4/27/2023 0 Comments Metroid prime corditeSamus fires a Super Missile at her nemesis, causing incredible knockback. It is a Single Shot Charge Combo in both games. It is obtained in the Observatory in Prime, while the combo is obtained by defeating eight Space Pirates in the Torvus Temple in Echoes. In both games, the Super Missile Charge Combo is the only one required to complete the game. The Super Missile is used to defeat certain enemies, destroy Cordite in Metroid Prime, and to open Green Blast Shields in Metroid Prime 2: Echoes. In the Metroid Prime series, the Super Missile is the most frequently used Charge Combo and is usually the first one to be claimed. It is later reacquired as an upgrade over the regular Missiles, as in Fusion, from a Chozo Statue in Ghavoran. The Missile manages to stun the Chozo temporarily and leaves a scar over his left eye, although it ultimately did minimal damage overall. In Dread, Samus utilizes a Super Missile against Raven Beak during their first fight at the start of the game. After obtaining the Seekers and then charging up for a Super Missile, Samus can lock on up to an additional four targets around her selected target to fire up to four regular Missiles against those extra targets, depending on how many are there. The Seeker Missiles in Other M, unlike in the Prime series, are actually an upgrade to the Super Missile. This is the only game to have these weapons with recoil. Interestingly enough, the Super Missile has a slight recoil when fired, causing Samus to move backward a few steps. It works similar to the Charge Combo variant from the Prime series using a mix of the Charge Beam and five Missiles. Of course, its lethal powers are used to destroy certain objects and damage specific enemies, including Ridley, Nightmare, and the Queen Metroid. It is authorized for use by Adam while in the Pyrosphere when Samus is under attack by an unviewable flying fire-breathing creature, and orders her to destroy the Magma-eruption port to release the lava flow which is guarded by a Super Missile hatch. The Super Missile makes a comeback yet again in Metroid: Other M. It no longer uses this combo once Samus got the Varia Suit and could no longer be frozen in place. It would use them on Samus if it froze her in place, causing additional major damage to Samus. The SA-X, in its first appearance, used a Super Missile to completely destroy a door, indicating that the firepower of a Super Missile is fully capable of destroying Grey Hatches (Security Level 0). The later Diffusion Missile upgrade changes the appearance of the Fusion Suit's missiles to highly resemble the original Power Suit Super Missiles. These Super Missiles also release a larger amount of exhaust from their propulsion when they are flying and have a larger explosion upon detonation. They highly resemble the original Power Suit Missiles, gaining a purple tip and more pronounced prongs than those from the initial Missile upgrade. They have triple the firepower of regular Missiles and have the ability to destroy purple Geron on the Biologic Space Laboratories research station. These Super Missiles completely overwrite the initial Missile upgrade, meaning ammunition can be gained from the same Missile pick-ups. The Metroid Fusion Super Missile is gained from a Data Room upgrade. In Samus Returns, Super Missiles are useful for damaging Metroids and can destroy Missile Blocks, although doing so can be considered a waste of Super Missile Ammo. While the regular Missile has a streamlined rocket-like shape with a small red or pink warhead at the tip, the Super Missile has a much more cylindrical shape with a ring around the midsection and a very large green warhead at the tip. The appearance of the Super Missile in these games differs from the design of the regular Missile, being its first appearance. In Super Metroid, the Super Missiles move at a quicker speed than normal Missiles. In Zero Mission, Samus Returns, and Super Metroid the Super Missile has a separate set of ammunition that has to be selected, but the expansion numbers between the three games differ in Super Metroid, Samus gains five Super Missiles when she obtains an expansion, whereas in Metroid: Zero Mission, she gains one or two missiles per expansion on Hard or Normal difficulty, respectively and in Samus Returns, Samus starts out with 5 Super Missiles when she collects this ability in Area 4, but gains 1 missile per expansion. The weapon can open both green doors and red doors in one shot and destroy Super Missile Blocks. In Metroid: Zero Mission and Super Metroid, the Super Missile is acquired by collecting a Super Missile Tank and is used much like a regular Missile, but is much more powerful.
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