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This is a list of items in the Metroid series.
The Power Suit is the most basic item in the Metroid series. It was created for the protagonist, Samus Aran, by the mystic Chozo as a modification of their own seldom-used weaponry. It was created to be modular and adaptable. At its most basic, the Power Suit is essentially a cybernetic exoskeleton which provides Samus with protection and life support functions, permitting her to survive underwater and in a vacuum with no additional equipment. Its exact composition is a mystery, but text in Metroid Fusion indicates that it has organic components in addition to its metallic exterior. In addition to normal life support functions, the suit possesses layers of force shielding which protect Samus.
Most of the recent Metroid games involve an introduction wherein Samus's suit is somehow damaged, resulting in the loss of many of the suit's abilities and weapons. In the earlier games, no such occurrence was present; Samus simply no longer possessed most of her old weapons. Regardless, all that remains is the Power Beam, the life support system, the suit's ability to increase Samus's jump height, the Long Beam, and its protective armor, which always starts out at its lowest strength. Exceptions to this include Metroid II: The Return of Samus, in which Samus begins the game with the Morph Ball and Missile Launcher, Metroid Prime 2: Echoes, wherein Samus retains the Varia Suit, Morph Ball, and Charge Beam, and Metroid Prime Hunters, in which Samus also keeps the Varia Suit, Morph Ball, an empty Missile Launcher, Boost Ball, and Charge Beam.
In order to initially upgrade or restore her suit, Samus usually must locate Chozo relics and temples that contain replicas of the original modules that give her abilities. Sometimes the corpses of defeated bosses yield equipment as well.
Samus seems to be able to don or dismiss the suit at will, though she can remove or dismiss the helmet separately. How the suit is powered is another mystery.
In Metroid Prime 2: Echoes, the Power Suit is referred to as a Chozo Battle Suit and is given a version number of SA1-4468-VM6-P.
The Varia Suit} is usually the first suit upgrade found. This upgrade changes Samus's appearance, reduces damage, and provides other benefits that vary between games.
In the original version of the Power Suit, the Varia caused only a change in color to indicate its cosmetic difference, turing the normally yellow Power Suit a very pale pink color in the original Metroid and a more familiar orange color in Metroid: Zero Mission initially. In all other games, and in Samus's restored Power Suit in Metroid: Zero Mission, the Varia Suit adds a series of orange augmentative parts over the yellow Power Suit, including the noticeably large shoulder pads that have become something of a token appearance. This is the suit most often pictured in Metroid associated imagery.
It can also be noted that Varia was initially a mistranslation of the Romanized "baria" for "barrier", as b- is often substituted for v- in Japanese kana.
|Title||Damage reduction||Other benefits|
|Metroid II - Return of Samus||50%||Slight speed increase.|
|Super Metroid||50%||Stops damage from superheated rooms.|
|Metroid Fusion||10%||Stops damage from superheated and sub-zero rooms. Allows absorption of blue X parasites. stops SA-X from freezing Samus with its ice beam (though it can still damage Samus).|
|Metroid: Zero Mission||20%||Stops damage from superheated rooms and acid. Also stops damage from Blootiks.|
|Metroid Prime||1 damage point||Stops damage from superheated rooms.|
|Metroid Prime 2 - Echoes||N/A||The Varia Suit is the default armor in Echoes, and is never removed.|
|Metroid Prime Hunters||N/A||The Varia Suit is the default armor in Hunters, and is never removed.|
|Metroid Prime 3 - Corruption||N/A||There is no information about the Varia Suit and what it does in the game so far|
The Gravity Suit retains the same physical shape as the Varia Suit, but the augmentative parts of the suit are colored purple rather than orange, and her visor turns blue. It provides an additional armor bonus (usually 25%), and allows Samus to travel through water unhindered, as if traveling on land. In Super Metroid, Metroid Fusion, and Metroid: Zero Mission, it also completely nullifies damage from all but the hottest/most corrosive lava/acid pits. In Metroid Prime the Gravity Suit also upgrades Samus's visor, significantly improving vision underwater; however, it does not prevent damage from lava or acidic water. The Gravity Suit also reduces damage by an additional point. The suit is not available in Metroid Prime 2: Echoes, but is replaced by the Gravity Boost. In Metroid: Zero Mission the Gravity Suit is obtained as an "unknown item" and can only be used after defeating the Chozo Shrine, also allowing the use of the Plasma Beam and the Space Jump ability.
The Phazon Suit is unique to Metroid Prime, and is attained when Samus's Power Suit is infected with a large amount of Phazon from the Omega Pirate. It provides yet another armor bonus, and allows Samus to resist and channel the effects of Blue Phazon, but not the Orange Phazon in the Impact Crater. The Phazon Suit decreases damage taken by an additional 2 points, reducing damage by a total of 4 points. It is crucial in defeating the creature Metroid Prime. A faint aura can be seen around the suit in-game. During the ending sequence, Metroid Prime strips the suit from Samus. The Phazon Suit has the same physical shape as the Varia and Gravity suits, but the changes in coloring to the entire Power Suit are more drastic.
The Dark Suit (ダークスーツ Dāku Sūtsu ) is unique to Metroid Prime 2: Echoes. It increases Samus' shielding by reducing damage by 1 point and provides partial protection from the harsh atmosphere of Dark Aether. It was created by the Luminoth in a hope of reducing the dark energy effects of the Ing. It is mentioned by the Sentinel of Agon that the Dark Suit was armor worn by a previous Luminoth champion. In appearance, the Dark Suit differs radically from the other upgrades to Samus' suits. Instead of the orbs, it has two wheel-like protrusions from her shoulders. There seems to be less armor plating on her torso, as well. It is also dark-colored, as opposed to the bright yellow, purple, orange, and red of her previous suits.
The Light Suit is also unique to Metroid Prime 2: Echoes. It is a fusion of Chozo and Luminoth battlesuit technology. The Light Suit reduces damage by an additional point. The four orbs on the chest light up upon entering the Dark World. The suit contains "The Light of Aether", which protects the wearer from Dark Aether's poisonous air and water, and the Ingstorm, tiny corrosive Ing which can wear out even the most durable of metals in seconds. It also increases Samus's shielding so she is much less vulnerable to many enemies and allows her to travel on shafts of "The Light of Aether" as well. The suit will not protect Samus from Phazon, however. Upon obtaining this suit, the Grapple Beam and Gravity Boost are given a more compact appearance, but suffer no differences in performance.
Phazon Enhancement Device
The P.E.D is a suit upgrade designed by the Galactic Federation, and presented to all the Hunters corrupted by Phazon. The P.E.D allows the wearer to harness their corruption, enabling them to enter Hyper Mode. The suit is unique to Metroid Prime 3: Corruption.
Other Basic Suits
The Fusion Suit, unique to Metroid Fusion, is unintentionally created after Samus is infected by X Parasites. She is rushed to the Galactic Federation's headquarters to undergo emergency treatment; this includes removing large pieces of her infected Power Suit. Samus is only completely cured when she is injected with a serum made from DNA of the last Metroid. The suit has an organic, almost feral look to it, indicative of the nature of the Metroids. The Metroid e-manga states that Samus's suit is linked to her genetic code, which explains why the gene-altering Metroid vaccine would produce these changes, such as the small 'fins', on the left arm of the suit, similar to the 'teeth' of a Metroid, or the three small orbs on the back of the suit, similar to the three nuclei of a Metroid.
