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Metroid Fusion

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Title Screen

Metroid Fusion

Also known as: Metroid 4 (Intro), Miteluode Ronge (CN)
Developer: Nintendo R&D1
Publishers: Nintendo (INT), iQue (CN)
Platform: Game Boy Advance
Released in JP: February 14, 2003
Released in US: November 17, 2002
Released in EU: November 22, 2002
Released in AU: November 29, 2002
Released in CN: March 2, 2006


AreasIcon.png This game has unused areas.
EnemyIcon.png This game has unused enemies.
GraphicsIcon.png This game has unused graphics.
MusicIcon.png This game has unused music.
TextIcon.png This game has unused text.
DebugIcon.png This game has debugging material.
RegionIcon.png This game has regional differences.


ProtoIcon.png This game has a prototype article
PrereleaseIcon.png This game has a prerelease article
BugsIcon.png This game has a bugs page
DCIcon.png This game has a Data Crystal page

It's an old cactus!
This page is showing its age.
Please update this page to fit our current standards! Here are some things you can do:
The Unused Rooms section is not formatted very well and is a mess.
Hmmm...
To do:
  • Toxic Gas, an unused hazard-like object.
  • In the debug rooms and the unused hangar rooms, semisolid platforms can be found. These platforms can be dropped through by holding down then pressing jump. These platforms are not used anywhere else.
  • The secret conversation in Sector 4 should be added to this page in a Secrets section.
  • There is a debug free movement mode left in the game.
  • It's possible to get stuck when attempting to sequence break (for instance the nicknamed "TRO Trap").
  • Look at the early Japanese script.

Metroid Fusion was, for 19 years, the final game in the timeline, and the last game to actually go forward in the timeline instead of back like the Prime trilogy and Other M did. It also introduced a "point A to point B and back to point A" mission system, which found its way into future Metroid games.

Sub-Pages

Read about prototype versions of this game that have been released or dumped.
Prototype Info
Read about prerelease information and/or media for this game.
Prerelease Info
Read about notable bugs and errors in this game.
Bugs
Metroid-fusion-j-debug-menu.png
Debug Menu
Surprisingly full-featured for a GBA title.
Fusion sushi cat.png
Unused Graphics
A Sony mascot? In my Nintendo game?
NotesIcon.png
Unused Text
Lady, what are you doing!?
NotesIcon.png
Regional Differences
The later Japanese release got a bit of extra polish.

Unused Rooms

Hmmm...
To do:
There's more unused rooms. This video shows all the ones covered here, as well as an early Yakuza (Space Jump boss) room and a hallway room seen connecting to the hangar room. This video does not show an alternate first debug room visible with the Metroid Advance Game Editor (MAGE), under Debug 3, Room 0.

Debug Rooms

These are some debug rooms that use graphics from Wario Land 4, suggesting that it was based off the same engine.

Here are some maps of these rooms. Click the thumbnail to see a larger version.

Early Hangar Room

An unused room near the gunship that is similar to 2 rooms shown in a trailer for the game, one that has a strikingly similar design (although with a wall on the left) with the player destroying zombies with a power bomb and another with Samus exiting her gunship which uses the same background and similar floor tiles. One could possibly guess that this would be an earlier version of where Samus's gunship would have been since there are gunship graphics within the tile set, but there seems to be no place where the gunship would fit in without looking awkward, this added with the fact that the unused hallway leading up to this room is sealed with both a Level 0 and Level 2 security hatch. It's likely that this could have been used for anything during a much earlier version, but was scrapped before anything could be realized and just accidentally left in along with the tileset to similar hangar rooms.


Alternate Neo-Ridley Boss Room

Video to come with working Ridley hopefully later.

Ripped with DoubleHelix.

An alternate boss room for Neo-Ridley, which somewhat resembles the Ridley boss room in Super Metroid. The door connects to the same door in the final that led to the Neo-Ridley fight. This room also uses an unused tileset.

Unused Music

An unused music track. Sounds like something being hunted?

Another unused track. This sounds like something frantic, maybe the original escape sequence music?

This seems to be more of a sound engine test.

Unused Item Behavior

  • Ice Beam is actually capable of freezing enemies like Ice Missiles. However, the only enemy you can normally use it against is the Omega Metroid.
  • Screw Attack is cancelled by water without Gravity Suit, which is obtained before it. This is even described in the manual on page 31, even though the situation never happens.
  • Screw Attack, without being alongside Space Jump, allows single wall wall jumping, Super Metroid and Metroid Zero Mission-style. Normally, wall jumping in Metroid Fusion pushes Samus far away to prevent single wall wall jumping, likely to prevent sequence breaks. Having just Screw Attack prevents the push away, allowing Samus to wall jump and make it back to the wall before losing height, which then allows another wall jump and ultimately gaining height.
    • This could be a side effect though of the game simply assuming it should not push Samus from the wall, as having Space Jump prevents wall jumping. A side effect of this is that jumping off of climbables would normally use wall jump physics, but with Space Jump, the physics of a Space Jump is used instead without getting pushed from the wall.
  • Space Jumping without Hi-Jump causes Space Jumps to have normal jump height. Space Jumping with Hi-Jump causes Space Jumps to have the same height gain as a Hi-Jump.