Super Metroid Integrated Level Editor, by Jathys. A comprehensive editor for Metroid Fusion and Metroid Zero Mission. It can edit levels, tilesets, graphics, sprites, maps, weapons, text, and much more. Currently it only works with the North American (U) version of each ROM.

  1. Play Super Metroid Free Online
  2. Super Metroid Integrated Level Editor
  3. Super Metroid Level Editor Tutorial
  4. Super Metroid Level Editor Download
  5. Super Metroid Romsmania
  6. Super Metroid Level Editor
  7. Super Metroid Brinstar Map

Super Metroid Item Randomizer

Go to the Randomize! page to get started.


Change Log:

v2.10 - 2019-01-16

  • Tournament difficulty has been updated with the following changes:
    • Gauntlet no longer logically requires HiJump, Speed, IBJ or SpaceJump to enter.
    • Pink brinstar Wave Gate no longer requires Hi-Jump
    • Grapple now only requires access to Crocomire.
    • Norfair Reserve area access now includes Ice Beam or Spring Ball in addition to previous requirements.
    • WRITG logic now includes Spring ball, and has a fix to require Charge along with Ice Beam if required.
    • Screw Attack location fixed to include a way to get back out. (HJ/Speed/SJ/IBJ/SpringBall)
    • Suitless Maridia now includes Spring Ball as a substitute for Ice Beam.
    • Some minor bug fixes to energy requirements for some locations.
    • The randomizer filling algorithm has been slightly adjusted to give a slightly better minor item spread.
  • The statistics for Power Bombs and SBA:s have been fixed to show properly.

v2.9 - 2017-11-16

  • Casual difficulty has been updated and should now be somewhat easier.
  • A few logic fixes for open mode has been done.
  • Screw attack can now always be selected in the item menu.
  • The animal surprises got a few bug fixes as well.
  • There's now a new experimental 'Full' mode where all items are fully randomized. This mode uses the Tournament logic.
  • Note that the Full mode is somewhat of a beta and might have issues where seeds can't be completed, please report these if possible.

v2.8 - 2017-08-23

  • A new item placement algorithm has been implemented that creates a more uniform item distribution.
  • This change will for example make certain late game locations more valuable instead of previously over-valued early game locations.
  • The new algorithm is only in place for Tournament difficulty right now, but will be integrated into Normal and Casual later.
  • Some minor logic bugs have been fixed - thanks to Dessyreqt for pointing many of these out.

v2.7 - 2017-08-09

  • A new section has been added to the ending credits containing item randomizer staff credits and new cool gameplay statistics including a spoiler of the major item locations.
  • Skipping the item at morph ball and going right will no longer awake zebes and make that item unobtainable.
  • Some of the room changes have been redone to be less intrusive.
  • The top part of the ammo icons will now show your maximum ammo of that type.
  • Something strange is happening in the Bomb Torizo room when Zebes is exploding, go find out what at your own peril. (Results may vary)
  • Open Mode has been added, this is a new mode where the following changes has been made to open up gameplay for a new experience.
    • The game starts with Zebes Awake and the Maridia Tube broken.
    • All doorshells that doesn't lead directly to an item has been changed to blue.
    • The bomb blocks in parlor and on the way to pink brinstar has been removed.
    • The yellow door shell to pink brinstar gate-room e-tank has been changed to blue.
    • You can now access all of the 'inner' Wrecked Ship without Morph Ball.
    • You can also access Charge Beam and Red Tower without Morph Ball.
    • You can also access Kraid's Lair without Morph Ball.
    • You can also access Botwoon e-tank and Mama Turtle e-tank without Morph Ball.
    • You can also access Screw Attack and Firefly e-tank without Morph Ball.
    • Bomb or Power Bomb blocks in place for the above cases have either been removed or changed into shot blocks.
    • Any morph ball tunnels in place for the above cases have also been expanded in height.
    • The spikes on the left side of Lava Dive have been removed to enable easier Hi-jumpless lava dive.
    • Gravity suit can now spawn in any location (including late Maridia).
    • Varia suit can now spawn anywhere but Lower Norfair.
    • Morph Ball can no longer spawn in Crateria or certain Brinstar locations.

v2.6 - 2017-07-17

  • A seed identifier will now be shown when a file has been selected in the top consisting of 4 random enemy names.
  • The red tower patch has been updated to correct some graphical issues.

