Do you think you could make backgrounds for me, then? Since I already have a music remixer. I’m using only remixes, so keep that in mind.
EDIT: I decided to list all the beams. Have fun waiting 'til you can try 'em! (The last Charge Combo is going to be the best.)
Beam Expansions
Long Beam: Increases the reach of the beams.
Charge Beam: Enables you to charge the beam, making a more powerful shot. Spin jump while fully charged to do a Charge Attack. Also when fully charged, if you Morph into a ball, you’ll perform the “Bomb Spread” attack, in which you lay five Bombs at once.
Beams
Power Beam: The basic beam with a high rate of fire. You start out with this.
Wave Beam: This beam can travel through walls with no hindrance. Weaker than the Power Beam, and has a medium rate of fire.
Ice Beam: A beam with a freezing effect. Has very slow rate of fire.
Plasma Beam: A beam that shoots fiery-hot plasma. Has medium-high rate of fire.
Annihilator Beam: Fires shots of matter-antimatter. Has high rate of fire, and best of all, NO AMMO RESTRICTIONS!!
Secondary Beams
Spazer Beam: This is the secondary function of the Power Beam. This enables you to fire three shots at a wide range.
Electro Beam: Secondary function of the Wave Beam. This has more electrical power, but cannot travel through walls.
Water Beam: This is the Ice Beam’s second function. This shoots out shots of water. Best used for dousing fires.
Splazma Beam: Based off of the glitch in Super Metroid in which you can combine the Spazer Beam and Plasma Beam, this is the secondary function of the Plasma Beam. This fires three shots of Plasma simultaneously.
Hyper Beam: The secondary function of the Anni. Beam. This high-powered multi-colored beam can destroy enemies with one hit. You can charge the beam to penetrate walls.
Charge Combos
Super Missile: This is the Power Beam’s Charge Combo. These don’t take away 5 Missiles when used, but actually use a seperate ammo counter.
Wave Buster: Wave Beam’s Charge Combo. Fires continuous stream of electrical energy. Has automatic enemy aiming.
Ice Spreader: Ice Beam’s Charge Combo. Creates wall of ice on impact.
Flamethrower: Plasma Beam’s Charge Combo. Fires continuous stream of fire. Helpful for lighting torches.
Sonic Boom: Anni. Beam’s Charge Combo. This fires a powerful shot that travels so fast, as soon as it’s fired, it hits the target, showing the air cracking.
Secondary Charge Combos
Scatter Super Missiles: The Spazer Beam’s Charge Combo. These fire three Super Missiles at once in a wide radius. Takes 3 Super Missiles to use.
Death Shield: Electro Beam’s Charge Combo. This creates a deadly electrical shield surrounding Samus. Only lasts for a few seconds.
Water Wave: Water Beam’s Charge Combo. Creates wave of water, able to sweep up enemies off their feet.
Flame Wave: Splazma Beam’s Charge Combo. Creates sweeping walls of fire on all sides, frying any ground enemy on contact.
Nova Blast: Hyper Beam’s Charge Combo. On impact, it creates a large nova which covers the whole screen in white. This shot clears out all enemies in a room, not just the ones visible. One side-effect of this Charge Combo, besides the insanely high Missile price, is that the Arm Cannon will cease to function for a brief time, in the case that it overheats. Samus is vulnerable at this point, so avoid any new enemies that appear.