
1994 · Nintendo R&D1 · metroidvania · Nintendo
22 sources · 57 facts · verified 5mo ago
Why this one is in the canon, and how to start it well.
Game: Super Metroid (1994, SNES) TAS Author: JXQ Source: tasvideos.org/817M
Codes, glitches and easter eggs on this page are AI-drafted from the sources cited below and checked against a curated facts file. Spot a mistake? Tell us: hello@gamesharklabs.com.
No corrections logged for this guide yet. Spot something wrong? Use “Report an error” on any section above.
The Game Genie and GameShark scene exploded around Super Metroid because the game’s internal structure was so legible—every item had a flag, every door a condition, every ability a toggle. Infinite health and ammo codes were table stakes; the real action was in the unlock-everything codes that let players skip the intended progression and see how broken the sequence could get. That same impulse drove the speedrunning community that formed around the game in the early 2000s, turning Super Metroid into one of the most-run titles in Games Done Quick history and spawning an entire wiki devoted to frame-perfect wall-jumps, mockball techniques, and the dozens of ways to reach Ridley before Kraid cite. The game matters because it proved that exploration could be the reward, that a map could be a puzzle, and that a 16-bit cartridge could hold a world dense enough to support decades of competitive re-discovery.
Spot a mistake? Sign in to report it.
Morph Ball first. Exit Ceres, land on Zebes, go left through the corridor, drop down, roll right. The Morph Ball room is unmissable — you can’t leave without it.
Missiles before Bombs. After Morph Ball, backtrack to the main shaft and climb right. First Missile pack sits in a small alcove behind a door that takes five shots to open. You need Missiles to unlock red doors and progress.
Bombs unlock your ship area. Bombs are in the Chozo statue room — morph in front of it. Once you have them, backtrack to the landing site. A tunnel blocked by Bomb blocks now opens, leading to a Missile expansion and Energy Tank.
Bomb Jump now. Lay a bomb, ride the launch, lay a second at the peak. This two-bomb rhythm is mandatory for several early expansions and optional for sequence breaks later. Practice in safe rooms before you need it.
Bomb and shoot every dead end. Super Metroid hides Missile packs and Energy Tanks behind cracked tiles, invisible blocks, and Speed Booster-shatter blocks. The X-Ray Scope is hours away — early game rewards methodical bombing.
Save at every bird-head terminal. Death sends you back with limited energy. Brinstar has three Save Stations in the first hour — hit them before boss attempts.
Charge Beam is in Brinstar’s vertical shaft. After Bombs, climb the tall elevator room and shoot the ceiling. Charge Beam triples damage output and you need it for Spore Spawn.
Spot a mistake? Sign in to report it.
Save the animals or don’t — but know the timer. The escape sequence gives you three minutes; rescuing the Etecoons and Dachora in the glass tube room costs roughly 15 seconds. Speedrunners skip it; first-timers usually save them for the feel-good ending cameo.
Wall-jump without the intended upgrades. Scale single-tile-wide shafts by spin-jumping into the wall and tapping away + jump in rhythm before Samus hits the surface. This bypasses Hi-Jump Boots in several early routes and opens Norfair’s upper corridors before Varia Suit if you’re comfortable with the input timing.
Reserve Tanks refill automatically at zero health. They don’t heal on command — they trigger when your energy hits zero, buying you a second chance. Treat them as an extra health bar, not a potion. Fill them at save stations or with energy drops when your main tanks are full.
Charge Beam + any other beam = screen-clear panic button. Charged shots with Wave, Ice, or Plasma equipped deal massive damage and pierce multiple enemies. A charged Wave+Ice+Plasma shot trivializes most mini-bosses and clears entire rooms when you’re surrounded.
Mockball through tight horizontal passages. Morph while running at full speed, then hold jump just as you morph — Samus rolls at sprinting velocity instead of the normal crawl. This skips Speed Booster gate checks in Red Brinstar and lets you blitz through Maridia’s sand tunnels before Gravity Suit.
X-Ray Scope reveals breakable blocks, but it also pauses the game state. Holding X-Ray freezes enemy movement and most timers, letting you study patterns or wait out hazards. Speedrunners use it to pause mid-air during complex shinespark chains.
Plasma Beam makes Metroids trivial but costs you the Ice Beam. You can’t freeze enemies with Plasma equipped, which means you lose platforming options — frozen enemies as stepping stones. Most players grab Plasma for the final area, but sequence-breakers often skip it to retain Ice Beam mobility tricks.
Crumble blocks respawn on room re-entry, but not on save-reload. If you fall through a crumble-block shaft and die, reloading your save leaves the blocks broken until you exit and re-enter the room. Plan your risky drops accordingly — save stations don’t reset the geometry.
Spot a mistake? Sign in to report it.
The walls players actually hit, and the way through each.
Brinstar’s First Super Missile Door — After Ceres Station, players circle Brinstar endlessly looking for progression. The game expects you to shoot the green door in the ceiling of the tall vertical shaft with the map station, but nothing about the room says “fire upward.” If you’ve grabbed Missiles and Morph Ball but can’t leave, return to that shaft and aim up at the green hatch. The door leads to Spore Spawn and the Super Missiles that crack red doors.
Norfair’s Grapple Beam Shaft — The vertical room below Crocomire with the grapple blocks stops players who treat the beam like a static hook. You can’t latch and release — you swing. Hold the grapple button, let Samus pendulum right, then release at the apex to carry horizontal momentum onto the next block. Grappling straight up and dropping burns energy for nothing. Low on health? The save station is two rooms back.
Maridia’s Broken Glass Tube — The northwest glass tunnel requires a Power Bomb to shatter, but the game never teaches this. Players exhaust Maridia’s accessible rooms, assume they need an upgrade from another region, and leave. The solution: Morph Ball into the tube, lay a Power Bomb, the glass cracks. If you’ve cleared Draygon and this passage is still sealed, you’ve skipped the Plasma Beam behind that glass and the Spring Ball in the room beyond. Both are optional but significantly ease late-game combat.
Lower Norfair’s Heated Rooms Without Varia — Speedrunners skip Varia Suit, but casual players who sequence-break into Lower Norfair early face 1-damage-per-second heat. If you’re here without Varia and can’t survive long enough to grab the Energy Tank in the first lava room or reach Ridley’s hideout, you haven’t softlocked — backtrack to Brinstar, grab Varia from the pink shaft behind the Kraid elevator, then return. The game allows heatruns but doesn’t expect them on a first playthrough.
Spot a mistake? Sign in to report it.
10 of 254 verified codes, free to read. The rest are in the Code Vault.
C288-C5A76D8F-14FFDDBF-4504402B-3DB7402E-3FF7FDB2-456D7E18A801C588-C5A71DB4-16A44135-C1D48D88-C5A7123C-CF6CGameShark Labs · SharkVault Founding Membership
Unlock the full guide
9 more sections with membership, including boss strategies, glitches and easter eggs. All 254 codes are in the Code Vault, a one-time $99 purchase.
35 days until GTA VI. Lock in the founding rate for life at $1.99/mo: it stays your price for as long as your membership stays active (standard is $2.99/mo).
Surfaced from external sources, newest first. Not editorially endorsed.· 17 more in this feed.· 1 placed beside the section it relates to above.