v2.5 - 2017-07-10

  • Screw attack and Speed Booster will no longer be available as start items, this was done to promote more early game item diversity.
  • The following changes have been done to tournament mode:
    • Reverted the blue brinstar e-tank room change, the major item is now back in the ceiling and the room is back to normal.
    • Wall jumping up to early gauntlet without hi-jump will no longer be enforced for completion. (Note that going there early if you can is still going to be a good choice most of the time)
    • Green gate glitching the blue wave-beam gate before the e-tank location in pink brinstar will now only be enforced if you have hi-jump.
    • The bottom of red tower have been modified again to restore the right side to normal, but instead open up a path on the left side.

v2.4 - 2017-06-14

  • Varia suit can no longer spawn in blue brinstar.
  • Tournament difficulty added. This is the difficulty settings that will be used in the item randomizer tournament (http://supermetroid.challonge.com/itemrando).
  • Please give feedback on possible changes and report any bugs you find in the Tournament difficulty as soon as possible!
  • Some major noteworthy changes in the Tournament difficulty compared to Normal difficulty right now are these:
    • Blue brinstar e-tank room major item is accessible without the ceiling damage boost.
    • The first crumble block in early super mockball bridge is now a shot block to prevent softlocking without bombs.
    • The speed blocks on top of dachora pit will no longer respawn to enable walljumping out
    • The bottom of red tower is modified so that you can walljump back up without hi-jump
    • Both blocks in the tunnel to spazer are now shot blocks to enable access to Spazer without bombs and prevent softlocking.
    • The bomb blocks in the room before Hi-Jump are now shot blocks to enable access to Hi-Jump without bombs and prevent softlocking.
    • The first heated norfair room has had the final platform raised to enable traversal without hi-jump or bombs.
    • The bomb block in the bottom of the pillar in the moat room is now a shot block to prevent softlocking.
    • The energy tank requirement for hell runs have been raised from 3 to 4.
    • Gravity suit is now prevented from spawning at Space Jump, Plasma and Spring Ball locations.

v2.3 - 2017-05-27

  • Fixed the ASM patch to not create a savefile from the gameplay demos, this fixes bugs #1 and #2. (Thanks InsaneFirebat for figuring out exactly what caused this)
  • Initial support for Hard difficulty. Expect this to change from what it is currently.
  • Some more behind the scenes work on patching and support for different methods of randomization per difficulty.

v2.2 - 2017-05-15

  • Initial support for Casual difficulty, this is still under heavy development and may contain broken logic and patches.
  • A lot of behind the scenes work on the patching system to support different patch methods, difficulty-specific patches, and optional patches.

v2.1 - 2017-04-21

  • Fixed item visibility issue for Crateria and Pink brinstar Power Bombs. They are no longer in Chozo Balls

Play Super Metroid Free Online

v2 - 2017-04-20

  • First version uploaded - contains initial changes listed on the Information page
Mail has been fixed; you should now be able to confirm your e-mail address, watch pages, and the like.
Please report any issues on Discord.
Super Metroid

Also known as: Metroid 3 (Introduction)
Developer: Nintendo R&D1
Publisher: Nintendo
Platform: SNES
Released in JP: March 19, 1994
Released in US: April 18, 1994
Released in EU: July 28, 1994

This game has unused areas.
This game has a hidden developer message.
This game has unused enemies.
This game has unused graphics.
This game has unused music.
This game has unused text.
This game has debugging material.
This game has a hidden level select.
This game has regional differences.
This game has anti-piracy features.

This game has a notes page

Super Metroid is the third entry in the series, and considered by many to be the pinnacle. The game features impressive 16-bit graphics, a moody soundtrack perfect for the isolated feeling of Planet Zebes, and plenty of hours of gameplay to be found as you explored deeper and deeper into the planet, unlocking the mysteries within as you search for the Last Metroid and Mother Brain.

To do:
  • Discuss the off states of Wrecked Ship rooms not accessible while the Wrecked Ship is off
  • There's a test version of the item collection theme in the SPC set.
  • Developer's hand-drawn map layout (features a cut room)
  • 1Debug Mode
  • 5Unused Sprites
  • 6Unused Palettes
  • 8Unused Tiles
  • 10Unused Rooms
  • 11Unused Level Data

Debug Mode

Pro Action Replay code 808004FF enables a whole mess of debugging features. In addition to selecting which region of the planet to start in, you can also pick a spot within that region using Select on Controller 2. (As a side-effect of this, having the code active while launching a new game will skip the game's introduction and start the player on Zebes rather than on Ceres Station.)

