Super Metroid Instruction Manual

Instruction Manuals for SNES or Super Nintendo games.

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Super Metroid



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SUPER
METROID

INSTRUCTION BOOKLET

_______________________________________________________

CONTENTS

The Metroid Menace .............................................. 2
Using the Controller ............................................ 6
Playing the Game ................................................ 8
Saving Data .................................................... 16
The Planet Zebes ............................................... 18
Item Acquisition ............................................... 20
Opening Doors .................................................. 26
The Creatures of Zebes ......................................... 27

1
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THE METROID MENACE

Broken Peace
The galaxy once enjoyed a period of peace and prosperity.
Trade lines were open, the citizens were happy and the Galactic Federation
kept a watchful eye over the planets.
Not long ago, that peace was broken by a startling discovery.

The Dawn of the Metroids
On a routine survey mission of the planet SR388, the crew of a Galactic
Federation vessel discovered a new airborne life form and gave it the name
"Metroid". These creatures, which could engulf other living beings and take
away their energy, proved to be strong and prolific. After just a few seconds
of Beta-Ray bombardment, a single Metroid became two Metroids, and then four.
Several Metroid specimens were gathered so that the survey vessel crew could
take them to Galactic Federation Headquarters for further examination.
As the crew sped towards headquarters, they were ambushed by space pirates
from the planet Zebes. The pirates stole the Metroids and took them to their
home planet, where the planet-leading Mother Brain created a Metroid force.

2
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Enter Samus
Bounty hunter Samus Aran was commissioned by the Galactic Federation to
eliminate the space pirates and do away with the dangerous Metroids. Samus
landed on Zebes alone and carried out her mission with speed and precision.
After the skirmish on Zebes, a special corps was assigned by the Galactic
Federation to destroy the Metroids on SR388. That corps was never heard from
again.
The Supreme Council gave Samus the job to fly to SR388 and do what the
special corps could not do--make the Metroids extinct.

3
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RETRUN TO SR388
The Metroids on SR388
were more advanced than
the creatures on Zebes.
These monsters could
shed their skins and grow
even stronger. Samus
worked deep below the
surface and blasted all of
the Metroids in her path.
Her final victory was against the enormous Metroid Queen.
When the queen was defeated, Samus discovered a Metroid
egg which hatched before her eyes. Even this hardened bounty
hunter could not destroy the Metroid larva. When the larva
sensed Samus' presence, it clung to her as though it had found
its mother.
Samus packed up the Metroid larva and took it with her to the
Space Science Academy on the Galactic Federation Space
Colony where scientists
could study the creature
and understand its special
organic structure.

4
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A New Discovery
The Science Academy scientists found out that the energy-
producing properties of the Metroid could benefit humankind.
Their report suggested that the Metroids may have originally been
created for peaceful purposes.
Just when it seemed peace and order had been restored, Samus
received an emergency directive from the Galactic Federation:

EMERGENCY! EMERGENCY! Return immediately to
the Space Science Academy!

WhenSamus made her way to the research facility, she found
the building in ruins and the Metroid larve was nowhere to be
found. Out of the darkness came a group of Zebesian space
pirates and their leader, Ridley, who had the Metroid larva in tow.
The pirates fled to a rebuilt planet Zebes and Samus followed
them, resolving to finish them off and save the hatchling!

5
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USING THE CONTROLLER

L/R Buttons
L button: Aims Samus' weapon down at
an angle.
R button: Aims Samus' weapon up at
an angle.
Press both the L and R buttons
simultaneously when Samus is kneeling
to aim straight up.

Control Pad
Up: Aims Samus' weapon upwards.
Left/Right: Makes Samus run to the left and right.
Down: Press once to make Samus kneel. Press again to make Samus roll into a
ball (If you have the Morphing Ball). Press down on the Control Pad while
Samus is in the air to aim her weapon downwards.

6
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Super Metroid is a one-player game. Insert the controller
plug into Controller Port 1 on your Super Nintendo
Entertainment System (R).

