Title: Super Metroid
Content:  The music for Super Metroid was composed by Kenji Yamamoto and Minako Hamano, and uses 16-bit versions of music from previous games. The SNES sound hardware allowed the playback of samples simultaneously on eight channels, as opposed to three PSG channels and one noise channel of the NES. Yamamoto decided that rich and expressive sounds, such as a female chorus, would be required to portray the setting realistically. He composed the main theme by humming while riding his motorcycle from work. Yamamoto also served as a sound programmer, and wrote a program that sends sound data to the audio chip. He also created sound effects, including those created for an infant Metroid to convey different emotions. The simultaneous roles 
Title: Super Metroid
Content:  a composer, a sound programmer and a sound effect creator gave Yamamoto ideas to produce a distinct Metroid soundtrack "with a sound programmer's ear, with a sound effect creator's ear, and with the approach methodology and theory of a composer." The arrangements and remixes of the game's themes were used in Metroid Prime and its sequels, because Yamamoto wanted to satisfy old Metroid fans, describing it as a "present" for them. A soundtrack album, Super Metroid: Sound in Action, was published by Sony Records on June 22, 1994. It contains 38 tracks and has a running time of 58:49. It includes the original Metroid soundtrack by Hirokazu Tanaka, and additional tracks arranged by Yoshiyuki Ito and Masumi Ito.
Title: Super Metroid
Content:  Makoto Kano and Gunpei Yokoi—returned to develop Super Metroid over the course of two years. The developers wanted to make a true action game, and set the stage for Samus's reappearance. Super Metroid received acclaim, with praise for its atmosphere, gameplay, music and graphics. It is often cited as one of the best video games of all time. The game sold well and shipped 1.42 million copies worldwide by late 2003. Alongside Castlevania: Symphony of the Night, Super Metroid is credited for establishing the "Metroidvania" genre, inspiring numerous indie games and developers. It also became popular among players for speedrunning. Super Metroid was followed in 2002 by Metroid Fusion and Metroid Prime. It has been rereleased on several Nintendo consoles and services.
Title: Super Metroid
Content:  Super Metroid was developed by Nintendo R&D1 with a staff of 15 managed by Gunpei Yokoi. It was written and directed by Yoshio Sakamoto, and produced by Makoto Kano. Intelligent Systems, who co-developed the original Metroid with R&D1, handled the programming. The opening was narrated by Dan Owsen, a Nintendo of America employee. Super Metroid was released almost a decade after the original Metroid. Sakamoto said: "We wanted to wait until a true action game was needed. [...] And also to set the stage for the reappearance of Samus Aran."  It took half a year for Nintendo to approve the project, and two further years to develop. The developers' primary goal was to make a "good action game". It is the first Metroid game to let Samus fire in all directions while moving. It is also among the first open-world games with 
Title: Super Metroid
Content:  Super Metroid (スーパーメトロイド) is an action-adventure game developed and published by Nintendo for the Super Nintendo Entertainment System in 1994. It is the third installment in the Metroid series, following the events of the Game Boy game Metroid II: Return of Samus (1991). Players control bounty hunter Samus Aran, who travels to planet Zebes to retrieve an infant Metroid creature stolen by the Space Pirate leader Ridley. Following the established gameplay model of its predecessors, Super Metroid focuses on exploration, with the player searching for power-ups used to reach previously inaccessible areas. It introduced new concepts to the series, such as the inventory screen, an automap, and the ability to fire in all directions. The development staff from previous Metroid games—including Yoshio 
Title: Super Metroid
Content:  play in which the player intends to complete the game as quickly as possible for the purpose of competition. Super Metroid, alongside Konami's 1997 game Castlevania: Symphony of the Night, is also credited for establishing the "Metroidvania" genre. It was cited as an influence on other Metroidvania games, including Shadow Complex and Axiom Verge. Several ROM hacks for Super Metroid were released by fans, which added new features that are not included in the original game. Super Metroid: Redesign, created by "drewseph" in 2006, features new items, expanded areas and modified physics. In 2011, a Japanese hacker named "SB" released a ROM hack titled Metroid: Super Zero Mission, which intends to combine elements from Super Metroid and Metroid: Zero Mission.
Title: Metroid
Content:  The Metroid series has been noted and praised for its unique style of video game music. Hirokazu "Hip" Tanaka, composer of the original Metroid, has said he wanted to make a score that made players feel like they were encountering a "living creature" and had no distinction between music and sound effects. The only time the main Metroid theme was heard was after Mother Brain is defeated; this is intended to give the player a catharsis. At all other times, no melodies are present in the game. The composer of Super Metroid, Kenji Yamamoto, came up with some of the games' themes by humming them to himself while riding his motorcycle to work. He was asked to compose the music for Metroid Prime to reinforce the series continuity. Metroid Prime's Dolby 
Title: Kenji Yamamoto (composer, born 1964)
Content:  Kenji Yamamoto (山本 健誌) is a Japanese video game musician working for Nintendo, where he is notable for composing music in many titles of the Metroid series, mainly Super Metroid and the Prime trilogy. Yamamoto also plays a role as a music director at Nintendo, overseeing the audio for several of their games. He frequently collaborates with fellow composers Minako Hamano and Masaru Tajima. Yamamoto utilizes heavy drums, piano, voiced chants, clangs of pipes, and electric guitar. In development of Super Metroid, Yamamoto came up with some of the game's themes by humming them to himself while riding his motorcycle home from work. He was asked 
Title: Metroid
Content:  Logic II surround sound was mixed by a member of Dolby. Developers from Retro Studios noted how the 6 MB memory budget for all sound effects of a level in Metroid Prime was crucial in producing a quality soundtrack, as each sound had to be of high quality to be included. Composer Kenji Yamamoto used heavy drums, piano, voiced chants, clangs of pipes, and electric guitar. Metroid Prime 3: Corruption took advantage of the increased RAM in the Wii, allowing for higher-quality audio samples. Kenji Yamamoto, who composed the music for Super Metroid and the Prime trilogy, copied the musical design of the original Metroid in Metroid Prime 3, by keeping the music and themes dark and scary until the very end, when uplifting music is played during the credits.
Title: Metroid (video game)
Content:   After Nintendo's release of commercially successful platforming games in the 1980s, including Donkey Kong (1981), Ice Climber (1985), Super Mario Bros. (1985), and the critically acclaimed adventure game The Legend of Zelda (1986), the company began work on an action game. The word "Metroid" is a portmanteau of the words "metro" and "android". It was co-developed by Nintendo's Research and Development 1 division and Intelligent Systems, and produced by Gunpei Yokoi. Metroid was directed by Satoru Okada and Masao Yamamoto (credited as "Yamamoto"), and featured music written by Hirokazu Tanaka (credited as "Hip Tanaka"). The scenario was created by Makoto Kano (credited with his last 

Question: Who was the composer of Super Metroid?
Answer: Kenji Yamamoto.