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Meta Ridley Super Missile

The Super Missile being fired in Metroid Prime.

Charge Combos (チャージコンボ Chāji Konbo?)), also known as Beam Combos, are special weapons featured in the first two games of the Metroid Prime Trilogy, Metroid Prime and Metroid Prime 2: Echoes. A Charge Combo is used by fully charging a beam weapon, and then combining it with a secondary weapon. This will "combine" its energy with the energy from the beam, and fire the Charge Combo.

The Special Charge Beam Attacks in Super Metroid were similar, acting as a precursor. Charge Combos are absent from Metroid Prime 3: Corruption due to the addition of Hypermode and a beam stacking system, and from Metroid Prime Hunters because of the game's different control scheme.

Metroid Prime and Metroid Prime 2: Echoes feature four beam weapons and consequently four Charge Combos each. They are items like any other, which must be acquired before they can be used. With the exception of the Super Missile, all Charge Combos are entirely optional items, serving only to aid Samus in combat.

There are two types of Charge Combos as named in the Prime Inventory: Single Shot Charge Combos and Sustained Fire Charge Combos. Single Shot Charge Combos fire one blast at a time and deplete 5 missiles (as well as 30 Beam Ammo units of the respective beam in the case of the Darkburst, Sunburst, and Sonic Boom) or 10 missiles for the Ice Spreader. Sustained Fire Charge Combos fire a constant stream which can be stopped by Samus at will, by releasing the fire button or down on the D-pad, depending on the game version. Sustained Fire Charge Combos (Flamethrower and Wavebuster) require 10 missiles to activate, and deplete 5 missiles per second afterward. Echoes only features Single Shot Charge Combos.

List of Combos[]

Super Missile[]

Main article: Super Missile
Super Missile

The Super Missile being used in Metroid Prime.

The Super Missile is the Charge Combo of the Power Beam, and is a Single Shot Charge Combo. Since both Prime and Echoes include the Power Beam, both games also include the Super Missile (the only Charge Combo to appear in both games). The Super Missile is unique in being a feature of the Metroid series since Super Metroid (though it functions as a separate Missile in all games outside the Prime series). It is also, in the Prime games, the only required Charge Combo.

Metroid Prime[]

Wavebuster[]

Main article: Wavebuster
Wavebuster

The Wavebuster being used in Metroid Prime.

The Wavebuster is the Charge Combo of the Wave Beam, and is a Sustained Fire Charge Combo. The Wavebuster is found in Metroid Prime, in the Chozo Ruins area. It fires a stream of violet electricity, paralyzing enemies. It resembles the later Grapple Voltage of Corruption.

Ice Spreader[]

Main article: Ice Spreader
Ice Spreader

The Ice Spreader being used in Metroid Prime.

The Ice Spreader is the Charge Combo of the Ice Beam, and is a Single Shot Charge Combo. Found in the Magmoor Caverns area of Metroid Prime, the Ice Spreader shoots a projectile that will coat whatever it touches in a thick layer of ice. It can be used to freeze multiple or certain large-scale targets.

Flamethrower[]

Main article: Flamethrower
Flamethrower

The Flamethrower being used in Metroid Prime.

The Flamethrower is the Charge Combo of the Plasma Beam, and is a Sustained Fire Charge Combo. It is found in the first level of the Phazon Mines in the original Metroid Prime, and when fired will release a very short-ranged stream of fire, dealing immense damage to all it touches. The Flamethrower is useful against large groups of nearby enemies, as it can be swept quickly over them, burning them to ashes.

Metroid Prime 2: Echoes[]

Darkburst[]

Main article: Darkburst
Darkburst

The Darkburst being used in Metroid Prime.

The Darkburst is the Charge Combo of the Dark Beam. This item is found in the Agon Wastes. It is a Single Shot Charge Combo, as are all the Charge Combos in Echoes. The Darkburst is a fairly slow-moving projectile, but on impact will create a black hole, sucking in all nearby enemies to a "dark dimension" unrelated to Dark Aether. The Darkburst needs 5 missiles and 30 Dark Beam ammo in order to be fired.

