Super Metroid

Super Metroid

06.10.2013 04:05:34
~B
---------------------------------------------------------------------------
S U P E R M E T R O I D F A Q
version 3.00
---------------------------------------------------------------------------
by Wei-Hwa Huang (whuang@ugcs.caltech.edu)

Thanks to:
Matt Kruse (mkruse@saunix.sau.edu) for writing the first edition of
this FAQ.
Rick Durrett (rtd1@cornell.edu) for a walkthrough found on the net.
Brian Ingalls (ingalls@cs.dal.ca) for pointing out a few errors.
Mike Zaimont for a few more secrets...
My father, for buying the game. :)

DISCLAIMERS
-----------
The writer of the FAQ is not affiliated in any way with Nintendo,
Nintendo of America, or any of their affiliates. (Although Nintendo
does have quite a bit of this writer's money.) Use the information
herein at your own risk. And don't say you wrote this; give us some credit.

NOTE
----
If you have any additions or suggestions to this FAQ, please mail me at
whuang@ugcs.caltech.edu.

*******************
*WHERE TO GET FAQS*
*******************
If you ever want a FAQ for any game, just try
ftp://ftp.netcom.com/pub/vi/vidgames/faqs

This Faq as well as many, many others are there thanks to Andy Eddy
(vidgames@netcom.com) of GamePro magazine.
-----------------------------------------------------------------------------
-----------------------------------------------------------------------------

CONTENTS
----Intro
----Version History
----Special Techniques
----Beating the Bosses and Mini-Bosses
----Numbers and Times
----Checklists by world
----How do I get ... ?
----Maps
----Game Genie Codes

**************
*Introduction*
**************
Super Metroid is one of the best games for the Super Famicom/Super NES. It defies
classification; although it appears to be a typical side-scrolling action game, the
forced sequences of goals tend to give it that "RPG" feeling, like Legend of Zelda.

This isn't really a FAQ; you won't find any questions here. However, like most FAQs,
it contains all the information I could find related to gameplay.

If you just want a few hints instead of a complete description, heed this one:
WATCH THE INTRODUCTORY SEQUENCE!!
The programmers, thoughtfully, have taken the hard-to-find tricks, and displayed them
in the introductory sequence. There are four series of scenes; just turn on the
machine, sit back, and watch.

For a perfect walkthrough, see the accompanying SMETWALK.TXT file.

*****************
*Version History*
*****************
3.00 Addition of a few URL's, some more tricks, and a "walkthrough."
Also, more errors corrected.
2.10 -- We now have 100% of all the items! Some more errors corrected.
2.00 Takeover from an old version by Matt Kruse; added the detailed maps.

********************
*Special Techniques*
********************
These are some special techniques that you can do in the game that aren't
documented well in the manual or are hard to learn.

One-shot Missiles: Hold down the cancel button (Y) while selecting your
missiles/bombs/etc. Instead of the normal steady green illumination,
the weapon's icon will flash. After one shot, you'll revert back to
your normal weapon. This is supposedly useful when you want to
use just one super missile or something like that; I find it faster
to just hit cancel after using the weapon.

Using Reserve Tanks: To recharge energy from the reserve tanks manually,
change the mode to manual, and move the cursor down one step next to
"reserve tank". Then press fire to use that energy.

Blue Barriers: Some of the one-way barriers require shooting at them with
a gun to open. With the wave beam, these barriers can be opened from the
other side.

Wall climbing: As the little gremlin guys (the "etecoons") try to show you
in Brinstar, you jump back and forth between walls to get up long vertical
columns. To do this, just jump towards a wall and make sure you are
spinning. Just after you hit the wall, push towards the opposite
direction and press jump. It can be hard to keep going, but it can be
done. It is also possible to do this off of a single wall by jumping out
and back, but this way is very difficult.

Speed Jump: If you have the Speed Booster, running fast and then jumping
will hurl you diagonally in a large parabola for a long distance. Only
works in large rooms, like in Crateria or Norfair.

Power Jump: The ostrich ("dracola") demostrates this in Brinstar.
To do this, just run using your super speed. When you start flashing,
tap down (crouch). You will then be flashing for a few seconds. Then:

Do: To:
Tap Jump Fly straight up
Hold R, Tap Jump Fly diagonally up
Hold Left, Tap Jump Spin jump left (repositioning without flying)
Left and Jump Fly left (timing is critical)

The spin jump is important if you want to start the flight from a slightly
different position.

This does take away your energy. The amount drained depends on how far
you go. Running through a door cancels your super speed, but if you are
already in the flashing stage, it will be maintained.

Incidentally, a well positioned Power Jump at the shaft near the end of
the game can be quite impressive.

Ball climbing: This is a technique to get you into places that are too high
to reach before you are really meant to get there or before you have the
right equipment. It is done by rolling into a ball and then placing
bombs at just the right times to keep bouncing you higher into the air.
It is done easiest by using a rapid-fire control pad, but it can be done
if you have good timing. Try to hit the button along with the music in
most areas. In most cases, this works fine and it is easy to keep your
rhythm. It can also be very time-consuming, so don't use it if you want
to see the good ending.

