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


==Metroid Prime 3: Corruption==
==Metroid Prime 3: Corruption==

Revision as of 15:23, 26 April 2010

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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' 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 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 Corruption because they are replaced by the Hyper Missile.