Another Metroid 2 Remake

Another Metroid 2 Remake (also known as AM2R or AM2R: Return of Samus) is a fan remake of Metroid II: Return of Samus, developed by Argentinian independent programmer Milton "DoctorM64" Guasti. The game updates the 1991 version with color, a visual style similar to Super Metroid and gameplay similar to Metroid: Zero Mission. After years of development, the game was released for free to Windows-based computers on August 6, 2016, coinciding with the Metroid series' thirtieth anniversary. However, one day later, Nintendo sent DMCA notices to websites hosting the game, including the official blog and the Metroid Database, forcing their removal. The game is still available through torrents.

Plot
The game's plot is largely unchanged from Metroid II. It now features a Super Metroid-style introduction narrated by Samus Aran (narration above), about the nature of her mission on SR388. Over the course of the game, Samus's scanners download Logbook entries similar to the Metroid Prime series that reveal additional lore. She can uncover optional areas that include the landing sites of the G.F.S. Thoth and an Anhur-class patrol ship carrying the two ill-fated Galactic Federation teams sent to rescue the previous research team. Metroid II did not feature the final resting places of the three Federation teams. Samus encounters surviving Federation Marines battling a Zeta Metroid that metamorphoses into an Omega Metroid before effortlessly killing them. The mysterious earthquakes linked to the deaths of Metroids are insinuated to be caused by the Queen Metroid herself, as her cries can be heard during the last few in the game. The Logbook reveals that the cave system is located between two tectonic plates on SR388. The game ends with Samus killing off the remaining Metroids, the Queen, and discovering an infant Metroid she later calls the baby.

After the credits, the famous introductory phrase from Super Metroid is heard: "The last Metroid is in captivity. The galaxy is at peace." before "To be continued..." appears onscreen. In the best ending, Samus is seen in her Gunship calling the Space Science Academy about the baby, leading into Super Metroid.

Endings
The endings were conceptualized, drawn and detailed by Azima Khan, an artist who has created several 3D models pertaining to Metroid including the Samus Aran model seen in Rainfall Films' short film Metroid: The Sky Calls. More endings were planned for a future update before development was forced to end.

Gameplay
As stated, the gameplay has been updated in the style of Super Metroid and Zero Mission, and now allows for some Sequence Breaking in the way of hidden paths to skip otherwise required items. A Map system, stacking of beams (thereby removing duplicates from Metroid II), the Power Grip and the previously mentioned logbook have been added, as well as the new abilities to automatically morph into tunnels, autoclimb small ledges, dedicated keys to morph and aim lock, and the ability to breakfall an attack that knocks Samus off her feet in similar manner to Super Smash Bros. ' teching. Moreover, the remake allows abilities to be toggled on and off at will - a feature formerly exclusive to Super Metroid.

Unlike in the Metroid Prime series, Logbook scans are obtained automatically upon entering new areas, and defeating Metroids and bosses. Items that were not present in Metroid II but later became series staples now appear in AM2R, such as the Gravity Suit, Charge Beam, Speed Booster, Super Missiles and Power Bombs. The "tractor beam" effect from the Prime series is present in AM2R, which allows Samus to use her Charge Beam to draw in nearby pickups.

The game also features two new areas and several new non-Metroid bosses, including Serris and Genesis, creatures that were present on the Biologic Space Laboratories research station orbiting SR388 in Metroid Fusion. Curiously, Blob Throwers and Septoggs are completely absent from AM2R, and were planned for a future update before the game's cancellation. The number of Metroids has been slightly increased from 48 to 55. The Metroid Detector rises up to 1 after the baby hatches, unlike the original game.

Several changes have been made to the Power Beam. In addition to stacking, the Spazer Beam and Plasma Beams are now stackable, a feat not possible in Super Metroid without glitching. However, as a result of stacking, the beam's rate of fire decreases as the more beams are stacked together, for balancing purposes. Also, the Ice Beam has notably undergone a complete revamp, mirroring Metroid: Other M: instead of freezing enemies in place to be used as a suspended platform like in other 2-D games, almost all frozen enemies would fall to the ground and shatter or if frozen on the ground they would simply shatter after a few seconds. This change was made as there was no situation where the platforming feature could be used, and was quickly rendered irrelevant with the Spider Ball and Space Jump being acquired shortly after. As the most powerful weapon in the game, the Ice Beam was moved from the first area in Metroid II to just before the penultimate area as the final suit upgrade.

Mission Briefing
''-Primary Objective: Exterminate all Metroid organisms on Planet SR388.''

-Secondary Objectives: Locate and bring assistance to the Galactic Federation research and rescue teams.

Planet SR388
"Planetary Designation SR388: A remote planet, absent on most galactic charts. Federation research indicates it is the natural home world of the Metroid species. Its outer crust is hollowed out with massive cave systems which are home to an ecosystem that is yet to be fully studied. The first expedition to SR388 revealed the existence of Chozo ruins."

Earthquakes
"The massive cave system is located between two tectonic plates, largely flooded by an extremely dense and caustic substance similar to magma. The recent earthquake has altered the cave layout and the hazardous substance has drained to lower levels.

''The cause of the earthquake is unknown. Initial orbital scan of SR388 detected no instability within this region."''

Research Team
"The scientists constructed a small mobile research site within the cave system. The access tunnel leading to their research vessel has collapsed, and all of their equipment is non-operational. Vital signs of all exo-suits are flatlined. There are no survivors in this site."

Rescue Team
"The Search & Rescue team was an elite combat group consisting of heavily armed soldiers. Their mission: Locate and extract any surviving personnel from the missing Research team.

There are no survivors among the Search & Rescue team."

GFS Thoth
"The GFS Thoth is a Griffin-class ship. Once an escort of Olympus-class battleships, it was converted into a research vessel. Its crew has continuously helped the Federation explore planets, ancient civilizations and study species throughout the galaxy. The Thoth carries portable drilling machinery for excavations.

''The ship landed on a small valley. The present dig site connects directly to the underground research lab. An Anhur-class gunship is also nearby, registered to the rescue team.''

The motion sensor monitor system displays as follows:

LEVEL 1 STORAGE - NO SIGNAL

LEVEL 1 LOBBY - NO SIGNAL

LEVEL 2 COMMS ROOM - NO SIGNAL

LEVEL 2 WEST WING - NO SIGNAL

LEVEL 3 EAST WING - MOVEMENT DETECTED"

The motion sensor notes are added when Samus explores the ship's interior.

Metroid Species
"The dominant species of SR388. Metroids hunt for any form of energy found in natural or synthetic organisms, leaving behind deceased husks after feeding. They are highly resistant to conventional weapons and possess great adapatability in foreign environments: Estimates suggest a small number of Metroids set loose on a populated planet would lead to the extinction of any present lifeforms. As such, they've drawn much attention from Space Pirates, who have repeatedly tried to use them as biological weapons."

Life Cycle
"Scans on the native Metroids reveal their most common form in prior incidents is merely the species' larval stage. While there are records of extreme mutations triggered by Space Pirates using abnormal stimuli, the Metroid homeworld of SR388 is seemingly the only environment where the species can naturally transform."

Alpha Metroid
"The Alpha Metroid has gained immunity to cold temperatures. The loss of several nuclei within its green membrane has left it vulnerable to concussive weaponry. A plated exoskeleton partially covers it.