Bomb Spread: Charge your weapon and then turn into a ball while still holding
the button down to spread 5 bombs out around you.

Special attacks: These are attacks or defenses that you can do but aren't
mentioned in the manual or anywhere in the game (although one of them
is shown in one of the intro screens). To do them, you must
have the charge beam, a power bomb, and at least one more beam item.
Select power bombs. Next, select the charge weapon and *only* one other
beam. Now simply hold down the fire button to do it. It takes just a
second or two and uses a power bomb. You don't have to be crouched down-
in fact, you can do it while jumping. Each weapon in combination with
the charge has a different special attack:

Spazer: Several small spazer blasts that fly off in a direction
of your choice.
Ice: A rotating shield of ice.
Wave: Four purple balls that orbit you and then fly out.
Plasma: Four green balls that orbit you in a circle that
gets larger and larger.

Using the Charge Beam as a Screw Attack: Although it doesn't do as much
damage, charging up your weapon and doing a spin jump through an enemy
while still holding down fire can still hurt monsters.

Energy replenish: As shown in the intro screen, this is a method to restore
your energy. To do it, you must have less than 50 health left, all
reserve tanks empty, at least 10 missiles, at least 10 super missiles, and
at least 10 super bombs. First, turn into a ball. Then hold down L, R,
and Down. Then lay a super bomb and keep holding all buttons (including
fire) until it works. Try it! (Personally, I rarely use it; by the time
I get 10 super missiles, I have too many energy tanks anyway. But the
visual effects are worth it.)

Power Ball: If you run with the Speed Booster and jump (not fly) diagonally,
then crouch in mid air, then turn into a ball just before you hit the
ground, you'll turn into a ball that can destroy certain rocks.
Unfortunately, this requires a lot of open space, since the jump has to
be pretty wide and you have to hit level ground (as opposed to a wall).
The timing is also very critical; I was only able to do it by slowing the
game down externally. Using this method, you can clear out just the bottom
row of blocks near your ship. Practical use: none that I know of. (It's
a bug, not a feature! :-) )

************************************
*Beating the Bosses and Mini-Bosses*
************************************

Ridley (Space Colony): You can't kill or even damage him, really. He
flies away when you have less than 30 energy, so just walking into
him works just as well. Rumor has it that he can be defeated. I
don't believe it.

Chozo Statue (Crateria): Shoot missiles at it, roll underneath it as a ball
when it's about to jump. If you run out of missiles, shoot the projectiles
it spits out of its mouth. Should be easy.

Spore Spawn (Brinstar): You can avoid it by rolling into a ball and rolling
to the side away from it. Unfortunately, you should also be shooting
at the little spores to get more missiles. It is only vulnerable
from the side when it has stopped undulating. 10 missile shots will kill
him. Charged weapons do twice as much damage, but as you can get 2 or
sometimes 3 missiles off, I prefer the missiles.

Kraid (Brinstar): His weak point is his mouth, which you must hit while it
is open. Shooting at his face will anger him; when his eyes flash in
anger, he's about to open up. The banana-like things he shoots out can
be hit for recharge, and the platform like thing he shoots out you can
stand on. You should have the jump boots before fighting him, so he isn't
very hard at all. Just jump on to the platforms above and shoot him a few
times with your normal gun to open his mouth up. Then just pound him with
some missiles and repeat for about 8 missiles or 3 super missiles. If you
have the Charge Beam and the Spazer, your job is even easier: shoot his
eye with a Charged Beam to anger him, then shoot into his mouth when he
opens it. He takes about 5 hits this way.

Crocomire (Norfair): Again, his weak point is his mouth. Every hit you
score with a missile or charge weapon pushes him back. Do this enough
times and you'll defeat him. A charged weapon is preferable because it
never runs out and it pushes him back faster.

Phantoon (Wrecked Ship): As long as his eye is open and he's solid, he can
be hit with missiles or charged weapons. In this case, I recommend
missiles; your weapon is much more useful destroying the blue
will-o-the-wisps he sends out. Hide from corner to corner. He gets
really angry if you use Super Missiles on him; fortunately, a charged
screw attack is a good defense when he starts throwing those
difficult-to-avoid attacks.

Botwoon (Maridia): The best way is to stay in the lower left with a
charged weapon. If he sticks out his head, just shoot up, diagonally
(with the R button), normally, or after a little jump. Don't worry about
getting hit with his spit; and to make sure he doesn't run into you,
tuck yourself in the corner.

