the skeleton slowly climbing from the lava and compare it to human proportions have been drawing that conclusion since 1994.

Super Metroid’s environmental storytelling is dense in ways its graphics do not advertise. The Space Colony crash site, the petrified pirates in Norfair, the baby Metroid’s imprinting on Samus — all told without text, through placement and timing. Crocomire’s death scene is the most theatrical expression of this approach in the entire game.

2 thoughts on “Metroid Super: Norfair’s Crocomire and What Comes After”

  1. I’ve put 200 hours into this game and never caught this. The developers really reward the obsessive players.

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