Prima Games eGuides
primagames.com Browse Redeem a code Help
Nintendo Playing with Power eGuide
Sign in My Guides

Sign in or create an account

We'll email you a link. No password needed, and if you don't have an account yet, the link makes one.

By creating an account or signing in, you agree to our Terms of Service and Privacy Policy.

Have a password?

Had an account on the old eGuides site, or a code from a printed guide? Help and troubleshooting

Sign in with a password

By signing in, you agree to our Terms of Service and Privacy Policy.

Check your email

A sign-in link is on its way. It works once and expires in 15 minutes. Open it and you're in, with an account if you didn't already have one.

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

Power Items

When the game begins, Samus has only 30 units of energy and a short-range beam weapon. However, by finding and collecting Power Items, you can dramatically improve Samus’s offensive and defensive capabilities.

Power Item Statues

Some Power Items are concealed within ornate statues. When you encounter one of these statues, shoot its glowing orb to reveal the hidden Power Item.

Long Beam

The Long Beam improves the range of any beam weapon, making it much easier to attack enemies from a safe distance.

Ice Beam

The Ice Beam is capable of temporarily freezing enemies, rendering them harmless for a short time. Frozen enemies are not only easier to hit with missiles, they also serve as temporary platforms.

Wave Beam

The Wave Beam is not only much stronger than Samus’s standard beam, it also features a greatly improved spread—where a normal beam might fire over a smaller enemy’s head, the Wave Beam’s sweeping motion helps ensure that you land a successful hit. As an added benefit, the Wave Beam is capable of penetrating most obstacles.

The Right Beam for the Job

Samus can’t carry the Ice Beam and the Wave Beam at the same time—collecting either of these Power Items instantly transforms her primary weapon. The only way to switch back is to reclaim the desired Power Item from its original location. Plan ahead!

Screw Attack

The Screw Attack transforms Samus’s spinning jump into a devastating weapon. Though not all creatures are vulnerable to Screw Attacks, this Power Item makes it easier (and much safer) to move through enemy-infested areas.

High Jump

The High Jump significantly increases Samus’s vertical leap. This not only makes it much easier to vault over enemies or climb vertical passages, it also allows you to reach zones and hidden rooms that would be otherwise inaccessible.

Varia

The Varia doubles Samus’s damage resistance. Once you collect this Power Item, suffering damage consumes only half as much energy.

Maru Mari

The Maru Mari allows Samus to curl up into a compact ball. Use this Power Item to slip under obstacles or roll through narrow passages.

Bomb

This Power Item allows Samus to set bombs while she’s curled up. Use bombs to damage enemies, destroy barriers, and reach hidden areas. Bombs are also used to bounce Samus into the air while she’s in ball form.

Energy Tank

Collect Energy Tanks to increase the amount of energy Samus can store in her suit. The more energy she can store, the more damage she can absorb. Each tank you collect refills Samus’s energy and adds 100 units to her maximum storage capacity.

Missile Rocket

Collect Missile Rockets to enable Samus’s missile attacks and increase missile storage. You can collect up to 21 Missile Rockets, each of which increases storage capacity by five missiles. Use missiles to open locked doors, and to deal heavy damage to particularly tough enemies. Defeated enemies sometimes drop replacement missiles; collect these items to replenish your supply.

Maximum Missiles

Collecting all 21 Missile Rockets allows Samus to carry 105 missiles. However, her missile storage also increases by 75 each time you defeat one of the game’s Mini-Bosses. If you collect all available Missile Rockets and beat both Mini-Bosses, Samus can carry up to 255 missiles.

Keep reading with a free account

The first 3 sections of Nintendo Playing with Power are open to everyone. An account opens the rest of it, and every other guide in the archive. It's free, and there's nothing to buy.

Bought guides on the old Prima Games site? Your account and every guide you own moved here, so there's nothing to buy again. Sign in.

Create a free account Or browse our free guides

PreviousHow to Play NextEnemies