Samus takes significantly more damage from enemies in Metroid Fusion than in other Metroid games. This may indicate that the Fusion Suit is weaker than the Power Suit, or perhaps the enemies are simply stronger due to infection by X Parasites, or both. However, it can be upgraded to Varia and Gravity status just like the Power Suit. Samus's Metroid DNA also allows her to absorb X Parasites to recover energy and ammunition. Coupled with the Fusion Suit's ability to combine the Plasma and Wide Beams and her new Diffusion missiles, any defensive deficiency is more than made up for by increased arm cannon potential. An unfortunate side-effect of the Fusion Suit is that it inherits the Metroid's natural weakness to cold and thus, Samus cannot use the Ice Beam initially. However, by the end of Metroid Fusion, Samus attains her original power from the Core-X of the SA-X. With her new abilities fused together with her previous power contained by the SA-X, the Fusion Suit transforms into a new model unofficially dubbed the "Omega Suit." Colored in Samus's trademark orange, yellow, and red color scheme with a green visor, it allows her the use of the Ice Beam once again, curing her of her weakness to cold, but still having the positive effects of the Metroid vaccine, such as increased stamina, or absorbing X parasites.
A non-continuity connectivity feature allows the Fusion Suit to be used in Metroid Prime. After completing the game once, a Game Boy Advance with a Metroid Fusion game inserted can be connected to the GameCube via a link cable. All changes are purely aesthetic, however, as the game plays exactly the same as before; the difference is simply seen in Samus's model during cinematic sequences and on the left arm, hand, and morph ball mode, which can be seen during gameplay. The model can be seen in the Pause menu and there is some concept art in the unlockable galleries showing how Retro Studios was given very precise measurements for the suit. It should be noted that even though they were given measurements for the helmet and chestplate, those areas of the suit were left unchanged in shape (though the colors were always correct in each suit). The arm cannon was also unchanged. The visor for the Omega Suit (Phazon suit) also remains blue, instead of turning green as in Fusion.
First seen in Metroid: Zero Mission, the Zero Suit is worn by a more vulnerable Samus who must rely more on speed and stealth than power weapons. This suit of light armor is blue and shown to be worn by Samus under her Power Suit in some games, and has the same force shield defensive barrier. The Zero Suit's light armor does not protect Samus's head. In addition, the Suit's right gauntlet contains a Thermal Positioner similar to that of the Power Suit. Although the Zero Suit apparently retains all of Samus's collected upgrades, they are all completely unusable, with the exception of the Energy Tanks. In Metroid Prime 2: Echoes and Metroid Prime Hunters, the suit is seen in the ending sequences.
Samus carries an auxiliary pistol (referred to on the official Smash Bros. site as the Paralyzer) for use in the case of total failure of the Power Suit's functions. The shots from the pistol have the same effect as a morph ball bomb when used against vulnerable structures, and do not generally have any effect on well protected objects. The pistol charges up while not firing, and it can momentarily stun Space Pirates when firing fully-charged shots.
Samus will be a playable character in the upcoming Super Smash Bros. Brawl while wearing her Zero Suit. The official Super Smash Bros. website states that Samus will shed her Power Suit and reveal her Zero Suit after performing her Final Smash attack. In her Zero Suit form, she will be weaker, but faster, than normal Samus.
One of Samus's most recognizable upgrades is the Morph Ball (モーフボール Mōfu Bōru ). This upgrade lets Samus morph into a rolling armored ball. At this size, she is able to roll into small spaces that can't be normally reached, and avoid some enemies with greater ease. Like the Power Suit, the Morph Ball has upgrades associated with it as well. It is traditionally the first item, or at least one of the first items, obtained in any Metroid game, and some games is retained from the start.
In the first game in the series it was called the Maru Mari (丸まり Maru Mari ), in Metroid II: the Return of Samus it was called the Round Ball (a translation of Maru Mari), and in Super Metroid, it was called the Morphing Ball (モーフィングボール Mōfingu Bōru ) (though Maru Mari was also used in the Nintendo Player's Guide for the game). Since the simultaneous release of Metroid Fusion and Metroid Prime, it has been referred to as the "Morph Ball" in all subsequent games.
Despite the ability being one of Samus's most used, how the Morph Ball works exactly is one of the series's biggest mysteries. In the 3-D games, one can actually see inside the Morph Ball and observe that the ball is completely hollow, save for a ball of energy. Also in the Prime series, it is observed that when Samus enters Morph Ball mode, she seems to spin herself around quickly, and stops suddenly when she exits the mode. It is also stated in Prime that the Morph Ball ability is one of the most desired abilities for the Space Pirates and Samus's other adversaries to reverse-engineer. However, all attempts at replicating the technology have been disastrous. One particular databank entry from the Space Pirates states that their Morph Ball prototypes twisted and crushed four test subjects, after which the Science Team "wisely decided to move on". The rival hunter Sylux's "Lockjaw" alternate form is a prototype that applies the same basic technology of compression that the Morph Ball uses. It was created by the Galactic Federation and stolen by Sylux.
Morph Ball Bomb
Originally referred to simply as Bomb or Bakudan in the first two Japanese games, the Morph Ball Bomb allows Samus to lay small energy bombs on the ground. When they explode, they do not hurt Samus, but can damage enemies, and blow up objects and obstacles made out of Sandstone and Talloric Alloy, often revealing hidden passageways. They can also be used to activate switches, and propel Samus into the air (commonly known as a "bomb jump").
Normal Bombs are not affected by gravity, and therefore, with the correct timing, the player can execute a double bomb jump, gaining twice the altitude. The difficulty of successfully triggering multiple bomb jumps varies from game to game, and the technique was removed entirely from Metroid Fusion. This was done because multiple bomb jumps are often used as a means of sequence breaking.
In Super Metroid, the Charge Beam can be combined with the Bomb: by charging up and then changing into the Morph Ball, a Five-Drop Bomb will immediately be released. The Five-Drop Bombs function similarly to the normal Bomb except that they fall and roll away from Samus under the normal effects of gravity. Also, the explosions of a Five-Drop Bomb cannot be used to initiate a bomb jump. Additionally, a Five-Drob Bomb can be charged by holding the morph button, greatly increasing the velocity of the bombs.
In the multi-player modes of Metroid Prime 2: Echoes and Metroid Prime Hunters, the bombs detonate immediately if an enemy is nearby.
Samus can also use bombs in Super Smash Bros. and Super Smash Bros. Melee to damage opponents and bomb jump, however, this incarnation of the bombs obey gravity and therefore Samus cannot do successive bomb jumps to reach greater heights. They do, however, allow her to recover from being knocked off a stage; the mid-air bomb jump slows her fall somewhat.
The Power Bomb allows Samus to lay a larger bomb on the ground that, when detonated, releases a large concussive blast that can destroy such materials as Denzium and Bendezium, as well as nearly any enemies in the vicinity, and also open yellow (in Metroid Prime 2: Echoes, Metroid: Zero Mission, and Super Metroid) hatches. This upgrade has a limited supply which must be replenished. In Super Metroid, a bomb jump can also be performed by using a Power Bomb, but in all other games the Power Bomb does not have this effect.
In Metroid Fusion, the Power Bomb features a suction wave after the explosion, which draws in any X Parasites that may have been released from the prior explosion. In the Prime series, the Power Bomb detonates immediately.
The Super Metroid manual refers to Power Bombs as "Super Bombs", although they are called Power Bombs in the actual game.
The Boost Ball allows Samus to charge up the Morph Ball to release bursts of speed, allowing her to climb half-pipes, cross bridges that collapse upon contact, and destroy small enemies. It is only featured in the Metroid Prime series.
The Spider Ball allows Samus to cling to surfaces in order to grant her access to normally out-of-reach places. In its original form in Metroid II: Return of Samus, it clings to any non-damaging surface. If the Spider Ball is placed over the explosion of a Morph Ball Bomb, it is automatically deactivated.
In the Prime series, the Spider Ball only clings to magnetic rails. This was done since the 3D structure of these games would otherwise allow the Spider Ball to reach virtually any area. It is often necessary for puzzles where Samus must strategically climb around the environment to get new items, such as missile expansions. If Samus is damaged while in ball form, the Spider Ball will temporarily lose its grip. In Metroid Prime 2: Echoes, the Boost Ball can be used to launch Samus perpendicularly from a rail, which is required in a number of puzzles. You can also bomb jump from rails.
