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The Missile Launcher, or Missile Mode,[1] has appeared in every single game yet in the Metroid series. It is an upgrade to her Arm Cannon that reconfigures it to fire Missiles.
Description[]
In most games, Samus Aran is already equipped with the Missile Launcher, but needs to find a Missile Expansion (or Missile Ammo in Metroid Prime Hunters) before she can use it, though she begins certain games already with Missiles ready to be used. In Metroid Prime and Metroid Prime 2: Echoes, she loses her Missile Launcher near the beginning but reacquires it later on; in Metroid Prime 3: Corruption, she begins without the Missile Launcher for unexplained reasons. In Metroid Fusion, the data for Missiles (and presumably, the Missile Launcher) is downloaded to her new Fusion Suit through a Data Room. When the Missile Launcher is acquired as an upgrade, it automatically provides a capacity of up to five Missiles, acting much like a Missile Expansion.
In Metroid and Metroid II: Return of Samus, Samus's Missile Launcher can only fire one on-screen Missile at a time. Therefore, it can rapidly fire when close to a target, but otherwise has a much slower rate of fire than her standard Beam weapons. Starting in Super Metroid, the Missile Launcher in 2D side-scrolling Metroid titles can rapid-fire missiles from any distance. In comparison, the rate of fire in the Metroid Prime games is considerably slower.
It is revealed in Corruption by use of the X-Ray Visor that the reloading mechanism for the Missile Launcher is actually operated manually by Samus turning her hand inside the arm cannon, performing the turning motion of the open barrel seen every time Samus fires a missile. However, this action is not performed in Metroid Prime.
In Metroid: Other M, Samus pumps her Arm Cannon after each Missile, similar to a shotgun. After locking on to a target, holding the FIRE button down will load a missile from inside the barrel of the Arm Cannon. If the lock on is disengaged at this time, the missile retreats back inside the Arm Cannon, vanishing without firing. While this action is obscured visually in normal gameplay, the missile being loaded from the launcher can be seen in the Status Screen.
Samus can increase her Missile Launcher's capacity with Missile Expansions, and replenish ammo with Missile Ammo dropped from destroyed objects and enemies. Other M is the first Metroid game to introduce a missile supply that can be reloaded and replenished if Samus is low on missiles by holding the Wii Remote vertically, and pressing and holding the A button until her stock is replenished. This technique is known as Concentration, and can also be used to restore energy at dangerously low levels.
In Fusion, it is heavily implied that the Missile Launcher is not closely integrated to Samus's body in comparison to her Beam weapons; this is apparent when the cold attributes of the Ice Beam are initially incompatible with Samus's new genetic make-up, while her Ice Missiles, outfitted with subzero properties, seem to have no repercussions against her.
It should also be noted that there have been a total of four different ways the Arm Cannon morphs when using the Missile Launcher:
- In Metroid, the Power Suit's green visor and highlights turn a turquoise color while in Missile Mode. The Varia Suit has the suit change colors to a reddish-violet as well during Missile Mode. The Justin Bailey outfit has her hair turn blonde (with the standard Power Suit) or a lighter shade of green (with the Varia Suit).
- The second version is shown in most games, in which the barrel of the Arm Cannon splits open. This was first introduced due to the monochromatic Return of Samus introducing a new way to visually distinguish the Missile Launcher from Samus's normal Arm Cannon. It is revealed in Metroid Prime 2 that the arm cannon nozzle rotates when doing this.
- The third version is depicted in Metroid Prime and Metroid Prime Hunters, in which the nozzle splits into four pieces around the barrel in the form of an X.
- The fourth version is the formation unique to the arm cannon in Fusion, where the two outer pieces separate and the interior piece expands slightly.
Beginning in Metroid Prime, the Missile Launcher can be used in tandem with the Charge Beam to unleash a powerful Charge Combo; Echoes also used this same charge combo system. In Hunters, missiles could be charged directly for more damage. This could also be done in Other M once Super Missiles were acquired. The Diffusion Missile upgrade in Fusion allowed charged missiles to freeze a large area.
In Metroid Prime Hunters, the Missile Launcher is considered Samus's Affinity Weapon. When Samus fires a charged missile, it gains a slight homing effect in addition to the increased damage. In comparison, other Bounty Hunters' missiles have no tracking effect.
Other users[]
In the non-canonical Captain N: The Game Master, Kraid carries a Missile Gun. It is stolen by Kevin Keene in the episode Metroid Sweet Metroid, and then Kevin uses it to fire Missiles at a frozen Protoplasm.
