Navigation menu

Super Missile: Difference between revisions

From Metroid Wiki
No edit summary
mNo edit summary
Line 3: Line 3:
'''Super Missiles''' are very powerful upgrades in the Metroid series, a more concussive version of the standard [[missile]].  
'''Super Missiles''' are very powerful upgrades in the Metroid series, a more concussive version of the standard [[missile]].  


==Super Metroid==
==''Super Metroid''==
The Super Missiles first appeared in ''[[Super Metroid]]'', equalling the strength of five ordinary missiles. They are also used to open green doors.
The Super Missiles first appeared in ''[[Super Metroid]]'', equalling the strength of five ordinary missiles. They are also used to open green doors.


==Metroid Fusion==
==''Metroid Fusion''==
In ''[[Metroid Fusion]]'', Super Missiles worked in a similar fashion to Super Metroid, but replaced regular missiles instead of being a separate weapon.
In ''[[Metroid Fusion]]'', Super Missiles worked in a similar fashion to Super Metroid, but replaced regular missiles instead of being a separate weapon.


==Metroid Prime==
==''Metroid Prime''==
In ''[[Metroid Prime (game)|Metroid Prime]]'', Super Missiles are fired by charging up [[Samus Aran|Samus's]] [[Charge Beam]] and firing a missile. Once again, they are equivalent to five missiles and take up five missiles in use. When performing the technique with other beams, they will use the specific beam's combo, such as [[Wave Beam|Wave Beam's]] combo being the [[Wavebuster]], the [[Ice Beam|Ice Beam's]] combo being the [[Ice Spreader]], and the [[Plasma Beam|Plasma Beam's]] combo being the [[Flamethrower]].
In ''[[Metroid Prime (game)|Metroid Prime]]'', Super Missiles are fired by charging up [[Samus Aran|Samus's]] [[Charge Beam]] and firing a missile. Once again, they are equivalent to five missiles and take up five missiles in use. When performing the technique with other beams, they will use the specific beam's combo, such as [[Wave Beam|Wave Beam's]] combo being the [[Wavebuster]], the [[Ice Beam|Ice Beam's]] combo being the [[Ice Spreader]], and the [[Plasma Beam|Plasma Beam's]] combo being the [[Flamethrower]].


==Metroid Prime 2: Echoes==
==''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.
Super Missiles return in ''[[Metroid Prime 2: Echoes]]'', identical in all ways except for the fact that they open green doors.


==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.
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.


==Metroid Prime 3: Corruption==
==''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.
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.



Revision as of 01:09, 7 June 2010

Samus om Stub Template.png

This article is a stub. You can help Metroid Wiki by expanding it.

Metroid Wiki is in need of filling in various stubs!

File:Super missile.jpg
Samus fires a Super Missile in Super Smash Bros. Brawl

Super Missiles are very powerful upgrades in the Metroid series, a more concussive version of the standard missile.

Super Metroid

The Super Missiles first appeared in Super Metroid, equalling the strength of five ordinary missiles. They are also used to open green doors.

Metroid Fusion

In Metroid Fusion, Super Missiles worked in a similar fashion to Super Metroid, but replaced regular missiles instead of being a separate weapon.

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. When performing the technique with other beams, they will use the specific beam's combo, such as Wave Beam's combo being the Wavebuster, the Ice Beam's combo being the Ice Spreader, and the Plasma Beam's combo being the Flamethrower.

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.

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.

See Also