In Metroid Prime Hunters, the rival bounty hunter Spire can use a similar wall-climbing ability.
The Spider Ball is confirmed to be in Metroid Prime 3: Corruption.
The Spring Ball (スプリングボール Supuringu Bōru ) allows Samus to jump while in ball form, giving her access to several new areas and eliminating the need for bomb jumping. In Super Metroid, it can be found later in the game and is not necessary for completing it.
In Metroid Fusion, it is acquired simultaneously with the Hi-Jump and is called the Jumpball. In Metroid: Zero Mission, it is no longer mentioned by name at all, but is still included with the Hi-Jump.
Death Ball/Death Alt
First seen in the Metroid Prime 2: Echoes multiplayer game, the Death Ball surrounds the Morph Ball in a large energy barrier that inflicts a usually lethal amount of damage on any living thing that Samus touches, destroying it. In this form, Samus cannot use the Boost Ball or the Spider Ball, or even exit morph ball form.
The name of this item was changed to Death Alt in Metroid Prime Hunters, so as to suit its use by the Alt Forms of the other Hunters. The item is only present in a few of the game's multiplayer levels, and is extremely well-hidden in most of them. When obtained, it forces the player into their hunter's alternate form and grants them the power to kill other players merely by coming into contact with them.
In the non-continuity game Metroid Prime Pinball, the Force Ball covers Samus in a green aura and allows her to do much damage to the Metroid Prime as well as other enemies when the Morph Ball collides with it. It is initially found on the Impact Crater table, and also appears on the other tables once the game is beaten. Note that the ammunition for force ball in tables besides the Impact Crater will disappear after a short moment.
Other Alternate Forms and Alternate Form Weapons
In Metroid Prime Hunters each hunter has their own morph, or "alt-form".
- Lockjaw: Sylux has the morph Lockjaw, which allows him to transform himself into dual "tetracarbon ceramic-alloy blades joined by an energy thread".More information
- Halfturret: Weavel's alt form involves separating at the waist, thus forming two halves. The upper half is controlled by the player, and moves about using Weavel's arms for locomotion. The Halfturret's shielding is that of Weavel's health prior to the split, divided in half and rounded down, with a minimum of 1 unit of health per component.More information
- Vhoscythe: Noxus has a morph in which he transforms into a violet, spinning, top-like object. It is said to be "an evolutionary defense mechanism of the Vhozon species" which "serves both offensive and defensive purposes".More information
- Triskelion: Trace has the alternate form of a three-legged war machine that resembles a red insectoid creature.More information
- Dialanche: Spire has a morph which is "a hypercondensed ferrous ore able to roll at high speeds". It has a "sticky" property, allowing it to cling and roll on walls and such, and (like Spire's biped form) is immune to the effects of lava.More information
- Stinglarva: Kanden morphs into a yellow and black segmented insect creature with a single eye. The Stinglarva is an unusually silent Alt Form when moving and blends in with many floors of the multiplayer arenas, giving the form a great deal of stealth.More information
The Visor is Samus's window to the world. It has various modes which are useful in different situations. They mainly appear in the Metroid Prime series of games, as these are the only games played in first person perspective.
The Combat Visor provides Samus with all the information she needs for battle and navigation by projecting a HUD on the inside of the helmet lens. This visor includes a targeting reticle, a 3D map that is only a smaller portion of the full Thermal Positioner display, a radar readout, an energy reserves readout (showing Samus how much more damage she can take), an external threat assessment gauge (designed to warn Samus of environmental dangers such as radioactivity), and ammunition reserves displays. A chronometer is also added to the display whenever necessary.
Initially, the Combat Visor has rather poor visibility in aquatic environments and can also be temporarily disabled by some enemies. When the player obtains the Gravity Suit in Metroid Prime, underwater visibility is increased dramatically.
The Combat Visor seen in Metroid Prime Hunters is quite different: with the Thermal Positioner map only displayed on the pause screen (rotatable with the touch screen), and the threat assessment gauge and the radar has been moved to the lower touch screen.
The Scan Visor lets Samus scan enemies and bosses to discover their weak spots, as well as environmental features, creatures, computers, etc., in order to uncover useful information. It can sometimes unlock doors, open portals and activate elevators, and is useful in solving puzzles and learning where to go next. Samus collects important scans in her suit's Logbook to be reviewed later. While displaying information from a scan, time in the game pauses, although the actual process of scanning takes time. The Scan Visor is available from the start in all Prime games. It displays only an energy reserves readout in addition to the scanning reticle.
In Prime, mission-critical scans have their icons color-coded red, while the rest are orange. Objects that have been scanned will have their icons faded out slightly. In Prime Hunters, scannable objects will have different symbols placed on them, depending on the type. Standard objects will have a blue square with a blue outline, creatures will have a small wasp-like symbol surrounded in yellow, inventory scans will have a silhouette of Samus's visor surrounded in green, and switches will have an exclamation mark shape surrounded by a red circle. Objects that are scanned will have their icons colored gray. In Prime 2, an entire object is highlighted to that it can be scanned. Red-colored objects are mission-critical; usually a switch or an object that can be scanned to the player's logbook. Blue objects are not mission-critical, and might not be downloaded to the logbook. Green objects have already been scanned.
Additionally, in Metroid Prime Hunters, the Scan Visor takes time to activate, and can be activated by touching an icon on the Touch Screen. It can be deactivated instantly by touching the same icon.
Available only in the Metroid Prime 2: Echoes multi-player game, Hacker Mode temporarily turns Samus's visor into a weapon. It resembles the Scan Visor, but flashes "Hacker Mode" on the screen. Any opponent scanned by the Hacker Visor experiences weapon failure, impaired movement, and scrambled vision until their Power Suit has been rebooted. This is similar to the effect some creatures, like the Rezbit, have on Samus during the story mode. The Hacker Mode is also the only way to affect an invulnerable foe in multiplayer.
The Thermal Visor allows Samus to track targets by their heat signatures; blues and blacks are indicative of cold temperatures, yellows and whites indicate sources of great heat. The Thermal Visor is most useful to Samus in low lighting and poor weather conditions. It can also be used to track cloaked enemies (e.g. the Shadow Pirate) or find hidden power conduits that can be activated by the Wave Beam weapon. The visor can also be used to locate alternate targets on many enemies (such as an Elite Pirate). These targets sometimes yield more damage to the opponent. The thermal visor becomes "whitewashed" (filled with bright whites thus impairing vision) in places of extreme heat, such as in Magmoor Caverns or in battle against Thardus, the boss located in Phendrana Drifts. This visor includes a targeting reticle, an energy reserves readout, an external threat assessment gauge, and ammunition reserves displays.
The Thermal Visor is only available in Metroid Prime.
The X-Ray Visor first appeared in Super Metroid (as the X-Ray Scope), allowing Samus to scan the area around herself to discover hidden passages and blocks that could be destroyed by certain weapons. The X-Ray Visor appears again in Metroid Prime and allows Samus to see through some materials, detect invisible platforms, see in the dark, and track spectral entities. It can make things somewhat confusing and does not have as long a range as the Combat Visor, but it makes moving around in the dark considerably easier since all platforms are white against black. Many mechanoids can cause interference with this visor. This visor includes a targeting reticle, an energy reserves readout, an external threat assessment gauge, and ammunition reserves displays.
While using the X-Ray Visor, the bones in Samus's right arm can be seen through her arm cannon (as well as her left arm when using the Grapple Beam). As an added effect, this visor reveals how Samus switches between her various beam weapons — to switch, she moves her fingers into a configuration matching the icon of the beam she wants to use.
The Dark Visor allows Samus to see interdimensionally between the Light and Dark worlds of Aether and makes it easier to see in the poisonous atmosphere of Dark Aether. It can also reveal interdimensional platforms and Seeker-Missile locks. It highlights all enemies, including interdimensional ones, in red, making them easier to see. The Dark Visor also allows Samus to lock-on to Ing when they are in their amorphous states. The Dark Visor is only available in Metroid Prime 2: Echoes. This visor includes a targeting reticle, small Thermal Positioner map display, radar display, energy reserves readout, and ammunition reserves displays.
