Super Missile: Difference between revisions

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'''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]].
'''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]].


==Appearances==
==''Metroid Zero Mission''==
===''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.
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''==
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.
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 Fusion''===
==''Metroid Fusion''==
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.
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.


===''Metroid Prime''===
==''Metroid Prime''==
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.
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]], lowering the upper node upon which the upgrade rests.
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 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.
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.