Draygon (Maridia): Yes, you can shoot a lot of missiles at his belly,
but the easiest way to kill him is to destroy with missiles the
small bunkers that shoot at you from the left side of the room as soon
as you come in. They are only vulnerable from the side, but one of the
four is already destroyed. Then, set to the grappling beam. Lure
Draygon to pick you up, and while you both are in the water, try to
shoot the grappling beam to catch a broken bunker and hold down the
button. You'll lose about 100 energy, but Draygon will be electrocuted.

Chozo Statue (Norfair): Similar tactics as the last one. Easier, actually,
since now you have more weapons. It's also very vulnerable from
behind.

Ridley (Norfair): If you have the space jump and screw attack, this should
be no problem. Just jump up to the side opposite of where he goes up to
throw his projectiles. You will be invincible. As he swoops down, stop
spinning and throw as many missiles as possible. If he comes down slowly
to pick you up, just stand below him and fire away. There's a magical
point at the left of the platform where you can shoot up into his face
while he tries to pick you up without succeeding. Also, if you have
power bombs and the spring ball, you can soften him up with power bombs
in the air before you begin your assault.

Mother Brain (Tourian):
First form - uh...shoot lots of (40) missiles. Once you get through the
barricades and destroy Mother Brain's glass casing (about 7 missiles),
go back and fill up on missiles and energy again (unless you're really
confident). Don't worry, the damage you've done will stay there.
Second form - try to anticipate her blue bubble things and jump just a
split second before them and fire at the head. The bubbles should
miss you. If she drops a fire bomb, time your jumps so you jump
right before they explode. If you run out of missiles, only the
charged weapon will cause damage.
After the Metroid Sacrifice - stand back in the corner and shoot to the
upper left with the Hyper Beam. Shouldn't be much of a problem.

There is a bug that allows you to move around instead of being stunned.
Basically, you can "shake off" a stun if you have at least one
energy tank left by hitting left, right, and jump repeatedly.
Although Mother Brain is supposed to shoot you until you have
almost no energy left, by playing around with taking off suits and
reserve tanks, you can get into a situation where you can still
walk around after the Metroid attacks Mother Brain. This has
some interesting effects; for instance, you can prolong the
game for a very long time by running into Mother Brain which the
Metroid recharges your energy (it won't die until you're full,
and running into Mother Brain does a LOT of damage).

*******************
*Numbers and Times*
*******************
These are the maximum for the number of powerups.
Energy pods - 14
Reserve tanks - 4
Missiles - 230
Super Missiles - 50
Power Bombs - 50

Rumor has it that there are actually 15 energy pods, but no one has been
able to tell me where the one I haven't located is.

There are three different endings to the game, depending on how fast you
beat it. The percentage of secrets found seems to have no effect on the
ending (not even 100%). The time starts counting when Samus lands on Xebes,
but (fortunately) doesn't increment when you're looking at the map.
Depending on your time, these are the endings you'll see:

Over 9:00 - Samus gives thumbs up, jumps back, and shoots the screen.
3:00 - 8:59 - Samus does the same as above, but you get to see her face.
1:00 - 2:59 - Find out yourself! It's worth it!

*********************
*Checklists by World*
*********************

Quantitative Objects
--------------------
Obviously, "easy-to-get" vs. "hard-to-get" is a bit subjective; I
classify objects as hard-to-get if the objects are hidden, or if you
need to come back later to get them. On the other hand, if they're
shown in plain sight, I count them as "easy" even though it may be rather
tricky to get them. Additionally, whether they appear on the map is
another factor.

Missiles S.Missiles P.Bombs E.Tanks R.Tanks Save
easy hard easy hard easy hard easy hard easy hard spots
Crateria 15 25 0 5 0 5 1 1 0 0 2
Brinstar 20 40 10 5 15 10 1 4 1 0 4
Wrecked S. 10 5 5 5 0 0 0 1 0 1 1*
Maridia 25 15 10 5 5 0 2 0 1 0 4
Norfair 35 40 0 5 10 5 2 2 0 1 6
TOTAL 105 125 25 25 30 20 6 8 2 2 17

(* initially disabled)

Qualitative Objects
-------------------
Map Boss(es) Items Weapons
Crateria easy Chozo Statue Bombs
Brinstar easy Spore Spawn, Kraid Ball, Varia, X-Ray Charge, Spazer
Wrecked S. med. Phantoon Gravity Suit
Maridia med. Botwoon, Draygon Space Jump, Spring Plasma
Norfair hard Crocomire, Statue, Ridley Jump, Speed, Screw Ice, Wave, Grappling
Tourian none Mother Brain

******************
*How do I get...?*
******************

The items are the in order I usually get them, except for the Charge
Beam, which I usually don't bother with until I've defeated the Spore
Spawn. The Spazer requires a trick to get early. Items in brackets
can be gotten later, or eliminated entirely. The other items
you almost HAVE to get in this order.

