In Super Metroid, the Missile is a consumable ammunition-based weapon used by Samus Aran to open red doors and damage armored enemies. It also appears as a primary sub-weapon or selectable armament in shoot-'em-ups like Andro Dunos and Nemesis, as well as tactical military action games such as Desert Strike: Return to the Gulf and Choplifter II.
Within the
Andro Dunos franchise and its associated titles, the missile evolved from a basic projectile into a highly versatile tactical asset. Early iterations, such as in the 1990 homebrew release
Super Metroid Darkholme Hospital, established the item's role in environmental navigation and combat. By 1991,
Nemesis and
Choplifter II integrated the weapon into scrolling shooter and rescue mechanics, requiring players to manage limited payloads against fortified aerial and ground targets.
The item's utility expanded significantly in 1992's
Desert Strike Return to the Gulf, where missiles served as high-damage, low-capacity ordnance crucial for destroying heavy armor and radar installations. In the 1994 demo
Brunswick and the landmark release
Super Metroid, the missile became central to progression, acting as both a key to sealed areas and a combat staple. This mechanical diversity continued through the mid-1990s;
Andro Dunos utilized it for rapid-fire forward assaults, while
G. Darius and
Tunnel B1 adapted the projectile for 3D environments. Even non-traditional titles like
Devil Dice incorporated the missile concept into puzzle-based destruction, cementing its legacy as a foundational tool of utility across the franchise's diverse library.