''This organism emerges from the molting of its larval form. Though aggressive, it is relatively weak at this stage, and its new appendages have yet to grow to their full length and strength."''

Gamma Metroid
"Metroids at this stage can now transfer negative charges from its nervous system into the horns, releasing electric arcs capable of disrupting weapon fire. The membrane containing its nucleus remains vulnerable, but the Gamma Metroid's exoskeleton has expanded for additional protection.

''Although its legs have reached their maximum length, they are unsuitable for locomotion. Instead, they can serve to capture prey and drain their energy."''

Zeta Metroid
"After a substantial transformation of its body, the Metroid's power and defenses greatly improve. Though the Zeta Metroid can no longer fly due to its immense weight, its new legs are strong enough to carry it and perform great bursts of speed. The arms can deliver powerful strikes, and its mouth glands can spray a highly corrosive substance.

''Its two prior forms were akin to a pupal phase. Discarding the Gamma Metroid's exoskeleton marked the beginning of its adulthood."''

Omega Metroid
"The apex predator of SR388. The Omega Metroid exhibits devastating strength; an impact from its claws can severely cripple or kill large animals, while the most heavily armored prey are flung through the air. Despite its towering figure, it can leap and use its weight as a weapon. Glands in the mouth ignite its saliva, turning it into an organic flamethrower. Its membrane has greatly thickened; maximum firepower is strongly recommended.

''This is the final stage in a Metroid's lifecycle, and very few manage to reach it. Its size is a result of the prior form's muscles rapidly expanding to massive proportions."''

Queen Metroid
"The only Metroid organism naturally capable of producing offspring, the Queen is the heart of the species and mother of every Metroid born on SR388. Her role in the hive has hindered her mobility yet encouraged the development of a long neck and massive head to strike at a distance.

''Her cell structure indicates she is heavily aged, possibly as old as the lab she is settled in. The years have reinforced her torso to impenetrable levels. The Queen's genetic coding is distinct from the other Metroids, and she may have gone through a unique life cycle to attain her form."''

The Lost Race
"The Chozo were an ancient and mysterious avian race. Incredibly advanced, they colonized many worlds, spreading their message of peace throughout the universe. There are historical records and legends of the Chozo visiting other races with whom they shared their knowledge and wisdom. These brief encounters led many primitive cultures to their present-day glory. Some say they helped consolidate the very foundations of the Galactic Federation.

''The fate of this race is unknown. Evidence suggests they slowly vanished from the cosmos over the course of centuries. All that remains on each planet they inhabited are the ruins of their once glorious civilization."''

The Golden Temple
"This temple stands at the base of a hollow mountain. The statues, carved stones and its solid design attest that the structure was built to be a sanctuary, possibly with religious significance. The temple has withstood the test of time, showing the building knowledge and expertise of the Chozo.

''Scans detect the presence of stationary robotic entities, placed at strategic points inside the structure. No control signals are detected, these units are operating autonomously."''

Breeding Grounds
"This area span a custom built ecosystem that favors the growth of Metroids. The terrain itself is dangerous: tendrils growing along the ground release extremely corrosive chemicals. Opportunistic predators and scavengers can recognize this as an ideal feeding ground, taking advantage of injured or dead animals. The presence of at least one Metroid is expected when venturing in these habitats.

''The tendrils are determined to be of artificial origin. Synthesized through technologically advanced methods, they absorb nutrients from dead matter."''

Hydro Station
"The massive facility at the center of this reservoir filters and pumps water through enormous pipelines. These pipes come out of the complex and disappear into the surrounding rocks, presumably to supply other buildings further down the cave system with clean water. Though abandoned, most of it remains functional.

Robotic activity is detected inside."

Industrial Complex
"This factory assembles worker drones which are tasked with supplying SR388's facilities with replacement parts that keep them running autonomously. Though time has left its mark, the machines have kept it intact. Some combat drones are also constructed here. Robotic workers are malfunctioning and show signs of aggression."

Mining Facility
''"Cordite crystals are one of the most durable, naturally forming crystals in the galaxy. Though they are not as hard as diamonds, this makes them a more malleable resource. The Chozo found various practical uses for Cordite in constructing machinery or producing works of art. This mining facility supplies Cordite and various other minerals to the nearby industrial complex.

The Tower
"The immense Tower houses a weapons R&D facility. The robots patrolling within are combat drones equipped with weapon prototypes and advanced shield plating. They possess superior A.I. and are programmed to fire at any living target, keeping the Tower sterilized of organic matter very efficiently. Proceed with caution."

Power Plant
"This geothermal plant generates the power to run all the other facilities in the cave complex. Water from the Hydro Station is injected into the system using insulated pipes. Sophisticated turbines use the heat of the local environment, bein extremely efficient with minimal loss of water. The massive amount of energy produced is stored in isolated arrays of power cells. One of these has lost some structural integrity, and any significant change in temperature could overload it."

Distribution Center
"This facility is a power distribution center. The wiring linked to this facility provides power to various structures within the region. All excess enrgy is stored in portable spherical cells which are distributed throughout the intricate passages of the cave system via vacuum pipes and carrier drones. These cells are filled to maximum capacity: any exposure to beam weapons will destabilize the energy charge."

The Nest
"This area is infested with thick, globe-like masses composed mostly of crystallized carbohydrates. Those that have yet to harden are constantly moved by the air flow created from the slightest motion of nearby creatures.

Only the most adaptable lifeforms can thrive in this ecosystem."

Genetics Laboratory
"Suspended above an abandoned city are the remains of a laboratory. Scanners confirm there was extremely sophisticated equipment to be found, along with scientific data of incalculable magnitude. Only stasis tanks are left. Organic traces within suggest genetic research and DNA manipulation. Biogenic substances of an unknown age coat the laboratory's walls."

Native Species
"Not much is known about SR388's ecosystem. Prior reports described the fauna as being very hostile; nearly all observed animals have been carnivores, with even the smallest species showing dangerous traits. The harsh environment and the presence of so many predators may have forced an evolutionary arms race, perpetuating a cycle of violence. Extreme caution is advised."

Ancient Guardian
"This sentry deploys spiked barriers and corners targets into its firin range. Its archaic design constraints it to operate at low power, prevening simultaneous use of its shield and mobility systems. Its arsenal consists of energy weapons with unique patterns.

''The robot was calibrated to detect foreign creatures bearing stolen equipment. Recent earthquakes seem to have damaged the traction of the unit and spiked barriers. Despite these complications, it remains a considerable threat."''

Arachnus
"A territorial organism. Its armored hide is very resilien and requires at least a high voltage discharge to harm it. Attacking with anything less will only agitate the creature. When enaged, it will roll into a ball and attempt to ram its aggressor. Bombs might be able to propel it in this state.

''Its saliva has flammable properties and its claws can vibrate at high frequencies to launch sonic waves. Scans detect it has acquired a Chozo relic, granting it unnatural vigor."''

Torizo
"Analysis of this sentinel shows evidence of unknown organic tissue, most of it concentrated in the torso region. The Torizo's armor plating is light enough to give it great mobility, but also leaves it vulnerable to standard weapons.

''According to Chozo history records, the construction of such advanced types of sentries was performed exclusively by the most gifted. Created with biological matter and mechanical components, this makes it difficult to reliably calculate its combat abilities."''