The Echo Visor resolves Samus's surroundings with echolocation and lets her "see" sound waves via a computer-generated monochrome false-color visualization. This visor is used in conjunction with the Annihilator Beam to interface with sonic gear, such as Echo Gates. The Echo Visor displays a black image intermittently illuminated by a sound pulse emitted by Samus which bounces off enemies, expansions, portals, and other objects. The sound is synchronized with the circular ping effect visible on the radar on the visor. It is only available in Metroid Prime 2: Echoes. This visor includes a targeting reticle, small Thermal Positioner map display, radar display, energy reserves readout, and ammunition reserves displays.
The majority of Samus's weapons emanate from her Arm Cannon; the barrel of which covers her right hand. The Arm Cannon is a highly adaptable weapon, able to morph instantly to fire any beam Samus has available, in addition to firing missiles in any form. Though sustained use of many weapons causes heat buildup in the Arm Cannon (evidenced by steam and heat distortion in the Prime series) reduced performance due to overheating has never been seen.
The Power Beam is the Arm Cannon's basic weapon. Though usually the weakest of Samus's armaments, the semiautomatic weapon has a high rate of fire and limitless ammunition. In the Prime series, it is often used when the enemy's weakness is unknown. The Power Beam can open most standard doors. From the depictions in Metroid Prime and Metroid Prime 2: Echoes, it appears to be a variation of a particle beam, as it draws in surrounding air to fire. As it can inflict damage to Chozo ghosts, which are described as being resistant to thermal and electrical attacks, this indicates that the projectiles are at room temperature and electrically neutral. This is possible with a collection of equal numbers of positive and negative ions instead of positive ions and electrons.
In Metroid Prime Hunters: First Hunt, the Power Beam is combined with an ammo system. When the ammo is depleted, the beam's rate of fire becomes slower. Samus can obtain more ammo through pickups scattered throughout the stage levels. In the full version of Hunters, however, the ammo is absent for the Power Beam. When the trigger is held, the Power Beam shoots four (three on multiplayer) shots in rapid succession, then begins to charge. Also, there is a noticeable difference from the other Prime games, as the rate of fire has significantly increased. Also, the Power Beam appears to be slightly attracted to mechanical devices (doors, crates, etc.) when charged.
The Long Beam appears in the original Metroid and the remake Metroid: Zero Mission largely as an upgrade that allows a beam projectile to travel until it either hits an impenetrable obstacle or goes offscreen. Without the upgrade, it disappears after traveling a short distance. It should also be noted that in Metroid: Zero Mission, the Long Beam doubles the power of Samus' original beam. The Long Beam is compatible with all other beams. In other games of the series, all the beams come with such functionality.
The Charge Beam itself is not a weapon, but an enhancement to other weapons. This device allows Samus to charge up her currently-armed beam weapon, increasing its power and sometimes adding additional effects (burning, freezing, etc.). It made its first appearance in Super Metroid and has appeared in every Metroid title since then.
In 2D Metroid titles from Super Metroid onward, Samus can perform a Charge Attack (similar to the Screw Attack) by somersaulting with a fully charged beam (Also called the Pseudo Screw Attack). This attack can instantly kill weak enemies, but it is incapable of destroying blocks, and Samus cannot hit multiple enemies in a single jump. If Samus hits a stronger enemy, she will only damage it and will be damaged in turn, ending her somersault.
In Super Metroid, Samus can combine the Charge Beam with the Morph Ball Bomb — by using the Morph Ball while holding a charge she will release a Five-Drop Bomb. The Charge Beam can also be combined with one other beam and a Power Bomb, releasing a powerful special attack by charging up while having Power Bomb selected.
In Metroid Prime series games, the Charge Beam can be combined with missile energy to use Charge Combos. For example, charging the Power Beam and firing a missile causes a Super Missile to be fired, using up 5 missiles. The Charge Beam also has a tractor-beam effect on power-ups in all of the Prime games, and in Echoes it can also pull small Phazon particles out of the air and fire a Phazon shot. How far this tractor-beam effect can reach varies depending on the currently equipped beam.
In Metroid Prime Hunters, half of the rival hunters' weapons can be charged. In addition, if a hunter is using his/her affinity weapon (except for the Imperialist, Shock Coil and Battlehammer), a special ability is activated.
The Charge Beam has also made appearances in the Super Smash Bros. series under the name "Charge Shot". It should be noted that the charge created by Samus in this game is significantly larger than it is in the Metroid series and presumably does more damage.
Spazer Beam and Wide Beam
The Spazer Beam (スペイザー Supeizā ) appears in Metroid II: Return of Samus and Super Metroid. It splits the Power Beam shots into three rays instead of one energy ball, allowing the blasts to cover a larger area. If only one part hits a wall, all 3 shots still pass. In Super Metroid, the Spazer Beam and Plasma Beam are incompatible with each other. In Metroid II: Return of Samus the Wave, Spazer, and Plasma Beams are all mutually incompatible.
In Metroid Fusion, the Wide Beam is a very similar replacement for the Spazer Beam; it replaces the individual projectiles with pink energy rings and spawns 3 projectiles instead of splitting the current beam. Also, given the incremental nature of the beam upgrades in Fusion, Wide Beam is effectively compatible with the Plasma Beam.
The Ice Beam (アイスビーム Aisu Bīmu ) has been included in all but three Metroid games and until recently has been one of the first and weakest weapons Samus gets in her journeys. In the 2D Metroid games, this weapon is an add-on which increases beam damage and can instantly freeze enemies, turning them into temporary platforms which can support Samus's weight. Though the beam is relatively weak, the vulnerability of the series' eponymous Metroids to cold makes it a necessity in several games.
In the Metroid Prime series, the Ice Beam has a slow rate of fire but does a large amount of damage and can leave enemies frozen and defenseless to other attacks. A frozen enemy that is hit with a Missile will shatter and instantly die, unless the enemy is a boss. Certain enemies won't freeze when hit by the Ice Beam, however - this mainly includes ice-based or very large enemies and bosses. This is the most effective way to kill many tough enemies in many Metroid games - particularly Metroids themselves, who are known in the original Metroid for being virtually invulnerable to all weaponry unless they are frozen and then shattered by five Missiles.
In Metroid Fusion, the Ice Beam, usually among Samus's first as well as most standard armaments, becomes her unattainable bane because the new Metroid DNA within her blood makes her very vulnerable to its extreme cold. It is not until the very end of Fusion, against an Omega Metroid, that Samus is finally reunited with the Ice Beam when her power is restored in the form of the Omega Suit. Once one of her most humble weapons, its return is treated similarly to the Hyper Beam of Super Metroid and the Phazon Beam of Metroid Prime.
The Wave Beam (ウェイブビーム Ueibu Bīmu ) was introduced in the original Metroid. It is not stopped by walls and is made up of pure electrical energy. The projectile turns back and forth in a path shaped like a sine wave, hence the name "Wave Beam". This odd trajectory actually makes it easier to hit enemies that would otherwise dodge other beam shots.
In Super Metroid and Metroid Fusion it can be combined with other beams to produce varying effects. In Metroid Prime, the Wave Beam cannot pass through most walls. However, it can stun opponents with electricity, and while charged (or using the lock-on feature) it has a limited homing effect. This electric beam is also used to activate power conduits (which are sometimes hidden behind walls) and complete certain puzzles.
