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SSD Upgrades
Samus' Suit Design  Ball Mode Auto Drones Arm Canon Wing Mode Controls SSD Upgrades Samus Concept Samus Flirting Ice Suit Gif
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Suit Parts

Ability

Upgrades

Right Bracelet

 

 

 

 

Right Bracelet

 

 

 

 

Right Bracelet

 

 

 

 

Right Bracelet

 

 

 

 

Right Bracelet

 

 

 

 

Right Bracelet

 

 

Morphs into a simple energy blast weapon able to stun and eventually kill smaller creatures as well as provide armor for the arm it covers. Claw Three retractable claws give Samus the ability to grab on to creatures or branches and other things to help her climb.
Spike  Like a shotgun blast, many small spikes are shot out in the general direction aimed at to damage or paralyze creatures protected against energy shots. The spikes may also be shot into certain kinds of wall surfaces to allow Samus to climb them. (with the Focus upgrade it becomes a single sniper spike)
Charge Charges any type of shot making it stronger, more accurate and go further.
Bomb shot shoots an energy bomb that goes off in about 4 seconds (like a grenade launcher)
Missile Projectile that explodes on impact doing much more damage than energy shots
Timed Bounce Bomb  energy bomb that bounces and goes off in about 6 seconds (like a bouncy grenade launcher)
Digger The spikes and claws on the end of the arm canon form a drill enabling Samus to drill through sand and other materials not brittle enough to be broken by bombs but still weak enough to be drilled through.
Proxy Bounce Bomb  A bouncing Bomb that blows up when it comes within the immediate vicinity of a anything moving or giving off a heat signature. 
Immobilizer Missile On impact, this missile releases a sleeping gas that will cause any creature (not immune to it) to sleep
Disk Instead of shooting an energy ball, Samus can shoot an Energy disk that returns like a boomerang and also cuts through enemies instead of blasting them.
Digger Missile This missile will drill through certain enemies or materials and not explode until it hits something of substantial density.
Energy Beam This Continuous energy beam has less power than the energy shot or disk but can hit enemies even if they are behind other enemies 
Trap Missile On impact with a creature or capture-able object this missile will trap, protect and immobilize its target until Samus scans or captures it. On impact with non-capture-able objects the missile will become a trap until something comes close enough to trap it. The traps can stay set for the whole game until Samus scans them, but their # is limited.
Charge Blast Satellites  Samus gains a special magnetic field that causes her charged blasts to rotate around her as protective satellites until they hit something vulnerable to them. Up to 10 can be used at the same time.
Timed Sticky Bomb This bomb will stick to walls, ceilings, creatures, etc... and detonate within 4 seconds
Spazer Splits energy shots  into three parts that cover more ground but do a third of the damage of a full shot.
Wave This fluctuating energy shot has the ability to pass through many materials as well as go around others to find its target
Remote Missile This ability allows Samus to remotely control any of her missiles. They move much slower when remotely controlled and have a lower impact power.
Zip-Liner This shoots out a grappling hook with a wire so Samus can zip up to high places or swing across chasms. it is 3 times as long as the grapple beam and grabs onto wood or wraps around anything jutting out enough.
Ice This Energy blast freezes its target causing some weaker things to be brittle enough to shatter with a minor hit.
Proxy Sticky Bomb This Bomb sticks on almost any surface or creature and when another creature comes within its proximity it detonates damaging or destroying both parties.
Wave Beam This continuous, fluctuating energy beam has the ability to pass through many materials as well as go around others to find its target
Super Missile Used with the charge, this missile has 5 times the power of a regular missile
Torpedo  This missile upgrade gives all Samus' missiles the ability to shoot through water or other liquids just as in air. (instead of going slow and having limited maneuvering capabilities)
2nd Zip-Line  This second Zip-Line shoots out opposite the other line allowing Samus to cross larger distances even across horizontally instead of swinging.
Electric Pulse Missile This Super missile disables any electrical systems that are operating within a large radius. It also shocks any live targets, giving massive amounts of pain and damage if not instant death. It takes five missiles.
Ice Beam Of course it's a continuous freezing beam but it now can also freeze the surface of water or cool down Lava to be able to walk on it (but not for long)
Multi-Missile This Super missile splits into 5 regular missiles that target separate enemies if there are 5 or more or team up on 4 or less enemies.
Plasma This high energy shot disintegrates almost anything on contact and is very useful against the much stronger enemies. 
Ice Missile This missile freezes and shatters enemies on contact. The freeze even spreads along surfaces to other enemies. Only a few types of strong foes can withstand one hit with this type of super missile
Plasma Beam This continuous beam of plasma is quite useful for melting large areas of Ice to reach what may be frozen within.
