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Super Missile: Difference between revisions
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==Gallery== | ==Gallery== | ||
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File:Super Missile.png|Samus firing the Super Missile after acquisition in ''[[Metroid Prime 2: Echoes]]'' | File:Super Missile.png|Samus firing the Super Missile after acquisition in ''[[Metroid Prime 2: Echoes]]'' | ||
File:SA-X Super Missile.png|The [[SA-X]] firing a Super Missile | File:SA-X Super Missile.png|The [[SA-X]] firing a Super Missile | ||
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File:Astronomical Holographic Projector 06.png|The Super Missile upgrade in ''Metroid Prime'' | File:Astronomical Holographic Projector 06.png|The Super Missile upgrade in ''Metroid Prime'' | ||
File:Supermisslepowerup.jpg|The Super Missile upgrade in ''Metroid Prime'' | File:Supermisslepowerup.jpg|The Super Missile upgrade in ''Metroid Prime'' | ||
</gallery | File:Supermisslemetroidprime.png|A blast from the Super Missile in ''Prime'' | ||
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Revision as of 18:34, 13 July 2011
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Super Missiles are very powerful upgrades in the Metroid series, a more concussive version of the standard Missile. They are bulkier in appearance and are green tipped, as opposed to the slim, red-tipped Missiles. They are used to destroy certain armor and enemies, as well as clear away extremely dense materials such as Cordite.
Appearances
Super Metroid
The Super Missiles first appear in Super Metroid, where they are as powerful as five ordinary missiles. They are also used to open green doors. The impact of one of these missiles will cause the screen to shake and will dislodge any nearby enemies which happen to be crawling on the walls and ceilings.
Metroid Fusion
Super Missiles appear in Metroid Fusion, unlike other appearances, they stack onto the Missiles' power. They replace Samus's regular missiles and are enforced with Ice capabilities when Samus obtains the Ice Missiles.
Metroid Prime
In Metroid Prime, Super Missiles are fired by charging up Samus's Charge Beam and firing a missile. Once again, they are equivalent to five missiles and take up five missiles in use.
The Super Missile upgrade is acquired after activating the Space Pirate's Astronomical Holographic Projector in the Observatory of Phendrana Drifts.
Metroid Prime 2: Echoes
Super Missiles return in Metroid Prime 2: Echoes, identical in all ways except for the fact that they open green doors.
Metroid Zero Mission
In Zero Mission, Super Missiles returned to the way they worked in Super Metroid, being a separate weapon acting as a more powerful alternative to regular missiles. They are not required to beat the game if the player uses secret passages.
Metroid Prime 3: Corruption
Super Missiles do not make an appearance in Metroid Prime 3: Corruption since there is already a Hyper Missile, and a return of the Super Missile would be redundant.
Gallery
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Samus firing the Super Missile after acquisition in Metroid Prime 2: Echoes
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The SA-X firing a Super Missile
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Super Missile in Metroid Fusion
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Super Missile fired at a frozen Metroid in Super Metroid
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Super Missile at a frozen Space Pirate in Metroid: Zero Mission
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The Super Missile upgrade in Metroid Prime
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The Super Missile upgrade in Metroid Prime
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A blast from the Super Missile in Prime
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Beam Weapons | |
Beam Upgrades | |
Charge Combos | |
Affinity Weapons |