The Tester
"The unit performs 360° live-fire tests of prototype weapons. Scans indicate the exterior armor is resistant to beam weaponry while the interior is further protected by an energy field that repels solid projectiles.

''Auto-repair systems in the cannons can mend all damage within seconds; schematics reveal these systems were applied due to earlier models' cannons being exposed to exceedingly violent tests. Similar to your Power Suit, the unit's modular design allows for the addition and removal of equipment."''

Tank Prototype
"Sensors on its head provide it with accurate aim; however, the alloy protecting it has weakened with time, along with the arm and track sections; Attackin these parts may grant you tactical advantages.

''Hardware scans reveal this tank was to be mass produced. Originally remote controlled, a basic A.I. is now active due to a lack of commands."''

Serris
"An amphibian predator capable of reaching ultra-high speeds, making it the fastest animal on SR388. The layer of skin on its underside serves as a repository organ and is sensitive to sudden drops in temperature. Its many eyes and segmented body allow great efficiency in vision and body movement.

''When a Serris moves to a new location, it digs passages to channel the water from its previous home to prevent dehydration. This behavior likely flooded the Distribution Center."''

Genesis
"An ambush predator. This blind animal has adapted to hunt in the dark, relying on specialized senses to stalk prey. Its body offers little protection and will attempt to conceal itself in the shadows as a result. Its acidic blood is used as a projectile via autohemorraging.

The Genesis naturally hunts in groups, making it a highly successful species with little need to evolve; Its DNA suggests it belongs to the oldest living lineage on SR388, granting its name."

Items
Note: Bold denotes new items that have been added to the game.

Suit

 * Power Suit
 * "Samus's standard Armored Suit."


 * Varia Suit
 * Acquisition: "Reduces Damage taken by 50%"
 * Samus Screen: "Protects extra protection against enemies and dangerous environments."


 * Gravity Suit
 * Acquisition: "Liquid friction eliminated - Improved Defense"
 * Samus Screen: "Protects from all environmental hazards, no friction while in fluids."

Beam

 * Charge Beam
 * Acquisition: "Hold [shoot button] to charge your beam"
 * Samus Screen: "Hold [shoot button] to concentrate Beam Energy, release to Fire."


 * Ice Beam
 * Acquisition: "Instantly freeze enemies. Extra damage"
 * Samus Screen: "Instantly freeze enemies. Extra damage."


 * Wave Beam
 * Acquisition: "Beams can now go through solid objects."
 * Samus Screen: "Beams go through solid objects."


 * Spazer Beam
 * Acquisition: "Beams now have a wider range"
 * Samus Screen: "Enhanced Beam width."


 * Plasma Beam
 * Acquisition: "Beams can pierce enemies"
 * Samus Screen: "Beams pierce through enemies."

Misc

 * Morph Ball
 * "Allows Samus to Morph into a ball and traverse narrow passages."


 * Spider Ball
 * Acquisition: "Press [button 1] or [button 2] in Morph Ball mode to climb walls"
 * Samus Screen: "Samus can stick to walls and ceilings in Morph Ball Mode."


 * Spring Ball
 * Acquisition: "Press [jump button] in Morph Ball mode"
 * Samus Screen: "Gives Samus the ability to jump while in Morph Ball Mode."


 * Bombs
 * Acquisition: "Press [shoot button] in Morph Ball mode to deploy"
 * Samus Screen: "Bombs can be deployed in Morph Ball Mode."


 * Power Grip
 * "Samus can grab ledges and pull herself up."


 * Screw Attack
 * Acquisition: "Jump into enemies to inflict massive damage"
 * Samus Screen: "Unleashes a lethal amount of energy when Spin Jumping."

Boots

 * Hi-Jump Boots
 * Acquisition: "Maximum Jump height increased"
 * Samus Screen: "Increases maximum jump height."


 * Space Jump
 * Acquisition: "Jump continuously in the air"
 * Samus Screen: "Allows the execution of multiple Spin Jumps in mid-air."


 * Speed Booster
 * Acquisition: "Run continuously to begin Speed Boosting"
 * Samus Screen: "Run continuously to break obstacles and damage enemies."


 * Missile Tank:"Missile capacity increased by 5" (2 on Hard Mode).
 * Energy Tank:"Suit Energy increased by 100 units"
 * Super Missile:"Press [Missile button] to select, 5x damage"
 * Power Bomb:"Press [Missile button] in Morph Ball mode to enable"

Bosses
As in the original Metroid II, it is possible to escape from certain Metroids and return to fight them later, however, their health will have regenerated upon return. The first encounters with each type of Metroid now feature a short cutscene showing them evolving from their previous form.

