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Contents

  • Playing with Power
    • Foreword
    • Introduction
    • The Inside Story of the NES
    • The Launch of the Nintendo Entertainment System
    • First-Party NES Titles: Launch Day
    • The Early Period (1986)
    • An Inside Look at Game Paks
    • The Middle Period (1987-1989)
    • Classified Information
    • Behind the Scenes with Shigeru Miyamoto
    • The Late Period (1990-1994)
    • Counselors’ Corner
    • NES Peripherals
  • Excitebike
    • Summary
    • How To
    • Tracks
  • Ice Climber
    • Summary
    • How to Play
    • Characters and Objects
    • Terrain
    • Scoring
    • Tips and Tricks
  • Super Mario Bros.
    • Summary
    • Levels
      • World 7
      • World 3
      • World 5
      • World 4
      • World 6
      • World 8
      • World 1
      • World 2
  • Balloon Fight
    • Summary
    • How-To
  • Donkey Kong
    • Summary
    • Playing Donkey Kong
    • Characters and Collectibles
  • Donkey Kong Jr.
    • Summary
    • How to Play
    • Cast & Items
    • Scoring
    • Recommended Tactics
  • Mario Bros.
    • Summary
    • How to Play
    • Characters and Items
    • Tips and Tricks
  • Kid Icarus
    • The Tale of Kid Icarus
    • Getting Started
    • How to Play
    • Exploring Angel Land
    • Powering Up
    • Items
    • Enemies
    • Completing Kid Icarus
    • Stages
      • Underworld
      • Overworld
      • Skyworld
      • Palace in the Sky
  • Metroid
    • The Metroid Story
    • Summary
    • Getting Started
    • How to Play
    • Power Items
    • Enemies
    • Completing Metroid
  • The Legend of Zelda
    • Summary
    • The Legend of Hyrule
    • Hero Training
    • Items
    • Characters
    • The Overworld
    • The Underworld
      • Labyrinth 1: Eagle
      • Labyrinth 2: Moon
      • Labyrinth 3: Manji
      • Labyrinth 4: Snake
      • Labyrinth 5: Lizard
      • Labyrinth 6: Dragon
      • Labyrinth 7: Demon
      • Labyrinth 8: Lion
      • Labyrinth 9: Death Mountain
    • The Second Quest
      • The Second Quest
      • Story
      • Conquering the Underworld
  • Punch-Out!!
    • Summary
    • Story
    • Roadwork
    • Minor Circuit
    • Major Circuit
    • World Circuit
    • The Dream Fight
  • Super Mario Bros. 2
    • Story
    • Characters
    • Welcome to Subcon
    • Know Your Enemies
    • Worlds
      • World 1
      • World 2
      • World 3
      • World 4
      • World 5
      • World 6
      • World 7
  • Zelda II: The Adventure of Link
    • Summary
    • The Story of the Adventure of Link
    • Hyrule
  • Super Mario Bros. 3
    • A Message From Mario
    • Story
    • Being Mario
    • Worlds
      • World 1: Grass Land
      • World 2: Desert Land
      • World 3: Water Land
      • World 4: Giant Land
      • World 5: Sky Land
      • World 6: Ice Land
      • World 7: Pipe Land
      • World 8: Castle of Koopa
  • StarTropics
    • Summary
    • A Letter From Uncle Steve
    • Chapters
      • Chapter 1: Prelude
      • Chapter 2: Dolphins
      • Chapter 3: Storm and Calm
      • Chapter 4: Confession
      • Chapter 5: Captain Bell
      • Chapter 6: Reunion
  • Dr. Mario
    • Summary
    • Dr. Mario’s Diagnosis
    • Dr. Mario’s Med School
  • Kirby’s Adventure
    • Summary
    • A Crisis in Dream Land!
    • Copy Abilities
    • Levels
      • Level 1: Vegetable Valley
      • Level 2: Ice Cream Island
      • Level 3: Butter Building
      • Level 4: Grape Garden
      • Level 5: Yogurt Yard
      • Level 6: Orange Ocean
      • Level 7: Rainbow Resort
      • Level 8: Fountain of Dreams

Nintendo Playing with Power Guide › Metroid

How to Play

Basic Controls

Move

Press Left and Right on the Directional Pad to move in the corresponding direction. During a jump, press Left or Right on the Directional Pad to steer Samus in midair.

