Metroid Fusion is a sidescrolling 2D action-game for the Game Boy Advance. Chronologically, it is also most recent game according to the Metroid Timeline.
Metroid Fusion is a 2D action platforming game developed for the Game Boy Advance by Nintendo R&D1, the first-party development house responsible for originating the franchise. Although it maintains its predecessors' theme of exploration, combat, and the acquisition of new abilities as the game progresses, the story unfolds in a more rigid and linear fashion due to the addition of an A.I. commander nicknamed "Adam" who explicitly tells protagonist Samus Aran where she should be headed next. The game also makes frequent use of mandatory Navigation Rooms which automatically map out the majority of each area rather than leaving them to be explored in full.
The release of Fusion was timed to coincide with that of Metroid Prime for the GameCube. The two games are not directly linked in either storyline or gameplay, but players who completed one game could use a link cable between the two systems to unlock bonus features in the other.
Fusion is a 2D side-scrolling game in the tradition of the original Metroid, Metroid II: Return of Samus, and Super Metroid. Players control Samus Aran in a hostile environment full of deadly enemies, hidden power-ups, and boss characters who confer permanent new abilities upon their defeat. These additional skills can then be used to access areas which could not be reached before, steadily expanding Samus's arsenal until the climactic final battle. Defeating regular enemies often reveals items which can help refill Samus's energy bar or replenish her stock of missiles and super bombs.
Many of the power-ups in the game have been carried forward from previous games in the series, including weaponry like the bombs and the charge beam, and mobility skills like the Space Jump and the Gravity Suit. Others have been subtly tweaked, such as the ice missiles which replace the traditional ice beam.
The game can only be saved by accessing specific stations marked on the map. Since this is a portable game, however, the option to place the GBA into a power-saving standby mode can allow players on the move to temporarily preserve their progress and battery life.
Fusion's plot features only one ending, but players are rewarded with different end game artwork depending on what percentage of optional power-ups were found and how quickly the game was beaten. The most advanced ending requires 100% collection of all items and a completion time under two hours.
Chronologically set some time after the events of Super Metroid, Fusion begins with a cinematic intro depicting Samus's return to the planet SR-388 with a squad of marines and a research team. Samus is attacked by an unknown parasitic organism known only as "X" which aggressively infiltrates her Varia Suit's biological components as well as her own central nervous system. Her life is only spared through a stroke of luck when the scientists formulate a vaccine from the cells of a metroid hatchling.
Samus is saved, but her signature suit is declared a loss and her physiology is permanently altered by the exposure to the X. Although she can never again be infected by the parasite, she's also inherited it's natural susceptibility to frigid temperatures.
Her newfound immunity to X infection makes Samus the ideal choice to investigate a mysterious explosion at the B.S.L. deep-space research station. Upon landing, Samus swiftly discovers that X parasites have somehow broken free of their containment and are spreading throughout the facility, consuming and learning to mimic every life form they encounter. Most dangerous of all is the SA-X: a vicious simulacrum of Samus herself, borne from the pieces of her infected Varia Suit and dedicated to hunting her down.
This is a list of all the upgrades that you can acquire in Metroid Fusion:
The Missile Launcher grants Samus the ability to fire concussive projectiles. You'll find extra missile expansions riddled throughout the station, find these to increase your maximum payload.
By pressing down on the D-Pad twice you'll enter Morph Ball mode. Assuming the ball shape made famous in the classic Metroid games, Samus can lay bombs and crawl through small openings with this ability. There are a few more abilities to be found usable with Morph Ball mode.
The Charge Beam allows you to charge up energy in Samus's Beam Weapon before releasing a powerful shot stronger than a normal blast. Some enemies in the game can only be injured by a charged shot, so experiment with this if normal weapons can't inflict damage. Hold down B to charge up the weapon and release to fire. Samus' beam projectiles will also become slightly larger. You can also simulate the Screw Attack with this by charging up the weapon and somersaulting through the air.