Various debugging features can be unlocked during normal gameplay via button combos on Controller 1:

  • Holding Select + L and pressing X will open a sprite tile viewer. The first page show the enemy tiles.
    • Holding Select + L and pressing A will cycle through the loaded enemy palettes.
    • Holding Select + L and pressing X again will bring up the second page, which shows non-enemy sprite tiles in a fixed palette.
      • Holding Select + L and pressing X a third time will exit the sprite viewer.
  • Holding Select + L and pressing A will open a palette viewer. The first page shows the sprite palettes.
    • Holding Select + L and pressing A again will bring up the second page, which shows the background palettes (note: this overwrites the sprite palettes and sprite tiles).
      • Holding Select + L and pressing A a third time will exit the palette viewer.
  • Hold Select + R and press A to toggle Layer 3 (HUD, liquids/fogs).
  • Hold Select + L and press Y to toggle spare CPU display (turns down screen brightness when processing has finished for current frame has finished).
  • Hold Select + R and press B to set missiles, super missiles, and power bombs to 0. Press B again to undo.
    • PAL exclusive: In this mode, missile and super missile count shows position of Samus in morph ball
  • PAL exclusive: Hold Select + L and press B to get lots of health, ammo, all equipment, beam and switch to the next beam configuration (this never enables spazer + plasma).

The standard Select + Start + L + R reset combo is enabled.

On Controller 2:

  • Start - Save prompt. Save and reset, or (likely) crash.
  • A - Toggle sprite interactions (enemies/projectile/Samus collision, bomb jumps).
  • L - Toggle frozen time for enemies.
  • Hold L + R and press A whilst Samus is facing forward (e.g. using the ship, using an elevator, acquiring a suit upgrade) to enable uber invincibility (press L and A again to disable their respective effects, and R twice to exit the enemy debugger)

Super Metroid Integrated Level Editor

Select brings up the enemy allocation viewer (needs the debugger font). It shows you which palette index each enemy in the enemy set uses and the total number of rows of tiles in VRAM used by the enemies collectively.

  • Select exits the enemy allocation viewer.

R starts the enemy debugger (which loads the enemy debugger font). The first tool is the enemy mover; it shows you the enemy's RAM index, name, position and HP; and the enemy set name.

  • D-pad moves the selected enemy, X + d-pad move the enemy faster.
  • Select selects the next enemy, B + Select selects the previous enemy.
  • A teleports the enemy to Samus' right.

Pressing R again brings you to the enemy spawn data editor. It allows you to edit the enemy's position (PosX/PosY), initialisation parameter (Pose), properties (Swt) and general purpose parameters (Opt).

  • D-pad moves the text cursor.
  • X increments the selected digit.
  • B decrements the selected digit.
  • A sets the spawn position to the enemy's current position.
  • Select respawns the enemy with the new spawn data.
  • R exits the enemy debugger.

Pressing L brings you to the enemy spawner. It allows you to spawn an enemy from the current room's enemy set, using a predefined enemy population entry, to the previously specified spawn position.

  • Down selected the next enemy set entry.
  • L spawns the enemy and exits the enemy debugger.
  • B + L spawns the enemy only if it has a name, and exits the enemy debugger.
  • R exits the enemy debugger.


(Source: deskjockey_, Jathys' site, Kejardon)

Extended Enemy Debugger

B495D6EE activates the Extended Enemy Debugger

This will make the R button in the enemy spawner take you to the enemy RAM viewer, rather than exit. Here, you can view 6 pages of enemy RAM variables. Press R to move to the next page. After the last page, you'll be dumped into the enemy allocation viewer.

Miscellaneous Debugging Enablers

  • 808000FF - Bypass country and NTSC/PAL check.
  • 808002FF - Enable the demo recorder. PAL exclusive. It tries to record the current button presses, button holds, Samus' X/Y position, and the X/Y position of the top-left corner of the visible area. Unfortunately, it does nothing, due to the fact that it tries to write these values to ROM (which would have worked fine on Nintendo's development systems, but not on the SNES alone).
  • 808006FF - Lets X on Controller 2 toggle scrolling on and off. Pretty annoying. You have to use this with the main debug code (which enables reading of the second controller) in order for this to work.
  • 808008FF - Disables audio. Start up with this code and you'll crash when you go through a door (due to waiting for music to be transferred to APU). Turn the code on during gameplay and the music won't change.