Note: Bold denotes new bosses that have been added to the game.
 * Alpha Metroid - As with the original game, it only takes 5 Missiles to kill an Alpha Metroid. In addition to trying to ram Samus, Alphas can also charge at her at high speeds. Some Alpha Metroids have small talons, or legs, suggesting they are starting to evolve into Gamma Metroids. One chamber in the Distribution Center contains five Alpha Metroids at once. Two more are encountered in the Research Lab sub area, and may have been responsible for the deaths of the Federation research team. Their log entry states that the larva Metroid's transformation into the Alpha stage resulted in the loss of all but one nuclei, leaving its membrane vulnerable to Missiles for all future stages in the Metroid life cycle.
 * Ancient Guardian - The Ancient Guardian is fought on the way out of the Golden Temple, in a short corridor. It blocks off the corridor on both sides with spike-lined walls and attacks Samus from above. It unleashes several attacks: a quick blue laser burst, a set of six purple fire balls that spread out in the air and then disappear, six green fireballs that impact the ground (only leaving a safe spot under the Guardian) and drops a yellow fireball underneath it that spreads across the ground on both ends. When attacking, the Ancient Guardian is invulnerable to damage, but is otherwise easily destroyed with Missiles. The Guardian cannot use both features at once due to its archaic design, which constricts it to operating at low power. The Ancient Guardian was programmed to detect foreign beings carrying stolen Chozo upgrades, and it remains a considerable threat despite damage to it and its spiked barriers caused by the planetary earthquakes. As the Ancient Guardian takes more damage, the spike-lined walls close in, giving Samus less room to fight. The log entry insinuates that it targets Samus due to the Morph Ball and other potential items she has "stolen" from the Golden Temple. The Ancient Guardian shares its battle music with The Tester. According to DoctorM64, the Ancient Guardian was an "improvised" boss from Chozo Statue sprites in Zero Mission.
 * Gamma Metroid - It takes 10 normal Missiles to kill a Gamma Metroid. In AM2R, they can charge at high speeds which, if it connects, allows them to grab Samus and channel their electrical power into her, before dropping her to the ground. Samus will fall back and be unable to move for a few seconds when they do this, although this can be nullified with the breakfall technique. According to the Log Book entry, Gamma Metroids transfer negative electrical charges from its nervous system to its horns, which allows for the electricity to be discharged in an arc of lightning. The exoskeleton has expanded to provide additional protection to compensate for its nuclei membrane, which remains vulnerable. Their legs have grown beyond the ability to perform locomotion, and the Gamma Metroid instead uses them to capture prey and drain them of their energy.
 * Arachnus - The Arachnus battle combines elements from the fights against the creature in Metroid II and Metroid Fusion, and has been expanded beyond simply firing at the creature. While on the ground, it will launch fiery attacks at Samus or its slashing attacks from Fusion; unlike Fusion, it fires red fireballs with wide gaps in between their flaming spots or green fireballs that bounce around the room, and its slashing attacks can be fired diagonally upward. It can also curl into its ball form in the air and launch itself at Samus, in a similar manner to Sonic the Hedgehog's Homing Attack. After some time, it will roar and begin to ram into Samus in its ball form. Samus must lay Bombs in a fashion that the Arachnus will be launched towards a set of twelve mounted electrified spikes on the walls. After it hits one set, that set disappears and the Arachnus takes damage. If Samus takes too long to launch Arachnus, it will briefly uncurl to launch fireballs that move horizontally at standing face height and bounce along the walls, which can be avoided by staying in Morph Ball. After it is damaged by the last set of spikes, Arachnus will die and leave the Spring Ball as a reward. Its power and agility are stated to be a result of the item it carried.
 * Torizo - A more advanced version of the live Chozo Statue from Super Metroid is fought as a boss in the Industrial Complex. It spawns from the Chozo Statue after Samus acquires the Space Jump from it. A logbook entry states that this Torizo is partially organic, with a concentration of organic matter on its chest constituting a weak point. This is further implied to be the case for other Torizos, such as the one fought in Super Metroid. The Torizo is initially fought much like in Super Metroid, with its upper body being the main target and its attacks consisting of energy waves and fireball projectile volleys, however its energy waves curve in a similar manner to the Wave Beam instead of moving straight. The Torizo walks much faster the more damage it takes, up to the point where it moves as fast as Samus does when she runs. However, after taking enough damage, the Torizo will appear seemingly destroyed, before it opens up wings and takes flight, and the ceiling rises. There are platforms in the air, and spikes will begin to appear on the ground. Samus must use the Space Jump to destroy the Torizo in its second form. While only its upper body was vulnerable to attacks in the first phase, its entire body can be attacked in the second phase. In this second phase, it will no longer fire energy waves, but instead spit a continuous stream of fireballs, fire egg-like objects from it stomach that hatch into small creatures that briefly chase Samus before disappearing, and attempting to ram into Samus at high speeds four times in succession. Its projectiles can be destroyed for Energy Capsules and Missile Ammo. The Torizo's sprites were designed in 2012. According to DoctorM64, the Torizo originally had wings, but they were difficult to animate, so he ended up giving it a jetpack. He also experimented with a skeletal look for the mechanism.
 * Zeta Metroid - Zeta Metroids will die after being hit with 20 normal Missiles, although Super Missiles will help to speed up battles with them. In AM2R their behavior is similar to their own in Metroid II and the Omega Metroid from Metroid Fusion, being a land-based bipedal creature instead of hovering in midair. The Zeta Metroid will stomp around its chamber and spit a stream of corrosive acidic saliva at Samus, in addition to slashing at her with its claws and charging at her at high speeds. According to the Zeta's log entry, the Alpha and Gamma Metroid stages are the pupal phase of the species' life cycle, and its evolution into a Zeta Metroid marks the beginning of its adulthood. Its immense weight causes it to lose the ability to levitate.
 * The Tester - A spherical mechanism present in a very tall shaft in The Tower. The Log Book states that it performs 360° live-fire tests of prototype weapons. It is a sphere guarded by four side plates, which are resistant to beam weaponry and are used in a drilling-like attack. It also spins in its position while firing streams of missiles as well as the Ice, Wave, Spazer, and Plasma beams. To defeat the Tester, the side plates must be destroyed with missiles, along with its interior shield with beam weaponry, and finally the core of the machine itself, however, the interior shield has an autorepair system and will regenerate over time on Hard difficulty. The Log Book reveals that this was applied after earlier models' cannons were unable to stand up to exceedingly violent tests. Much like Samus's Power Suit, the Tester's design allows for the assimilation and removal of equipment. Partly helping Samus stay close to the machine in the air are numerous Proboscum mechanisms on the walls. The Tester shares its battle music with the Ancient Guardian. DoctorM64 later said that the Tester was an "excuse for Samus to use all her weapons", meaning all of the Beams she had acquired by that point.
 * Tank Prototype - The Tank Prototype is battled during the escape from the Power Plant. The prototype attacks with missiles and beam projectiles; the former can be destroyed for pickups. Sensors on its head allow it to aim accurately at Samus, although its armor has weakened over time. It will also slowly move toward Samus, destroying the generators on the ground along the way. Its head, arms and base can be destroyed, which will stop it from accurately targeting, firing beam projectiles, and moving respectively. The prototype's chest is its weak spot, and is guarded by a destructible chest plate. The Log Book states that this mechanism was originally remote controlled, and planned to be mass produced by the Chozo. However, the A.I. is inactive due to a lack of commands, and it has gone rogue.
 * Genesis - The Genesis enemy encountered in Metroid Fusion is fought as a miniboss inside the G.F.S. Thoth. It escaped from the specimen tanks within the ship. Genesis is blind and relies on its hunting senses. Unlike the ones from Fusion, it is agile and stronger, and attacks Samus in the open. Its entire body is weak to damage, forcing it to conceal itself in the shadows in an attempt to avoid harm. It spits corrosive acidic blood via autohaemorrhaging as its main attack, will slash Samus if she gets too close and it climbs on the ceiling and floor. The Logbook entry for this creature states that it naturally hunts in groups and has little need to evolve. Its name was granted from its DNA, which when analyzed, indicated that it belongs to the oldest living lineage on SR388. According to DoctorM64, programming of Genesis was finished only a week before the game's release.
 * Serris - A boss from Metroid Fusion that is fought in an underwater room in the Distribution Center. Serris is the fastest animal on SR388. The skin on its underside, a respiratory organ, can be frozen over with the Ice Beam and attacked with Missiles or Super Missiles to nullify its hardened skin and render it vulnerable to attack. It will swim through the water and destroy platforms made of Missile Blocks as navigates. As Serris takes more damage, it begins to swim faster, however it does not use the Speed Booster like in Fusion. After its death, it segments will detach and it will float in the water for a few seconds before exploding. The Log Book reveals that a Serris will move to another location by digging passages to channel water from its previous home to its new one; this is speculated to be the cause of the Distribution Center's flooding. DoctorM64 later said that he felt Serris was too easy, and would increase the difficulty of its fight if he was allowed to update the game.
 * Omega Metroid - As the Apex predator of SR388, the Omega Metroid is the most powerful of all Metroids, before the Queen. In version 1.0 they 40 Missiles to kill, while version 1.1 reduced the amount to 35 Missiles. In AM2R, like the Zeta Metroid, the Omega Metroid's behavior is combined from Metroid II and Metroid Fusion. It breathes a long stream of fire (an "organic flamethrower") from its mouth, which is actually saliva that is ignited by the creature's mouth glands. slashes with its claws and jumps around, with the force of its landing knocking Samus off her feet if she is on the ground when it lands. When it lands from a jump, a small, second weak spot will briefly open up on its lower back, which can be targeted for triple damage. The Log entry states that the Omega Metroid's large size is caused when the Zeta Metroid's muscles rapidly expand to massive proportions during its evolution into the next form.
 * Queen Metroid - The Queen Metroid's cell structure is suggested in the Log Book to be very old, perhaps almost as old as the Genetics Laboratory in which she is found. Her genetic coding is distinct from other Metroids and it is suggested that the creature went through a unique life cycle to attain its form. It is the only Metroid in the natural life cycle capable of producing offspring, and the mother of every Metroid on SR388. The Queen's mobility has been hindered by her time spent in the hive, but this has caused her to develop a long neck and massive head that can strike enemies at a distance, and an impenetrable torso. The Queen is fought in very much the same manner as before, but the battle is expanded. She will launch a number of projectiles from her mouth, which can be destroyed and yield Energy Capsules and ammo. Her head will then seek Samus's position before lunging at her. Her weak spot, her head, is vulnerable to Missiles and normal Bombs, but only while she is attempting to lunge at Samus. When Super Missiles are used, the Queen's red "eyes" will flash; when Power Bombs are used, her "eyes" will close until after the explosion, but it does no damage. When she has taken enough damage, the Queen will charge a fire ball in her mouth and then launch it at the wall behind Samus, destroying it and extending her chamber. This will repeat at least four times. The Queen will be fought in two corridors and one room where she has more ability to move her head. In the corridors, she will sink or raise her head before launching. In the final room, the Queen will put Samus in her mouth before throwing her away, and can be finished off in several ways. The first way is by shooting 15 Missiles or 3 Super Missiles at her head before she can eat Samus, which will cause her to release Samus from her mouth and shake violently before exploding, leaving no trace of herself behind. The most practical and popular way to kill the Queen requires Samus to allow herself to be eaten, entering her stomach with Morph Ball and laying a Power Bomb to instantly finish off the Queen as in Metroid: Other M; her head and backside will be left behind, with green blood, or amniotic flood dripping from the ceiling. The Power Bomb can also be laid inside her mouth, which will cause her body to go limp, before exploding and leaving no trace of her behind. Finally, normal Bombs can be laid inside the Queen's mouth or stomach until she dies, although again, none of her body will be left behind if she is killed this way. Samus can also unmorph and exit through the Queen's backside if she uses normal Bombs. It should be noted that the escape route tunnel that was present in the Queen's chamber in Metroid II has been removed in AM2R, and Samus's energy is no longer fully restored after the Queen is killed.

