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Use the link below to download a PDF of scans of the Super Metroid manual.

Super Metroid
for Super Nintendo Entertainment System
US Instruction Manual (c) 1994 Nintendo of America, Inc.

Typed by TJ Rappel for the Metroid Database

[front cover]
Super Metroid
Instruction Booklet

[IFC]
Nintendo Seal of Quality
[text omitted]

1
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

2-5
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.

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 Meroids 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.

Return 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.

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!
When Samus made her way to the research facility, she found the building in ruins and the
Metroid larva was nowhere to be found. Out from 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 hatching!

6-7
USING THE CONTROLLER
Super Metroid is a one-player game. Insert the controller plug into Controller Port 1
on your Super Nintendo Entertainment System.

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.

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 charge 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
has rolled 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 and hold the B Button to make Samus run faster.

SELECT Button
Press the SELECT Button to cycle through the special item icons at the top of the
screen.

START 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).

8-9
PLAYING THE GAME

GETTING STARTED
Insert the Super Metroid Game Pak into thte Super Nintendo Entertainment System 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 withinthe 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.

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
Select 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 switch to the Controller Setting Screen. (See page 10.)

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

10
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.

11
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 change 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 will deselect a special weapon when you go through a door.

AUTO
Special items are automatically canceled 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 canceled.

MOON WALK (shooting while walking backwards)
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
Returns you to the option screen.

12
THE GAME SCREEN

ENERGY DISPLAY
This displays Samus' remaining energy. When it falls to "0," the game is over.

ENERGY TANK DISPLAY
This displays the number of energy tanks that Samus is carrying. The amount of
energy contained in a single tank is 99 units.

AUTO SUPPLY 
This shows how energy from the reserve tanks is supplied. (See page 14).

MAP DISPLAY
A section of the map screen is displayed with Samus' present position in the center
of the screen. (See page 13 for details on the entire map screen.)

ICON ITEM DISPLAY
This displays the items that can be selected by the item select button,
and their remaining amount. (See page 20.)
	Missiles
	Super Missiles
	Power Bombs
	Grappling Beam
	X-Ray Scope

SAMUS ARAN
[points to Samus on the game screen]

13
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 pink areas on the map indicate where Samus has been. You can scroll the screen
by pressing the Control Pad directions.

THE FOLLOWING ITEMS ARE DISPLAYED ON THE MAP SCREEN
	Samus' current position
	The position of area leaders
	The position of missile charge units
	The position of data save units
	The position of the map computer
	The last save position
		(The game will start from this 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 show [sic] on area maps.

14-15
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.

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
Samu's energy is refilled to 99 units if you move the cursor to RESERVE TANK and press
the A button.

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

SUIT
This shows which suits Samus is wearing.

MISC.
Use this to check Samus' special powers.

BOOTS
This shows the boots that Samus is wearing.

16-17
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 press the option screen.

DATA COPY MODE
If you want ot 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 Data 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 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.

18-19
THE PLANET ZEBES

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.

[shows vague map of game areas--see the "Zebes Overview" image in the MDb's GALLERY]

STARSHIP
The Starship acts as Samus' base. As you guide Samus 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 foliage.

TOURIAN
Tourian is the control center for Zebesian space pirates and the Mother Brain. The original
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.

WRECKED SHIP
Long ago, astronauts from an ancient civilization crashe 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 below the surface of Zebes. The lava and heat prove to be too much for
unprotected visitors.

20-25
ITEM ACQUISITION
There are several special items scattered throughout the planet. Collect them and make
Samus a more powerful warrior.

CHOZO STATUES
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 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.

	SUPER MISSILE TANKS
	Method of use: Fire Button.
	Super Missiles are much more powerful than standard Missiles. For every Super
	Missile Tank you collect, you'll be able to carry five more of these explosive
	items.
	blocks that show the Super Missile icon can be destroyed by Super Missiles.

	POWER BOMBS
	Method of us: 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 [sic] 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.

ENERGY ITEMS

	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, they often leave behind Missiles or Energy Balls. Collect
these items to add to your Missile and Energy supplies.
	Energy Ball
	Big Energy Ball
	Missile
	Super Missile	
	Power Bomb

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 charge 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 destory several targets at once.

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.

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.

26
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.

27
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.

28-29
BRINSTAR ENEMIES
THE CREATURES OF THE ZEBESIAN 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.

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 thorny 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.

30-31
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 lives [sic] 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.

MULTIVIOLA
The fiery 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.

32
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 bullets from their tails.

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

33
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 brianwaves of the Mother Brain and attacks
adventurers with deadly plasma.

34-35
TOURIAN ENEMIES
IN HER LAST RAID ON ZEBES, SAMUS DESTROYED THE OLD TOURIAN COMMAND CENTER. NOW IT HAS
BEEN BUILT 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.

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 you see
	depends on the amount of time that you log on the planet. A shorter time 
	results in a better ending.

36
[Video game copying warning - text omitted]

IBC
WARRANTY AND SERVICE INFORMATION
[text omitted]

[back cover]
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