Zebes survey terminalSuper MetroidGUIDES
SUPER METROID / EQUIPMENT

Suits, beams and movement upgrades

A reference to Samus’s permanent upgrades and the obstacles they solve.

Edition covered

Original SNES game; randomizers and ROM hacks are outside this guide.

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

Item directory

Morph Ball — Super Metroid
Narrow tunnels and breakable blocks

Morphing Ball and Bombs

Narrow tunnels and breakable blocks. The ball changes Samus’s size; Bombs add an action while rolled up.

Inventory screen — Super Metroid
Charged shots

Charge Beam

Adds a powerful repeatable attack without consuming missile ammunition. Use safe openings to charge rather than forcing a slow shot while dodging at close range.

Ice Beam — Super Metroid
Freezing and penetration

Ice and Wave Beams

Freezing and penetration. Ice can turn enemies into temporary platforms; Wave changes how shots pass through terrain.

Spazer Beam — Super Metroid
Alternative beam upgrades

Spazer and Plasma

Alternative beam upgrades. These cannot normally be equipped together.

Varia Suit — Super Metroid
Environmental protection

Varia and Gravity Suits

Environmental protection. Varia supports heated-area exploration; Gravity improves underwater mobility and protection.

Speed Booster — Super Metroid
Momentum and anchor points

Speed Booster and Grapple Beam

Momentum and anchor points. One solves running-speed barriers; the other uses grapple surfaces.

Inventory screen — Super Metroid
Repeated jumps and contact damage

Space Jump and Screw Attack

Repeated jumps and contact damage. Space Jump adds sustained aerial movement with correct timing; Screw Attack adds offensive power during spinning jumps.

In the game

Samus’s three suits and her moves, animated from her own frames in the game data.

Samus in the Power Suit, facing forwardSamus running in the Power SuitPower SuitSamus’s starting suit.
Samus in the Varia Suit, facing forwardSamus running in the Varia SuitVaria SuitStops heat damage in Norfair and halves damage taken.
Samus in the Gravity Suit, facing forwardSamus running in the Gravity SuitGravity SuitFull movement in water, sand and lava, and halves damage again.

Moves

Samus: Morphing BallMorphing BallRoll into tunnels one block high.
Samus: Spin jumpSpin jumpJump while running; the Etecoons teach the wall jump from it.
Samus: Space JumpSpace JumpPress jump again as the spin slows to keep climbing.
Samus: Screw AttackScrew AttackEvery spin jump becomes an attack.
Samus: Grapple BeamGrapple BeamSwing from grapple blocks; build momentum with left and right.
Samus: ShinesparkShinesparkStore a Speed Booster charge by pressing down, then jump to launch.
Samus: X-Ray ScopeX-Ray ScopeSweep the beam to find hidden blocks.
Samus: Crystal FlashCrystal FlashA hidden move that refills energy at the cost of ammunition.

Where each upgrade is

UpgradeAreaRoomNotes
Morphing BallBrinstarMorph Ball Room in Super Metroid (Brinstar)The first upgrade: roll into narrow tunnels.
BombsCrateriaBomb Torizo’s room in Super Metroid (Crateria)Held by the statue that turns into Bomb Torizo.
Charge BeamBrinstar—Hold the fire button for a strong shot.
SpazerBrinstarSpazer Room in Super Metroid (Brinstar)Three-way beam; replaced by Plasma when both are on.
Varia SuitBrinstarVaria Suit Room in Super Metroid (Brinstar)In Kraid’s lair, after Kraid. Stops heat damage and halves damage taken.
X-Ray ScopeBrinstarX-Ray Scope Room in Super Metroid (Brinstar)Shows hidden blocks and passages.
Hi-Jump BootsNorfairHi-Jump Boots Room in Super Metroid (Norfair)Higher jumps.
Speed BoosterNorfairSpeed Booster Room in Super Metroid (Norfair)Run fast enough to smash through blocks; store the charge for a Shinespark.
Ice BeamNorfairIce Beam Room in Super Metroid (Norfair)Freezes enemies into platforms.
Wave BeamNorfairWave Beam Room in Super Metroid (Norfair)Shots pass through walls.
Grapple BeamNorfairGrapple Beam Room in Super Metroid (Norfair)Past Crocomire. Swing from grapple blocks.
Gravity SuitWrecked ShipGravity Suit Room in Super Metroid (Wrecked Ship)Full movement in water, sand and lava; halves damage again.
Space JumpMaridiaSpace Jump Room in Super Metroid (Maridia)Past Draygon. Spin-jump again and again in mid-air.
Plasma BeamMaridiaPlasma Room in Super Metroid (Maridia)The strongest beam; shots pass through enemies.
Spring BallMaridiaSpring Ball Room in Super Metroid (Maridia)Jump while rolled up.
Screw AttackNorfairScrew Attack Room in Super Metroid (Norfair)Lower Norfair, past the Golden Torizo. Spin jumps damage enemies.
Hyper BeamTourian—Given during the battle with Mother Brain.

Pictures from the Super Metroid (SNES) game data. Rooms show their static layers only, without enemies, doors, lighting or moving backgrounds; animation timing is approximate.

References