SNES #03 · 1994 · E

Super Metroid

An exploration game about Samus returning to planet Zebes to recover a stolen Metroid larva.

Nintendo R&D1 · 6–10 hrs

Difficulty

The map opens as you find beams, missiles, and suits. Almost every colored door is a tool you do not have yet.

Tips

  • Start here

    Bomb the floor that looks solid

    Hidden passages are the map. If a room feels like a dead end, lay bombs or fire a beam at the suspicious tile.

  • Advanced

    Shine spark is optional speed

    A full run into a shinespark stores a dash. It is how some missile packs are reached, and how you skip long halls once you know them.

Walkthrough

Walkthroughs that already exist

Written guides and videos are listed separately. The first time a game is opened, the web is searched once. Later visits reuse that result. Six of each show here.

The first visit searches the web. Rate a result from 1 to 5 so the next person can skip the wait.

Text guides

No written walkthroughs turned up. Search for more, then rate the ones worth keeping.

Video guides

No video walkthroughs turned up. Search for more to look again.

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On the web

Tips and tricks guides

Written tips and video tips are listed separately. Rated ones stay, up to six of each unless more than six have been rated.

Text guides

No written tip guides turned up. Search for more, then rate the ones worth keeping.

Video guides

No tip videos turned up. Search for more to look again.

Search more desks

The bench

Summoned prints

Makers already conjured these. Five of the most-downloaded models tied to this game, from Printables and Thangs.

Along the same shelf