Sunburst[]

Main article: Sunburst
Sunburst on an Ingsmasher

A Sunburst is used on an Ingsmasher.

Again found only in Echoes, and again a Single Shot Charge Combo the Sunburst is the Charge Combo of the Light Beam. This item is found in the Temple Grounds. Like its counterpart the Darkburst, this weapon fires a large, slow moving projectile: a sphere of intensely bright, rainbow-tinted light. It will deal immense damage to creatures from Dark Aether. The Sunburst requires 5 missiles and 30 Light Beam ammo to fire. If the cluster is close to a target it will fire rays of intense heat to an opponent that is within in reach.

Sonic Boom[]

Main article: Sonic Boom
Sonic boom

Sonic Boom as it is released from the Arm Cannon.

The Sonic Boom is the Single Shot Charge Combo of the Annihilator Beam. It is acquired in the Dark Agon Wastes. This weapon, unlike the Darkburst and Sunburst, fires an extremely fast projectile, instantly appearing next to the target. The Sonic Boom tears a rift in space, severely damaging any nearby enemies. This Charge Combo puts the heaviest drain on Samus' resources, consuming 5 missiles, 30 Light Beam ammo, and 30 Dark Beam ammo in one blast.

Official Data[]

Metroid Prime Inventory Data[]

Beam Combos

Metroid Prime

Inventory entry

The Charge Combos allow you to fire the Missile Launcher and Arm Cannon together. The combined attacks are stronger than normal blasts.
The Arm Cannon must be charged to use a Charge Combo.
When your Arm Cannon is charged, press GC Y button/Wii D-pad down to fire the Charge Combo.

Samus's Notes

The Single Shot Charge Combos fire one blast at a time. Each shot uses a number of Missiles.
Sustained Fire Charge Combos will fire as long as you have Missiles. Hold A down after you fire. It takes ten Missiles to trigger these Charge Combos, then five Missiles per second afterward.
Page down for information on the individual Charge Combos.
This data will download to the Log Book after each Charge Combo is acquired.

Super Missile

Metroid Prime

Inventory entry

The Super Missile is the Power Charge Combo.

Samus's Notes

Super Missile is a Single Shot Charge Combo. Each shot costs 5 Missiles.
Super Missiles can destroy objects made of Cordite.

Ice Spreader

Metroid Prime

Inventory entry

The Ice Spreader is the Ice Charge Combo. It can freeze targets in a wide area.

Samus's Notes

Ice Spreader is a Single Shot Charge Combo. Each shot costs 10 Missiles.
Ice Spreader is limited against aerial targets.

Wavebuster

Metroid Prime

Inventory entry

The Wavebuster is the Wave Charge Combo. This potent blast auto-seeks targets in the area.

Samus's Notes

The Wavebuster is a Sustained Fire Charge Combo. It costs 10 Missiles to activate, then 5 Missiles per second afterward.
The Wavebuster will seek enemies without a lock-on.

Flamethrower

Metroid Prime

Inventory entry

The Flamethrower is the Plasma Charge Combo. You can sweep its stream of flame across multiple targets.

Samus's Notes

Flamethrower is a Sustained Fire Charge Combo. It costs 10 Missiles to activate, then 5 Missiles per second afterward.
The Flamethrower is most effective against multiple targets in an area.

Metroid Prime 2: Echoes Inventory Data[]

In Echoes, each Charge Combo now has a separate entry in the Inventory.

Charge Combo

Metroid Prime 2: Echoes

Inventory entry

The Charge Combos allow you to fire the Missile Launcher and Arm Cannon together.
The combined attacks are stronger than normal blasts.
The Arm Cannon must be charged to use a Charge Combo.
When your Arm Cannon is charged, press GC Y button/Wii D-pad down to fire the Charge Combo.

Samus's Notes

Charge Combos fire one blast at a time. Each shot uses a number of Missiles.
Some Beams use Ammo. When you use their Charge Combo, you will lose both Ammo and Missiles.

Metroid Prime flash Tip/Trick[]

T1 (Missile Combos)
"Every beam weapon can be combined with Missiles to perform a super combo, once Samus has found each beam weapon's combo power-up. (For instance, the Power Beam combo is Super Missile.)"

