To get the map recharger, go through the pink door on the right and keep going right. Keep going left until you reach some missiles (15). Go down the shaft on the left and go through second door on the left. Go up and out of the shaft using the passage on the right. Once he is defeated, go left through the door. ![]() Immediately after getting them you will have to fight the Chozo Statue. Go through the door and get bomb from the statue. You can shoot the pink door and then kill the bats to regain the 5 missiles you just used. You can go into a ball and roll through this next room so the bats can't get you. Roll into a ball and go down in to the pit. Go through the door and keep going up, disregard all doors except for the one on the left that you have to tunnel to get to. Go up the long shaft, the steps are in a pattern so it's not too hard. Go through the door on left, be careful, there are going to be space pirates in the room and some rooms to come. Keep going right and roll under the blocks to get missiles (10). Go back up and go through the pink door on the right, you'll need to use 5 missiles. Shoot down and you'll fall through the blocks. Go to the right, past the elevator, and through the blue door. Shoot the little block on the right and roll under it. Don't worry about the eye thing it's harmless. Jump up and over the blocks and get the ball (morphing ball). Go through the door and keep going right until you reach an elevator. Fall down the shaft (if you go on the far right you won't hit any blocks for a while). Keep going left until you reach a pit Go to the bottom of the pit, disregard all doors on the sides. You will then land on planet Zebes.Ĭrateria: Go to the left of where your ship landed. The space colony will explode and your ship just will just barely escape. Once he flies away try to get to the elevator in less than a minute (don't worry it's really easy). Just go through it (it's a dead path, no choices) until you get to a room with the metroid. Space Colony: You start out in the Space Colony. If you have any comments or suggestions on this new format, contact me at (games2supermetroid at ). It's still a work in progress and not optimized for mobile (view on the desktop for best results). It's not explained in the original manual, I don't think, but there's an out of the way part of Brinstar where the little alien guys teach you how to do it, and you actually do have to use it there to be able to get out of the area.I'm experimenting with adding some maps to make the walkthrough easier to follow. It was intended as an easter egg kinda thing. I guess it's not too much different than infinite bomb jumping which I used all the time to try and sequence break. ![]() I never used it once as a kid and 100%'d this game many times.Įdit: On second thought, it's likely Nintendo did know about it, as they clearly put platforms in place that make scaling walls like this very difficult (like in the above video). Even the intended use of wall jumping is optional. It's fun to use on subsequent playthroughs, but on a first playthrough kind of ruins the flow of the game and the discovery/reward aspect for finding new powerups and accessing areas you "shouldn't" have been able to previously access. Wall jumping like that was never really intended though and actually breaks the game. Souls games are great at this core Metroid idea for me as well and most recently Returnal nailed the shit out of it. It's like playing archaeologist after being dumped off in a totally foreign environment, such a cool concept to me still. That being said, the Metroid games definitely require a lot of searching and feeling lost which is actually why I love them so much in the first place. In that context, Super Metroid was actually really modern at the time as far as I recall in that it actually had a fairly detailed and understandable map and even a menu showing you what power-ups you have collected and all. I remember playing A Link to the Past with my sister back in the day and we constantly made notes on a crude map we had copied from the game's overworld map. I will throw in that this definitely goes back to a time when we'd play games with a notepad next to us. I think that’s why communities like D1P are so cool I also would not want to reference a guide constantly, but turning to the community for help turns it into a social interaction, which makes it a lot of fun.
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