Y Button
Cancel Button
Press the Y Button to turn off the selected special item and switch
back to Samus' beam weapon.

X Button
Fire button
Press the X Button to fire beams and launch missiles. Press and hold
the X Button for rapid fire shots or to change the beam (if you have the
Charge Beam item). If you have the Bomb item, you can plant a Bomb
by pressing the X Button when Samus hasrolled into a ball.

A Button
Jump Button
Press the A Button to make Samus jump. If you make her jump while
she is running, she will spin in the air.

B Button
Dash Button
Press the START button during game play to pause the action and
show the map screen.

The button assignments described are the initial settings. You can
change these settings in the controller setting mode (see page 12).

7
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PLAYING THE GAME

GETTING STARTED
Insert the Super Metroid (tm) Game Pak into the Super Nintendo Entertainment
System (R) and turn on the power.
The Title Screen will appear, followed by a demonstration of game play.

TITLE SCREEN
Press the START button or A button while the title screen is displayed to go
to the Samus Data Screen.

SAMUS DATA
The Samus Data Screen displays the progress of the three data files. When you
select a data file, play the game and save the data within the game, the data
file will be updated. You can also use the Samus Data Screen to copy and
clear files. Move the cursor by pressing Up and Down on the Control Pad to
the desired data file or function, then press the A Button to carry out your
choice.

SAMUS A/B/C
Select Samus A, B or C data and press the
A Button to make the Option Mode Screen
appear.

DATA COPY
This selection initiates the data copy mode
(See page 17.)

DATA CLEAR
This selection initiates the data clear mode
(See page 17.)

EXIT
This selection takes you to the title screen.

8
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OPTION MODE
The Option Mode Screen allows you to change controller settings and the text
language. Move the cursor by pressing Up and Down on the Control Pad buttons
to the desired entry, then press the A button to carry out your choice.

Note
If you select JAPANESE TEXT, the controller setting and
special setting screens will be displayed in Japanese.

START GAME
Selects this entry when you are ready to play the game.

ENGLISH TEXT
Displays the Demo Screen text in English.

JAPANESE TEXT
Displays the demo screen text in Japanese.

CONTROLLER SETTING MODE
Allows you to swicth to the Controller Setting Screen (See page 10.)

SPECIAL SETTING MODE
Allows you to switch to the Special Setting Screen. (See page 11.)

9
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CONTROLLER SETTING MODE
This mode allows you to change the initial controller settings.

Move the cursor to the item
that you want to change by
pressing Up and Down on the
Control pad, then press the
button to which you want to set
the item. The control item will
change to that button.

Note that if the L and R buttons are set to any item other than diagonal
firing, the control item will not function.
The initial settings of all buttons other than the START button can be
changed. The new button settings changed at this screen are saved together
with the game data.

END
Return to the Option Screen.

RESET TO DEFAULT
This option appears when you bring the cursor below END. Use it to return all
of the changed button assignments to their initial settings.

10
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SPECIAL SETTING MODE

This mode allows you to use special settings during game play.

Select the items by pressing
Up and Down on the Control
Pad, then changing the selected
entries by pressing Left and
Right.
The settings from this screen
are saved together with the
game data.

ICON CANCEL
Setting this to AUTO to deselect a special weapon when you go through a door.

AUTO
Special items are automatically caneceled when you pass through a door.

MANUAL
Special items are not canceled until you press the cancel button.
If you select a special item with the Y button pressed during game play,
special items that you have used once will automatically be cancelled.

MOON WALK
When this is set ON, you can fire beams while walking backwards by pressing
the Control Pad opposite to the direction which Samus is facing.

END
Retruns you to the option screen.

11
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THE GAME SCREEN

ENERGY AUTO SUPPLY MAP DISPLAY
DISPLAY This shows how A section of the map
This displays Samus' energy from the screen is displayed
remaining energy. reserve tanks is with Samus' present
When it falls to "0", the supplied. position in the center
game is over. (See page 14.) of the screen. (See
page 13 for details on
the entire map
screen.)