Metroid Prime manual[]

MISSILES & MISSILE COMBOS
"Every beam weapon can be combined with Missiles to perform a super combo once Samus has found that beam weapon’s combo power-up. To use a combo, charge up your beam weapon all the way by pressing and holding the A Button. Then, without releasing the A Button, press the Y Button. Bear in mind that combos drain your Missile reserves. Some obstructions can be destroyed only by specific combo attacks."

Metroid Prime and Metroid Fusion: Prima's Official Strategy Guide[]

Missile Combos
"Beam weapons can be upgraded by finding combos. There are four combos hidden within the game for the four main beam weapons:
*Power Beam
*Wave Beam
*Ice Beam
*Plasma Beam
Missile combos combine a powerful blast from the beam weapons with a shot from the Missile Launcher. First you must charge the weapon by holding [A], then press [Y] to launch the attack. It costs five missiles to use a combo attack. Some combos are a single shot and others are sustained. With sustained-fire combos, the weapon will continue to fire until you release [A]. With sustained fire, it costs 10 missiles to engage the attack and five missiles for every second the attack is sustained."

Metroid Prime Official Strategy Guide[]

CHARGE COMBOS
"Charge Combos allow you to fire the Missile Launcher and Arm Cannon together. The combined attacks are considerably stronger than normal blasts. The Arm Cannon must be charged to use a Charge Combo. When your Arm Cannon is charged, press the Y key to fire the Charge Combo. The Single Shot Charge Combos fire one blast at a time. Each shot uses a number of Missiles. Sustained Fire Charge Combos (hold the A Button after firing) fire as long as you have Missiles. It takes Missiles to trigger these Charge Combos, then a number of Missiles per second afterward."

Metroid Prime Trilogy manual[]

Metroid Prime[]

Charge Combo
"As the game progresses and you obtain the Charge Combo for each beam, you will be able to combine missiles with the beams you are using to launch a very powerful attack. Charge the beam fully by pressing and holding the A Button, then press down on the +Control Pad while keeping hold of the A Button. The performance of the Charge Combo and the number of missiles it consumes will vary according to the beam you are using."
"Charge Combo Name - Super Missile; Corresponding Beam - Power Beam; Missiles Consumed - 5 missiles
Charge Combo Name - Ice Spreader; Corresponding Beam - Ice Beam; Missiles Consumed - 10 missiles
Charge Combo Name - Wavebuster; Corresponding Beam - Wave Beam; Missiles Consumed - 10 at launch + more consumed while holding down the A Button or down on the +Control Pad
Charge Combo Name - Flamethrower; Corresponding Beam - Plasma Beam; Missiles Consumed - 10 at launch + more consumed while holding down the A Button or down on the +Control Pad"

Metroid Prime 2: Echoes[]

Charge Combo
"As the game progresses and you obtain the Charge Combo for each beam, you will be able to combine missiles with the beams you are using to launch a very powerful attack. Charge the beam fully by pressing and holding the A Button, then press down on the +Control Pad while keeping hold of the A Button. The performance of the Charge Combo and the number of missiles or beam ammunition it consumes will vary according to the beam you are using."
"Charge Combo Name - Super Missile; Corresponding Beam - Power Beam; Missiles/Ammo Consumed - 5 missiles
Charge Combo Name - Darkburst; Corresponding Beam - Dark Beam; Missiles/Ammo Consumed - 5 missiles, 30 rounds of Dark Beam Ammunition
Charge Combo Name - Sunburst; Corresponding Beam - Light Beam; Missiles/Ammo Consumed - 5 missiles, 30 rounds of Light Beam Ammunition
Charge Combo Name - Sonic Boom; Corresponding Beam - Annihilator Beam; Missiles/Ammo Consumed - 5 missiles, 30 rounds of Dark Beam Ammunition, 30 rounds of Light Beam Ammunition"

Bomb Combos[]

