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{{Weapon-infobox
|image=[[File:Super Missile ssbb Screenshot.jpg|250px|Super Missile]]
|caption=Samus firing a Super Missile in ''[[Super Smash Bros. Brawl]]''
|games=*''[[Metroid: Zero Mission]]''
*''[[Metroid Prime (game)|Metroid Prime]]''
*''[[Metroid Prime 2: Echoes]]''
*''[[Metroid: Samus Returns]]''
*''[[Super Metroid]]''
*''[[Metroid: Other M]]''
*''[[Metroid Fusion]]''
*''[[Metroid Dread]]''
*''[[Super Smash Bros. Brawl]]''
|users=*[[Samus Aran]]
*[[Dark Samus]]
*[[SA-X]]
|location=*Varies {{small|(''Metroid: Zero Mission'')}}
*[[Phendrana Drifts]] {{small|(''Metroid Prime'')}}
*[[Torvus Bog]] {{small|(''Metroid Prime 2: Echoes'')}}
*[[Brinstar]] {{small|(''Super Metroid'')}}
*[[Sector 3 (PYR)]] {{small|(''Metroid Fusion'')}}
*[[Ghavoran]] {{small|(''Metroid Dread'')}}
|properties=*Homing capabilities when [[Lock-On|locked on]]
*3 or 5 x Missile power
|ammo*=5 Missiles {{small|(''Metroid Prime'', ''Metroid Prime 2: Echoes'', and ''Metroid: Other M'')}}
*Single Super Missile {{small|(''Metroid: Zero Mission'' and ''Super Metroid'')}}
*Single Missile {{small|(''Metroid Fusion'')}}
|combo=
}}
{{stub}}
{{stub}}
[[File:Super missile.jpg|thumb|Samus fires a Super Missile in ''[[Super Smash Bros. Brawl]]'']]
{{sources}}
'''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.


==''Super Metroid''==
'''Super Missiles''' are powerful, more concussive upgrades to the [[Missile]] throughout the [[Metroid (series)|''Metroid'' series]]. They are bulkier in appearance and are green tipped, as opposed to slim, red-tipped Missiles. They are used to destroy certain armor and enemies, as well as clear away extremely dense materials such as [[Cordite]].
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''==
==Appearances==
Super Missiles appear in ''[[Metroid Fusion]]'', but they are not a permanent item. Instead, they replace [[Samus Aran|Samus']] regular missiles until they are replaced by the [[Ice Missile|Ice Missiles]].
===''Metroid Zero Mission''===
In ''[[Metroid: Zero Mission|Zero Mission]]'', Super Missiles worked similar to the way they did in ''Super Metroid'', being a separate weapon acting as a more powerful alternative to regular missiles. They are not required to beat the game using secret passages, and there are various ways of obtaining the Super Missiles, as any [[Super Missile Expansion]] will award Samus the Super Missiles. They are a reward for defeating [[Kiru Giru]] and Samus can't leave the room without using the Super Missiles.


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


==''Metroid Zero Mission''==
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.
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 2: Echoes''===
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.
[[File:Super Missile (Echoes).png|left|50px|The Super Missile upgrade from ''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.


==See Also==
===''Metroid Fusion''===
*[[Missile]]
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. After obtaining the Super Missile upgrade from a [[Data Room]] in [[Sector 3 (PYR)]], [[Security Robot B.O.X.]] attacks her. She defeats it with her newly acquired upgrade.
*[[Hyper Missile]]
{{clear|left}}
*[[Seeker Missile]]
 
==Gallery==
<gallery>
File:Super Missile.png|Samus firing the Super Missile after acquisition in ''[[Metroid Prime 2: Echoes]]''
File:SA-X mf Screenshot 2.png‎|The [[SA-X]] firing a Super Missile
File:Fusion Super Missile.png|Super Missile in ''Metroid Fusion''
File:SM Super Missile.jpg|Super Missile fired at a frozen [[Metroid (species)|Metroid]] in ''[[Super Metroid]]''
File:ZM Super Missile.png|Super Missile at a frozen [[Space Pirate]] in ''[[Metroid: Zero Mission]]''
File:Astronomical Holographic Projector 06.png|The Super Missile upgrade in ''Metroid Prime''
File:Super Missile mp1 Screenshot 1.jpg|The Super Missile upgrade in ''Metroid Prime''
File:Super Missile mp1 Screenshot 2.png|A blast from the Super Missile in ''Prime''
File:Super Missile om Website 01.png|Japanese Website (''Other M'')
</gallery>
 
{{Missile-nav}}
{{beam-nav|3}}


[[Category:Weapons]]
[[Category:Weapons]]
[[Category:Missiles]]
[[Category:Missiles]]
[[Category:Arm Cannon]]
[[Category:Arm Cannon]]

Latest revision as of 17:13, 1 February 2024

Super Missile
Super Missile

Samus firing a Super Missile in Super Smash Bros. Brawl

Game(s)
Users
Located in
Properties
  • Homing capabilities when locked on
  • 3 or 5 x Missile power
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Super Missiles are powerful, more concussive upgrades to the Missile throughout the Metroid series. They are bulkier in appearance and are green tipped, as opposed to 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[edit | edit source]

Metroid Zero Mission[edit | edit source]

In Zero Mission, Super Missiles worked similar to the way they did in Super Metroid, being a separate weapon acting as a more powerful alternative to regular missiles. They are not required to beat the game using secret passages, and there are various ways of obtaining the Super Missiles, as any Super Missile Expansion will award Samus the Super Missiles. They are a reward for defeating Kiru Giru and Samus can't leave the room without using the Super Missiles.

Super Metroid[edit | edit source]

The Super Missiles first surfaced 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 Prime[edit | edit source]

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[edit | edit source]

The Super Missile upgrade from Echoes
The Super Missile upgrade from 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.

Metroid Fusion[edit | edit source]

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. After obtaining the Super Missile upgrade from a Data Room in Sector 3 (PYR), Security Robot B.O.X. attacks her. She defeats it with her newly acquired upgrade.

Gallery[edit | edit source]

Annihilator Beam 2.png Beams of Metroid Light Beam (Echoes).png
Beam Weapons
Beam Upgrades
Charge Combos
Affinity Weapons