There's a lot of other little debugging and development features hiding throughout the game's code. For example:

  • A2AAF000 - Hold B on Controller 2 to make Samus' ship lift off when you enter it.
  • 84B33360 - Display scrolling trigger extensions.
  • 84B36660 - Display scrolling triggers.
(Source: deskjockey_, Jathys' site, Kejardon)

Golden Torizo Debug Cheat

This strange little hidden code somehow remained undiscovered until late 2010.

Open the door to Golden Torizo's boss fight room (he should still be alive), then hold A + B + X + Y and enter. Keep these buttons held until the room finishes loading. There is a catch, however: once you let go of the fire button, the game will freeze due to two of the beams being incompatible, but being forcibly enabled by the code. As such, you can enter this room while in Morph Ball mode to avoid freezing the game or just be lucky on how you let go of the fire button.

This will reset your inventory to 700 Energy, 300 Reserve Energy, 100 Missiles, 20 Super Missiles, 20 Power Bombs, all beams equipped (remember to disable at least one of the bottom two), and all items except Screw Attack.

Piracy Warning

US/Japan
Europe

There are two anti-piracy tests that are performed on boot/reset. The first is the region check, the second is the SRAM mapping check.

The region check tests whether the region reported by the game header ($00:FFD9) is the same as the region reported by the SNES PPU ($213F). Unlike the SRAM mapping check, this check does not delete the SRAM on failure.

The SRAM mapping check first copies the 8KiB SRAM at $700000 copied to WRAM for backup. Then this SRAM area is erased. An incrementing series of values ($0000, $0001, $0002,... $0FFF) is written to the $702000..3FFF area, which on the real cart is a mirror of the 8KiB of SRAM. Finally, it reads back the 8KiB of SRAM from $700000 and asserts that the incrementing values have been written. If they match, the program restores the WRAM backup to SRAM and continues to boot as usual. On extension devices or copy devices/cartridges there may be more SRAM and the two 8KiB areas not mirrored. In this case, the above assertion fails and the anti-piracy message is triggered, leaving the SRAM erased as a result.

Use the code 8086C201 before the game starts up to see this message from Nintendo. This can sometimes appear without an Action Replay on a real cartridge, likely due to connection problems between the cartridge and the SNES.

Hidden Message

Present near the beginning of the ROM:

It is not known whether this line can be displayed in-game. It seems to simply be something added by a programmer as gratitude toward the debug team.

Unused Sprites

To do:
Get high quality videos of all these.

There are a few unused sprites in the game, most of which are in working, or mostly-working states. With a little configuration using SMILE (Super Metroid Integrated Level Editor), you can add them to a Super Metroid hack with ease.

Bang

Bang is one of the strangest enemies in the game, and likely unused due to how potentially deadly it is. With effort, one can get a Bang working in a room.

Bang will float around the room until attacked, at which point it will flash and grow larger. After a certain number of hits, Bang will explode, killing itself – but at the same time, unleashing all of the damage that you have given it back at you. At later areas of the game where your beam is quite deadly, getting hit by the backlash from a Bang can be near-fatal.

Luckily, Bang's explosive burst does not track you, and usually a simple Morph Ball evasion is enough to avoid getting hit.

Reflec

Reflec is an enemy sprite that has the ability to reflect your shots back at you, or if positioned at an angle, can be used to angle shots. Its usage was first widely realized in the hack Super Metroid Redesign, in a room where the player had to reflect a missile through a series of Reflecs to extend a bridge. Shots reflected by a Reflec can damage the player. Reflec is fully programmed, and can be set to appear in eight different orientations, one for each cardinal and intermediate compass direction.

Considering what a strange enemy Reflec is, it's not hard to guess why it wasn't used. There's no real situation in the game where it would have been useful, though as a puzzle element it could have been well-implemented. In-game, it is loaded in RAM in two areas: the vertical chasm in Lower Norfair before the series of rooms leading to Ridley and the Energy Tank room after Kraid.

Stoke

Stoke looks to be a miniature Crocomire, which has led to some calling it a baby Crocomire. Stoke is a mostly finished sprite; it has basic movement and collision detection, but doesn't always function properly. It uses a palette unlike Crocomire's, despite having a distinctly similar appearance. With a bit of effort, one can restore this red palette.