Ankle Bracelets Provide armor for the legs from the knee down, enhance climbing and jumping abilities and quite satisfying as melee weapons with their sharp spikes. Flip Jump When Samus jumps while running she will do several flips in the air damaging weaker enemies with her helmet and boot spikes. this also allows her to reach slightly higher platforms.
Fast Run This ability lets Samus sprint in her super-light-metal-yet-still-heavy suit
Wall Jump This adds small spikes to the bottom of Samus' boots allowing her to jump back and forth between two parallel walls up to otherwise unreachable areas. 
High Jump Makes each of Samus' jumps twice  as high.
Super Run Super fast running destroying almost anything in the way but requires a clear path limits maneuverability.
Super Jump Samus can go in any direction at super speed
Super Speed bullet time mode where everything else seems to go slow while Samus seems to go normal speed.
Aqua Fins Allow Samus to swim under water instead of walking on the ground underwater.
Left Bracelet Enhances climbing ability even more with sharp claws, shields the whole arm from attacks, and is also useful as an attack weapon for enemies immune to energy attacks. Spine Extend Makes Samus' Spines on her arm to grow and cause more damage.
Energy Blade Small blade of energy that Samus can use as a melee weapon.
Energy Sword Longer sword of energy that is quite powerful against any enemy but still requires close combat.
Energy Whip Flexible whip made of energy that can be used to wrap up enemies or wrap around other things to swing from one place to another.
Grapple-Beam Longer weaker energy beam that attaches to magnetic objects or creatures allowing Samus to swing from one thing to another. It can also be shortened to swing higher or pull in enemies
EW Power-up Makes the whip longer and able to cut through enemies and some objects instead of just wrapping around them
GB Power-up Makes the Grapple-Beam stronger and longer able to stay on when Samus bumps into something and even destroy small enemies if they cross the beam. Stronger enemies can still cross the beam and cause it to disengage.
Belt Covers the mid section and upper legs for protection while still allowing flexibility. It is also the source of much of the energy needed for the complete suit. Power Suit Acquired when all nine Suit Parts are found
Energy Shield Some extra protection for Samus against stronger enemies. Original suit color scheme is jungle green with yellow-orange glowing lights. The original suit is best fit for non-extreme environments.
Shoulder Spheres  Has to be gotten before morph ball, protects Samus from high or low temperatures, Holds more creatures and objects.
Anti-resistor move with no restriction in liquid, strong wind, snow, etc.
Earth color scheme orange-brown and black with yellow glowing lights Best fit for sandy/rocky areas but can also withstand extreme heat or cold and not advantageous in water or space.
Aqua dark blue and purple with light blue glowing lights Best fit for under water but also useful in ice and jungle (damp areas) not advantageous in Extreme heat, dryness or absence of atmosphere.
Fire yellow-orange and black as well as some brown with red glowing lights Most advantageous in Extreme heat but also useful in Rocky/sandy areas, jungle... Not in Space, Extreme Cold, or water. 
Ice white and light blue with black lights Best in extreme cold but also useful in water, jungle, desert and Space.
Space black with red and green glowing lights Very advantageous in space but still useful in any atmosphere.
Flip Attack (After the Space Jump) It uses electricity with the Aqua suit, Ice suit and Space suit, and flame with the Fire, Earth, and Jungle Suit to make her invincible while Space Jumping.
Necklace Provides armor for the upper body below the head including the shoulders. Also able to keep Samus cool in hotter areas and warm in colder areas. Double Jump Short boost that enables a second jump while in the air (also doubles as a faster and further dodging move)
Hover Short horizontal hover for longer distances over hazards.
Water-Jets Allow for Speedy swimming underwater but useless anywhere else
Triple Jump Another short boost enabling another jump in the air after the second.
Space Jump A spinning multi-jump requiring space to maneuver and skill to complete 
Flight Boosters Boosters that run on a limited amount of energy that only regenerates while on the ground or by collecting Boost energy from flying enemies.
Head Band Protects head and neck and may be used as a melee weapon with its spines that can extend and retract. Spike Extend Extends and strengthens the spikes on Samus' helmet for better flip attacks.
Focus Gives Samus the ability to zoom in and see clearly underwater and in other hazy atmospheres
Shade Visor Very effective "sun glasses" allowing Samus to see in extreme amounts of light
Night Vision Takes small amounts of light in a dark area for Samus to see in extremely dark places.
Thermal Visor Allows Samus to see in infrared as well as different levels of cold.
Echo Location Sends out a high pitch unheard sound which bounces off of objects back to Samus and then is transformed to visual information on the visor. It also excites some creatures that hear that level of sound causing them to attack.
Invisi-Visor This special visor allows sight through walls as well as into other dimensions.
Arm bands

