Kraid's Lair


 * This article is about the location in the Metroid series. For the I Wanna Be The Guy location, see Kraidgief's Lair. For the Super Smash Bros. series iteration of Kraid's Lair, see Brinstar Depths.

Kraid's Lair is a location in the Metroid series that is the hideout of Kraid and his space pirate minions. Kraid's Lair was its own unique location during the events of the original Metroid/Metroid: Zero Mission, but it was moved to Brinstar by the events of Super Metroid, presumably because Samus Aran had destroyed the original location.

In M.U.G.E.N, Kraid's Lair has been made by Endoedgar and King Pepe; Endoedgar's version uses spites of Kraid's boss room from Super Metroid, while King Pepe's version uses sprites of Kraid's Lair from the original Metroid.

Endoedgar's version
Endoedgar's version is a simple stage that only uses two sprites of Kraid's boss room from Super Metroid, one for the background and another that encompasses the walls, floor and ceiling. Although the stage isn't very large, there is just about enough sideways room for characters to move around in and just enough height for characters using a Super Jump to still be visible on screen, though going any further up will result in characters being obscured by the ceiling. Likely as a result of the creator intending the stage to be used with their Metroid characters, the combatants start at the very left of the stage with player one being against the wall, the same positions in which Samus and Kraid start during their battle in the source game.

King Pepe's version
Made for the creator's Famicom Fighters full game, King Pepe's version of Kraid's lair uses sprites of the room that lies outside of Kraid's boss room from the original Metroid. A single Zeela can be seen on the ceiling flipping itself left and right, while three Geega can be seen flying in place in various locations, one above the second player's starting position, one above the red blast door on the left side of the stage and one beside the blue door on the right side of the stage. Owing to the sprites used for the stage, there isn't a lot of horizontal room to move around in, furthermore, the stage's camera will only follow a jumping character for a very limited vertical distance, as the stage's floor is still visible when the camera reaches peak altitude, so characters using a Super Jump will vanish off the top of the game window.