ENERGY TANK SAMUS ARAN ICON ITEM
DISPLAY DISPLAY
This displays the This displays the items
number of energy that can be selected
tanks that Samus is by the item select
carrying. The amount button, and their
of energy contained in remaining amount.
a single tank is 99 (See page 20.)
units.
Missiles
Super Missiles
Power Bombs
Grappling Beam
X-Ray Scope

12
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MAP SCREEN

If you press the START button during game play, the action will be paused,
and the map screen for the current area will be displayed. Press the START
button again to resume play.

THE FOLLOWING ITEMS ARE DISPLAYED ON THE
MAP SCREEN

Samus' current position The position of data save
units

The position of area leaders The position of the map
computer

The position of missile The last save game psoition
charge units

(The game will start from the
position when you restart a
saved game.)

MAP COMPUTER
When Samus touches the map computer found
in each area, you will be able to access the
map data for that area. The areas that Samus
has not been to are displayed in blue. There
are some hidden areas that are not shown on
areas maps.

13
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SAMUS SCREEN

This display allows you to view the items that Samus is carrying and to arm
or disarm those items. See page 27 for item descriptions. If you press the
L button here, the map screen will appear. If you press the START button, you
will return to the game.

14
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SUPPLY
You can supply Samus with energy if you find a reserve tank.

AUTO
Samus' energy is automatically refilled to 99 units when her energy falls
down to "0" during game play.

MANUAL
Samus' energy is refilled by 99 units if you move the cursor to RESERVE
TANK and press the A button.

BEAM
This shows which beam Samus is using. You can combine some beams for a
powerful effect, but the SPAZER and PLASMA beams cannot be used
simultaneously.

SUIT
This shows which suit Samus is wearing.

MISC.
Use this to check Samus' special powers.

BOOTS
This shows the boots that Samus is wearing.

15
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SAVING DATA

You can copy the data of one file to another file.

DATA SAVE UNITS
Data save units are found in each area. If you
bring Samus into one of these, you will be
prompted to save the game data.
To save the game data, select YES and press
the A button.
You can start the game over from where it was
last saved.

RESTART SCREEN
When you restart a game, the planet Zebes map screen and the map
screen of the area that you last played will be shown after you pass
the option screen.

16
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DATA COPY MODE
If you want to copy your game data to another
data file, move the cursor to [DATA COPY
MODE] in the Samus Data screen, then press
the A button.

(1) Select the data that you want to copy, and press the A button.
(2) Select which file you want to copy the data to, then press the
A button.
(3) Select YES, and press the A button.
(4) The data has been copied. Press any button to return to the Samus
screen.

DATA CLEAR MODE
If you want to erase saved game data, move
the cursor to [DATA CLEAR MODE] in the
Samus Data screen, then press the A button.

(1) Select the game data that you want to erase and press the A
button.
(2) Select YES and press the A button.
(3) The data has been erased. Press any button to return to the Samus
Data screen.

17
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THE PLANET ZEBES

STARSHIP
The Starship acs as Samus' base.
As you guide Samu on her journey,
you can save the game data here and
fill up with energy and missiles.

CRATERIA
Crateria is the surface area
of Planet Zebes. It is under a
constant deluge of acid rain.

BRINSTAR
The jungle area of Zebes
is a maze of heavy foilage.

TOURIAN
Tourian is the control center for the Zebesian space
pirates and the Mother Brain. The origina Tourian
was located just below the surface. After Samus
Aran annihilated the forces of Zebes the first time,
this new Tourian was built in a more secure area.

18
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RAID ON ZEBES
Samus Aran's mission is to infiltrate the headquarters of the
Zebesian space pirates and recapture the Metroid hatchling. Zebes
is made up of six huge areas. Here's a brief survey of the planet.

WRECKED SHIP
Long ago astronauts from an ancient
civilization crash landed on Zebes.
This is what remains of their ship.

MARIDIA
The water world of Zebes is full of
killer crustaceans and fierce fish.

