The Super Missile is one of the weapons that Samus commonly utilises throughout the series.
They are coloured green and make their first appearance in Super Metroid.
The missile's primary purpose is to open the green hatches and destroy Super Missile blocks, blocks with a Super Missile imprinted on them.
In the Metroid Prime games Super Missiles can be utilized to destroy objects that are made of Cordite.
 Super Metroid
Super Metroid marks the first appearance of the super missiles and are used to open green hatches and destroy Super Missile blocks.
These are the second Missile type weapon in the game after regular missiles and are five times as powerful as regular missiles. Additionally, a single Super Missile can open a red hatch en lieu of five Missiles.
 Metroid: Fusion
Unlike in Super Metroid, these Super Missiles will do triple the damage of a regular Missile. They are downloaded via the Security Room in Sector 3 (PYR).
 Metroid: Zero Mission
Super Missiles aren't usually picked up until about halfway through the game, after defeating Imago in Ridley's Hideout. There is a sequence-break to get Super Missiles prior to this in Brinstar that involves a two-part Shinespark chain and using Jump Ball, which comes with Hi-Jump in this game.
The aforementioned Shinespark chain starts in the room that leads to Norfair. With the door on the left open, store the Shinespark from the Speed Booster, but drop into Morph Ball and activate heading to the left. In the second room that this flies through, press Down to stop the Shinespark on the room's left side, then roll onto the platform below that room's exit, then Shinespark to the left a second time. If done correctly you'll reach the Super Missile expansion.
Super Missile expansions will add 2 rounds on Easy and Normal, but only one on Hard.
 Metroid Prime
While exploring the Space Pirate's lab at Phendrana Drifts, Samus comes across a room with a large holo-projector. By activating this projector, in addition to opening the way forward Samus comes across the Super Missile upgrade--it cannot be missed.
Unlike games prior, in Metroid Prime the Super Missiles are part of a Charge Combo involving the Power Beam. To activate, hold A to Charge, then press Y to fire. The attack uses 5 Missiles and does considerable damage to bosses, and in addition is a great way to deal with Metroids prior to getting the Ice Beam.
As mentioned before, Super Missiles can destroy objects composed of Cordite.
 Metroid Prime 2: Echoes
Super Missiles are found within Torvus Bog at Torvus Temple. To obtain them, Samus must fend off an attack from three waves of Space Pirates.
In addition to destroying objects made of Cordite, Super Missiles are also used to break open green doors.
 Metroid Prime 3: Corruption
Unlike the previous two games in the Metroid Prime Trilogy, Charge Combos do not exist as a result of the beams and Missiles stacking like in modern 2-D Metroid titles. The Super Missile was also replaced with the Phazon-powered Hyper Missile.
 Metroid: Other M
In this game, Super Missiles are charged up by pointing the Wii-Mote at the TV to enter first-person mode, then holding A to charge. Release to fire a Super Missile.
Adam Malkovich won't authorize their usage until Samus needs to blast the magma eruption port within the Geothermal Power Plant due to Anthony Higgs and Samus coming under fire from something that's flying in the dark. This releases the lava flow, shedding some light on what is attacking.
Of all the games that it appears in, this is the only game so far in which the Super Missile causes recoil.
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