M1 adventure archiveMetroidGUIDES
Metroid / Items

Morph Ball, Bombs, Energy Tanks and missiles

Recognize the original game’s main navigation and supply upgrades.

Edition covered

Original 1986 Metroid as adapted for the international NES release in 1987. These guides use the NES password system and original Zebes areas. The Famicom Disk System save menu, Zero Mission remake, later Metroid movement abilities and sequence-breaking glitches are excluded.

10 items · one picture per entry · open a picture for full size.

Beams

Long Beam item sprite pictured in the original NES Metroid booklet
Beam upgrade

Long Beam

Extends the short starting beam so it reaches enemies across the screen.

Ice Beam item sprite pictured in the original NES Metroid booklet
Beam upgrade

Ice Beam

Freezes enemies so Samus can stand on them; it replaces the Wave Beam.

Wave Beam item sprite pictured in the original NES Metroid booklet
Beam upgrade

Wave Beam

Fires stronger, wave-shaped shots; it replaces the Ice Beam.

Suit and movement

High Jump Boots item sprite pictured in the original NES Metroid booklet
Movement

High Jump Boots

Raises Samus's jump by about half again, opening taller shafts.

Screw Attack item sprite pictured in the original NES Metroid booklet
Attack

Screw Attack

Samus's spin jump becomes an attack that damages enemies she touches.

Varia item sprite pictured in the original NES Metroid booklet
Suit

Varia

Halves the energy lost to enemy attacks.

Abilities and capacity

Actual original in-game Maru Mari sprite in Nintendo’s NES instruction booklet.

Maru Mari / Morph Ball

This upgrade lets Samus curl into ball form and travel through low passages. Remember the tunnels you previously could not enter and map their destinations afterward.

Actual original in-game Bomb upgrade sprite in Nintendo’s NES instruction booklet.

Bombs

Place Bombs with B in ball form to attack or test suitable blocks. Leave room to recover and connect any revealed passage to your existing map.

Actual original in-game Energy Tank sprite in Nintendo’s NES instruction booklet.

Energy Tank

An Energy Tank expands Samus’s energy capacity. Build a useful reserve before difficult exploration, and distinguish the larger maximum from the amount of energy currently available.

Actual original in-game Missile Rocket pickup sprite in Nintendo’s NES instruction booklet.

Missile Rocket

A Missile Rocket pickup increases the missile supply. Switch weapons with Select when missiles are needed, and replenish ammunition before entering a long boss route.

Every Metroid power item

Power items wait on Chozo statues in the original 1986 NES game.

  • Maru Mari (Morph Ball) — roll through low passages
  • Bombs — used in ball form; reveal hidden blocks
  • Long Beam — full-range beam
  • Ice Beam / Wave Beam — only one can be carried at a time
  • High Jump Boots — higher jumps
  • Screw Attack — spin-jump attack
  • Varia — halves damage taken
  • Energy Tanks — +100 energy capacity, up to six
  • Missile tanks — +5 missiles each

Quick notes

  • Use small passages as remembered clues. The Morph Ball is the Maru Mari in the original English manual.
  • Test blocks carefully after finding Bombs. Bombs are placed with B while Samus is in ball form.
  • Distinguish capacity from current reserves. An Energy Tank expands the amount of energy Samus can hold, and a Missile Rocket pickup expands the missile supply.
FIELD NOTE

Write the upgrade beside the blocked route it solves; that turns a pickup into a concrete next step.

Picture details

Game artwork belongs to its respective rights holders.

References