Areas

 * Surface - the surface area of SR388, where Samus lands her Gunship, and later returns with the baby. In the original game, this area was called Phase 1. As with the original game, Space Jumping too close to the atmosphere results in Samus taking damage. The first Metroid, an Alpha Metroid, is encountered here.
 * The Golden Temple - the AM2R version of Phase 2, which has been updated with an architectural and visual style similar to Chozodia in Zero Mission. 4 Alpha Metroids are fought here. The Bombs, Charge Beam and Spider Ball can be acquired in the Golden Temple. This area can be revisited via the transportation shafts in the Distribution Center. The Log entry states that it stands at the base of a hollow mountain. It was built as a sanctuary, possibly a religious one, and has not fallen into disrepair like many other Chozo ruins. All of the robotic entities found here operate autonomously, with no control signals to be found. They are placed at strategic points within the temple.
 * Breeding Grounds - Similar subareas of the Golden Temple, Hydro Station and Industrial Complex, engineered for the cultivation and breeding of Metroids. These areas are rife with harmful vegetation, which are explained in the Log Book as synthetic tendrils that absorb nutrients from dead matter. Predating and scavenging animals often take advantage of the terrain here, feeding on carrion.
 * Hydro Station - the AM2R version of Phase 3. As the name implies, it has been transformed into a water filtering and pumping facility. The Chozo used this area to filter clean water through complex pipelines into further cave systems, possibly including the Distribution Center. Despite it being abandoned, most of the technology is still functional. 6 Alpha Metroids and the first Gamma Metroid are fought here, as well as the Arachnus. Items that can be collected here are the Wave Beam, Spring Ball (guarded by Arachnus), Varia Suit, High Jump Boots, 8 Missile Tanks and 2 Energy Tanks. There are launchers here that connect to The Tower and to the Distribution Center.
 * Industrial Complex - the AM2R version of Phase 4. It is a factory that assembles Chozo drones, which run autonomously to supply SR388's facilities with replacement parts. The facility has remained remarkably intact and operational considering its age, although robotic workers have begun to malfunction and show signs of aggression. 8 Gamma Metroids and 2 Alpha Metroids are fought here. The Space Jump is acquired here, but Samus must destroy a Torizo before she can leave the room with it. One segment in this area has Samus take control of an Autoad, to pick up stray Super Missiles and drop them onto Super Missile Blocks in order to create a passageway. The Super Missiles, Spazer Beam and Speed Booster are also acquired here.
 * Research Site - the AM2R equivalent of Phase 5. This is where the Federation research team made their base and were killed by Metroids. Two Alpha Metroids ambush Samus here, which may have been responsible for their deaths. After the Power Bombs are acquired, a shaft above the Research Site leads to the G.F.S. Thoth site. The Log entry reveals that the access tunnel leading to their research vessel has collapsed, and their equipment is no longer functional.
 * Mining Facility - the AM2R equivalent of Phase 6. 1 Gamma Metroid and 1 Alpha Metroid are fought here. It is a long and winding set of old mining tunnels. Two mining drills can be found here. One of them is non-functional, while the other is used by Samus to get further into the base. Cordite, a substance from Metroid Prime is found here, but in a raw, green crystallized form, and is presumably what the Chozo was mining on SR388. It can still be destroyed with Super Missiles. The Log Book states that Cordite is among the most durable and naturally forming crystals in the galaxy, and a more malleable resource than diamonds. The Chozo found uses for Cordite in constructing both machinery and art. The Mining Facility supplies Cordite and other materials to the Industrial Complex.
 * The Tower - the AM2R version of Phase 7, which has been greatly expanded. 3 Zeta Metroids and 3 Gamma Metroids are fought in here. The Tower is a weapons R&D factory, and is guarded by aggressive combat drones using advanced shield plating. These robots are programmed to fire at any living target and seek to quickly eradicate any organic matter that may enter the Tower, namely Samus. Upon first arrival, the facility will have no power and some of its rooms will be inaccessible. Samus will find a Morph Ball slot further into the Tower that will turn the power back on. A miniboss, The Tester, is also battled in a very tall shaft, guarding the way to the Plasma Beam. After the Metroids have been killed and the lava subsides, the Power Plant becomes accessible. At the very top of the Tower is a massive statue of two warrior Chozo holding a planet, possibly SR388, in their hands.
 * Power Plant - A new subarea not present in Metroid II, where geothermal power is generated to power all facilities within the complex cave system of SR388. Water from the Hydro Station is transported into the system via insulated pipes, while sophisticated turbines use the environment's heat to ensure efficient power with minimal usage of water. At its heart is a chamber with power cells, one of which is structurally unsound. After Samus uses a Power Bomb, acquired in the same chamber to escape, this cell explodes, the Plant begins to melt down and she is forced to escape. This countdown is scripted, meaning that the "power cell temperature" bar that appears during the countdown will only fill as Samus enters new rooms. The Tank Prototype is battled during the escape. As she reaches the entrance of the Power Plant, Samus is stuck behind slowly-unlocking gates, and the Plant explodes, knocking her down and reducing her energy to 5 units. Part of the ruined Power Plant can still be explored after its destruction, and will yield 1 Missile Tank and 1 Energy Tank. No Metroids are present here.
 * Distribution Center  - an entirely new area added to the game. The Center's main purpose is to serve as a backtracking hub which connects to prior areas using fast-traveling pipes. In addition, a Morph Ball slot distributes drones across the entire planet carrying energy cells used to power nodes to unlock doors to progress through the Distribution Center or hidden power-ups in previous areas. These energy cells contain excess energy, and when shot with beam weaponry, will explode, creating an electrical field that renders Samus unable to shoot unless she has the Gravity Suit; Bombs and Missiles will not cause them to explode, and can be used to move them around. The Screw Attack and Ice Beam are now exclusively located inside this Center, and the Gravity Suit is found in a subarea above it, with numerous rooms containing an electrical field similar to that created by the destabilized energy cells. 8 Metroids are battled here: 1 Zeta Metroid, 5 Alpha Metroids at once, and 2 Gamma Metroids at once. Serris is also fought here as a non-Metroid boss, intercepting Samus after she acquires the Ice Beam. The Distribution Center's flooding is suggested to have been caused by Serris.
 * G.F.S. Thoth - a new area not present in Metroid II. The G.F.S. Thoth and Anhur-class patrol ship carrying the two ill-fated Galactic Federation teams mentioned in the Metroid II manual are found here, and Genesis is fought as a miniboss. No evidence of either team could be found in Metroid II. The room where Samus is infected by an X Parasite prior to Metroid Fusion can be visited here. A Hornoad is present inside, the same creature that the X which infects Samus spawns from. No Metroids are present here. The Log Book entry reveals that the Thoth originally escorted Olympus-class battleships, before it was converted into a research vessel. The crew has explored many planets and studied ancient civilizations and species across the cosmos. To this end, it carries portable drilling machinery for its excavations. This area connects directly to the Research Site. There are three levels in the ship. Upon entering the ship, the entry is expanded with information from the display of the ship's motion sensor monitor system. The first level contains the storage area and ship lobby, the second level contains the communications room and west wing, and the third level contains only the east wing and a Save Station. All rooms except the east wing have no signals, while movement is detected in the east wing. This is revealed to be Genesis.
 * S&R Hideout - a new subarea in the first half of AM2R ' s equivalent of Phase 8, where the search and rescue team made their base. Samus will hear gunfire on her first visit, and discover the team still alive, battling an evolving Omega Metroid, before they are killed by it. An Alpha Metroid is fought prior to this encounter. Besides the Metroids, the only thing found here is a Super Missile Tank.
 * The Nest - the penultimate area of the game as the second half of Phase 8, where the (supposedly) final Metroids are fought before the Queen. Three Omega Metroids are battled here, each in rather small corridors. According to the Log Book, the Nest is composed of "thick, globe-like masses composed mostly of crystallized carbohydrates", and only the most adaptable bioforms can thrive in its ecosystem.
 * Genetics Laboratory - the final area of the game and the location of the Queen Metroid and the egg from which the baby hatches, serving as the AM2R equivalent of Phase 9. 8 normal Metroids are fought here as in Metroid II. It now features stasis tubes and organic matter coating the background. The Ice Beam is no longer found here due to the inclusion of Beam stacking, although the broken Chozo Statue where it was found in Metroid II is still present in AM2R. The logs and several visual decorations in the Genetics Laboratory serve to hint at the Chozo being responsible for the creation of the Metroid species. During the Queen battle, she will destroy the walls behind Samus and chase her, extending her chamber in the original game into a corridor. In addition, the small shaft where Samus can escape from during the Queen battle has been removed in AM2R. With the final update to the game, a transportation pipe is added that connects the Laboratory to the Hydro Station.