The Galactic Federation Missile Troopers are known to carry Missile Launchers. In Echoes, a possessed Dark Missile Trooper gives the Ing access to this weapon.
Dark Samus has her own Missile Launcher in Echoes, which can fire standard Missiles and Super Missiles. This is also demonstrated in her appearances in the Super Smash Bros. series; the Missiles' organic design in Super Smash Bros. Ultimate suggests that she may be biologically producing these projectiles through her Missile Launcher.
Every bounty hunter in Metroid Prime Hunters has a unique design for their Missile Launcher, as seen in Multiplayer Mode. For example, Kanden's Missile Launcher features three flaps on the lower side of his arm cannon that open to his left, probably in order to accommodate for the larger size of Missiles compared to beam weapons such as his Volt Driver. However, Samus is the only one seen using Missiles in Adventure Mode, so whether the other six hunters canonically use Missiles may be questioned.
In Metroid Prime: Federation Force, Missiles are used by the Federation Force, revealing that their Mechs are equipped with Missile Launchers. They can also equip MODs to enhance their Missiles.
Methods of acquisition[]
- Metroid Prime - Samus has the Missile Launcher at the beginning of the game, but it is lost when her suit is damaged by an explosion on the Frigate Orpheon. It is reacquired in the Hive Totem room after the Hive Mecha is defeated.
- Metroid Prime 2: Echoes - Samus loses the Missile Launcher after being attacked in Dark Aether whilst on a mission to recover lost Federation troops on planet Aether. She recovers them shortly after locating the Federation's ship, the G.F.S. Tyr, where a Missile Launcher is in storage in a Galactic Federation Ordnance Crate.
- Metroid Prime 3: Corruption - Samus finds a Munitions Storage containing the Missile Launcher on the G.F.S. Olympus.
- Metroid: Other M - Samus starts with the Missile Launcher. After firing a Missile in front of the 07th Platoon onboard the Bottle Ship, Adam unauthorizes its use. During the fight with the Brug Mass, Adam authorizes Samus to use Missiles, enabling the Missile Launcher for the rest of the story.
- Metroid Fusion - Samus downloads support data for a Missile Launcher on the Operations Deck.
Official data[]
Super Metroid Players' Guide (Terminals, page 8)[]
"To use missiles, highlight the icon screen top with SELECT and press [X] to fire."
Official Metroid Prime website[]
Weapon effect: Devastating potential
- Weapon range: 3–10 m
- Weapon potential: Lethal
- "Chozo technology. The Missile Launcher adds ballistic weapon capabilities to Samus Aran's standard Arm Cannon. Its ammunition is limited. Charge Combo enhancements scattered throughout Tallon IV allow the Missile Launcher to be used in tandem with the Charge Beam, creating devastating effects."
Metroid Prime flash[]
"Switch to Missiles to destroy more powerful enemies and remove blockages. Lock on to an enemy in your target display to launch a guided Missile. Unlike Beams, Missiles have a limited supply. Increase stock by locating Missile Expansions."
Metroid Prime scans[]
- Hive Totem
- "It appears this item can only be reached by using the elevated bridge."
- Metroid Prime series Inventory data
Missile Launcher
Metroid Prime
The Missile Launcher adds ballistic weapon capability to the Arm Cannon.
Press / to fire the Missile Launcher. Press / to return to Beam mode.
Missiles fired with a lock-on will seek their targets.
Missiles can destroy objects made from Radion or Brinstone.
There are Charge Combo enhancements scattered throughout the environment. They use the Missile Launcher and the Charge Beam in tandem to fire more effective blasts.
Each Missile Expansion you find will increase the number of Missiles you can carry by 5.
Missile Launcher
Metroid Prime 2: Echoes
The Missile Launcher adds ballistic weapon capability to the Arm Cannon.
Press / to fire the Missile Launcher. Press / to return to Beam mode.
Missiles fired with a lock-on will seek their targets.
Missiles can destroy objects made of Brinstone.
There are Charge Combo enhancements scattered throughout the environment. They use the Missile Launcher and the Charge Beam in tandem to fire more effective blasts.
Each Missile Expansion you find will increase the number of Missiles you can carry by 5.
Missile Launcher
Metroid Prime 3: Corruption
The Missile Launcher adds ballistic weapon capability to the Arm Cannon.
Press to fire the Missile Launcher. Target and lock on with to fire a Homing Missile.
Missiles can destroy objects made of Brinstone.
Each Missile Expansion you find will increase the number of Missiles you can carry by 5.