The Plasma Beam (プラズマビーム Purazuma Bīmu ) first appeared in Metroid II: The Return of Samus. It shoots a straight, thick beam capable of passing through multiple enemies, thus making it one of the most useful beams for combat. In Prime, the Plasma Beam is changed into a literal plasma beam, shooting out a stream of superheated ions. It is very useful for melting ice and defeating ice creatures such as Sheegoths, and is the second most powerful of the five Beams, second only to the Phazon Beam. It can set enemies on fire or incinerate them completely when charged (they melt away before they can even finish their "death" animation), and many enemies that other beams are only able to stun can be defeated easily using the Plasma Beam. It also has a limited range and the second highest rate of fire of the beam weapons.
In Metroid: Zero Mission the Plasma Beam is obtained as a mandatory "unknown item" and can only be used after defeating the Chozo Shrine.
The Dark Beam only appears in Metroid Prime 2: Echoes. It fires bursts of dark energy that are highly effective against most denizens of Light Aether including offworlders like the Space Pirates. The weapon was created by the Luminoth to overload Ing, but was proven ineffective compared to other weapons.
In a first for the Metroid series, the Dark Beam is one of three beam weapons to require ammunition. The weapon can be used to open purple-black dark doors and energize rift portals to Dark Aether. It also has the unfortunate property of de-activating light beacons and light crystals, enveloping them in a shroud of darkness that requires either a burst of the Light Beam or several shots of the Power Beam to remove. However, such beacons seem to attract nearby Ing. Destroying containers and enemies with the Dark Beam will produce Light Beam ammunition. When out of ammunition, the Dark Beam can be charged to fire a regular blast, with the exception of multiplayer battles.
When fully charged, the beam fires an Entangler blast, ensnaring its victim in cold, shadowy tendrils for a short time, similar to the freezing effect of the Ice Beam. When the Entangler blast impacts on a surface, the Dark energy in the shot expands into a cloud that coalesces over the nearest target. Note that any enemy, even some dark based ones, can be rendered immobile by the Entangler blast, and can be instantly destroyed if followed by a missile.
The Light Beam (also exclusive to Metroid Prime 2: Echoes) fires streams of light energy that are highly effective against most denizens of Dark Aether, including the Ing, granting this beam a high rate of usage. Like the Dark Beam, the Light Beam requires ammunition. It can be used to open white doors, energize rift portals to Light Aether, and can supercharge light crystals and light beacons, which causes beacons to last longer and instantly kill any Ing or Ing-possessed creature upon contact. The uncharged version has a relatively short range, but also pierces through enemies, like the Plasma Beam in the 2D games. The Light Beam has a similar effect to that of the Plasma Beam, capable of burning or incinerating creatures. Destroying enemies / containers with the Light Beam yields Dark Beam ammunition. When out of ammunition, the Light Beam can be charged to fire a smaller, weaker blast (that for some reason also has a longer range than the ordinary shot), with the exception of multiplayer battles.
When fully charged, the beam fires several small, but powerful bursts of energy called a Lightblast. These separate shots converge in on a locked-on target, but can be used to attack several opponents by firing without the lock-on.
A beam created by combining Light and Dark energy into a sort of sonic emission, the Annihilator Beam is named as such because the combination of the opposite light and dark energies results in annihilation. The beam automatically homes in on enemies without the need for targeting and fires much more quickly than the Light or Dark Beams. However, the beam does not take advantage of enemy weaknesses to Light or Dark energy and so deals less damage per shot. This beam weapon only appears in Metroid Prime 2: Echoes, and consumes both Light and Dark ammunition when fired. It can be used to open grey doors, and to supercharge light beacons and light crystals with a combination of Light and Dark energy. The resulting force field not only destroys any foe within its radius but captivates those nearby, luring them towards the beacon and their destruction. Because the beam has both a light and dark nature, it can activate rift portals in both Aether and Dark Aether, but is strangely unable to open white or black doors. Killing enemies and destroying containers with the Annihilator Beam yields both Light and Dark ammunition, and just like the other beams, when out of ammo it can be charged to fire a regular shot. It should be noted that since the Annihilator requires both Light and Dark ammunition to function, running out of just one of either type will result in a 'no-ammunition' state for the weapon, even if reserves of the other ammunition are plentiful.
The charged version of the Annihilator Beam is known as the Disruptor. The Disruptor offers no homing features, but offers a wide and powerful blast radius that stuns alike the wave beam.
Hyper Beam and Phazon Beam
In Super Metroid, Samus acquires the Hyper Beam during the battle with Mother Brain. The Hyper Beam subsequently replaces all the other beams in Samus's inventory, and is immensely powerful. It can pass through walls and enemies, and destroys obstacles that are impenetrable by other beams. The projectile looks like the charged-up Plasma Beam, but it flashes different colors.
In Metroid Prime, the Phazon Beam is used against the final boss, the eponymous Metroid Prime. When the corrupted Phazon Suit comes into contact with liquid Phazon, it goes into "Hyper-Mode", supercharging Samus's Arm Cannon and allowing her to shoot a continuous stream of destructive energy, which means the beam cannot be charged. It automatically arcs towards enemies. The Phazon Beam is the only weapon that can damage the second form of the Metroid Prime.
Unlike the Hyper Beam, which can be fired anytime, Samus Aran must step into a small pool of pure Phazon to use the Phazon Beam, which means it can only be used during the last boss fight.
In Metroid Prime 2: Echoes, Samus also uses a sort of Phazon Beam, although it is not an actual powerup. In the final boss fight, Dark Samus occasionally fires tiny balls of Phazon that Samus must catch with the Charge Beam. When three of these Phazon balls are absorbed, Samus can fire them back at Dark Samus to hurt her (absorbing more than three does not increase the strength of the beam). Any beam will work with this, so charged Phazon versions of the Power, Dark, Light, and Annihilator Beams exist (there is no difference other than minor graphical ones, however and using the Light, Dark, or the Annihilator Beam will not waste ammo when fused with Phazon energy).
The Electro Lob has so far only appeared in the multiplayer levels Assault Cradle and Trooper Module of Metroid Prime Hunters: First Hunt, the original demo for Metroid Prime Hunters. It also is in the test level for First Hunt. It shoots in an arc and can stun an opponent as well as interfere with their visor. After collecting two Electro Lob power-ups, they can be charged up and shot in a straight line by holding down the fire button. The Electro Lob's properties can be found in two weapons from Metroid Prime Hunters: the parabolic arc of the Battlehammer and the visor-blurring effect when the charged Volt Driver is used with Kanden. It also uses the same sound effect as the Volt Driver.
An upgrade in all Metroid games, the Missiles (ミサイル Misairu ) can unlock certain doors and hurt enemies the beams could not harm. In Metroid Prime and Metroid Prime 2: Echoes, missiles can also lock-on to foes.
In Metroid Prime Hunters: First Hunt, missiles do not have their own ammo, but instead use up 10 units of the Power Beam ammo. Additionally, if a second Missile item is collected, the Missile weapon can be charged up for greater effect. A fully charged Missile (in Hunters, this would be called the Super Missile) attack costs 15 ammo.
In the full version of Metroid Prime Hunters the missiles and Power Beam do not share the same ammo, as the Power Beam is unlimited. Instead, missiles work similar to the other Prime games. The missiles are Samus's affinity weapon in Hunters and, when fully charged, they will have a slight homing effect on enemies. This effect only works with Samus, who also gets 5 missiles when she picks up an affinity sphere.
In Metroid Prime 2 Echoes the Missile Launcher can be upgraded to the Seeker Launcher. It is able to lock-on and shoot 5 missiles at once, which can target up to 5 different objects at the same time. It is also able to open purple blast shields.
In Super Metroid and Metroid: Zero Mission, there are Super Missiles, which are each as powerful as 5 normal missiles, and are required for certain doors. In Metroid Fusion, Super Missiles replace the standard missiles, and are three times as powerful.
In Metroid Prime, and Metroid Prime 2, a Super Missile is produced by combining 5 regular missiles with the Charge Beam (after acquiring the appropriate combo upgrade). Many Beams have a Charge Combo using either Power Bombs or Missiles (See below). In the multiplayer of Metroid Prime 2, Super Missiles are also available as a bonus that lasts for a limited time, which only uses one missile.
