Navigate the SNES classic with confidence! Learn the best control schemes for Super Metroid, from default to custom, and master Samus's every move.
Alright, so you've booted up Super Metroid! Before we dive into Zebes, let's get a handle on how to move Samus around. This game originally hit the Super Nintendo, but you can play it on newer consoles too, like through Nintendo Switch Online. The controls are pretty much the same no matter how you play, but here's a heads-up: the default setup can feel a bit… clunky. Thankfully, you can totally remap everything to your liking!
Just a heads-up when you're customizing: if you assign an action to one of the shoulder buttons (L or R), the other button's function might get switched off. For example, if you map Dash to L, you'll need to manually set R back to Angle Down, because Angle Up won't be available anymore. Some speedrunners get fancy with a 'claw grip' to use the default buttons, but honestly, that sounds like a recipe for hand cramps. I've got a setup I like that works well for me, and I'll share that below.
Here's a breakdown of what each button does:
| CONTROL PAD | Move Samus left or right, Use Morph Ball |
| START | Pause, Map Screen (+L), Inventory (+R) |
| SELECT | Item Cancel |
| L BUTTON | Angle Up |
| R BUTTON | Angle Down |
| Y BUTTON | Fire Beams or Missiles, Set Power Bombs (Morph Ball mode) |
| X BUTTON | Item Select |
| A BUTTON | Jump, Space Jump, Screw Attack |
| B BUTTON | Run/Dash |
If you're curious and want to see a bunch of different control setups used by speedrunners, there's a spreadsheet you can check out at the link provided in the source.
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