Metroid Prime manual[]
- MISSILES & MISSILE COMBOS
- "Once Samus arms herself with Missiles, fire them by pressing the Y Button. Keep an eye out for Missile Expansions: for every one of these Samus finds, her Missile arsenal will grow by five. Missiles will home in on whatever Samus locks on, and they can also be used to blow up hatch locks and destroy specific types of impediments. To replenish Samus’s Missiles, collect Missile capsules from fallen enemies and crates."
Metroid Prime and Metroid Fusion: Prima's Official Strategy Guide[]
- Missiles
- "The Missile Launcher is the first weapon upgrade you find. You can fire missiles by pressing [Y]. Their concussive blasts are very powerful against most enemies, and they can home in on targeted enemies. Your Missile Launcher has limited ammunition, but you can refill your supply by collecting power-ups dropped by defeated enemies. At first you are able to hold only five missiles at a time, but over time you'll be able to increase your maximum capacity by collecting the Missile Expansions hidden around the world. Each Missile Expansion increases your maximum capacity by five. Missiles can be used to destroy Radion and Brinstone structures."
Metroid Prime: The Official Nintendo Player's Guide[]
- MISSILE LAUNCHER
- "Your very first upgrade is the Missile Launcher, which--as the name suggests--allows you to fire Missiles. Lock on to an enemy with the L Button then fire a Missile with the Y Button. The only way to dispatch certain foes and open certain doors is by using Missiles."
Metroid Prime Official Strategy Guide[]
- MISSILE LAUNCHER
- "The Missile Launcher adds ballistic concussive weapons capabilities to the Arm Cannon. Missiles fired with a lock-on seek their target very effectively. These babies can destroy objects made from Radion or Brinstone. There are Charge Combo enhancements scattered throughout the environment. They use the Missile Launcher and the Charge Beam Upgrade to work in tandem to fire more effective blasts. Each Missile Expansion found increases the number of Missiles you can carry by five."
Metroid Prime Official Perfect Guide[]
- Beams and Missiles
- "In addition to firing Beams, your Arm Cannon can also fire Missiles. Missiles are more powerful than the Power Beam, but their true efficacy can only be assessed on a case-by-case basis; for instance, against certain enemies a charged Power Beam might exact more damage. (Whenever this is the case in the game, we'll call your attention to the fact in the corresponding area of our Walkthrough.) Press Y to fire a Missile--but note how with each Missile blast the Missile reserve displayed on the right side of the Visor becomes diminished by 1. It takes discovering the Missile Launcher (whose location is revealed in Chapter 2) to acquire the ability to blast Missiles in the first place (excepting the opening portion of the game, in which you navigate the Space Pirate Vessel with a reasonably equipped inventory), and it takes discovering Missile Expansions throughout the course of the game to increase your total Missile supply by 5 (for every Expansion found). The maximum number of Missiles that you can hold is 250. Replenish Missiles by finding the Missile Ammunition left over by defeated enemies or inside of crates. You'll want to make use of your Missile supply to destroy obstinate enemies more quickly, and to open up the red-and-gray Missile Doors that no other Beam will affect. Blasting open a Missile Door will permanently "regress" a door to the standard "blue" form, allowing it to be opened up by the regular Power Beam forever after."
Metroid Prime 2: Echoes manual[]
- MISSILES
- "Press the Y Button to fire Samus's Missiles, which home in on targets and can blast open red hatches and Brinstone impediments. Missile Expansions are scattered all over, and each one will up Samus's capacity by five. Every beam weapon has a charge combo that can be used with Missiles to fire powerful blasts that do various things and open certain hatches. Samus must first find these combos before she can use them. Once she has, select the appropriate beam, charge fully by holding down the A Button, then press the Y Button to fire the blast."
- MISSILE LAUNCHER
- "This item holds five missiles. You can also acquire the powerful Super Missile."
Metroid Prime Trilogy manual[]
Metroid Prime[]
- Missile Launcher
- "If you press down on the +Control Pad, you can fire missiles. If you lock onto the enemy and shoot a missile, it will home in on the enemy. When you fire, your stock of missiles goes down."
Metroid Prime 2: Echoes/Metroid Prime 3: Corruption[]
- Missile Launcher
- "Press down on the +Control Pad to fire missiles. If you lock onto the enemy and shoot a missile, it will home in on the enemy. When you fire, your stock of missiles goes down."
Metroid EX: Samus & Joey Chapter 1[]
This article, section, or file contains text that is unofficially translated by Metroid fans. Some information (such as proper English names) may not be accurate. If an official translation becomes available, the fan translation(s) may be replaced.