In Metroid Fusion, since Samus cannot use her Ice Beam until the very end of the game, she gains Ice Missiles, which combine with the Super Missiles. The impact of these missiles has a freezing effect similar to the Ice Beam in other games. The first Ice Missile fired at most normal enemies freezes it but does no direct damage; however, frozen enemies can be destroyed with another Ice Missile regardless of how many beam shots or Missiles it can endure otherwise, or with a few shots of Samus's beam. In addition, Ice Missiles are the only weapon in Samus's arsenal that is effective in even slowing down the SA-X until she is powerful enough to defeat it, which is not possible until very late in the game. It should be noted that although they have the ability to freeze, they are utterly useless against a Metroid, as when Samus tries to escape a restricted area containing them, the Metroids will merely shrug them off.
Another upgrade unique to Metroid Fusion as well as the first chargeable Missiles, the Diffusion Missiles erupt into a much wider blast on impact when fully charged, freezing any creatures that it can affect, as they replace (or combine with) the Super Missiles and Ice Missiles. This is very similar to the Ice Spreader Beam Combo featured in Metroid Prime. Diffusion Missiles are very handy in certain situations, especially when there are several enemies (such as Rippers) in a room that would otherwise slow Samus down considerably. The ability to freeze seems to be less than that of the Ice Beam, because the freezing blast created from them has no effect on the Metroids found in the restricted area.
In both of the Metroid Prime games for the GameCube, each beam can execute a Missile Combo. These attacks are very costly in ammunition, but prove to be the most devastating (not to mention impressive) attacks Samus has at her disposal. The Missile Combos must be found separately from the actual Beam weapon and are usually well hidden. One such Combo is the version of the Super Missiles discussed above.
The Wave Beam Missile Combo is the Wavebuster. This sharply resembles the Proton Gun from Ghostbusters and is probably the most powerful Beam combo in the first Metroid Prime. It also automatically tracks enemies regardless of whether the player is actively targeting them. It costs ten missiles to initiate and rapidly drains Samus's missiles at a rate of five missiles per second while in use. The wavebuster and the Shock Coil from Metroid Prime Hunters are very similar in nature; both look like a trail of electricity locking onto a target.
The Ice Beam Missile Combo is the Ice Spreader. This projectile coats a large area in ice upon impact, freezing enemies and dealing considerable damage. It costs ten missiles.
The Plasma Beam Missile Combo is the Flamethrower. It is not very impressive nor very efficient, and it has a very short range, but it does a good job of setting enemies on fire, sapping their health. It costs ten missiles to initiate and drains five missiles every second; its costs are identical to those of the Wavebuster. The Flamethrower first appeared as an attack in the Super Smash Bros. game, and is also used in Super Smash Bros. Melee
The Dark Beam Missile Combo is the Darkburst. A small black ball of compressed Dark energy launches out of Samus's Arm Cannon, after a short while it rapidly expands in a small explosion to look like a miniature black hole, sucking in the particles of an enemy and throwing them into what the game describes as a "dark dimension of oblivion". Given the fact it also works in Dark Aether, it is improbable these two alternate dimensions are the same. It costs five Missiles and thirty Dark Ammunition.
The Light Beam Missile Combo is the Sunburst. Slightly similar to the Darkburst, the Sunburst launches a large rainbow-colored ball of light from Samus's Arm Cannon, acting like a miniature sun, it fries any enemies that happen to pass within 10 feet of it with lethal lasers, and explodes in a brilliant miniature nova on impact that incinerates most enemies instantly. Its only setback is its slow travel time, making it ideal for stationary or slow-moving enemies only. It costs five Missiles and thirty Light Ammunition. It acts similar to the BFG 9000's projectile from Doom 3.
The Annihilator Beam Missile Combo is the Sonic Boom. A wall of energy is fired at the speed of sound destroying everything in its path. Upon contact with a wall or foe the speed and force of the wall of energy distorts the light in the local area to resemble a pane of warped broken glass. The immense amount of energy released by this attack instantly destroys the target and tears apart the particles of other enemies caught in the immediate blast radius. Very destructive, it costs five missiles and thirty of both Dark and Light ammunition, making this the costliest, yet also the strongest, ability of the game. This weapon is notable for being one of only two weapons in the Metroid series (alongside the Imperialist) to hit its target instantly upon firing, rather than taking time for a projectile to move the entire distance to its destination (even the Wavebuster requires a short time to move all the way to its victim).
Power Bomb Combos
Power Bomb Combos only appear in Super Metroid. To activate each, one must disable all beams in the subscreen, except for the Charge Beam and one other beam specific to the combo. Power Bombs must then be highlighted at the top of the screen as the secondary weapon. When each of the four primary beams are then charged, the combo effect is immediately triggered, and it consumes one Power Bomb.
The Ice Beam Power Bomb Combo is the Ice Barrier. This weapon creates four rotating disks of cold energy that spin around Samus with a ratcheting noise. Creatures that come into contact with the Ice Barrier are treated as if having been shot with a charged Ice Beam, usually they are frozen solid.
The Wave Beam Power Bomb Combo is the Wave Orbiter. Four pods of energy radically orbit Samus, swinging out across and out of the width of the screen in order to strike any enemies either on-screen or slightly off it. After a few moments, the Wave Orbiters fly away and disappear.
The Spazer Beam Power Bomb Combo is the Spazer Rain. Samus fires a great many Spazer shots upward, and a moment later, the shots fall back down around her in a wider pattern.
The Plasma Beam Power Bomb Combo is the Plasma Crash. Four large plasma orbs spiral outward from Samus very quickly, and vanish off the screen.
Metroid Prime Hunters has a significantly larger assortment of weapons than previous titles in the Metroid series. In addition to the traditional Power Beam and Missile Launcher, there is a weapon which corresponds to the nature of each enemy bounty hunter, as well as an "ultimate power" weapon. In adventure mode, a charged Power Beam shot will become slightly homing and will fly towards doors and enemies. In multiplayer mode, each special weapon becomes more dangerous when used by the corresponding hunter. Samus's special weapon is her Missile Launcher, which gains homing capability when she uses it.
- The Judicator is an ice-based weapon used by the Vhozon. It fires supercooled plasma at temperatures nearing absolute zero, and when fired, the blasts ricochets off walls. When used by anyone other than Noxus, the Judicator fires three shots at a time when charged. When used by Noxus, it can freeze enemies within a certain radius when charged.
- The Magmaul is a magma grenade launcher used by Spire (possibly by other Diamonts, as well) with a large splash radius. The grenades will bounce off of walls and objects, and explode after three seconds. The charge capability launches a larger and more damaging grenade. When used by Spire, the projectile has an even larger blast radius and sets enemies on fire when charged.
- The Volt Driver is a living weapon that co-exists with Kanden and is his weapon of choice. It is a strong electrical projectile with spray capability. The projectile moves faster than the Power Beam and deals more damage, but has no automatic-fire capabilities. The charged shot launches a larger, slow-moving explosive blast. When used by Kanden, the shots bend their trajectory toward nearby targets when charged, and can disrupt the target's vision.
- The Imperialist is a sniper rifle used by the Kriken Empire to increase their territory. It fires a powerful, long-ranged laser beam with incredible accuracy, but its precise nature severely limits its rate of fire and it cannot be charged. To enhance its role as a sniping weapon, the Imperialist has zoom scope capabilities. The zoom magnification changes depending on the distance between user and target being viewed. It is capable of inflicting an instant kill on an enemy bounty hunter if a headshot is achieved with the scope. When Trace uses this, he can cloak himself while standing still. This is, apart from the Sonic Boom missile combo, the only hitscan weapon in the Metroid series, striking its target instantly upon being fired rather than launching a moving projectile.
