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

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

Missiles, Super Missiles and Power Bombs
Separate ammunition pools. Different doors and obstacles require different weapons.

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

Spazer and Plasma
Alternative beam upgrades. These cannot normally be equipped together.

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

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

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.
Power SuitSamus’s starting suit.
Varia SuitStops heat damage in Norfair and halves damage taken.
Gravity SuitFull movement in water, sand and lava, and halves damage again.Moves
Spin jumpJump while running; the Etecoons teach the wall jump from it.
Space JumpPress jump again as the spin slows to keep climbing.
Screw AttackEvery spin jump becomes an attack.
Grapple BeamSwing from grapple blocks; build momentum with left and right.
ShinesparkStore a Speed Booster charge by pressing down, then jump to launch.
X-Ray ScopeSweep the beam to find hidden blocks.
Crystal FlashA hidden move that refills energy at the cost of ammunition.Where each upgrade is
| Upgrade | Area | Room | Notes |
|---|---|---|---|
| Morphing Ball | Brinstar | ![]() | The first upgrade: roll into narrow tunnels. |
| Bombs | Crateria | ![]() | Held by the statue that turns into Bomb Torizo. |
| Charge Beam | Brinstar | — | Hold the fire button for a strong shot. |
| Spazer | Brinstar | ![]() | Three-way beam; replaced by Plasma when both are on. |
| Varia Suit | Brinstar | ![]() | In Kraid’s lair, after Kraid. Stops heat damage and halves damage taken. |
| X-Ray Scope | Brinstar | ![]() | Shows hidden blocks and passages. |
| Hi-Jump Boots | Norfair | ![]() | Higher jumps. |
| Speed Booster | Norfair | ![]() | Run fast enough to smash through blocks; store the charge for a Shinespark. |
| Ice Beam | Norfair | ![]() | Freezes enemies into platforms. |
| Wave Beam | Norfair | ![]() | Shots pass through walls. |
| Grapple Beam | Norfair | ![]() | Past Crocomire. Swing from grapple blocks. |
| Gravity Suit | Wrecked Ship | ![]() | Full movement in water, sand and lava; halves damage again. |
| Space Jump | Maridia | ![]() | Past Draygon. Spin-jump again and again in mid-air. |
| Plasma Beam | Maridia | ![]() | The strongest beam; shots pass through enemies. |
| Spring Ball | Maridia | ![]() | Jump while rolled up. |
| Screw Attack | Norfair | ![]() | Lower Norfair, past the Golden Torizo. Spin jumps damage enemies. |
| Hyper Beam | Tourian | — | 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.