In-game, Stokes are loaded in the Crateria room with a small Morph Ball tunnel that requires the Morph Ball Bombs and leads to a Missile Pack. They do not use the correct palette in this room, oddly.

It's unknown why Stoke wasn't finished. Perhaps they simply couldn't think of a reason or place to use one?

Mother Brain Mouth Sprite

These sprites are loaded in along side the rest of Mother Brain's sprites. The purpose of these sprites are completely unknown, and they have no programming.

Shaktool attack

Super

Shaktool has a disabled attack spawned by an unused AI. The unused AI can be enabled by game genie code AADE2D21, the attack enabled by AAD99FEA.

Unused Palettes

'Red Crateria'

An unused palette set with the same tiles as normal Crateria, but features a rather bright red palette instead. It looks as though it may have been intended at one time to be a palette for the escape sequence, but considering that the escape only has the player outdoors in one room (the landing site), it was probably deemed unnecessary.

Another reason may have been that during the escape, palette effects are overlaid on the normal Crateria set, giving an effect similar to Red Crateria but with a more urgent feel. In fact, trying to use Red Crateria in conjunction with the palette effects will force Crateria to use the normal palette, as the effects appear to be hardcoded to that palette.

'Black Brinstar'

The red Brinstar tilesets include the tiles used in Brinstar and Kraid's hideout. The tileset is later (or earlier, depending on how you look at it) used before the statue room at the entrance to Tourian. Unlike Kraid's region, however, it uses another palette set and is blue. In this set, there is a palette for the red Brinstar tiles as well, giving them a black and yellow appearance.

Black Brinstar is not used anywhere in-game, though some theorize that it was planned to be used in the room before the X-Ray Visor, as it uses the fireflies that make the room darker when shot.

Unused Tiletype

There's one unused tiletype in the game. It doesn't truly have a name, and to call it what it does would result in more of a long description than a name. Instead, the name is derived from the image that SMILE uses to designate the tiletype in usage: a 16×16 picture of half a Ripper enemy overlaid against a black rectangle.

Super Metroid Level Editor Tutorial

The Half-Ripper tiletype is unique in that it does not allow enemies or shots to penetrate it. Only Samus may pass through the tiles. This means that the tiletype is especially good for hiding secret passageways in rooms with wall-crawling enemies such as Zoomers, Zeelas, or Novas.

Wave Beam shots will still pass through the Half-Ripper tiletype. The tiletype is not revealed when using the X-Ray Visor.

It's unknown why the Half-Ripper tiletype was not used in the game, as the coding behind it is totally complete. Perhaps it was decided to be too cheap a tactic for hiding items, as the only way to discover a passage concealed by the tiles is to physically run into it (shots and the X-Ray Visor won't uncover anything, either).

Unused Tiles

Crateria Tileset

The Crateria tileset comes packed with several unused tiles that could fit in with the other bridge tiles outside the Wrecked Ship; the palette used for those tiles even matches the unused ones.

Also in Crateria's tileset are copies of certain background tiles, although unlike the originals they feature the letter 'P' drawn over them. While the tiles are unused in the game itself, they are used in the tile table. This suggests that they were used for testing, only to be replaced before release.

Long Beam

From the menu graphics, we can see that the Long Beam was at one time planned for inclusion in the game. The Long Beam is the only upgrade from the first Metroid to not return in Super Metroid, as in the final game, Samus starts off with a beam range that would render the item unneeded.

Unused Title

An early title screen, simply saying '4 METROID' (though the '4' may just be an error). This may have been a placeholder during development.

Unused Rooms

Lower Norfair edge

A small one-screen room in lower Norfair that uses the Lower Norfair tileset. It looks as though it would likely have been part of a bigger room, considering it seems to be the top of a vertical shaft. Some claim that this room was originally the start of the room with the rising acid, but that room is located 104 bytes away, making room for four rooms between this one and the one with the rising acid.

Editor

Another thing to note is that the room either lacks door data leading out, or it's simply corrupted.

Debug/Tiletype Testing Room

A large 6×2 screen room that was likely used by developers to test the various game tiletype and BTS interactions. Normally inaccessible, SMILE can be used to set up doors to connect to the room, or in newer SMILE versions use the test room feature to spawn Samus directly into the room. Its Room ID in SMILE is 7E82C.