- The Shock Coil is a weapon that was under development by the Galactic Federation, but like the Lockjaw, Power Suit, and the ship named Delano 7, it was stolen by Sylux. It emits a short-ranged continuous blast of high-density neutrinos. The beam seeks the nearest target and does increased damage if contact is prolonged, similar to the Wavebuster from Metroid Prime. When used by Sylux, any damage done to an enemy will be added to his hit points. The Shock Coil lacks a charge capability.
- The Battlehammer is an arcing rapid-fire mortar powered by a small-scale nuclear reactor. It is a weapon commonly used by Space Pirates, which explains why a copy is in Weavel's possession. The Battlehammer cannot be charged. When fired by Weavel, it knocks enemies back and has a larger spash radius.
- The Omega Cannon is the seventh and last weapon found in the game, and can only be used/found while fighting Gorea, the last boss of "Metroid Prime Hunters". It fires in a long, streak of energy, which explodes upon impact against a foe. In this manner, it is easy to accidentally hurt yourself. Once received, the Omega Cannon overrides all other weapons (except for the Power Beam and Missile Launcher). In the Multiplayer mode, the Omega Cannon can only be found in the course "Oubliette", and overrides all weapons in the same manner as the single-player Omega Cannon. The real difference being that the cannon launches a much slower blast, which explodes into a conflagration that engulfs everything near it, and will kill anything that is not behind cover, including the user. It is believed that the Alimbics sealed off the Omega Cannon with Gorea because of its destructive power, and feared that it could be used to destroy civilizations such as themselves. The Omega Cannon could very well be the Ultimate Power referred to in the telepathic message received at the start of the game.
Samus begins each game with a maximum of 99 energy (in the original Metroid, she begins with 30 energy, but still has a maximum of 99). Each Energy Tank (エネルギータンク Enerugī Tanku ) she collects in the game increases this limit by 100 units (in the Hard Modes of the Japanese version of Metroid Fusion and Zero Mission, this amount is reduced to 50). Collecting an Energy Tank also completely refills Samus's energy to the new maximum capacity. Energy Tanks are distributed evenly throughout the Metroid games, but collecting them is not mandatory. However, at the end of Super Metroid, Mother Brain fires an unavoidable beam (see plot device) that deals a player 300 damage, so it is mandatory for a player to have three Energy Tanks or Reserve Tanks in Super Metroid (99 base + 300 additional energy units) to survive Mother Brain's attack.
Super Metroid also has a different sort of Energy Tank, called a Reserve Tank. If Samus has any of these, extra energy above what her normal Energy Tanks can hold is stored in these. Like Energy Tanks, they can each hold 100 Energy. The Reserve Tanks can be set to automatic, where they will give Samus all of the energy contained within them if her main reserves are drained, or they can be manually used at any time. The latter option rapidly drains all the reserve tanks.
The Missile Tank (ミサイルタンク Misairu Tanku ) increases Samus's maximum missile-carrying capacity by five in most games. In Metroid: Zero Mission's Hard Mode, picking up a Missile Tank only gives Samus an extra two missiles, while in Metroid II: Return of Samus and Metroid Prime Hunters, each Missile Tank gives Samus ten additional missiles. In the 2-D Metroid games, Samus cannot use the Missile Launcher until acquiring at least 1 Missile Tank, but in the Prime series games, the Missile Launcher holds an initial 5 Missiles without any acquired Expansions. In the Prime series games, Missile Tanks are referred to as Missile Expansions.
Super Missile Tank
The Super Missile Tank (スーパーミサイルタンク Supā Misairu Tanku ) is found in Super Metroid and Metroid: Zero Mission, where it increases Samus's Super Missile reserves by 5 apiece. In the Prime series games, Super Missiles are instead handled as a Missile Combo, and in Metroid Fusion the Super Missiles replace the regular Missiles altogether.
Power Bomb Tank
Similar to the Missile Tanks in function, the Power Bomb Tank (パワーボムタンク Pawā Bomu Tanku ) increases Samus's Power Bomb capacity. In Metroid: Zero Mission on both Easy and Medium difficulty as well as Metroid Fusion, obtaining the Power Bomb Tank increases Samus's Power Bomb capacity by two; In Hard Mode it increases her capacity by only one. In Super Metroid Samus's capacity is increased by five with each tank. Power Bomb Expansions in Metroid Prime and Metroid Prime 2: Echoes provide one additional bomb.
Beam Ammo Expansion
A pickup unique to Metroid Prime 2: Echoes, Beam Ammo Expansion can increase Samus's maximum Light/Dark ammo capacity by fifty, up to a maximum of 250. The player begins with 50.
Universal Ammo Expansion
In Metroid Prime Hunters, Universal Ammo Expansion increase the maximum amount of universal ammo used for certain weapons. The player begins with 40 ammo, and each expansion increases Samus's arsenal by 30, up to a maximum of 400.
|Title||Energy Tanks||Missile Tanks||Super Missile Tanks||Power Bomb Tanks||Expansions unique to this game only|
|Metroid II - Return of Samus||6||22||-||-||-|
|Super Metroid||14||46||10||10||4 Reserve Tanks|
|Metroid: Zero Mission||12||50||15||9||-|
|Metroid Prime 2 - Echoes||14||49||na||8||4 Beam Ammo Expansions|
|Metroid Prime Hunters||7||9||na||-||12 Universal Ammo Expansions|
In the original Metroid there are actually 8 Energy Tanks to find, however 6 is the maximum that Samus may acquire. In Metroid II: The Return of Samus, Samus begins the game with 3 Missile Tanks (not included in the chart above) for a total of 25 Missile Tanks (250 missiles).
High Jump Boots
High Jump Boots (ハイジャンプブーツ Hai Janpu Būtsu ) (Sometimes Hi-Jump Boots or simply Hi-Jump) greatly increase the height of Samus's jumps, allowing her much easier access to certain areas of the games. These boots could be skipped by veteran gamers, as in the 2D Metroid games, Samus's innate but difficult wall-jumping ability coupled with bomb-jumping often allows her access to areas that the High Jump Boots appear to be required to access. In some games, specifically the later ones, the High Jump Boots also grant Samus the Spring Ball ability, allowing her to jump in Morph Ball form.
The Space Jump (スペースジャンプ Supēsu Janpu ) allows Samus to jump multiple times in the air. In the 2D Metroid games, the Space Jump allows Samus to somersault continuously in the air, while in the Metroid Prime series, the Space Jump simply allows Samus to perform a double jump. The Space Jump is necessary when Samus is required to ascend long tunnels without a proper wall to jump from or to cross a large horizontal gap. In Metroid: Zero Mission the Space Jump is collected as mandatory "unknown item." It becomes usable only after defeating the Chozo Shrine.
In Metroid Prime 2: Echoes, though retaining the Space Jump boots from Metroid Prime which allow a simple double jump, the Screw Attack also grants functionality that is similar to the Space Jump seen in the 2D Metroid games.
In Metroid Prime Hunters, Samus begins the game with a weakened version of the Prime series Space Jump, listed in the Logbook as the Jump Boots. While they do not give her a double jump, they do allow her to jump in midair if she walks off the edge of a platform (in other words, Samus has only one jump, but it can be either from the ground or in midair).
The Screw Attack (スクリューアタック Sukuryū Atakku ) upgrade turns Samus's somersault jump into a lethal ball of kinetic energy that can destroy most enemies on contact. While executing a spin-jump, Samus's body glows with energy, and she becomes almost completely invulnerable to enemies. Regardless of the format of the game, the Screw Attack is usually not acquired until very late in the game, being one of Samus's most powerful and most desired upgrades. The icon for this ability appears as a lightning bolt symbol on a sphere, and a variation of this icon has become synonymous with the Metroid series, appearing most often as Samus's trademark symbol. It first appeared as such in Super Metroid, and has been used in the series ever since.
In Metroid Prime 2: Echoes, obtaining the Screw Attack allows Samus to perform five extra mid-air jumps, in addition to her normal and Space jumps. During a Screw Attack, the player temporarily switches to a third-person perspective. This powerup also gives Samus the ability to perform wall jumps in certain places.
