Suits, beams and movement upgrades
A reference to Samus’s permanent upgrades and the obstacles they solve.
Original SNES game; randomizers and ROM hacks are outside this guide.
| Entry | Role or use |
|---|---|
| Morphing Ball and Bombs | Narrow tunnels and breakable blocks |
| Missiles, Super Missiles and Power Bombs | Separate ammunition pools |
| Charge Beam | Charged shots |
| Ice and Wave Beams | Freezing and penetration |
| Spazer and Plasma | Alternative beam upgrades |
| Varia and Gravity Suits | Environmental protection |
| Speed Booster and Grapple Beam | Momentum and anchor points |
| Space Jump and Screw Attack | Repeated jumps and contact damage |
Morphing Ball and Bombs
Narrow tunnels and breakable blocks. The ball changes Samus’s size; Bombs add an action while rolled up. Check suspicious floors and dead ends once both are available.
Missiles, Super Missiles and Power Bombs
Separate ammunition pools. Different doors and obstacles require different weapons. Save stronger ammunition for suitable targets and look for refills before entering a demanding region.
Charge Beam
Charged shots. 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 and Wave Beams
Freezing and penetration. Ice can turn enemies into temporary platforms; Wave changes how shots pass through terrain. Revisit movement puzzles when a new beam changes what enemies or walls allow.
Spazer and Plasma
Alternative beam upgrades. These cannot normally be equipped together. Use the equipment screen to understand the active combination rather than assuming every collected beam is simultaneously enabled.
Varia and Gravity Suits
Environmental protection. Varia supports heated-area exploration; Gravity improves underwater mobility and protection. Neither means every hazardous liquid or obstacle is harmless.
Speed Booster and Grapple Beam
Momentum and anchor points. One solves running-speed barriers; the other uses grapple surfaces. Preserve a running approach and identify a compatible anchor before attempting the crossing.
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. They are distinct upgrades with different purposes.
This is a curated reference to important entries, not a complete database. Follow the edition note: later remakes may change availability, names or mechanics.