 

 

 

 

Arm bands

 

 

 

 

Arm bands

 

 

 

 

Arm bands

 

 

 

 

Arm bands

 

 

 

 

Arm bands

 

 

 

 

Arm bands

 

 

 

 

Arm bands

 

 

 

 

Arm bands

Provide extra protection, energy storage, and bounty storage. Power Ball regular smooth morph ball which allows Samus to roll around through small holes (half Samus' height)
Bomb small energy bomb that pops Samus in ball mode up into the air. 10 bombs can be used in a row for the bomb jump. It also destroys certain smaller creatures and certain kinds of materials in order to open up new paths.
Charge Bomb Makes the bomb more powerful to kill stronger enemies or boost Samus slightly higher but still covers the same small radius.
boost  Gives a short boost to the ball in the direction it is currently going enabling it to speed past some enemies while destroying weaker ones and also to get extra height in half pipes.
Power Bomb This Super bomb covers a large radius and destroys stronger enemies and materials but does not give Samus a pop up into the air.
Large Ball This ball ability is Samus' full size and has all the abilities of the other ball mode but it can crush the smaller enemies just by rolling over them. It is no heavier and rolls slightly faster.
Bomb Satellites  Samus gains a special magnetic field that causes her regular ball bombs to rotate around her as protective satellites that only dissipate when they hit something vulnerable to them. Up to 10 bombs of different types can be made to circle Samus at one time but if more than five are on at the same time, all Super Bombs can not be used.
Earth Ball This ball has the ability to saw through soft earth and is better shielded against creatures in sandy/rocky areas. It also has better traction on the rocky/sandy terrain. 
Ball Spin This allows the ball to spin on it's side and when used in tandem with the energy sword or whip it becomes a formidable weapon. (Combined with Earth Ball, it can drill strait down.)
Ice Ball this ball can freeze smaller creatures when it bumps into them and when the bomb is used, a small platform of ice is formed for a short time allowing for easier, faster and even higher bomb jumping.
Quake Bomb This Super Bomb shakes and cracks the ground, immobilizing enemies on the ground and making new paths to go.
Tornado Ball upgrade to the ball spin which forms small tornados that can confuse and weaken enemies. (Used with the Aqua Ball in water creates a whirlpool effect.)
Shield (Only for the power ball) adds another layer of protection against enemies and hazards.
Spike Ball This ball has extra traction even on ice, it has the ability to climb up some steep surfaces and destroy enemies it rolls over. This and the power ball are the only ones that have a large ball mode.
Shield-Expand this is only for the power ball and can be expanded to push away enemies but the further you push, the less strong the shield gets.
Freeze Bomb This Super Bomb freezes and shatters enemies within its large radius and freezes some damp surfaces into smooth potential half pipes.
Spike Extend This extends the spikes on the spike ball for more damaging roll attacks and better climbing up steeper slopes. When the spikes are extended, the spike ball goes slower on ice than when they are short.
bomb spread Makes the bomb cover a larger radius to kill more creatures or creatures further away (less powerful the further out from the center of the bomb)
Spike Shot When in the Spike Ball Samus can shoot out spikes one at a time at enemies or down into the ground to form barriers.
Spike Bomb This super bomb sends many spikes out in all directions damaging or destroying enemies.
Aqua Ball This ball is able to glide through water or other liquids like a fish but is shaped like a ball with a cone tail and is not much use outside water.
Earth Spread For the Earth ball, this ability forms Earth under the ball to add a little more height for those bomb jumps to reach slightly higher places or form ground over hazardous material like lava or acid.
Electro Shock Like an electric eel, Samus can shock enemies within a large radius under water or enemies touching her above water (only for the aqua ball) 
Ice Spread For the Ice ball, this ability forms Ice under the ball to add a little more height for those bomb jumps to reach slightly higher places or form a platform over hazardous material like acid or contaminated water or just over water or ground to make it slippery.
