Metroid 1 Nes Cheats Game Genie

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The following are known Game Genie Codes for Super Metroid on Super Nintendo (SNES).

  1. Master Code – Must Be On
    FA68-4760
    DD6A-C7DF
    Note: Make sure you use this code with any of the codes or you may erase your saved game.
  2. Skip Intro And Start On Planet Zebes When Starting A New Game
    DD38-C4A8
  3. Select Area When Loading A Game (Press Right On Map Screen To Select)
    DDCF-4461
    6DCC-47A1
  4. No Energy Loss From Enemies
    C225-3005
  5. Super Jumps Don’t Drain Energy
    C22A-456D
  6. Almost Infinite Missiles
    C288-C5A7
  7. Almost Infinite Super Missiles
    C28A-C9D7
  8. Almost Infinite Super Bombs
    3CA4-450D
  9. Start With Hyper Gun In Inventory
    62C5-14A6
  10. Note: Save game modification codes, the rest of the codes in this section, only work for saved game “A.” A saved game must already exist. If doing a new game, start it and then save and then use these codes.

  11. Start With About 500 Energy Tanks
    E7D7-FAAD
    DFD7-FA6D
  12. Start With About 700 Energy Tanks
    88D7-FAAD
    D4D7-FA6D
  13. Start With About 1000 Energy Tanks
    35D7-FAAD
    D7D7-FA6D
  14. Start With About 1200 Energy Tanks
    CED7-FAAD
    D0D7-FA6D
  15. Start With About 1500 Energy Tanks
    28D7-FAAD
    D9D7-FA6D
  16. Maximum Missiles = 10
    DCD7-F26D
  17. Maximum Missiles = 25
    FBD7-F26D
  18. Maximum Missiles = 50
    74D7-F26D
  19. Maximum Missiles = 75
    08D7-F26D
  20. Maximum Missiles = 100
    10D7-F26D
  21. Maximum Missiles = 125
    52D7-F26D
  22. Maximum Missiles = 150
    B1D7-F26D
  23. Maximum Missiles = 175
    CED7-F26D
  24. Maximum Missiles = 200
    A6D7-F26D
  25. Maximum Super Missiles = 5
    D9D7-F36D
  26. Maximum Super Missiles = 10
    DCD7-F36D
  27. Maximum Super Missiles = 25
    FBD7-F36D
  28. Maximum Super Missiles = 50
    74D7-F36D
  29. Maximum Super Bombs = 5
    D9D7-FE6D
  30. Maximum Super Bombs = 10
    DCD7-FE6D
  31. Maximum Super Bombs = 25
    FBD7-FE6D
  32. Maximum Super Bombs = 50
    74D7-FE6D
  33. Set Hours Played To 0 (For Better Ending)
    DDD0-FE6D
  34. Add Charge Beam
    FDDF-F2AD
  35. Get Wave Beam
    DFDF-F26D
  36. Get Ice And Wave Beams
    D7DF-F26D
  37. Get Ice, Wave, And Spazer Beam
    D5DF-F26D
  38. Get Ice, Wave, Spazer, And Plasma Beams
    DEDF-F26D
  39. Add Ball
    D0DF-FA6D
  40. Add Ball And Varia Suit
    D9DF-FA6D
  41. Add Ball, Varia Suit, Spring Ball
    D5DF-FA6D
  42. Add Ball, Varia Suit, Spring Ball, Gravity Suit
    45DF-FA6D
  43. Add Ball, Varia Suit, Spring Ball, Screw Attack, Gravity Suit
    4EDF-FA6D
  44. Add Bomb
    FDDF-FAAD
  45. Add X-Ray
    6DDF-FAAD
    6DDF-FA0D
  46. Add X-Ray And Grapple
    ADDF-FAAD
    ADDF-FA0D
  47. Add X-Ray And Bomb
    BDDF-FAAD
    BDDF-FA0D
  48. Add X-Ray, Grapple, Bomb
    2DDF-FAAD
    2DDF-FA0D
  49. Add Bomb And Hi-Jump Boots
    FFDF-FAAD
  50. Add Bomb, Hi-Jump Boots And Speed Boots
    7FDF-FAAD
  51. Add Bomb, All Boots
    77DF-FAAD
  52. Add All Boots, Bomb, Grapple, X-Ray
    E7DF-FAAD
    E7DF-FA0D
  53. Crateria Is Already Mapped Out
    EED9-93DD
  54. Brinstar Is Already Mapped Out
    EED9-930D
  55. Norfair Is Already Mapped Out
    EED9-936D
  56. Wrecked Ship Is Already Mapped Out
    EED9-93AD
  57. Maridia Is Already Mapped Out
    EED9-9EDD
  58. Tourian Is Already Mapped Out
    EED9-9E0D
  59. Switching Areas Fills Map
    CE6B-1FAF
    D76B-146F
  60. Weapon/Special Item Codes