Morphing Ball -- Left of the first Crateria/Brinstar vertical shaft.
(First) Missiles -- Right, down and to the left of the Morphing Ball room.
Bombs -- Defeat Chozo Statue in Crateria.
[Charge Beam] -- Lower left of the big Brinstar room.
(First) S. Missiles -- Defeat Spore Spawn in Brinstar.
[Spazer] -- Above the Brinstar room before Maridia.
Hi-Jump Boots -- Lower left room off the first vertical Norfair room.
Varia Suit -- Defeat Kraid in Brinstar.
Speed Booster -- Extreme upper right of Norfair.
Ice Beam -- Complex room on left side of Norfair.
(First) Power Bombs -- Lowest "Spiky" Brinstar room, near right-most exit.
Need Ice Beam to get up the long shaft.
Crocomire -- Powerbomb section below Ice Beam room.
Grappling Beam -- Long Power Jump across Norfair lower-left room.
[Wave Beam] -- Grapple right across spiked room in Norfair.
[X-Ray Scope] -- Grapple left across spiked room in Brinstar.
Activate Ship Power -- Defeat Phantoon in Wrecked Ship.
Gravity Suit -- Play ball with statue in Wrecked Ship.
Botwoon -- After first "fake Metroid" room in Maridia.
Space Jump -- Defeat Draygon in Maridia.
[Plasma Beam] -- Highest room in Maridia.
Screw Attack -- Defeat Chozo Statue in Norfair.
See broken container-- Kill Ridley in Norfair.
Win the game -- Kill Mother Brain in Tourian, then escape.

Supposedly the Wave Beam can be gotten after the Varia,
the X-Ray Scope after the Power Bombs,
the Power Bombs before the Ice Beam,
and the Spring Ball after the Gravity Suit, but they are all
very difficult and may require extensive bomb climbing.

******
*Maps*
******

Each square represents a room or a wall on a + grid
Hence:
+-+
| | 1-screenful room
+-+
+-+-+
| | 2-screenful room
+-+-+

Symbols
-------
+ = lattice point (corner of room)
= normal passageway
* = map continues
| = vertical wall or elevator
- = floor/ceiling
/ = diagonal wall
\ = diagonal wall
B = blue door or gate; requires shooting to get through
R = red door; requires 5 missiles to get through
G = green door, gate, or wall; requires one super missile to get through
O = orange door or wall; requires one power bomb to get through
~ = ceiling hooks; requires grappling beam to get through
D = destructible walls; requires bombs to get through
T = tunnel; requires Morphing Ball to get through
>,<,^,V = one way doors that refuse to open until all enemies in
current room are destroyed
] = one way passage, cannot go left
[ = one way passage, cannot go right
_ = one way passage, cannot go up
: = walls or barriers that require the speed booster to get past
r = 5 missiles
g = 5 super missiles
o = 5 power bombs
M = Map Data Access
S = Save Game Buffer
e = Energy Tank
t = Reserve Tank
E = Energy Recharge
m = Missile Recharge
X = Eye Monster that guards Boss Rooms; shoot the eye when it is open to
kill it
Other Symbols = See Notes


--------
CRATERIA
--------

+--------------+
| |
| +---+
| 2O o|
+-+---------+-+---------+---+ +---+
| Te| 2 B D2 |
+ +---------+-+---------+---+ |
|4| | |
+ + +-+---------+---+ +-+----*
| | / B D B 5 ::: G B *
| | / +-+-+ +-+T+-+------------------+-+-+B+*
|_| / / | | | | | |
+ +-+ / +-+ | | +-----+-+ | |
| Be / |ST | | B >6| | |
| +-+ +-+-+-+ +-+-+-+-+-+-+ +O+
| | |rB D B R TM| | |
+-+-------+ +-------+-+---+ +-----+-+ +|+
| B B R B | | | |
+|+-------+-+-------+7| +B+-+-------+ Brinstar
| | | | D ]~~~~~ g|
Brinstar +|+ | +-+-----+ +
| | | | |
Tourian | | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| +-+-----+ |
| D O |
+-+ +-+---+-+-+
Tourian--]8D > B |
+-+-+D----+|+
|r| |
+-+ Brinstar

+---------------+
| r B
| B
| +---+-+---+
|r B B B
| ----+---+-+ 3
| [
*-----+---+ +---+ +-------------+-
* Or~~B G B B |
*-+B+-+ +-+ | | | |
| | | |r | | | |
| | +---+-+-------------+ +-------------+ |
| | | |
+O+ | |
| | | |
+|+ +-----+B+
| | |
Brinstar +-+ |
| B |
+O+-------+
| |
+|+
|
Maridia