References to prior Metroid titles
The game has many Easter eggs and references to prior games in the Metroid series, including the Metroid Prime series.
 * Metroid/Metroid: Zero Mission - The intro sequence in AM2R shows an image of what is likely Tourian with several Metroid larvae. This same intro's text, as well as logs, describe the Space Pirates' interest and attempts in using Metroids as bioweapons, in direct reference to both the original game and its remake. Samus wears attire similar to, but different in appearance from, her orange Ending Outfit from Zero Mission in the Game Over and the best ending. The G.F.S. Thoth has a unique Save Station that closely resembles those used in Metroid: Zero Mission.
 * Metroid Prime - A log mentions the Space Pirates' use of abnormal stimuli (Phazon) on Metroids. The Chozo history records in the Torizo log refers to the Chozo Lore entry "Statuary". Cordite minerals can be found in the game, though in their raw, green crystalline form. The intro sequence's text states the existence of several Metroid-related incidents prior to AM2R, covering the entirety of the Prime trilogy. If left idle, Samus fiddles with her arm cannon similarly to Prime's idle animation.
 * Metroid Prime 2: Echoes - The Anhur-class patrol ship belonging to the search and rescue team is the same class as the G.F.S. Tyr that landed on Aether, and also had its entire crew massacred. When Samus steps out of the chamber that grants her the Gravity Suit, her suit's lights are a bright blue while the rest of her body is briefly shrouded in darkness; this is a visual reference to Dark Samus. Several tracks from Echoes are also remixed for the game, including the Chykka battle theme and Great Temple theme.Dark samus.png
 * Metroid Prime 3: Corruption - The G.F.S. Thoth is a Griffin-class frigate that once escorted Olympus-class battleships, ship classes that are present in Corruption. Within the Thoth, there is a room with a Mounted Blast Shield door in the background with the 5 combination locks on it.
 * Metroid Prime: Federation Force: The four soldiers fighting the first Omega Metroid have colored armorsuits, which are a subtle nod to the titular characters of Federation Force.
 * Super Metroid: The best ending in AM2R shows Samus contacting the Ceres Space Colony. After the credits the introductory phrase "The Last Metroid is in captivity. The Galaxy is at peace." appears followed by "to be continued." The Moon Walk technique, which was present in Super Metroid, is also present in AM2R. The baby's screeching sound effects are reused from Super Metroid.
 * Metroid: Other M: The banner of the Federation and some Federation personnel's armor suits are based on the designs from Other M. Also present is Anthony Higgs's Plasma Gun, carried by a large, bulky soldier fighting the first Omega Metroid. The Ice Beam's functionality mirrors that of its Metroid: Other M incarnation, where enemies frozen in midair fall to the ground and shatter.
 * Metroid Fusion: The research crew's suits are based on Biologic's research team, that Samus later escorts in Fusion ' s intro sequence. In that same sequence, the chamber where Samus is infected by an X Parasite can be visited in AM2R near the G.F.S. Thoth site; a Hornoad is present there, which is the creature from which the X that infects Samus spawns. In the nearby G.F.S. Thoth, there is a room with three tanks, containing the brain of the B.O.X. Security Robot, an Evir, and a section of Nightmare's arm. A shattered fourth tank previously held a Genesis specimen, which is fought as a miniboss. The Arachnus battle, which did not have its own music in Metroid II, now has a remix of the Arachnus-X's theme from Fusion (later remixed into Berserker Lord in Corruption). The Save Station aboard the G.F.S Thoth slightly resembles the Navigation Rooms from Metroid Fusion as well as the save stations from Zero Mission. The Ice Beam in AM2R is also the final suit upgrade in the game, though this may be for balancing reasons due to the game's beam stacking system rather than a reference to Fusion.