  61. Maximum Missile Number Is Extremely High
    EED7-F2AD
  62. Maximum Super Missile Number Is Extremely High
    EED7-F3AD
  63. Maximum Super Bomb Number Is Extremely High
    EED7-FEAD
  64. Shoot Regular Missiles And Your Super Missiles Will Go Down, Shoot With 0 Super Missiles Left And You Will Gain Hundreds Of Super Missiles
    8D88-C5A7
    Note: The effects of this can be saved on any file and used later without the Game Genie. Don’t go back to the ship or the super missiles will return to their max.
  65. Drop One Power Bomb And You Will Gain Hundreds
    38A4-450D
    Note: Can also be saved, but with this code you will lose all the extra bombs if you collect one.
  66. Select Missile For Strange Cross Between Missiles, Normal Beam, And The Wave Beam
    CE88-C5A7
    Note: Only the wave portion injures enemies.
  67. Change The Beam For Save-Slot A
    D?6F-F20D
    Note: Use this code with Galoob’s Master Code. You must have the Wave Beam for the missile beams to work properly. The change made to the beam is permanent but you can use D in the blank space to revert it back to normal.
    Modifiers
    • F: Missile Beam
    • 4: Super Missile Beam
    • D: Change Back to Regular Beams
  68. Infinite Missile And Super Missile Code
    A18E-C967
    Note: When in the game, try shooting both missile types. You will notice that nothing comes out of your cannon. Turn the Game Genie code off and they will come out. The missile number at the top of the screen will glitch on you. As a result of doing this, you now have a lot, perhaps infinite, of missiles and/or super missiles. You can keep this effect by saving the game.
  69. See Backgrounds With X-Ray Scope
    12BC-44A7
  70. White X-Ray Beam (See Hidden Paths Easier)
    CEB7-CF6D
  71. Get Hyper Beam After Using X-Ray Scope
    5122-1100
  72. X-Ray Beam Lasts Forever When Used, But Samus Can Still Turn Left And Right
    0F27-C1D0
  73. X-Ray Use Creates A Blue Background
    9A2A-C1D0
  74. Jump Codes

  75. Don’t Lose Power From The Horizontal Super Jump
    C224-110D
  76. Don’t Lose Power From The Diagonal Super Jump
    C22E-450D
  77. Diagonal Super Jump Flies Horizontally
    C223-45AD
    Note: Now you can hold R to perform the horizontal Super Jump. Switch off to perform the diagonal one.
  78. Do A Spinning Jump To The Left Or Right And Samus Will Stay Spinning In The Air
    43B8-416D
    Note: Like the above code but all you have to do is jump and you will stay up there. Use bombs while rolled in a up in a ball to go higher.
  79. Do A Spinning Jump To The Left Or Right And Samus Will Stay Spinning In The Air (Slightly Different)
    56B0-450F
  80. Very Slow Fall While In The Air
    DFBC-C067
  81. A Spinning Jump To The Left Or Right Is Super Fast
    1AB5-3567
  82. A Spinning Jump Will Cause Samus To Stay Spinning Forever
    A237-1001
  83. Huge Jump Ability
    DFBC-C067
    DDBC-C567
  84. Start a New Game With Codes (Works on All 3 Save Slots)