1 = These missiles require standing on platforms to get to.
2 = These sections of wall are virtually impossible to get through without
the space jump. (Screw Attack makes it easier, though.)
3 = All doors here lead to Wrecked Ship.
4 = There are two sets of missiles here. You can get both of them if you
step carefully in the room above this one.
5 = Your Ship. You start here, and you can always come here to charge
up on energy, missiles, super missiles, power bombs, and save your
game. Great place. Also, there is a small hill to the left of your
ship; if you do a diagonal Power Jump from the top of this hill,
you can reach the hidden Power Bomb room to your right or the long
hidden passageway to your left.
6 = Bomb. After you get the bomb, you will have to fight a living statue.
Anticipate his claws by rolling under them; with good timing, you won't
get hurt. Shoot him with all your missiles and your gun until he dies.
Also, after you finish the game, if you have time during the 3 minute
countdown, you can return to this room and shoot a hole in the right
wall, saving the Etecoons and the Dracoola. Then, in the ending
explosion, you'll see their ship as a speck flying off to the right.
7 = The four statues here represent the four Bosses: Kraid, Phantoon,
Draygon, and Ridley. Each time you defeat a boss, the corresponding
eye crystal in this room flashes and dissappears, darkening the
corresponding statue. If all statues are darkened, the statue collapses,
revealing the passage into Tourian.
8 = Only reachable from the end sprint.

--------
BRINSTAR
--------

Crateria +-+---+
| | B |
+|+ | +-+1+
| | | | |_|
| +-----+ | | | |
| |g | |2| | |
+-+-----+ +_--+ +-+-+-+-+---+-----+^+ | |
|MB D | | |
+-+---+-+ +-----+-+-+-+-+ --+-------+ | | Crateria
|SR | | | | | |
+---+-+ +-------------+-- | | | +|+
| R R D B --| | | | |
+-+ +---+O+---+-+-+:+---+-- +---+ | | +---+ +---+
|mB | | [ 4o| | | r~ | | | | | G< [G B-Mar-
+-+-+ | +-+ +-+ | +G--+ | | | +-+ | | +-+---+-+ +O+-+ +-+-+ idia
| | | | | |o B5| O6| Be| | | Cra- |7B B | |o| | BS|
| | | | | +---+ - +---+-+-+-+ |teria +-+---+ +-+-+-+-+ +-+
| | | | | | | G G B g| | | | B 8 |
+-+---+-+ +-+ | | | | --+-+-+---+---+--|----+-+---+O+ +-----+B+
|gGe B B [ T | | | |r G O> To O9 B R e0r| | | |
+-+A--+-+-+-+ | | +---+D+-+ +-+-+---+-----+-+ +-----+ +-+-+-+ |
|SB BC| | | OF| | Tr| |rT | | |rOoB G |
+-+-----+-+-+-+---+ | +-+-+ +---+ +-+---+ +-+-+ | +-+-+-+-+
|EBH | | | | |I|
+-+-+---------+ | +---+ +---+-----------+ |
|e: J R | | B] B G |
+-+-----------+-+ +-------+-----------+ |
| |
+---+---------------+ |
|K R~~~~~~~~~~~~ O |
+---+ +---+ +---+B+
| | | | | |
*** +---+-+ +---+ +---+ ***
| | | T GL|
+-+ +---+N--+-+ +-+---+-+-----+-+-+ +-+-+---+
|EG BP B B(Mrd)B G Q B | UrD BS| | GV| |
+-+-+---+---+ +|+ +-+D+B+D+-+-+-+-----+B+-+ +-+
|| |eW T | B | X Y |Z|
Norfair+-+-+-+-+-+-----------+---+---+-+

1 = The second pipe is fake; you can get down by stepping on it.
2 = Spore-Spawn
3 = There are two sets of missiles on this screen, one hidden in the
back wall.
4 = The hole in this wall is virtually unreachable without the Spring Ball.
5 = This region is unreachable without the Grappling Hook.
6 = Grappling Hook and Wave Beam required to get the energy tank.
7 = Two sets of missiles on this screen.
8 = You can enter (to the right) with a normal shot, but you'll need some
Power Bombs to get out.
9 = Morphing Ball. Don't worry about the scanner; it can't hurt you.
0 = The energy tank requires the Hi-Jump Boots; getting the missiles above
requires the Spring Ball.
A = Careful; blocks 4-6 from the left are traps!
C = The Etecoons demonstrate how to get out of this column.
F = Charge Beam.
H = The Dracola teaches you the Power Jump.
I = You can't get higher than here without the Ice Beam and Hi-Jump Boots.
J = You need the Gravity suit to proceed here.
K = X-Ray Scope.
L = Spazer.
N = You need the Hi-Jump Boots to get up to the Spazer.
P = If you don't have the gravity suit, remember to turn off your Hi-Jump
Boots here; otherwise you won't be able to go right.
Q = Hi-Jump Boots needed to enter Kraid's Lair.
U = You need a power bomb and preferably a spring ball to get the missile.
V = Energy and Missile Recharge.
W = This door will not be available until Kraid is killed.
Y = Kraid.
Z = Varia Suit.