Aqua Attract Forms a gravity field that pulls enemies toward her for the Electro Shock. Even enemies from above water are pulled into the death trap.
Sonic-Wave Bomb While in the Aqua Ball, Samus can set of a Sonic Explosion with this Super bomb. It breaks underwater barriers including ice, destroys creatures and causes a nice big wave pushing any other enemies away.
Earth-Spread2 This allows the Earth spread to be aimed instead of just laying Earth directly under the ball. It also lasts longer and holds together so bridges or even ramps up into the air can be made.
Electro Ball This ball shocks creatures who touch it and can hold onto magnetic rails or other magnetic platforms.
Magnet-beam This is like a grapple beam for ball mode so Samus, when in the Electro Ball can shoot the magnet beam up to a magnetic rail and pull her up to it. It can be let out to swing in ball mode to get past breaks in the magnetic rails.
Drone Spiders Samus' shoulder spheres morph into drones that follow her crawling like spiders. They can climb almost any surface. They also have all her Energy shots, Energy whip/swords as tails and bomb abilities but in weaker forms. They can fit in smaller holes and Samus can give them simple orders or remotely control them one at a time.
Fire Ball This ball burns any weak enemies who come close enough and is impervious to Lava, Fire and other extreme heat (not acid).
Magnet-Beam Extend This makes the Magnet Beam longer and stronger to get across larger breaks in magnetic rails or to get to magnetic rails that are further away.
Heat Ball This adds to the ability of the Fire ball so that it can melt through ice and burn stronger enemies. It also evaporates small bodies of water.
Electric Pulse Bomb The Electro ball's Super bomb can shut down any electrical systems in a large radius and also activate dormant magnetic rails. Of course it'll give any enemies a good shocking experience too.
Ice Spread 2 This allows the Ice spread to be aimed instead of just laying Ice directly under the ball. It also lasts longer and holds together so bridges, ramps up into the air or even half pipes can be made.
Drone Blades Samus' shoulder spheres can now morph into spinning blades cutting into anything in their path.
Flame Ball This sets the Fire ball on fire, producing maximum heat and burning enemies higher up and further away
Super Roll Just like the Super Run, Samus can go super fast while in or on tubes, tracks, magnetic rails or anywhere
Drone Swim This allows the Drones to be able to swim through the water instead of just walking slowly under water.
Space Ball This Ball has a magnetic field around it so that enemies that come close to it are lifted into the air and pushed away. It also has the ability to change the effect gravity has on it. It can be light enough to roll across water or so heavy that it can withstand strong winds and when it falls from an edge make a great impact on the ground which may open new passage ways. the heavy and light modes switch every ten bombs laid.
Plasma Wave Bomb The Super Bomb for the Fire ball sets off a wave of Plasma out in all directions disintegrating almost anything in its path. It also melts thicker ice and some weak metals
Rebound Ball This causes the Space ball to bounce when it runs into or falls onto something.
Drone cloak This gives the Drones the lasting but still limited ability of going invisible. The Drones can cloak Samus for a short time as well.
Spring Ball This gives the Space ball able to spring up to the height of 5 bomb jumps then the bomb jump can be used after it to gain even more height.
Drone Hover This gives the Drones the ability to hover in spider or blade mode. They can hover for as long as they want but can not gain height.
Antigravity / Gravity Bomb The Space Ball can set one of these off and change the gravity in that room. The Gravity is returned to normal after leaving the room and going through two doors. When the gravity is nullified everything not attached to something solid will float in the air. Samus has more control in the gravity ball but can still move around in other modes.
Drone Flight This gives the Drones the ability to fly for as long as they have enough energy.
Infinite Bombs This gives you the ability to use regular bombs over and over as much as you want but it takes up Suit Energy past the first ten. When you wait longer than 2 seconds the first ten reset.
Wings This gives Samus the ability to glide (not fly) from high places so that she won't get hurt when landing, the Wings can be used in Ball mode or regular mode.