The room consists of various sections, each devoted to different types of testing:

  • The upper left and middle have testing grounds for non-respawning and respawning 1×1, 1×2, 2×1, and 2×2 Crumble and Bomb blocks.
  • Further down, the missile graphics are actually Shot blocks and are tests for (non-)respawning Shot blocks.
  • A bit to the left of the missile tiles are rows of Crumble blocks, likely used as testing grounds for dashing and Speed Booster, since it's possible to dash over Crumble blocks.
  • The bottom middle has tests for Speed Booster, as there are columns of Bomb and Speed Booster blocks set up. In the bottom right are more Shot block tests. Along the bottom row are tests for the half-height tiles.
  • In the upper right, there are tests for the oddly-shaped solid tiles that are prevalent in the bubble rooms of Norfair. Also in the upper right are tests for (non-)respawning Power Bomb blocks, Super Missile blocks and Crumbling Grapple points.

Suspiciously absent are tests of the various sloped tiles. At one point, they may have been a part of the room, but could have been removed to make way for the tests currently in the room.

  • Debug room with SMILE tiletype overlays.

  • Debug room without SMILE tiletype overlays.

Unused Level Data

Unused Golden Chozo Room

An unused (possibly original) version of room $B1E5, level data pointer is $C8:CDA9. Likely an earlier version of the room, this version of the room can be seen in the hand drawn Developers' Map and is one of the few rooms to differ from the final game significantly in that map.

Unused Shaktool Room

An unused version of room $D8C5, level data pointer is $CD:8404.

Unused Recharge Room

An unused recharge room, level data pointer is $CE:A503.

Unused Menu

Using Game Genie code 8E67-C0DF or Pro Action Replay code 9009981D and starting or continuing a game will send the player to an unusual menu that displays the text 'GAME QUIT WOULD YOU PLAY? END CONTINUE'. Selecting 'End' will kick the player to the title screen, while selecting 'Continue' will send the player back to where they were before the menu appeared, but with some glitched graphics.

Of note is that the menu colors the item icons red and makes the HUD text use a different font never seen in regular gameplay.

(Source: Abystus' 'Super Metroid' PAR codes topic on GSCentral and the Metroid Wiki)

Unused Item PLM States

All collectable items can appear in three states: normal, hidden (requiring destroying an invisible block to reveal; used to hide items in walls, for instance), and encased in a glowing ball held by a Chozo statue. However, some items never have some of these states used. In the table below, Yes indicates that the state is used, and No indicates that the state is unused.

Super Metroid Level Editor Download

ItemNormalHiddenChozo
Morph BallYesNoNo
BombNoNoYes
Charge BeamNoNoYes
SpazerNoNoYes
Varia SuitNoNoYes
Hi-Jump BootsNoNoYes
Speed BoosterNoNoYes
Wave BeamNoNoYes
Grapple BeamNoNoYes
Gravity SuitNoNoYes
Space JumpNoNoYes
Spring BallNoNoYes
Plasma BeamNoNoYes
Ice BeamNoNoYes
Screw AttackNoNoYes
X-Ray ScopeNoNoYes
MissileYesYesYes
Super MissileYesYesYes
Power BombYesNoYes
Energy TankYesYesNo
Reserve TankNoNoYes

Refer to the Notes page for more technical information.

Super Metroid Romsmania

(Source: andlabs, using research published in the source code of Dessyreqt's item randomizer)

Regional Differences

Super Metroid Level Editor

Japan/USAEurope

The Japanese and American versions give you the option to select English or Japanese for the opening and ending cutscene text. The European version replaced those options with German and French, though the rest of the game remains in English.

The Metroid series
NESMetroid
Game BoyMetroid II: Return of Samus
SNESSuper Metroid
GameCubeMetroid Prime (Prototype) • Metroid Prime 2: Echoes (Prototype)
Game Boy AdvanceMetroid Fusion (Prototype) • Metroid Zero Mission
Nintendo DSMetroid Prime Pinball • Metroid Prime Hunters (First Hunt Prototype)
WiiMetroid Prime 3: Corruption (Prototype) • Metroid: Other M • Metroid Prime (Wii de Asobu) • Metroid Prime 2: Dark Echoes (Wii de Asobu)
Nintendo 3DSMetroid Prime: Federation Force (Blast Ball)

Super Metroid Brinstar Map

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