NORFAIR
Norfair is deep belwo the surface of
Zebes. The lava and heat prove to
be too much for unprotected visitors.

19
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ITEM ACQUISITION

There are several special items scattered throughout the
planet. Collect them and make Samus a more powerful warrior.

CHOZO STATUS
The ancient bird people of Zebes are
immortalized in the form of several statues
scattered throughout the planet. By firing on
the balls that are held by many of these Chozo
statues, you'll reveal special items.

ICON ITEMS
These items appear as icons on the top of the screen when you collect them.
You can cycle through them by pressing the item select button and return to
normal use of your beam weapon by pressing the item cancel button.

MISSILE TANKS
Method of use: Fire Button
For every Missile Tank that you collect, you'll have the
capacity to carry five more Missiles.

You can refill your Missile capacity by tapping in to a missile
charge unit.

20
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SUPER MISSILE TANKS
Method: Fire Button.
Super Missiles are much more powerful than standard Missiles.
For every Super Missile Tank that you collect, you'll be able to
carry five more of these explosive items.

Blocks that show the Super Missile icon can be stroyed by
Super Missiles.

POWER BOMBS
Method of use: Fire Button in a rolled up state.
The blast of these powerful bombs can hit everything on the
screen.

Blocks with the Power Bomb icon can destroyed by Power
Bombs.

GRAPPLING BEAM
Method of use: Fire Button
You can use this beam to grab onto special blocks, then swing
into open areas.

You can shoot the Grappling Beam into metallic blocks with
holes in the center.

X-RAY SCOPE
Method of use: Dash Button held down
(Samus cannot move while using this item)
This item allows you to see hidden passages.

21
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ENERGY TANKS

ENERGY TANKS
Every Energy Tank that you collect will give Samus 99 units of
energy.

You can refill your energy Tanks to capacity by tapping in to
an energy charge unit.

RESERVE TANKS
Method of use: Bring the cursor to RESERVE TANK on
the SAMUS screen, then press the A button to start
supplying energy.
Reserve Tanks act as Samus' emergency energy source.
Reserve Tanks are empty when you collect them.

When you destroy enemy creatures,
the often leave behind Missiles or
Energy Balls. Collect these items to
add to your Missile and Energy Missile
supplies.

Energy Ball Super Missile


Big Energy Ball Power Bomb

22
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BEAM ITEMS
At the beginning of the game, Samus is equipped with a normal beam. You can
increase Samus' power by collecting new beams. Some beams can be
combined with other beams for even more power and diversity.

CHARGE
The charge item allows you to change your beam and send out
a super-powerful blast.

ICE
The ICe Beam freezes enemies for a short time. You can use
frozen enemies as platforms.

WAVE
The Wave Beam sends out a charge in a wavy pattern and
pierces some obstacles.

SPAZER
The Spazer Beam is a three beam attack allowing you to hit
objects in a wider range.

PLASMA
The most powerful of all the beams can destroy several targets
at once.

23
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SUIT ITEMS
There are two special suits which allow you to explore different areas of the
planet.

VARIA SUIT
This suit cuts the damage from
enemy attacks in half and allows you
to explore in high-temperature zones.

GRAVITY SUIT
This suit reduces the damage from
enemy attacks to one fourth and
allows you to move freely in water-
filled areas.

BOOT ITEMS
These items increase Samus' mobility.

HI-JUMP BOOTS
The Hi-Jump Boots allow Samus to reach higher places.

SPACE JUMP
With the Space Jump Boots, Samus can jump continuously in the
air and fly through open areas. To operate this item, press the
jump button just after Samus peaks in a somersault jump.

SPEED BOOSTER
These boots allow Samus to run at a super high speed and make
her invincible as she runs through enemies.

Blocks with the Speed Booster icon melt away when Samus runs
into or over them at super speed.
* The Space Jump and Speed Booster cannot be used in water
unless Samus is using the Gravity Suit.

24
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SPECIAL ITEMS
These items give Samus special powers.