"Has the ability to create a Missile by gathering chemicals and elements from the area surrounding the user."
Metroid Prime Hunters Logbook entry[]
Missile Launcher
Launches explosive-tipped MISSILES that detonate in a percussive blast. This standard-issue weapon is extremely effective in dealing with biological threats. Hold the FIRE button to charge the weapon and cause the MISSILE to seek heat signatures. Charging will attract energy and ammo.
Metroid Prime Hunters manual[]
- Missile Icon
- "Tap here to switch your weapon to the Missile. The top number indicates remaining ammo, and the bottom number indicates maximum ammo."
- Missile
- "The Missile is more powerful than the Power Beam, and is capable of Charge Attacks. Samus's Missiles have homing capability; its Charge Attack enhances the homing feature."
- Samus Aran
- Weapon - Missile
- "The Missile can track enemy movements. The charge attack increases the Missile's effectiveness."
Metroid Prime Hunters: The Official Nintendo Player's Guide[]
- MISSILE LAUNCHER
- "The capacity of the Missile Launcher is quite limited at first, but can be expanded as your quest proceeds. The explosive-tipped rockets it fires can destroy sturdy objects and armored bioforms alike."
Metroid Prime Official Strategy Guide[]
- MISSILE LAUNCHER
- "The Missile Launcher adds ballistic concussive weapons capabilities to the Arm Cannon. Missiles fired with a lock-on seek their target very effectively. These babies can destroy objects made from Radion or Brinstone. There are Charge Combo enhancements scattered throughout the environment. They use the Missile Launcher and the Charge Beam Upgrade to work in tandem to fire more effective blasts. Each Missile Expansion found increases the number of Missiles you can carry by five."
Metroid Prime 2: Echoes: The Official Nintendo Player's Guide[]
- Missile Launcher
- "Missiles are almost useless unless you lock on to the target and home in. Once you achieve lock, press the Y Button to let a missile fly. You can fire multiple missiles in a short span of time, but your accuracy will usually suffer--especially if you're jumping around. You can also use missiles to open red doors and blast through some materials."
Metroid Prime 3: Corruption Premiere Edition[]
- Missile Launcher
- "This Missile Launcher adds ballistic weapon capability to the Arm Cannon. Press [Control Pad (Down)] to fire the Missile Launcher. Target and lock on with [Z] to fire a homing missile. Missiles can destroy objects made of Brinstone. Each Missile Expansion you find will increase the number of missiles you can carry by five."
Metroid Prime Trilogy: Prima Official Game Guide[]
- Missile Launcher
- "With the Missile Launcher upgrade, Samus can fire missiles from her Arm Cannon to devastate hardened targets. Instead of using [+] to select the Missile Launcher, simply press [Control Pad (Down)] to launch a missile straight away. Missiles have many uses: Fire them to batter tough foes, open special doors, and blast apart objects to reveal hidden passages and items.
NOTE: Samus carries a limited number of missiles, so don't waste them. Defeat enemies and destroy objects such as crates to acquire missile pick-ups that replenish her reserves. Also seek out Missile Expansions that increase her overall carrying capacity."
Metroid Prime/Metroid Prime 2: Echoes acquisition message[]
"Missile Launcher acquired!
Press [Y]/Control Pad (Down)] to fire. Press [A] to return to Beam mode.
Addition data downloaded to Inventory Screen. Press [START]/[2] to access the Inventory Screen."
Metroid Prime 3: Corruption acquisition message[]
"Armorsuit upgrade acquired. Missile Launcher online.
Press to fire. Shoot while locked onto a target with to fire a Homing Missile.
Additional data downloaded to Inventory screen."
An early version of this message[2] is as follows:
"Missile Launcher acquired!
Press to fire. Press to return to Beams."
Metroid: Other M manual[]
"Press and release A while locked on to release a missile. If you press and release A when the Charge Gauge is fully charged, five missiles will be used and you'll shoot a powerful Super Missile."
Metroid: Other M Samus Screen data[]
"Controls: Press [A] while locked on."
Metroid: Other M Premiere Edition[]
- Normal Missile
- "Of your many weapons, the Normal Missile is the most useful. Capable of destroying many enemies with one shot, even tough enemies that may require multiple Charge Beam blasts, the Normal Missile is also handy when it comes to opening new areas, smashing item crates, and inflicting massive damage on boss enemies. The only drawback to firing a missile (of any kind) is that you must do it in Search View mode, which leaves you vulnerable to enemy attack while you stand still."