-------
MARIDIA
-------

+-+-+---+
| B > |
| +-+ | Crateria
| | | | |
+---+ | | | +|+
| | | | 1| | |
| | | | +---+ | |
| |2B | | |
+---+-+ +-------+-+ | +-+ | +-+
| B | | | | | | RS|
| +-+3+-+---+ +G+ | +-+------------+ +-+
| | | G B |4| | G B B |
| | +---+---+ --+-+ | --- +F+-+--------+-+-+-----------+-+-+
|5| | Br| | |F| B | B RSBE|
+-+-+-+ +B+-+-+ | ----+F+ | | | +-+-+
Brinstar--B T | | | | B B6| 7G | G~8r|
+---+ | | | +-----+-+-+-+-+-+--------+ +-------+-+---+ +-+
| | | | | |9 B e0 B T Bm| | |
+---+---+B+-----+ | +B------+-+-+---+F-F+----+-+-------+-+---+ |
| B ~~~~~~~~~ B | | |r g| |F|F| | X |
| | | | | +B+-+-+ | | +:+_+---+F-F+ +-+ +-+
| | | | | | G | | | B | |A> C |
| --+-+ | | | +-+-+-+O| | | ----+-------+ +-+---+
| |gTTT | | | | |SR |
| --+-+ | | | | +-+-+-+F+-+F+---+
|r | | | | |e | |F| |F|
|J | +B-----B+ | | |F| |F| +---+
| | | | | | |F| |F| | I |
| | | | | | | | r+-+F+ +F+-+ | | |
| | | | | | | | |rt |K|r | | | |
| +-+ | +---+-+ | +G+ o| | | +-+-----+-+
| R | R L | | | | | | B ON B |
| +-+---+-+-+-+---+FFF+D+FFF+-+ + +-+-----+P+-+
| RG] B B B B B | | | | Q|
+-+B+-+-----+B+-+-------+-+-----+-+-+ +---+
| | [G B RM|
+-+ + +-----+-+-+
BrinstarB O B
+-+ +-+
| RS|
+-+-+

1 = Plasma. Get it and kill all the space pirates to escape the room.
2 = The only way to get to this door is via Space Jump.
3 = You need the space jump to get up here.
4 = Connects with K.
5 = Missiles and Super Missiles.
6 = This door must first be passed from right to left before it will open.
7 = This door will only activate after Draygon is killed.
8 = There are missiles hidden in the far wall. All the spikes are fake
and safe to walk on, although the left set leads to Draygon's lair and
cannot be ascended without the space jump.
9 = Botwoon. After he is defeated, you can proceed to the right.
0 = The obvious way to get to the energy tank is not the correct way!
A = Space Jump.
C = Draygon.
F = Quicksand sections; impossible to get up once you're in the bottom
room.
I = To get this missile, you must go to the room to the lower left, kill
all the monsters and open the green gate, then speed run from the right
edge to the left, crouching right before you go through the door. If
you do it correctly, you will be flashing when you pass through the
door. Position yourself at the clump of grass on the left and jump
straight up. (Timing is critical.)
J = Difficult to get to without the Space Jump.
K = Connects with 4.
L = You must ride the turtle to get the objects above.
N = Don't kill the monster here! Just set a power bomb to destroy the
right wall, and let it do the rest.
P = You need the Spring Ball to get out.
Q = Spring Ball.

-------
NORFAIR
-------

+-+-+-+-+ Brinstar +-+-----------+
| B1T B | | | B |
| +-+-+_| +|+ +---+-+-+---+B+-----+ +-----------+-+
| T B2| | | | |tr B 3rG~~ G | | r|4|
| +-+-+_+-----+ +-----+-----+ +---+-+-+ | +-+-----+---+-+-----------+-+
| B B :::: G B5 | R | |SB \ B D [ [ B |
+-+-+---+O+---+-+ ||| | | ||| +-------+-+ -| +-------+-+ |
r6B | |MO | | ||r G B | R Br ~ R7| |
|_+-------+ +-+-+ +-+---+-----+-----+---+ODD+ | |___+-+ +---+-----+-+-+
|_| |r e< BSB :::: B B |r| B |rD B rT T |
|_| +-+ +-+B+-+-----+-------+-+-- +B+-+ +-------+-+-----+ --+-+-+ +
|_| |8B | | BG[r~~~ | | B]B | | | B B | | B 9 [o|
| +-----+ +-+-+ +-+------ +-+ | +---+ +-+-+-------+ | +---+-+ +-+
| B :::\ | B | | | | B | | | | |
+-+-----+:::\ +-------+ +-+ | | | +-+---+-+---+ | | |
\:::\ | BS| | | | B B B T | | |
\:::+---------+ +-+---+B+-+-+-+---+-+ +---+-+-+ +-----+-+ +-+
\::::::: | B BEB~~~~~~ B]T | | B | | B B O |
+-+---+-----+G+-------+-+-+-----+-+ | +-+ + +-+ + +-+ |
|oR~~~B 0 ~~~~e|SB B AO | |r _| B | | |
+-+ +-+-------------+-+|+-+ +-+ +-+ | | | | -|
| BS| | | | | | | | | e|
+-+-----+B+-+-+ | | +-+-----+ | | | +-+-+
| B~
German
]B | | | | B | | | BS|
| | |_| +---+-------+|+-+---+ +-------+ | | +-+-+
| | |_| |C B B | | | | D |
+-+---+ +-----+ | | +-----+-+-----+-+O+-------+ +-+-+---+-+-+O+
|~B~~~B | | | | | | B ]G B B F B | |oD T |
| +---+-+---+ | +-------+ --+-+---+D+-+---+-+-+-------+-+ +-+O+-----+-+
| | Ir| | R r|D Br|g| BE| | |
| | _| | +-------+-----+ | +-+ +-+-----+-----+-----+ |
| BJ | | | | K < | | X B > G |
+-+ +-+B+-+ +---+-+ +-+ +-----+-----+-----+-+
| :::O | |e>L|
+---------------+ +-+-+