Unused text in the code of Echoes alludes to the existence of Charge Combos involving Power Bombs at one point in the game's development. Despite being scrapped, normally-unseen beam icons along with an ammo counter can still be found within gameplay from both the Metroid Prime 2: Echoes Bonus Disc and final game, which may be related. This small display is located in-game while in Morph Ball mode, far off-screen to the right underneath the Map display (which is also off-screen).[1] The symbols used for the beams are updated versions of their original prerelease images, as the three Echoes beams appear different than the icons used for Samus's standard beam functions seen in standard form (the Dark Beam has spacing in between its tendril swirls, the Light Beam resembles its item form albeit upside-down, and the Annihilator Beam is an entirely different icon displaying two orbs in locations pertaining to the former two beams' respective slots). In the Bonus Disc, it was made possible to switch beams in Morph Ball mode despite the HUD for the Morph Ball also going unused and being off-screen at the time, further implying its relation to the scrapped combos. In the final game, these icons will only change to the appropriate beam being currently selected in bipedal form, though only the default Power Bombs will be used.

According to in-game data, Samus would have been able to select any of the three Echoes beams in Morph Ball mode and then lay a Dark, Light, or Annihilator Bomb depending on whichever Beam was selected. Selecting the Power Beam icon might have led to using the default Power Bombs. Each Bomb would have its own effect, and none of the three Echoes exclusive Power Bombs would replace normal Power Bombs as a means of destroying Denzium obstructions. The Dark Bomb appeared to be similar to the Death Ball (which is in the final game, albeit only in the multiplayer mode outside of hacking), the Light Bomb would have been a proximity explosion that could burn enemies alive, and the Annihilator Bomb would apparently suck in all nearby enemies. [2]

Dark Bomb

Metroid Prime 2: Echoes

Inventory entry

The Dark Bomb combines the power of the Dark Beam with that of the Power Bomb.
When in Morph Ball Mode, GC C-stick right to select the Dark Beam, then press GC Y button to drop a Dark Bomb.

Samus's Notes

Dark Bombs release a field of dark matter tendrils when they detonate. These tendrils can entangle and hinder enemies.
Dark Bombs are not effective against Denzium.

Light Bomb

Metroid Prime 2: Echoes

Inventory entry

The Light Bomb combines the power of the Light Beam with that of the Power Bomb.
When in Morph Ball Mode, press GC C-stick left to select the Light Beam, then press GC Y button to drop a Light Bomb.

Samus's Notes

Light Bombs do not detonate on release. They explode when an enemy enters their detection radius, or when another Light Bomb goes off.
Light Bomb explosions are white-hot, and can set enemies on fire.
The brilliance of Light Bomb explosions can blind and stun Dark creatures.
The Light Bomb is not effective against Denzium.

Annihilator Bomb

Metroid Prime 2: Echoes

Inventory entry

The Annihilator Bomb is a potent explosive, combining the Power Bomb with the energies of the Light and Dark Beams.
When in Morph Ball Mode, press GC C-stick down; to select the Annihilator Beam, then press GC Y button to drop an Annihilator Bomb.

Samus's Notes

When an Annihilator Bomb detonates, it emits a cloud of Light and Dark energy particles. These deadly particles will seek all enemies within a radius.
The Annihilator Bomb is not effective against Denzium.

Trivia[]

  • In Prime, unused data exists for a Phazon Beam Charge Combo, including a charge beam sound effect.[3] How this would have worked remains unclear as the Phazon Beam fires sustained shots rather than charging. It appears to have been scrapped early on in development.[4]
  • In the GameCube version of Prime, a glitch can occur with Samus's left hand when using a sustained Charge Combo. If one holds the R button while charging for either the Flamethrower or Wavebuster then releases R immediately upon activating the combo (by pressing the Y button), Samus can fire the beam without her left hand on her Arm Cannon. Whilst sustaining fire, Samus's left hand can return to the Arm Cannon by pressing R once more. However, if the player repeatedly presses R afterwards, Samus's left hand will repeatedly move back and forth between leaving and returning onto her Arm Cannon each time R is held and released during sustained fire. The glitch ends once firing stops, but can be repeated indefinitely.
  • In the demo version of Metroid Prime. all Charge Combos when being activated, display two beams of the corresponding active Beam color being channeled from the nozzle into the main body of the Arm Cannon before firing.

Gallery[]

References[]




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