MORPHING BALL
You can use the Morphing Ball to make Samus roll into a ball
and squeeze into narrow areas.

BOMB
When you have the bombs, you can set explosive devices by
making Samus roll into a ball and pressing the fire button.
In addition to damaging enemies, Bombs can blow open certain
sections of the floors and walls.

SPRING BALL
The Spring Ball allows Samus to jump while she is rolled up
into a ball.

SCREW ATTACK
This powerful item turns Samus' suit into a weapon. When the
Screw Attack is activated, Samus can somersault into enemies
and blast them out of the air.
* The Screw Attack does not work in water unless Samus is
wearing the Gravity Suit.

25
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OPENING DOORS

The doors on Planet Zebes were designed to prevent intruders from moving
freely through the areas of the planet. Samus must break down these doors in
order to move on to the next area.

BLUE DOORS
These doors can be opened by Beams or Bombs.

RED DOORS
These doors open from the impact of five Missiles or one Super
Missile.

GREEN DOORS
A single Super Missile opens Green Doors.

YELLOW DOORS
Super Bombs open Yellow Doors.

METAL DOORS
Metal Doors can only be opened when they are flashing. You can make
Metal Doors flash by defeating certain enemies.

There are several metal poles in the passages of Zebes. The color of
the lights above these poles should give you an idea on how to make
them move out of the way.

26
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THE CREATURES OF ZEBES
The fortress planet Zebes is packed with living creatures
and traps set in the relics of ancient civilizations. Here are
some of the creatures that you'll encounter in your journey
through the planet.

CRATERIA ENEMIES
THE ENEMIES IN CRATERIA ARE RELATIVELY WEAK WHEN COMPARED TO THE ENEMIES
OF THE OTHER AREAS, BUT SO IS SAMUS WHEN SHE TOUCHES DOWN ON THE PLANET.
WATCH OUT!

RIPPER
The armor of these flying
creatures is so strong that
standard beams cannot
beat them.

SKREE
These creatures hang
down from ceilings and
drop as intruders
approach.

GEEMER
Geemers crawl on floors
and walls.

WAVER
Wavers fly in a wave
pattern.

27
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BRINSTAR ENEMIES
THE CREATURES OF THE ZEBESTIAN JUNGLE ARE LARGELY PLANTS AND INSECTS.
SOME OF THEM ARE EQUIPPED WITH SPECIAL ARMOR.

REO
These creatures have sharp
claws and can withstand several
hits.

CACATAC
These walking cacti launch
needles as a defensive measure.

SIDEHOPPER
Sidehoppers pounce on
intruders with powerful legs.

FIREFLEA
These enemies emit light. If you blast them, the surrounding
area will become darker.

28
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SPORE SPAWN
(The Mini-Boss of
Brinstar)
This creature was
genetically engineered
by the space pirates. Its
weak point is its core,
which is protected by the
plant's hard shell.

KRAID
(The boss of Brinstar)
The giant lizard of Brinstar attacks
Samus with throny projectiles and spits
spheres out of its mouth. No weapons
- beams, missiles or bombs - have
any effect on its body.
The creature's weak
point is unknown.

29
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NORFAIR ENEMIES
THE AIR IN NORFAIR IS UNBEARABLY HOT FOR ADVENTURERS WHO ARE NOT
EQUIPPED WITH A VARIA. THE CREATURES OF NORFAIR ARE EQUALLY HARSH. MOVE
CAREFULLY THROUGH THIS AREA.

DRAGONS
These enemies live in lava, and spit out fireballs.

MAGDOLLITES
Magdollites have the power to turn
into magma and change shape at
will. They attack by tossing lava.

CROCOMIRE
(The Mini-Boss of Norfair)
This huge creature has
sticky skin and spits plasma
balls. When adventurers
attempt to fight the
Crocomire, it becomes
angrier with every blow.

30
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MULTIVIOLA
The firey Multiviolas bounce
off walls and randomly fly in
the face of intruders.

