Super Missile: Difference between revisions

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'''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.


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