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'''Super Missiles''' are | {{sources}} | ||
'''Super Missiles''' are powerful upgrades in the ''[[Metroid (series)|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== | ==Appearances== | ||
===''Metroid Zero Mission''=== | ===''Metroid Zero Mission''=== | ||
In ''[[Metroid: Zero Mission|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. | In ''[[Metroid: Zero Mission|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. | ||
===''Super Metroid''=== | ===''Super Metroid''=== | ||
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===''Metroid Fusion''=== | ===''Metroid Fusion''=== | ||
Super Missiles appear in ''[[Metroid Fusion]]'', unlike other | The Super Missiles appear in ''[[Metroid Fusion]]'', unlike other incarnations, stack onto the Missiles' power. They replace [[Samus Aran|Samus's]] regular missiles and are enforced with Ice capabilities when Samus obtains the [[Ice Missile]]s. | ||
===''Metroid Prime''=== | ===''Metroid Prime''=== | ||
In ''[[Metroid Prime (game)|Metroid Prime]]'', Super Missiles are | In ''[[Metroid Prime (game)|Metroid Prime]]'', Super Missiles are the [[Charge Combo]] for the [[Power Beam]]. They are fired by readying a [[Charge Beam]] shot and firing a missile. A Super Missile's firepower is approximately equivalent to five missiles and take up five missiles per use. | ||
The Super Missile upgrade is acquired after activating the [[Space Pirate|Space Pirate's]] [[Astronomical Holographic Projector]] in the [[Observatory]] of [[Phendrana Drifts]]. | The Super Missile upgrade is acquired after activating the [[Space Pirate|Space Pirate's]] [[Astronomical Holographic Projector]] in the [[Observatory]] of [[Phendrana Drifts]], lowering the upper node upon which the upgrade rests. | ||
===''Metroid Prime 2: Echoes''=== | ===''Metroid Prime 2: Echoes''=== | ||
[[File:Super Missile (Echoes).png|left|50px|The Super Missile upgrade from ''Echoes'']] | [[File:Super Missile (Echoes).png|left|50px|The Super Missile upgrade from ''Echoes'']] | ||
Super Missiles return in ''[[Metroid Prime 2: Echoes]]'' | Super Missiles return as a charge combo in ''[[Metroid Prime 2: Echoes]]'', functioning nearly identically to the ''Metroid Prime'' incarnations. Super Missiles in ''Echoes'' have the added capacity to open green doors. | ||
{{clear|left}} | {{clear|left}} | ||
==Gallery== | ==Gallery== | ||
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File:Super Missile mp1 Screenshot 2.png|A blast from the Super Missile in ''Prime'' | File:Super Missile mp1 Screenshot 2.png|A blast from the Super Missile in ''Prime'' | ||
</gallery> | </gallery> | ||
{{Missile-nav}} | {{Missile-nav}} |
Revision as of 23:34, 15 June 2012
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Super Missiles are 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
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.
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
The Super Missiles appear in Metroid Fusion, unlike other incarnations, 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 the Charge Combo for the Power Beam. They are fired by readying a Charge Beam shot and firing a missile. A Super Missile's firepower is approximately equivalent to five missiles and take up five missiles per use.
The Super Missile upgrade is acquired after activating the Space Pirate's Astronomical Holographic Projector in the Observatory of Phendrana Drifts, lowering the upper node upon which the upgrade rests.
Metroid Prime 2: Echoes
Super Missiles return as a charge combo in Metroid Prime 2: Echoes, functioning nearly identically to the Metroid Prime incarnations. Super Missiles in Echoes have the added capacity to open green doors.
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
Beams of Metroid | |
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Beam Weapons | |
Beam Upgrades | |
Charge Combos | |
Affinity Weapons |