Jump

Press the A Button to Jump. Tap the button for short jumps; press and hold it for longer jumps.

Curl Up

Press Down on the Directional Pad to curl Samus into a ball (requires Power Item: Maru Mari).

Aiming

By default, Samus aims her weapon in the direction she’s facing. Press Up on the Directional Pad to aim Samus’s active weapon upward.

Fire

Press the B Button to fire Samus’s active weapon. Press the B Button while in ball form to set a bomb (requires Power Item: Bomb).

Switch Weapon

Use the Select Button to switch between Samus’s beam weapon and missiles (requires Power Item: Missile Rocket).

Game Over

As Samus takes damage from enemies or hazards, her energy reserves are depleted. When she runs out of energy, the game ends and a password appears. Press the Start Button to resume your last game right away, or use the password to continue your game at a later time.

Advanced Moves

Spinning Jump

Jump while moving to perform a spinning jump. The extra momentum allows Samus to jump farther, but also makes it harder to make midair adjustments.

Screw Attack

Once you collect the Screw Attack, Samus’s spinning jumps automatically deal damage to enemies caught in her path (requires Power Item: Screw Attack).

Bomb Bounce

Samus can’t jump while she’s curled up, but you can use bombs to bounce her into the air. This technique is essential for accessing many of the secret passages hidden throughout Planet Zebes.

Bomb Climb

Some obstacles can’t be overcome with a single bomb bounce. In these cases, use multiple bombs to perform a series of bounces. Proper placement is essential (and difficult!), but with the right timing, Samus can effectively climb up through narrow passages.

Screen Display

The status of Samus’s power suit is displayed in the screen’s upper-left corner. Early in the game, only Samus’s energy reserve is shown.

As you collect specific Power Items, this readout expands to display the number of Energy Tanks you’ve collected, the energy remaining in the current tank, and the number of missiles Samus is currently carrying.

Energy Management

When the game begins, Samus has 30 units of energy in her reserves. This energy depletes each time she takes damage from enemies or environmental hazards. If Samus runs out of energy, the game ends.

Defeated enemies sometimes leave behind energy balls. Collect available energy balls to replenish Samus’s energy reserves. Move quickly! Once it appears, an energy ball remains in place for only a short time.

Initially, Samus can store up to 99 units of energy. Collect Energy Tanks to increase her storage capacity.

Advancing the Game

Your primary objective is to destroy Mother Brain, but there’s a lot to do before you’re ready (or able) to confront this powerful organism. In the simplest terms, you must:

  • Find and collect Power Items to improve Samus’s abilities. Many Power Items are optional, but several of these items must be collected before you can access essential areas.
  • Find and defeat two Mini-Bosses. Kraid’s hideout is hidden below a corridor below Brinstar; Ridley’s hideout is located below Norfair. You must conquer both of these powerful creatures before you can reach Mother Brain.
  • Find and defeat Mother Brain. Your primary objective is located in Tourian, the fortress’s central base.

Of course, searching for Power Items and key enemies involves a great deal of exploration. Navigating this maze-like fortress can be a daunting task—most rooms contain a mix of hostile creatures and environmental hazards, and some of the game’s most important areas are hidden beyond secret passages or seemingly insurmountable obstacles. Luckily, each Power Item you collect helps make exploration faster, easier, and safer.

A Matter of Time

The time it takes you to defeat Mother Brain and escape the fortress determines which of the game’s endings you receive. The faster you complete the game, the more your ending reveals about Samus’s true identity. Of course, defeating Mother Brain as quickly as possible means forgoing many of the Power Items scattered throughout the fortress.

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