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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.

Suits, beams and movement upgrades — quick reference
EntryRole or use
Morphing Ball and BombsNarrow tunnels and breakable blocks
Missiles, Super Missiles and Power BombsSeparate ammunition pools
Charge BeamCharged shots
Ice and Wave BeamsFreezing and penetration
Spazer and PlasmaAlternative beam upgrades
Varia and Gravity SuitsEnvironmental protection
Speed Booster and Grapple BeamMomentum and anchor points
Space Jump and Screw AttackRepeated jumps and contact damage
01

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.

02

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.

03

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.

04

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.

05

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.

06

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.

07

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.

08

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.

FIELD NOTE

This is a curated reference to important entries, not a complete database. Follow the edition note: later remakes may change availability, names or mechanics.