Status Bars

Health Samus' actual health which needs replenishing by collecting food, medicine, and other healing agents. Samus can gain immunity pills like energy tanks that lengthen her health bar. There are fifty immunity pills which protect Samus from different diseases and environmental hazards but not completely.
Suit Energy Samus' Suit runs on energy. When it runs out it retracts back into Samus' body ornaments and she has no more protection from it until she finds more Suit Energy. Twenty Energy tanks may be collected to hold more energy and last longer in more dangerous places or against more dangerous foes.
Suit Armor After enough Suit Energy is lost, the shield is lost. When that happens the suit is still functional but not protected as much and more attacks lower the status of the Suit armor. When it is gone Samus' health is drained. If Samus is attacked in the same place too many times the armor in that one area may be useless and when hit there further, It can take away from Samus' health without her Suit Energy running out. Armor damage must be repaired in an Armor restoration machine.
Gun Energy There are 100 Gun Energy Tanks each worth 100 Energy blocks which are worth 100 energy shots or 20 Charge shots (not counting Super Missiles) This Energy refills Slowly over time and Samus starts with only one Energy Tank when she gets the right bracelet.
Melee Energy There are 10 Energy Tanks, each worth 100 Energy blocks worth 100 seconds of use of the Energy blade, sword, whip or grapple beam. The energy regenerates by its self slowly over time while they are not in use. Samus starts with only one Energy Tank when she first gets the left bracelet.
Missiles There are 300 possible Missiles to collect. That is 60 actual missile # upgrades each worth five missiles.
Super Bombs There is a maximum of 80 Super Bombs (10 for each kind)
Drone Energy Samus' Drones run on energy. When it runs out, they fall to the ground and don't move until Samus picks them up. They may be recharged right away using Samus' suit energy or they can gain energy slowly over time. Ten energy tanks can be collected for these. When they are attached to Samus She has forty energy tanks in all.
Drone Cloak Energy The Drones can be made virtually undetectable with their cloaking technology which runs on special cloaking energy. Without cloak energy, the Drones will be made visible and more susceptible to attack. The only device known to be able to detect the drones when cloaked, is the Invisi-visor. Samus can use the cloak on her drones for long periods of time but she can also use it over her whole self for only a few minutes. Two Tanks for each Drone.
Boost Energy This is the energy needed for Super Run, Super Jump, Super Roll, and Space Jump. The energy is used up quickly in everything but the Space Jump, but it regenerates quickly while not in use. There are five Energy Tanks to be collected for the Boost Energy each worth ten space jumps.
Samus' Suit Design  Ball Mode Auto Drones Arm Canon Wing Mode Controls SSD Upgrades Samus Concept Samus Flirting Ice Suit Gif