Super Metroid

Screenshots1 / 2

Samus stands on a narrow pink rocky platform in a dark cavern, facing right toward a green enemy creature. The HUD displays energy at 99, missiles 045, super missiles 05, and power bombs 02 in the upper left. A minimap grid appears in the upper right corner. The background shows layered dark blue cavern walls with pink stone formations and purple atmospheric haze, creating depth through parallax scrolling. Sprite-based 16-bit graphics render Samus in her orange power suit against the low-resolution pixel art environment.

Super Metroid

超级银河战士

4.5 (4.5K)
SNES Action 996 plays

Super Metroid is a 1994 action game developed by Nintendo R&D1 for the Super Nintendo Entertainment System. Players control Samus Aran, a bounty hunter exploring the alien planet Zebes to combat the Metroid species threatening civilization. The game blends action platforming with exploration mechanics, requiring players to navigate interconnected areas and acquire power-ups that unlock new paths and abilities. Combat uses a versatile arm cannon that switches between different beam weapons and missiles, while Samus can jump, dash, and perform acrobatic maneuvers to overcome obstacles. The level structure encourages backtracking through previously visited areas once new abilities are obtained, creating a sense of progression as more of the world becomes accessible. Players must defeat boss creatures and environmental hazards while collecting items to enhance their survivability and unlock advanced techniques throughout Zebes.

Developer
Released
Platform
SNES
Genre
Action
Players
1P
Rating
4.5 / 5 (4.5K)
Last updated

About Super Metroid

Super Metroid, developed by Nintendo R&D1 and released in 1994 for the Super Nintendo Entertainment System, arrived at a point when the SNES was hitting its creative stride. The original Metroid had launched on the NES in 1987, establishing a template of non-linear exploration on an alien planet, and Metroid II: Return of Samus followed on the Game Boy in 1991. Super Metroid was the third entry and the first to appear on a home console with 16-bit hardware, giving the team the technical canvas to realize the concept at a scale and fidelity that had not been possible before. The game opens immediately after the events of Metroid II: a baby Metroid has been left at a research station on Ceres, and when the station is attacked by the space pirate Ridley, bounty hunter Samus Aran pursues him to the planet Zebes — the setting of the original NES game, now rebuilt and dramatically expanded. The world of Zebes is divided into interconnected regions — Crateria, Brinstar, Norfair, Wrecked Ship, Maridia, and Tourian — each with distinct visual themes, enemy types, and environmental hazards. There are no discrete stage-select screens; the entire planet is one continuous map that the player navigates by acquiring new abilities that open previously impassable routes, a design philosophy now commonly called the Metroidvania genre. Samus controls with a precision that was advanced for its era: she can run, crouch, jump, wall-jump, spin-jump, and eventually perform a Shinespark — a charged dash that can be stored and released to propel her in any direction. Her arm cannon fires standard beams that can be combined (Wave, Ice, Spazer, Plasma), and she carries missiles, super missiles, power bombs, and a grappling beam. The X-Ray Scope allows players to reveal hidden passages in walls and floors, rewarding thorough exploration. Health and ammunition are extended by collecting Energy Tanks and reserve tanks scattered throughout the map. Boss encounters — including Kraid, Phantoon, Draygon, and Ridley — each require the player to identify attack patterns and exploit weaknesses, and several can be defeated through unconventional methods that the game never explicitly teaches. The atmosphere is constructed through layered environmental storytelling: a room of dead scientists, a Metroid hatchling that remembers Samus, and a climax that ties the narrative together without a single line of spoken dialogue. The ambient soundtrack, composed by Kenji Yamamoto and Minako Hamano, uses the SNES sound chip to create an oppressive, lonely soundscape that reinforced the sense of isolation. Upon its 1994 release, Super Metroid earned strong praise from gaming press for its atmosphere, tight controls, and the depth of its exploration systems. It sold modestly compared to Nintendo's flagship titles of the era but built a devoted following that grew substantially through rental culture and word of mouth. Its influence on subsequent game design — particularly the interlocking ability-gate structure and the use of environmental cues rather than explicit tutorials — became a foundational reference point for an entire genre.

What makes it special

Super Metroid popularized the ability-gating exploration structure that defines the Metroidvania genre, but its most technically distinctive achievement is the Shinespark mechanic: Samus can charge a dash by running at full speed, then store that kinetic energy and release it as a directional rocket-propulsion move even after coming to a stop. This single mechanic enables an entire layer of sequence-breaking and speed-running optimization that was not explicitly designed into the game's intended routing, giving Super Metroid one of the longest-lived competitive speed-running communities of any SNES title. The game also introduced the wall-jump to the Metroid series, a technique that can be used to bypass large sections of the map entirely.

Pro tips

  • Collect the Grappling Beam in Wrecked Ship before tackling Maridia — many of that region's traversal puzzles require it and progress will stall without it.
  • Wall-jumping is not taught by the game but is essential for reaching optional power-ups and for sequence-breaking; practice it in Brinstar's vertical shafts where the walls are close together.
  • Before entering a boss room, ensure your current beam combination is set to your most powerful option — beam combinations cannot be changed mid-fight without pausing.
  • Use the X-Ray Scope in rooms where your map shows unexplored space adjacent to a dead end; many Energy Tanks and missile packs are hidden behind walls that look identical to solid terrain.
  • Reserve tanks act as automatic health backups if you set them to Auto mode in the pause menu — configure this early so they trigger before a game-over during difficult boss fights.