  85. Start A New Game With About 3 Energy Tanks
    DF8A-67A0
  86. Start A New Game With About 13 Energy Tanks
    D98A-67A0
  87. Start A New Game With 25 Super Missiles
    FB83-6DD0
  88. Start A New Game With 50 Super Missiles
    7483-6DD0
  89. Start A New Game With 99 Super Missiles
    1783-6DD0
  90. Start A New Game With 25 Power Bombs
    FB83-6400
  91. Start A New Game With 50 Power Bombs
    7483-6400
  92. Start A New Game With 99 Power Bombs
    1783-6400
  93. Item Pick-Up Codes

  94. Small Energy Pick-Ups Will Restore 25 Energy Points (Instead of 5)
    FBE8-D7F6
  95. Small Energy Pick-Ups Will Restore 99 Energy Points (Instead of 5)
    17E8-D7F6
  96. Large Energy Pick-Ups Will Restore 50 Energy Points (Instead of 20)
    74EA-D426
  97. Large Energy Pick-Ups Will Restore 99 Energy Points (Instead of 20)
    17EA-D426
  98. Missile Pick-Ups Are Worth 10 Missiles (Instead of 2)
    DCE3-D496
  99. Missile Pick-Ups Are Worth 50 Missiles (Instead of 2)
    74E3-D496
  100. Super Missile Pick-Ups Are Worth 5 Super Missiles (Instead of Only 1)
    D9EE-D4F6
  101. Super Missile Pick-Ups Are Worth 25 Super Missiles (Instead of Only 1)
    FBEE-D4F6
  102. Power Bomb Pick-Ups Are Worth 5 Power Bombs (Instead of Only 1)
    D9E2-D4B6
  103. Power Bomb Pick-Ups Are Worth 25 Power Bombs (Instead of Only 1)
    FBE2-D4B6
  104. Additional Miscellaneous Use Codes

  105. Samus Dies In One Hit
    8F25-3005
  106. Shoot Beam To Crumble Invisible Mid-Air Blocks (Strange)
    C3CA-19FD
  107. Shoot Beam To The Right Near A Wall For A Missile-Type Impact
    A4C5-C007
  108. Weird Effect On The Brightness Of The Screen
    F46A-C4AC
  109. See Around The Borders Of The Screen
    55BC-C567
  110. Reveals The Entire Map In All Areas And Makes It Pink
    336B-146F
  111. Run To The Left And You Can Charge Up The Space Jump Without Actually Going Anywhere (Run In Place)
    DEB1-356D
  112. Run Much Faster
    09BC-350F
  113. Select Any Area When Loading A Saved Game (Alternate Version)
    DE6D-4FDD
  114. Red Superbomb Explosion
    6FB6-CFAD
  115. Pixelizes Screen When Going Into Different Rooms
    9123-C7DC
  116. Shoot A Super Missile And The Menu Bar At The Top Of The Screen Will Vanish
    108F-40DD
  117. When You Land From A Jump Or Walk Along Uneven Terrain The Screen Will Scroll Downwards
    2BCD-1F64
  118. Screen Scrolls Left
    A9C8-C7AF
  119. Game Runs Much Faster, But May Often Glitch or Freeze
    4560-3FDD
  120. Screen Flickers A Lot And Does Other Weird Things
    DEB6-4D04
  121. Samus Has Underwater Animations (Bubbles) In Areas Without Water
    9866-406D

Do you know any additional codes for this game? Is there an error listed above? Let us know about it and we’ll update the list.

Code Indexes for Super Nintendo (SNES)

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NES carts have 1.2mm thick PCB's. Nintendo kept this standard strict. Game Genie used a 1.6mm thick PCB. It destroys cart ports, espwcially on toploaders. Galoob released a passthrough with a 1.2mm thick pcb but it is rare and expensive. Earthbound Game Genie Codes (USA) If you are unfamiliar with Game Genie or Pro Action Replay (PAR) cheats and how to use them - fear not! Both of these things are usually found under the Cheat tab if you're playing on an Emulator which is located on the Toolbar at the top of the Emulator's window.

Metroid 1 Nes Cheats Game Genie Rom

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Metroid 1 Nes Cheats Game Genie Codes

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Metroid 1 Nes Cheats Game Genie Nes

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Metroid 1 Nes Cheats Game Genie Download