Development
Blog posts pertaining to development of the game began in 2008, the very first of which stating the game's engine had been in the works for a few years before that. The game was created using Game Maker 7 at one point, before being moved to Game Maker: Studio Master Collection. It was developed almost entirely by Milton Guasti, a devoted fan from Argentina.

Guasti, a 26 year old man who co-owned a recording studio, became a fan of the Metroid series in the 1990s through playing Super Metroid on emulators. He became interested in gamemaking and downloaded GameMaker when he was 26. Archaic gambling laws imposed by Brazil classified video games as gambling and imposed taxes, making the retail version of GameMaker too expensive for Guasti's budget. However, he was able to procure a license and began to familiarize himself with GameMaker. The seeds for AM2R were planted. Guasti felt that a remake of Metroid II would be suitable as a first game, and played the classic Metroid titles to become familiar with their gameplay and Metroidvania formula. With a remake of Metroid II, Guasti felt it especially important that he capture the uneasy feeling one would get when playing the original game, while modernizing the game in line with Metroid Fusion and Zero Mission. The lack of customers at his recording studio meant that Guasti had plenty of free time to develop AM2R.

GameMaker alone did not have the resources to develop a game as complex as AM2R, so Guasti downloaded GameMaker Platform Engine, a plug-in containing physics that were more suited for the development of classic-style 2-D adventure games. The resolution of 160x144 in Metroid II was increased to 320x240 for AM2R, which necessitated the expansion and refinement of the original game's environments. For instance, the Landing Site, a recognizable landmark in any Metroid game, needed to retain an air of familiarity and begin to drum up the feeling of dread that would follow players as they played the game. Speedrunning was also taken into consideration, and Guasti consulted prominent Metroid speedrunners to playtest and provide feedback on the environments and Samus's movements.

Initially, Guasti believed that AM2R would be a simple project, completed within a few months. However, over the course of the game's development, new features such as a minimap, more non-Metroid bosses and item-toggling in the Samus Screen were added. Guasti's personal life became an issue in 2006: his recording studio was dismantled a week before Christmas, leaving him unemployed, and he nearly ended a long-term relationship. Near the end of 2007, Guasti's newly constructed recording studio was running smoothly, and he was able to resume development of AM2R, creating a small demo. The response from the Metroid fan community was overwhelmingly positive, and over time, other fans with varying skills in game development came forward to offer their assistance. Hiring new developers had benefits and drawbacks. Originally, most of the sprites of the game were ripped from past Metroid entries, but the addition of new developers allowed the creation of original sprites. However, more artists meant more coordination of assets, and higher standards of the development. Development was coordinated via Discord and Skype.

In 2011, Guasti was hired at a software development company. This provided him with a stable job and money at a time when he was expecting his first child. However, this meant more time at the office and less time spent with his new family. Reflecting on this period in his life, Guasti said: "I just some guy that showed up and spent some time with her [his daughter] before she fell asleep, and helped with household chores. I won't do that again." In an effort to free up time, Guasti once again closed his recording studio to focus on his day job and AM2R.

One decade after beginning production of the game, in early 2016, AM2R was nearly finished. It was planned for release in December, but Guasti chose to release it on August 6th, coinciding with the 30th anniversary of the franchise (which was otherwise ignored by Nintendo). Ryan Barrett/Infinity's End of the Metroid Database contacted Guasti, having followed AM2R for years and offered to host download links for the game when it was released. A countdown timer was placed on the blog on July 6th, exactly one month before release date. It was released at 4pm EST August 6th.

Half an hour before the game went live, Guasti was alerted by one of the playtesters to a game-breaking bug, but he was able to remove the bug and re-upload the game within 10 minutes of the countdown hitting zero. The MDb reported that their site was inaccessible due to the load on the servers; 1 terabyte of bandwidth was downloaded that day from the site from people downloading the game.

Mere hours after AM2R was released, the MDb received a Digital Millennium Copyright Act (DMCA) notice, asserting that AM2R infringed on Nintendo's intellectual property and requesting that any download links be removed. The notice came from Miller Nash, a Seattle law firm representing Nintendo of America.

Going against the DMCA, an update was released on August 18, 2016, which fixes translation issues and a glitch where the Gravity Suit did not render correctly, and adds a transportation pipe to the Genetics Laboratory, the final area of the game. On September 2, 2016, DoctorM64 announced that Nintendo had sent another DMCA request to his email, and that there would be no further updates to AM2R. Some fans have suggested that he release the game's source code so development can continue from other programmers, but Guasti cannot do this as it would go against the DMCA.

The game's title, "Another Metroid 2 Remake", refers to the fact that at the start of its development, it was one of many fan-made remakes of Metroid II in development. While others were cancelled or never made it past the conceptualization stage, AM2R was completed and released.

One of the criticisms of the original Metroid II was that some of the areas had little to no music, or that it was not riveting. AM2R corrects this by using remixes of tracks from official Metroid games. For example, the Hydro Station's theme is a remix of Brinstar Overgrown With Vegetation Area, the Industrial Complex's theme is a remix of the Great Temple theme in Metroid Prime 2: Echoes, and The Tower's theme, as well as the Power Plant subsection, is a remix of the Lower Norfair/Magmoor Caverns theme in Super Metroid and Metroid Prime. Some of the tracks from the original Metroid II are retained and remixed, such as the SR388 tunnels theme, which now has two versions that change halfway through the game, similar to the Tallon Overworld theme in Metroid Prime. Some of the music appears to be original as well, such as the Distribution Center, G.F.S. Thoth and Genesis themes. Of note is that the Queen Metroid's theme now includes sound bytes present in many tracks throughout the Prime series.

The game is dedicated to Satoru Iwata, the late CEO of Nintendo who died in 2015. The game's credits can be found here.

Planned content
More content was planned in future updates to the game, before development was forced to end.