Super Metroid Controls — SNES Keyboard Keys

Default keyboard bindings for Super Metroid on our in-browser SNES emulator. Plug in a USB or Bluetooth gamepad to auto-detect mappings, or rebind any key from the emulator settings menu.

Keyboard Console button Typical use
D-Pad Up Move up
D-Pad Down Move down
D-Pad Left Move left
D-Pad Right Move right
X A Primary action (jump / confirm)
Z B Secondary action (attack / cancel)
S X Tertiary action
A Y Quaternary action
Q L Left shoulder
W R Right shoulder
Enter Start Start / Pause
Shift Select Select / Mode

Rebind any key from the EmulatorJS in-game settings menu (gear icon → Controls). A connected gamepad auto-maps to the same buttons.

Super Metroid Longplay & Gameplay Videos

Watch a full playthrough of Super Metroid on SNES before you dive in — recommended for getting a feel for the game's pacing, story beats, and difficulty curve.

Watch longplay on YouTube

"Super Metroid" SNES longplay 1994

Super Metroid Cheat Codes

30 community-curated cheats for Super Metroid. Tick any to activate them automatically when you click "Play with cheats" — or copy a code into your own emulator.

  • Infinite Energy

    7E09C263
  • Invincible

    7E05B6FF+7E18A8FF
  • Infinite Time To Escape Ship

    7E094500+7E094600+7E094701
  • Moon Jump

    7E0B2D44+7E0B2E01
  • Untouchable (Except For Acid And When Bosses Grab You)

    7E18A84C
  • Metroid's Health

    7E100D00
  • Reserve Energy

    7E09D690+7E09D701
  • Tanks

    7E09C478+7E09C505
  • Always Hyper Run

    7E0B3F04+7E0A6E02
  • Select Start Point When Loading A Game (Press Right On Map Screen To Select)

    81A81A00+81A8AF80DDCF-4461+6DCC-47A1
  • Kill Most Enemies On Contact

    7E0A6E0F
  • Crateria Mapped

    7ED908FF
Show 18 more cheats
  • Brinstar Mapped

    7ED909FF
  • Norfair Mapped

    7ED90AFF
  • Wrecked Ship Mapped

    7ED90BFF
  • Maridia Mapped

    7ED90CFF
  • Tourian Mapped

    7ED90DFF
  • Can Access Tourian From Sunken Statues Room

    7ED820C1+7ED8211F
  • Almost Infinite Missles

    C288-C5A7
  • Almost Infinite Super Missles

    C28A-C9D7
  • Almost Infinite Super Bombs

    3CA4-450D
  • Immune To Enemy Attacks

    7E18A801
  • Infinite Life

    7E09C2DB+7E09C305
  • Max Life

    7E09C4DB+7E09C505
  • Tourain Mapped

    7ED90DFF
  • Infinite 999 Rockets

    7E09C6E7+7E09C703
  • Maximum 999 Rockets

    7E09C8E7+7E09C903
  • Maximum 99 Super Rockets

    7E09CC63
  • Infinite 99 Super Bombs

    7E09CE63
  • Maximum 99 Super Bombs

    7E09D063
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External references

Frequently Asked Questions

When was Super Metroid released?

Super Metroid was released in 1994 for the SNES.

Who developed Super Metroid?

Super Metroid was developed by Nintendo R&D1, available to play in your browser on RetroGameSpace.

How many players does Super Metroid support?

Super Metroid is a single-player Action game for the SNES.

What type of game is Super Metroid?

Super Metroid is a Action game for the SNES, playable instantly in your browser — no downloads, no installs.

How can I play Super Metroid for free?

Open this page and click "Play Now" — Super Metroid runs free in your browser via WebAssembly emulation. No account, no payment, no installer.

Do I need to download anything to play Super Metroid in the browser?

No. Super Metroid streams from a public archive into a browser-side SNES emulator. Nothing is installed on your computer.

Can I save my progress in Super Metroid?

Yes. Save states are stored in your browser (IndexedDB) per game, and you can also use any in-game save the original SNES cartridge supported.

Does Super Metroid work on mobile devices?

Yes — the SNES emulator runs on iOS Safari and Android Chrome. Touch controls overlay the game; landscape mode is recommended.

Is it legal to play Super Metroid this way?

RetroGameSpace is a transient caching reverse-proxy and does not host first-party copies of Super Metroid. Game files are fetched on demand from publicly-accessible archives. You are responsible for compliance with your local laws and the bring-your-own-ROM principle.

How long does it take to beat Super Metroid?

A first playthrough focused on exploration typically takes 8 to 15 hours depending on how thoroughly you search each region. Experienced players aiming for a low item-completion run can finish in under 3 hours, while 100% item collection usually adds several hours on top of a standard run.

Is Super Metroid difficult for new players?

The game offers no difficulty settings and provides minimal hand-holding, so new players can find it challenging. The biggest hurdle is navigation — the map system helps, but knowing which unexplored path to pursue is left entirely to the player. Boss patterns are learnable, and health resources are generous enough that persistence pays off.

What is the best starting strategy for a first-time player?

Follow the natural ability progression without consulting guides on your first run. The game is designed so that new abilities visually suggest where they should be used. Prioritize collecting Energy Tanks whenever you spot them, and always check your map after each new room to track unexplored connections.

Is Super Metroid worth playing today?

The controls, map design, and atmosphere hold up without qualification. The game is available on Nintendo Switch Online's SNES library, making it accessible without original hardware. Players who enjoy exploration-focused action games with tight controls and environmental storytelling will find it as compelling now as it was in 1994.

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