Super Metroid cover art for Super Famicom

Super Famicom · 1994

Super Metroid

Super Metroid establishes the non-linear exploration standard with atmospheric planet Zebes caverns, high-mobility beam upgrades, and intricate speed-boosting sequence breaks.

Platform
Super Famicom
Genre
run and gun
Release year
1994
Developer
Intelligent Systems Co., Ltd.
Players
1 Player

Play Super Metroid

Super Famicom

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Super Metroid

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Control panel

Console controls

Arrow keys move · Z = controller A · X = controller B · Enter starts · V selects.

A compatible gamepad can be used after launch.

Keyboard layoutOpen / close
MOVE
Up arrowLeft arrowRight arrowDown arrow
Q LR E
Buttons
ZPad AXPad BAPad XSPad Y

Default Player 1 keys are shown. If you changed them or use a gamepad, check the player’s control settings.

System: Move the pointer over the game screen to reveal the player toolbar, or tap its menu button on touch devices. Use the toolbar for save and load states, fullscreen, and control settings.

Save or load game progress

Launch the game to check save-state support.

Save progress keeps one emulator snapshot for this game on this browser. Saving again replaces that snapshot. Download a backup before clearing site data or changing devices. No account or cloud sync is provided.

Import an OLDGAMES backup on this same game page, then launch and choose Resume saved game. Older .state files use the player’s Load State menu.

Favorites bookmark this page; they do not save progress.

  1. After launching, reveal the player toolbar by moving the pointer over the game screen or tapping its menu button.
  2. Choose the save-state download option when available and keep the file.
  3. To restore it, launch the same game and choose the load-state option. Check the restored progress before replacing an older backup.

In-game saves and emulator states are different. Availability varies by game and player. Browser storage can be cleared; a downloaded backup is not cloud sync.

More about controls and backups

About Super Metroid

Super Metroid — Super Famicom edition
Super Metroid · Super Famicom · 1994

Super Metroid establishes the non-linear exploration standard with atmospheric planet Zebes caverns, high-mobility beam upgrades, and intricate speed-boosting sequence breaks.

Planetary exploration and upgrade isolation

Samus Aran explores deep underground labyrinths across Crateria, Brinstar, Norfair, and Maridia. Progression revolves around acquiring iconic upgrades: Morph Ball bombs, the Hi-Jump Boots, the Varia Suit, the Grappling Beam, and the Space Jump. Combat demands mastering the Charge Beam and missile weaponry against colossal multi-screen alien bosses like Kraid, Phantoon, Ridley, and Mother Brain.

Mastering the Shinespark and infinite bomb jumping

Mastering the Wall Jump and the infinite Bomb Jump allows you to scale sheer cliff faces and sequence break the intended game order. Holding the dash button charges the Speed Booster; tapping Down stores a temporary Shinespark charge, allowing Samus to launch herself horizontally or vertically across vast chasms.

The pinnacle of 16-bit environmental storytelling

This is the Super Nintendo / Super Famicom cartridge masterpiece from 1994, renowned for its ambient soundtrack and landmark atmospheric storytelling.

Background and mechanics: Wikipedia game reference.

Secret Codes & Cheats

Check the edition and timing requirements before entering a code. Button names refer to the emulated controller; use your assigned keyboard or controller inputs.

Crystal Flash (Full Energy Recharge)
Health < 50, lay Power Bomb, hold Down + Aim Down + Aim Up + Fire

When Samus drops below 50 health, equip Power Bombs (requires at least 11 Power Bombs, 10 Missiles, and 10 Super Missiles). Select Power Bomb, curl into Morph Ball, lay a bomb, and hold Down on the D-Pad together with both Aim buttons and the Fire button until a radiant energy shield fully restores all Energy Tanks.

Spazer + Plasma Murder Beam Glitch
Highlight Spazer, press Left + A to activate alongside Plasma

In the Samus Status screen, turn on Plasma Beam, highlight Spazer Beam, and press Left and A at the exact same frame. This activates an unprogrammed combination beam with devastating damage values.

Playing this edition

Where are the controls?

The control panel below the game screen shows this edition’s keys. Click inside the game before using your keyboard.

How do I save or change controls?

Open the player menu for the options available in this emulator. Save support varies by game and player; see the playing help for more guidance.

Where can I find more games like this?

Browse run and gun games across systems, or stay with the Super Famicom catalogue. Related picks below explain how each game connects.