 * There were plans to add a New Game Plus mode after completion of the game, which would remove the lava and boulder blockages from the main tunnels of SR388, which would grant access to every area of the game (except the Genetics Laboratory). The Genetics Laboratory would become accessible when all Alpha, Gamma, Zeta and Omega Metroids were killed, similar to the Golden Statues in Super Metroid requiring the defeat of 4 bosses before it would open the path to Tourian. The NG+ mode would create more freedom for players, enabling the collection of all items before exterminating the Metroids, or hunting them in reverse order.
 * Beam Combos (either a new set or based on that of Super Metroid or Prime) would have been added that would be exclusive to NG+, and would be carefully hidden to encourage re-exploration of SR388. The Combos would have used either Missile Ammo or Power Bomb Ammo for balance purposes, but they would all have been capable of damaging Metroids.
 * As stated, more endings were planned for the game to honor the 30th anniversary of Metroid, featuring memorable moments from previous games in the series. These endings would have included Samus fighting the Metroid Prime (Metroid Prime), the baby saving Samus from Mother Brain (Super Metroid), Samus confronting Gorea while the other Bounty Hunters lie defeated (Metroid Prime Hunters) and Samus reuniting with the Etecoons and Dachoras in the Biologic Space Laboratories research station (Metroid Fusion). The plan was to include at least one ending representing a game in the series.
 * Additional log entries written by the dead Galactic Federation personnel were considered. Prior to AM2R's release, Latinlingo (the author of the logs in AM2R) wrote several logs explaining mysteries surrounding the biology of larval Metroids, such as their loss of 2 nuclei as they evolve, why they cannot evolve normally on other planets, whether Beta-Ray manipulation works on later stages of the life cycle, and why the larvae Metroids are favored as bioweapons. These logs would have been collected in the G.F.S. Thoth in a future update. A reference to Metroid Prime Hunters was also to be added.
 * There were discussions regarding the inclusion of a secret post-credits ending cutscene that would reveal the crystals eaten by the baby at the end of the game to be crystallized X Parasites. After the initial ending was viewed, a scene would have begun in the egg chamber, where an X broke out of its crystal and infected a Hornoad, foreshadowing the X's resurgence in Metroid Fusion. The X would have possibly been crystallized with a chemical secreted by adult Metroids that hardens the X before being brought to the egg chamber as baby food.
 * A cutscene showing a battle between an Omega Metroid and a Federation Force Mech was considered near the end of development. This would have been a direct homage to the climax of Aliens, where Ellen Ripley battles the Alien Queen with a Power Loader. DoctorM64 was interested in the idea, and considered that the Mech would have to be non-chibi. He also had the idea for a Mech that Samus could pilot in-game, which would have taken a month or more of work to properly implement. Ultimately, the idea was shelved for a future update.
 * Septoggs and Blob Throwers would likely have been planned in the future, as well as a cutscene of an Omega Metroid eating a Serris specimen, asserting their dominance in the SR388 food chain.
 * Version 1.2 was planned to include new and remastered music tracks, which were released on September 21, 2016 as part of a soundtrack. The new tracks include a remix of the Queen Metroid's battle theme that would begin playing as she released her first fire attack. While the two corridors would play the rhythmic base, the final phase of the battle would play the full melody. A piano version of the tunnels theme, composed by Torbjørn Brandrud, was also included in the soundtrack.

Metroid: Confrontation
A very short, five minute demo of the Golden Temple was released in the early years of the game's development. It featured an electronic dance remix of the series theme, and simplified rooms. Notably, the jingle that was heard when acquiring Energy and Missile Tanks from the original Metroid II is retained. Ridley is battled at the end of the demo, with his attacks and behavior partially recycled from Zero Mission. Following his defeat, the demo ends.

Released on October 10, 2008, Metroid: Confrontation is a tech demo for AM2R. It features a roughly 40 minute story set before Metroid II, with no relation to the game.

In version 2.0 of Confrontation, Samus tests the Confrontation Project, a Galactic Federation virtual reality program used for the training of GFMC recruits. The scenario she is given is that her ship has crashed on an unknown planet. While her Gunship's auto-repair function has completed, a fuel cell is still needed to make the ship capable of flight again. In Confrontation, Samus explores environments similar to SR388 and fights three classic Metroid series bosses: Crocomire, Kraid and Ridley, before entering a room with statues of the three bosses (similar to the stone and Golden Statues). The statues lower and allow access to the fuel cell. Since this was only a tech demo, it uses sprites from existing Metroid games, including Crocomire's scrapped sprites from Zero Mission. The download links for Confrontation provided on release are no longer available.

Reception
Another Metroid 2 Remake received largely positive reviews from many gaming websites and fans of the series. In 2008, when the game was still under development, Arstechnica called it "one to watch out for". After its release, Destructoid referred to it as a "labor of love" and praised its "punchy" gameplay. Additional positive reviews came from Kotaku, Siliconera , Nintendo Life , Nintendo Gamer , PC Gamer , NF Magazine issue #23, Eurogamer and Rock, Paper, Shotgun.


 * Kotaku - Mike Fahey called AM2R brilliant, and favorably compared the gameplay, graphics and music of the game to that of the original Metroid II.
 * Siliconera - Ishaan found the game impressive, and stated that it is of a higher quality than many fan-made remakes.
 * Ars Technica - Sam Machkovech said that AM2R would be enjoyed by fans of Zero Mission, and that its quality and polish put it on par with official Nintendo games. Machkovech said that the game looks "phenomenal", and that its 320x240 resolution was made up for by the game's "beautiful, easily discernible sprites" and 60-frames-per-second animation. The improved color palette made AM2R feel like a completely new game to him.
 * Destructoid - Zack Furniss believed that some of the ideas in AM2R were solid and that Nintendo should use some of them in future Metroid titles. Another Destructoid journalist, Jonathan Holmes, said that AM2R filled the void made by Nintendo's lack of new 2D Metroid games (Zero Mission was the last of this kind released in 2004), and called it "even more of an extensive re-imagining" than Zero Mission was to Metroid. Furniss found that the new features, including ledge grabbing felt natural, and called the user interface "sleek". He praised the Logbook and opening for adding more story to the game while not overdoing it, akin to the introduction of Super Metroid. Furniss also praised the game's colors and increased graphical detail as "gorgeous". Holmes commended the boss battles, believing they were the best across all 2D Metroid games.
 * Nintendo Life - Gonçalo Lopes said that AM2R was a great way to celebrate the series' 30th anniversary and a dream come true for Metroid fans. Lopes called the music "fantastic" and also imagined that players would be willing to pay money for it if it was sold on the Nintendo eShop.
 * Nintendo Gamer - Matthew Castle called AM2R an example of how to do a remake right.
 * PC Gamer - Tom Sykes praised AM2R as a "great game in its own right" regardless of whether one had played Metroid II prior or not.
 * NF Magazine - Tony Ponce was initially worried that the game would lose the "eerie charm" of Metroid II, but found this was not the case, and praised it for including new features that would appeal to longtime fans of the original game. However, Ponce found that the precise conditions for defeating Metroids were annoying considering how often the battles occur. At the same time, he thought that the new non-Metroid bosses were among the most exciting and challenging in all 2D Metroid games. Ponce's favorite new gameplay elements were the "gimmicks" such as the tunneling drill machine in the Mining Facility and the Autoad minigame in the Industrial Complex.
 * Rock, Paper, Shotgun - Alec Meer said that the game's graphics were a large improvement over the original version's green screen.
 * Eurogamer - Jeffrey Matulef found it impressive how closely AM2R resembled Super Metroid visually.

Response from Nintendo
Nintendo had seemingly ignored the game's existence during its ten-year development. Immediately after its release, however, Brian Sniffen of Miller Nash, a law firm representing Nintendo, approached the official blog and other sites that hosted download links, including the Metroid Database, with DMCA requests forcing them to remove the links. It did not issue a cease-and-desist letter, which would have forced the game's removal from the internet and the end of its development altogether. Nintendo's action against it has angered many Metroid fans, whose satisfaction with Nintendo's treatment of the Metroid franchise has deteriorated following the controversial releases of Metroid: Other M and Metroid Prime: Federation Force. In a statement released after the takedown, Guasti harbored no ill will towards Nintendo and discouraged fan criticism of the company since it was within their legal rights to protect their intellectual property. He did state that he planned to continue improving on the game privately (which eventually did, by releasing a new version on August 18, 2016 through the AM2R official boards). He also encouraged fans to buy the original Metroid II on the Nintendo eShop.

Ben Sprout, an environment artist who worked on Metroid Prime 3: Corruption, praised AM2R in a blog post before its release and promised to try it out.