1 = You need the Ice Beam to get through safely.
2 = Ice Beam.
3 = to get the the hidden passage, shoot at the lower left corner with
a spazer, or bomb the place. (You will lose a lot of energy if doing
the latter, however.) The Missiles in the hidden passage can be found
by shooting the last round platform.
4 = Speed Booster.
5 = Do not enter this room without the Varia Suit.
6 = To get the missiles, move right as soon as you pass through the door
to stay on the platform. Then shoot forward to expose the missiles.
Then do two rapid jumps to the middle platform, and then the missiles.
7 = Wave Beam.
8 = Hi-Jump Boots.
9 = Fake wall; just walk through it.
0 = Crocomire. You have to get him to walk into the acid on the right.
After he dies, walk to the left and the spikes will collapse with his
skeleton. To get the energy tank on the right, you can grapple over,
or you can use a speed jump.
A = Tough room. You must Space Jump to get into Ridley's Lair.
C = You must Power Bomb this place to reveal a statue. Turn into a ball on
the statue's hand to lower the lava.
F = This room is impossible to pass without the Screw Attack.
I = To get this missile, use a vertical Power Jump.
J = To get to this door, use a running Speed Jump. Then get the Grappling
Hook inside it.
K = After killing this statue, go to the right to get the Screw Attack, then
come back and up to get the Super Missiles. From here on, most
passages require the Screw Attack.
L = Ridley.

------------
WRECKED SHIP
------------

1 +-------------+-----+
B> +-------+^+---+-----+
B | t2| |
+---+-----+ | |
>~~~~~~~~3| | |
+-+-+---+-+ +B+ +-----+-+
<4<5R rO | | |e ~~~R |
+-+-+---+---+ +-+-+ + +
G B BS| | | B
+-------+ +-+-+---+ |
| B B B |
+-------+ +---+---+-+
|r D |
+-----+-+ +-+-----+-+
|gB D BDT Dg|
+-+B+-+-----+-+
| |
+-+---+G+---+-+
|MB D X6|
+-+---------+-+

1 = All outside doors lead to Crateria.
2 = Don't step on the wrong place when getting the Reserve Tank!
3 = Sit on the statue's hand and turn into a ball to continue. The
statue will send you to point 5.
4 = Gravity Suit.
5 = When you get here, don't go left; get the Reserve Tank first.
6 = Phantoon. You must kill him first before anything on the Wrecked Ship
is activated.

-------
TOURIAN
-------

Crateria
|
+|+
| |
+-+-------------+ +-+
| 1 B BS|
| +-------------+-+-+
| 1 1 |
+-+-------------+ |
| |
+---------+---+-+1+
| B B 3 B 2 |
+-+ +-------+-+-+---+
|4B B B | |
+-+-+-----+-+ | +
|SB | B--Crateria
+---+-----+-+ | +
|BBBB5 | | 6 |
+B+-+-------+-+ |
| | B |
| | 7 | |
| B | |
+-+-----------+ |
| |
+-----+

1 = You must kill all the Metroids in the previous room before you can
open these doors.
2 = You can't kill these monsters. Don't bother trying.
3 = What could have caused all these disintegrating corpses? Cool
effect, huh?
4 = Energy and Missile recharge.
5 = Mother Brain.
6 = To get out: Go up to the top of the rooms, then right, then down as far
as you can, then up as far as you can, then left, up, and right.
7 = To get out: Go right and jump to the second space from the bottom. Then
it's right, up, left, up, right.

******************
*GAME GENIE CODES*
******************
GAME GENIE CODES FOR SUPER NES(tm)

(c) 1994 Lewis Galoob Toys, Inc. All Rights Reserved.
Excerpts from Game Genie(tm) Code Updates made available for the
private use of Game Genie owners. NO COMMERCIAL USE WITHOUT
AUTHORIZATION. This file may be freely distributed FOR PRIVATE,
NON-COMMERCIAL USE as long as it is not altered and all text remains intact.
Game Genie is a product of Lewis Galoob Toys, Inc., and is not
manufactured, distributed or endorsed by Nintendo of America Inc.
Super NES is a trademark of Nintendo of America Inc. Game titles are
trademarks of their respective owners.
Game Genie is a trademark of Lewis Galoob Toys, Inc.
U.S. Patent No. 5,112,051.