GERUTA
This enemy defends itself by a heat-
resistant shell and attacks ceaselessly with
two large claws.

RIDLEY
(The Boss of Norfair)
Ridley headed the mission to the
Space Colony and stole the Metroid
Hatchling. It whips out at enemies
with its long tail and spits fire while
flying through the air.

31
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MARIDIA ENEMIES
MARIDIA IS ALMOST COMPLETELY UNDERWATER AND MOST OF THE ENEMIES IN THE
AREA ARE AQUATIC CREATURES> YOU MUST HAVE THE GRAVITY SUIT IN ORDER TO
MOVE AROUND IN THE AREA.

SKULTERA
These creatures are fish with bony frames
and joints that rotate mechanically.

MOCHTROIDS
Mochtroids are the space pirates' first
attempt at Metroid clones. These
creatures, unlike the real Metroids, are
easy to defeat.

OWTCH
The hard shelled Owtches keep enemies
away with sharp spikes and burrow into
the sand when they sense danger.

EVIR
These creatures
fire thorny nullets
from their tails.

DRAYGON
(The Boss of Maridia)
The Draygon has an armor-
like shell which gives it
a lot of defensive strength.

32
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WRECKED SHIP ENEMIES
THE WRECKED SHIP HAS BEEN SHUT DOWN BY THE FLOATING GHOST, PHANTOON.

COVERN
These souls of shipwrecked creatures turn into
evil spirits that wrap themselves
around intruders.

WORK ROBOTS
These robots were built by ancient man to
service the inside of the ship. Since the
crash, they have gone completely haywire.

PHANTOON
(The Boss of the
Wrecked Ship)
The ghost of the ship
taps in to the vicious
brainwaves of the
Mother Brain and attacks adventurers
with deadly plasma.

33
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TOURIAN ENEMIES
IN HER LAST RAID ON ZEBES, SAMUS DESTROYED THE OLD TOURIAN COMMAND
CENTER. NOW IT HAS BEEN REBUILT AGAIN, IN A DIFFERENT LOCATION. SAMUS' NEW
GOAL IS TO INFILTRATE THIS AREA AND TAKE ON THE NEW LEADERS OF ZEBES.

SPACE PIRATES --
ZEBESIANS
These feared aliens are
known as the scourge of the
Galaxy. They are known for
stealing galactic trading ships
and leaving the crews
stranded in space.

SPACE PIRATES
-- KEYHUNTERS
These creatures are pirates
from another galactic system
who helped rebuild Zebes.
When they lose their wings, they
spit powerful acid.

34
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FLOATING LIFE FORMS -- METROIDS

It is said that Metroids are life
forms created by an ancient
civilization. Metroids engulf
living creatures and absorb
their energy. They are very
intelligent and quick to
reproduce.

You will encounter many strange creatures that were not introduced in the
previous pages. A few creatures offer hints on using various techniques.
Watch the game play demonstration following the title screen for more
clues on using Samus' hidden powers.

Make it Short and Sweet
There are several different ending sequences for
the game. The sequence that you see depends on
the amount of time that you log on the planet. A
shorter time results in a better ending.

35
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WARNING

It is a serious crime to copy video games. 18 USC 2319
Nintendo games are strictly protected by copyright rights
worldwide. Back-up copies are not authorized and are
not necessary to protect your Nintendo Game Pak.
Please destroy any illegal copies that may come into
your possession. Violators will be prosecuted.


If your Game Pak ceases to operate and it is not a copy
and your Nintendo Control Deck has no alteration or
backup device attached to it, please call the Nintendo
Consumer Assistance Hotline at 1-800-255-3700 (U.S.
and Canada) or your local authorized Nintendo distributor
for assistance.

________________________________________________________

NEED HELP WITH INSTALLATION, MAINTENANCE,
OR SERVICE? CALL 1-800-255-3700


Nintendo of America Inc.
P.O. Box 957, Redmond, WA 98073-0957 U.S.A.


PRINTED IN JAPAN
 
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