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Wikitroid
Noncanon
"What's the matter? All I said was that Komaytos look like little Metr-"

Non-canon warning: This article or section contains information that may not be considered an official part of the Metroid series in the overall storyline by Nintendo.

A Reflec is an unused creature in Super Metroid. Little is known about this enemy, compared to the other unused creatures, except that it can reflect Samus' shots and tend to be stationary, never moving at all. They do not inflict contact damage however. Reflecs' attacks can hit each other as well, and the damage can be stacked to the point where the reflected shot will actually heal Samus. The cumulative energy can also be passed onto a Bang and vice versa, resulting in higher values. Curiously, Samus cannot receive damage from a Reflec's reflected shots while wearing the default Power Suit, likely due to coding. This enemy is fully programmed, and can be set to appear in eight different orientations, one for each cardinal and intermediate compass direction. They were likely originally created to be used as a sort of object for puzzle solving scenarios.[1] Reflecs can actually reflect weapons from anywhere it is hit, including its backside/core. Only when firing directly at its plate will it cause the projectile weapon to reflect in a certain/set direction. Because of its ability to reflect many attacks overall, Reflecs appear to be indestructible.

In the game, it is loaded in RAM into two areas: the vertical chasm in Ridley's Hideout containing the three Red Kihunters, and the small room opened after defeating Kraid containing an E-Tank. The Reflec somewhat resembles the Autom. In some ways they may also resemble the Mirror Arrays seen within Metroid Prime.

Non-canon warning: Non-canonical information ends here.

Trivia[]

  • Reflec behaves quite odd when hit with Super Missiles, especially if aimed directly at a Reflec's core. It is likely due to this somewhat unusual programming that this creature was scrapped.
    • Hitting a Reflec with a Super Missile causes the screen to shake with the explosion sound effect despite not impacting on said Reflec's surface.
    • Sometimes firing too many Super Missiles and too quickly causes them to disappear instantly.
    • When two Reflecs are added in a position that allows a Super Missile to be reflected more than once, the game will tend to incorrectly reflect it in undescribable ways. Firing too many and too quickly could result in glitched reflected angles for said Super Missiles in question. Under these manners, it is possible for the game to lock-up with a black screen, but will still show the item HUD and controls softlocked.
  • If there are two Reflec present facing each other horizontally (does not require the plates to be facing each other), Samus can fire a Beam at one which cause it to be indefinitely reflected back and forth between both Reflecs until it hits Samus. When a beam is being reflected in this manner, one can pause and switch beams, which will cause the current reflected beam to change palette if the reflected beam is turned off, resulting in a variety of odd or unique visuals.[2]
    • Two Reflecs reflecting a beam or Missile in this manner is similar to what some Door physics are capable of in Metroid Prime.
    • Using the Grapple Beam when a reflected beam shot is present may also affect the coloration of said beam shot. An example being if a Spazer Beam shot is present. Using the Grapple Beam will cause the yellow beam shot to flash blue, a palette matching the Grapple Beam.
    • If a Spazer Beam shot is being continuously reflected and Samus turns on only the Plasma Beam as the active beam, the beams will appear as three green wavy beams in a similar fashion as the Plasma Beam seen in Metroid Fusion (minus the waviness).

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