SUPER METROID(tm) GAME
1 DD38-C4A8 Skip intro and start on Planet Zebes when starting a new game
2 DDCF-4461 + 6DCC-47A1 Select area when loading a game
(press right on map screen to select)
3 C225-3005 No energy loss from enemies
4 C22A-456D Super jumps don't drain energy
5 C288-C5A7 Almost infinite missiles
6 C28A-C9D7 Almost infinite super missiles
7 3CA4-450D Almost infinite super bombs
8 62C5-14A6 Start with hyper gun in inventory

SAVE GAME MODIFICATION CODES (9 THRU 57) ONLY WORK FOR SAVED
GAME "A." A SAVED GAME MUST ALREADY EXIST-DO NOT TRY ON A NEW GAME

9 FA68-4760 + DD6A-C7DF MASTER CODE-MUST BE USED WITH CODES 10 THRU 57
10 E7D7-FAAD + DFD7-FA6D Start with about 500 energy tanks
11 88D7-FAAD + D4D7-FA6D Start with about 700 energy tanks
12 35D7-FAAD + D7D7-FA6D Start with about 1000 energy tanks
13 CED7-FAAD + D0D7-FA6D Start with about 1200 energy tanks
14 28D7-FAAD + D9D7-FA6D Start with about 1500 energy tanks
15 DCD7-F26D Maximum missiles=10
16 FBD7-F26D Maximum missiles=25
17 74D7-F26D Maximum missiles=50
18 08D7-F26D Maximum missiles=75
19 10D7-F26D Maximum missiles=100
20 52D7-F26D Maximum missiles=125
21 B1D7-F26D Maximum missiles=150
22 CED7-F26D Maximum missiles=175
23 A6D7-F26D Maximum missiles=200
24 D9D7-F36D Maximum super missiles=5
25 DCD7-F36D Maximum super missiles=10
26 FBD7-F36D Maximum super missiles=25
27 74D7-F36D Maximum super missiles=50
28 D9D7-FE6D Maximum super bombs=5
29 DCD7-FE6D Maximum super bombs=10
30 FBD7-FE6D Maximum super bombs=25
31 74D7-FE6D Maximum super bombs=50
32 DDD0-FE6D Set hours played to 0 (for better ending)
33 FDDF-F2AD Add charge beam
34 DFDF-F26D Get wave beam
35 D7DF-F26D Get ice and wave beams
36 D5DF-F26D Get ice, wave, and spazer beam
37 DEDF-F26D Get ice, wave, spazer, and plasma beams
38 D0DF-FA6D Add ball
39 D9DF-FA6D Add ball and varia suit
40 D5DF-FA6D Add ball, varia suit, spring ball
41 45DF-FA6D Add ball, varia suit, spring ball, gravity suit
42 4EDF-FA6D Add ball, varia suit, spring ball, screw attack, gravity suit
43 FDDF-FAAD Add bomb
44 6DDF-FAAD + 6DDF-FA0D Add X-ray
45 ADDF-FAAD + ADDF-FA0D Add X-ray and grapple
46 BDDF-FAAD + BDDF-FA0D Add X-ray and bomb
47 2DDF-FAAD + 2DDF-FA0D Add X-ray, grapple, bomb
48 FFDF-FAAD Add bomb and hi-jump boots
49 7FDF-FAAD Add bomb, hi-jump boots and speed boots
50 77DF-FAAD Add bomb, all boots
51 E7DF-FAAD + E7DF-FA0D Add all boots, bomb, grapple, X-ray
52 EED9-93DD Crateria is already mapped out
53 EED9-930D Brinstar is already mapped out
54 EED9-936D Norfair is already mapped out
55 EED9-93AD Wrecked ship is already mapped out
56 EED9-9EDD Maridia is already mapped out
57 EED9-9E0D Tourian is already mapped out

c1994 Lewis Galoob Toys, Inc. All Rights Reserved.
Super Metroid, Super NES and related names are trademarks of
Nintendo of America Inc.

Corresponding Gold Finger Codes:
1 16EBB00XXXXCA0* Skip intro and start on Planet Zebes when starting a new game
2 0A81A00XXXX620* + 0A8AF80XXXX770* Select area when loading a game
(press right on map screen to select)
3 8DF71ADXXXXA50* No energy loss from enemies
4 850CEADXXXX730* Super jumps don't drain energy
5 83EBFADXXXX520* Almost infinite missiles
6 83EC4ADXXXX570* Almost infinite super missiles
7 8402DEAXXXXFF0* Almost infinite super bombs
8 1217B8DXXXXCA0* Start with hyper gun in inventory

 
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