The Screw Attack is one of Samus's attacks in the Super Smash Bros. series. Additionally, an item in Super Smash Bros. Melee allows any character to perform two Screw Attacks. Like all weapon items, it can be used by the player who picked it up, or it can be thrown at another player, forcing them into a single Screw Attack. An item called the "Screw Ball" appears as a treasure in The Great Cave Offensive in Kirby Super Star. It looks exactly like the icon for the Screw Attack.
The Screw Attack returns to Metroid Prime 3: Corruption. It has the same variation as Metroid Prime 2: Echoes.
The Speed Booster allows Samus to increase the speed at which she dashes. After dashing for a short distance, Samus's velocity increases and she begins to glow and leave a trail of afterimages. This indicates that the Speed Booster is working to its full effect and that Samus is now at maximum dashing velocity, allowing her to destroy many enemies simply by running into them, as well as enabling extremely long jumps. If Samus stops dashing, she promptly loses the glow and must dash again to regain the effect.
In addition, while at maximum speed, Samus can go into a crouch, storing the energy gathered from Boosting. The player can then press jump and a direction to launch Samus in a straight trajectory. This item was first acquired along with the Speed Booster in Super Metroid, however the use of the technique is later taught to Samus by a friendly creature known as a Dachora. The technique is first actually named in Metroid Fusion as the Shinespark. In Metroid Fusion and Zero Mission, Shinesparking into a slope will restore the Speed Booster. In Super Metroid, this technique drains energy the longer Samus Shinesparks.
In Metroid: Zero Mission, after getting the Hi-jump, Samus can roll into her Morph Ball form and Shinespark in it as well. Hitting a slope while Shinesparking in her Morph Ball allows Samus to roll at high speed while still in the Morph Ball. Without the Speed Booster, the Morph Ball may still Hyper Boost from specific devices.
The Grapple Beam is used in Super Metroid and the Metroid Prime games to attach onto and swing from magnetic points in the environment. In Super Metroid, it was called the Grappling Beam, but the name was shortened to "Grapple Beam" for the Prime games, similar to how the Morphing Ball was shortened to "Morph Ball." Similar to a grappling hook, this ability is used to reach areas higher and farther than those normally accessible. In Super Metroid and the Smash Brothers series, the Grapple Beam is depicted as being emitted from the Arm Cannon, while all other appearances, it is a tool mounted to Samus's left arm instead.
In Metroid Prime 3: Corruption, the Grapple Beam's functionality is expanded as a way to remove doors and enemy shields by grappling to the objects in question and yanking them away using the Wii-remote's motion sensing capabilities.
In the Super Smash Bros. series, Samus can use the Grapple Beam as a grabbing tool to use throwing attacks on enemies, or even grapple the side of a wall to get back on the stage (the Grapple Guardian from Metroid Prime 2: Echoes is also capable of doing this).
The Gravity Boost upgrades the thrusters on Samus's suit. It takes the place of the Gravity Suit in Metroid Prime 2: Echoes. A sort of propellor-driven jetpack, it removes many of the hindrances of water on Light Aether, and allows a third hover jump while underwater, causing Samus to become buoyant and gain a great deal of height.
The Power Grip is an item in Metroid: Zero Mission which allows Samus to grab onto ledges and pull herself up with a single hand. This allows access to areas that cannot be reached by jumping alone. When Samus loses her suit near the end of Zero Mission, she is still able to pull herself up ledges, using both hands. Samus is still able to fire her weapon while hanging from a ledge, with or without her suit.
In Metroid Fusion, Samus has the Power Grip ability innately from the beginning. In this game, she is able to fire weapons from ladders, but not ledges; however, she can charge a shot and shoot it over a ledge, damaging any enemies on the platform she is hanging on.
Samus's location is tracked by a Thermal Positioner which relays an image of Samus and her surroundings, keeping a map-like record of places she has either been to, or has downloaded information on from another mapping computer. This imaging tool also identifies objects and entities with unique power signatures. The primary mapping function of the Thermal Positioner was first seen in Super Metroid, though a proper name for it would not be given until its Logbook entry in Metroid Prime: Hunters.
In Metroid II: The Return of Samus, there is no mapping function in the game. However, sensors do relay how many Metroid lifeforms are remaining on SR-388, which falls under the functionality of the Thermal Positioner by its description in Hunters and similar performance in the other Prime games.
The Crystal Flash is a secret technique found only in Super Metroid. When her total energy (including reserve tanks) is less than 50, Samus can expend 10 each of Missiles, Super Missiles, and Power Bombs while detonating an 11th Power Bomb to enter the Crystal Flash. Samus floats armorless in a fetal pose within an indestructible sphere of energy for a short period of time while the energy of the expended weapons refills all of her Energy and Reserve Tanks. Samus's armor then instantly reappears around her as the Crystal Flash shield vanishes.
The Logbook is a record of Bioforms, Objects, Lore, and Equipment scanned by Samus in the Prime series of games. Special features are often unlocked outside of gameplay by higher percentages of completion in the game's Logbook. In Metroid Prime and Metroid Prime 2: Echoes, Samus may access the Logbook with her Power Suit at any time, however in Metroid Prime: Hunters, Samus may only access the Logbook while within her Gunship.
Massive Damage/Double Damage
Massive Damage is first seen in the Metroid Prime 2: Echoes multi-player game. While under the effects of this power-up, Samus has a red aura, and the damage inflicted by all weapons is doubled. In Metroid Prime: Hunters, it is renamed the Double Damage, and the color of the aura is changed to purple. It should be noted that in Metroid Prime 2: Echoes, if a player both collects a Massive Damage item and receives a Massive Damage from a random upgrade, she will still only do 200% damage.
Invisibility is first seen in the Metroid Prime 2: Echoes multi-player game. While under the effects of this power up, Samus appears translucent on the screen of the player that possesses it, and all but completely invisible on the screens of all opponents. Opponents can only see a cloaked player by equipping their Dark Visor. The Invisibility item is renamed the Cloak in Metroid Prime Hunters. However, instead of being completely invisible, the person with the Cloak is translucent (like in Echoes). This is for two reasons: The first being that you can't switch visors in Hunters multiplayer, and the second being that there is no visor in Hunters that lets you see the invisible, such as the Dark Visor or the X-Ray Visor.
Invulnerability is only seen in the Metroid Prime 2: Echoes multi-player game. While under the effects of this power up, Samus appears completely silver, and suffers no damage from any form of attack, with the exception of the Hacker Mode. Hacking an invulnerable player is the only way to damage them.
Non-Power Suit Items
Vigilance Class Turret
The Vigilance Class Turret is used in Metroid Prime 2: Echoes. Samus can enter these heavy weapons ports of Space Pirate design and operate the stationary spherical heavy cannons. The Vigilance Class Turrets can damage many things that are unaffected by any other weapon, sometimes even demolishing whole cliff faces that are blocking a hidden item. The player should be careful while using the turret though, as firing too close to itself can damage the turret heavily, which is dangerous because a Game Over will occur if the turret is destroyed while Samus is piloting it. These turrets are also seen in multiplayer mode.
Samus must acquire the twelve parts of this supposedly very powerful Chozo item during the course of Metroid Prime. The Chozo originally used the artifacts to imprison the Metroid Prime within the Impact Crater, and Samus must use the power again to enter the Crater in pursuit of it. The Logbook in Metroid Prime treats the Artifact pieces as Power Suit upgrades.
Dark Temple Keys
The Dark Temple Keys of Ing manufacture operate the seals on the temples mirrored on Dark Aether. Samus must eventually collect 18 different keys, with each temple requiring a different number of specific keys to access it. The Logbook in Metroid Prime 2: Echoes treats the Dark Temple Keys as Power Suit upgrades, dividing their sections in the Logs between the temples they belong to.