This Morph Ball ability allows you to lay small bombs to damage enemies or break open certain blocks. Pressing B while Morph Ball mode's active will cause Samus to lay a bomb, you can lay up to three at a time.
The Hi-Jump and Jumpball (Spring Ball) are acquired together. The Hi-Jump allows Samus to jump higher than normal; this way, reaching those difficult platforms higher above won't be so hard. The Jumpball also allows Samus to jump while in Morph Ball mode.
This handy ability allows Samus to run at ultra-high speeds through long corridors. Any enemies caught in Samus' path will be incinerated.
This upgrade will enhance the damaging power of your missiles to three times the concussive power of regular missiles. Once you find this upgrade all your missiles and any further Missile Tanks you'll find will be upgraded to Super Missiles, a very welcome addition to your arsenal.
The awesome Varia Suit allows Samus to survive in areas with extreme temperatures, such as those scorching locales in Sector 3 (PYR). Damage inflicted on Samus will lower as well, and you won't be frozen when you absorb one of the large blue Xs found in various sectors.
This missile enhancement will add a freezing effect to every missile you fire. Just like the Ice Beam, enemies struck by an Ice Missile will become frozen. Firing a second missile upon a frozen target will destroy it. While frozen, enemies can be used as stepping stones to reach otherwise inaccessible areas.
This Beam Weapon addition increases Samus' range of fire. You'll be able to fire out three bursts of energy that cover the same height as Samus herself as the projectiles fly forward. This makes striking small enemies low on the ground easier, and with its wide range you won't have to be as accurate as before to strike an enemy.
You'll find your first Power Bomb in a designated Data Room. These bombs create major explosions that wipe out anything on-screen. Lay them by activating Morph Ball mode, then while holding R press B to lay a bomb. These bombs will come in handy throughout the station, especially as there are loads of Power Bomb expansions to be found.
Just like in Super Metroid, this ability allows Samus to virtually "fly" through the air. While pressing A at the right time Samus performs a somersault in the air and you'll rise up higher. Get the hang of this feature and you'll be able to reach any height.
The strongest of all Beam Weapons, the Plasma Beam allows Samus to fire piercing green shots of energy. These blasts practically shred any enemies they strike, so most enemies will go down with only a single shot or two from this weapon. Coupled with the Wave Beam this produces a deadly effect.
Another classic pickup, the Gravity Suit allows Samus to move around freely underwater, this will be very handy when you're exploring the underwater areas of Sector 4. You'll also be able to wade through some of the various lava lakes riddled throughout Sector 3 without taking damage. Of course your defensive power will increase as well.
The final missile addition, the Diffusion Missile allows you to charge up Samus's Missile Launcher. By holding down R, you'll charge up energy in the launcher. Press B to fire a missile. Once it strikes a target a massive ring of ice will expand out from the impact zone to spread out beyond the reach of the screen. Anything caught in the blast will become instantly frozen.
The Wave Beam causes Samus's Beam Weapon projectiles to fly forward in a wavy pattern. Apart from this visual enhancement you'll be able to fire through solid walls, floors and ceilings. It should come in handy when you come across the one-way panel doors.
This addition allows Samus to charge up energy in her suit while performing a somersault jump in mid-air. Any enemies caught by Samus while she's charging energy will explode, but remember to catch the X parasite when it tries to escape. You'll also be able to break through Screw Attack blocks while charging energy.
Despite the ship's computer's doubts of Samus being able to utilize the Ice Beam, you'll eventually be able to recover this ability - albeit for a short time only. This weapon fires sub-zero blasts of ice, freezing any targets it strikes.
| Game Name | Metroid Fusion |
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| Themes |
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| Original US Release |
Nov. 19, 2002
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| Original US Release | know the real date? |
| Aliases | Fusion |
| ESRB |
ESRB: E
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| PEGI |
PEGI: 3+
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