Metroid: Samus Returns on-screen tutorial[]
"While holding [R], press [Y] to fire missiles."
Metroid: Samus Returns Samus Screen data[]
"A standard Missile sub-weapon that fires a powerful projectile. Hold [R] and then press [Y] to fire."
Metroid: Samus Returns Official Guide[]
- THE ARMORY - EXPLOSIVE DEVICES (p. 11)
- MISSILES
- "Samus starts her mission on SR388 with a Missile Launcher and a decent-sized missile count. Missiles—along with the Ice Beam—are your primary means of damaging Metroids, but they’re also excellent for dealing with most of the planet’s other hostile types. You find a metric ton of Missile Tank Upgrades on this planet, so don’t be afraid to utilize these projectiles with reckless abandon."
Metroid Dread tutorial[]
Missile Mode:
"Hold R to ready Missiles, and press Y to fire. Some blocks can be destroyed only be using specific abilities."
Development notes[]
The first design pass for Metroid Prime was heavily influenced by Metaforce, the game that it was reworked into. The pass included plans for an autonomous Missile Launcher that would fly beside Samus and fire Missiles automatically. This concept was not realized.[3]
When Samus acquires this item in Corruption, her Arm Cannon surges with electricity before she fires a Missile. In an early demo version of the scene, she did not fire a Missile and instead activated Missile mode for a moment, before deactivating it.[4]
Trivia[]
- In the Metroid Prime games, Missiles have a slower rate of fire than their variants in the 2-D Metroid games. However, this can be remedied by rapidly pressing and alternating constantly between the buttons that shoot the Missiles and Beams, respectively. This technique is called the Rapid Fire Missiles. An example of this can be seen here.
- Although the Missile Launcher is said to be Samus's Affinity Weapon in Hunters, the Missile Launchers in Echoes and Corruption seem to be of Galactic Federation origin.
- It should be noted in the first Prime game and Hunters the one Samus uses is Chozo in origin, and that Sylux uses the Shock Coil, a prototype weapon that he stole from a Galactic Federation facility.
- While Samus possesses her missile launcher at the start of Hunters with a maximum capacity of 5, she cannot obtain or fire missiles in story mode until picking up Missile Ammo from a Petrasyl, even if she enters her ship. Afterwards, her ship will restock her missiles to maximum, potentially indicating that though the launcher may be of Chozo origin, the missiles themselves may be Alimbic in origin.
- Throughout the Super Smash Bros. series, one of Samus's alternate costumes is a pink suit with a blue visor and highlights. Although Masahiro Sakurai has stated that this costume is officially based on the Gravity Suit from Super Metroid (which does not have a blue visor or highlights), it more closely resembles the Varia Suit's Missile Mode from Metroid.
- In Super Smash Bros. Ultimate, Samus's visor and highlights turn blue when she uses the Missile Launcher. This is a clear reference to the Missile Mode's original appearance in Metroid.
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References[]
- ^ Metroid Dread Mission Log Tutorials
- ^ IGN "Metroid Prime 3: Corruption Nintendo Wii Gameplay -". YouTube. May 19, 2011. Retrieved July 9, 2022. (starts at 8:51)
- ^ (2022, January 26). Episode 21 – Jack Mathews (Ex Retro Studios) [Podcast]. Shinesparkers. Shinesparkers. Archived from the original on June 15, 2022. (starts at 23:17)
- ^ IGN "Metroid Prime 3: Corruption Nintendo Wii Gameplay -". YouTube. May 19, 2011. Retrieved July 9, 2022.
Missiles |
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Missile Launcher | Missile | Super Missile | Ice Missile | Diffusion Missile Charge Combo | Seeker Missile | Hyper Missile Ship Missile | Homing Missile | Storm Missile Relentless Missile | Turbo Missile | Missile Key |
Metroid Prime and Dark Samus | |
---|---|
Abilities | Metroid Prime: Particle Wave Projector • Seeker Missile • Snare Beam • Ultrafrigid Beam Dark Samus: Bomb • Boost Ball • Charge Beam • Dark Echo • Missile Launcher • Missile • Phazon bullets Phazon Suit • Screw Attack • Shrapnel Beam • Stealth field generator • Phazon Laser |
Music | VS. Metroid Prime (Spider) • Metroid Prime Battle • Dark Samus Intro • Dark Samus Appears Part 2 Darkness • Escape |
Misc. | Dark Samus Biography • Dark Samus Development Notes • Dark Samus Gallery • Dark Samus Rooms Dark Samus in Super Smash Bros. • 04ε: Dark Samus |