Samus Aran: The Arsenal

Got Metroid fanart, fanfiction, music, or any other creative endeavor you want to share? This is the place!
Gray Knight

Egg
 
Posts: 11
Joined: 06.01.14 12:42pm

Re: Samus Aran: The Arsenal

Postby Gray Knight » 06.07.14 2:42pm

Can we do alternate explanations for powers that have been explained? Since the thread is kind of dead I'll try anyways.

Morph ball: Much like how Samus's external armor systems can be called away and back th e morph ball is a second layer of armor that was made to allow rapid transport in tight situations. Samus sommersalts into a spherical manner and calls the extra amor layer (two opposite hemispheres). Using a light internal magnetic field Samus hovers in between the spheres and with gyroscopic stabalizers always remains upright during the ball's rolling. The the line between teh spheres allow for a camera system and a comples lined thrust sytem (initially weak this thrust system may be increased in efficieny and power with the boost ball system) to be used to continue giving it momentum. This technology was originally used by the Chozo to help save space no their early starships but was adapted to other purposes after it's original use became long obsolete due to their technological advancements.

This next one may not count to some of you guys but I thought it would be fun to try to explain some of the more impossible speedruns that basically require foreknowledge to work out.

Chozo Distant Sight: Samus has inherited a limited version of this chozo ability. Some versions of her (the save files of those crazy speedruns) enter a meditative state before they emerge from the ship and uses a limited version of this sight to catch glimpses of the areas she shall maneaveur. The plans out a perfect strategem to complete the mission and the emerges from this meditation and proceeds to "speed run" as she likes to call it through the enemy bases.

LordDirk

User avatar

Gamma Metroid
 
Posts: 314
Joined: 09.03.13 5:38pm

Re: Samus Aran: The Arsenal

Postby LordDirk » 06.09.14 2:12pm

Has anyone listed the Charge Combos from Super Metroid yet?

If I remember correctly it was activated if you had power bombs in the active slot, and charged your beam for more than 2 seconds. The ice beam in particular I remember happening upon, it used up 1 power bomb and set a force field of rotating ice beams around Samus.

There were versions for wave, plasma and spazer beams as well, though what they did exactly fails me. Does anyone else remember these?

Gray Knight

Egg
 
Posts: 11
Joined: 06.01.14 12:42pm


RedDingo777

User avatar

Mochtroid
 
Posts: 4
Joined: 03.08.17 2:20pm

Re: Samus Aran: The Arsenal

Postby RedDingo777 » 03.08.17 6:46pm

Registered just to post this in a thread that's... three years old...er

Speed Boost Utilizing the principals of the charge beam and the space jump, the speed boost module generates a negative mass field similar to that of an Alcubierre Drive. However while the latter completely nullifies the mass of the ship to achieve superluminal speed, the speed booster asymptotically approaches the mass of the power suit and the user, never surpassing the relativistic barrier. The entire process is catalyzed and powered purely via sustained momentum in a single direction. The speed booster converts the energy normally lost to friction into power, allowing the field to sustain itself so long as the user remains in motion. The result is that power suit accelerates until the metakinetic energy output and input reaches an equilibrium. In effect an engaged speed boost turns the user into a human shaped bullet in perpetual motion that tears through most obstacles. The effect only ceases when the user chooses to stop or encounters a solid body of mass exceeding the strength of the field.

While the speed booster is a formidable device of Chozo power suits, it comes with several drawbacks. For one, it requires a significant amount of distance and unimpeded berth in order to build up enough velocity, a rare resource on the battlefield and in enclosed spaces. For another, once engaged, in locks the user in a single direction of their speed boost, unable to turn without cancelling out the field. The final drawback is that, like most other modules, the speed booster cannot be engaged while submerged without a gravity suit module. However, a certain individual renowned for using Chozo technology has found a way around the first two drawbacks.

Shinespark Said to have been developed by Samus Aran from studying the movements of the Dachora on Zebes. By partially engaging the morph-ball function while in the midst of speed boost, she is able to temporarily store metakinetic energy within her suit to release as form of propulsion at a later time. This technique not only allowed her to re-engage her boost in close quarters but also to redirect it to an upward or opposite trajectory. This unorthodox use of the the speed booster was dubbed the Shinespark by her Chozo caretakers because of the glow her suit takes on under this energized state.

Due to the amount of power required to sustain the negative mass field, a shinespark can only be held for a time limit of 2-5 seconds before the stored kinetic energy dissipates. Samus also cannot willingly stop a reengaged boost unless in contact with solid surface.


Return to “%s” Fan Creations

Who is online

Users browsing this forum: Google [Bot] and 4 guests

cron