Metroid Fusion Minimalist/No Damage Run - Part 1: Nothing is the same anymore

Metroid Fusion Minimalist/No Damage Run - Part 1: Nothing is the same anymore

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Published on ● Video Link: https://www.youtube.com/watch?v=NfAaZBMm1qQ



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As a note, I will alter the title based on if I can manage the trick for getting the 0% Run done instead of a 1% Run. Even if I can't, this may as well be a 0% Run because I want to avoid using more Missiles what would be permitted and I won't allow myself to take damage. And before anybody asks? No, the Japanese version's Hard mode wouldn't change anything relevant. I should point out that I have done a 1% Run back in the day. I can be sure that a No Damage version wouldn't be unreasonable.

So Metroid Fusion. The reason I'm starting up this project is due to the announcement of Metroid Dread showcasing how it's making use of Samus Returns' Melee Counter, and not only that, but the Melee Counter is going to be improved there. Of course, I am still not sold on buying the Switch since there's no news involving Kid Icarus Uprising. And for those wondering, Advance Wars Reboot Camp looks like it's going to be a port that will only really care about graphics. It's too early to tell, but there's too many signs that balance will not be given modernizing treatment, and given the GBA already did a port of AW1 and AW2 in the same cart, yeah, I would expect more. But I digress.

It IS worth noting that I've had this project idea lately and it's been gnawing at me. I've been wanting to a Minimalist/No Damage Run of Super Metroid, but I scouted that game and found that Samus's jumping is too stiff. Not that she's that good at imitating Mario here either, but Super Metroid has Samus be a pain to control. Zero Mission goes off the table when minimalism leaves out the freaking Charge Beam, so somebody else can have it. So Metroid Fusion it is. (And for those wondering. AM2R has those pesky alarmingly fast hug happy Metroids with overly hard to hit weak spots.)

The first portion does have some minor complications. The game thinks to stack the first Gamora, an enemy that guards boss rooms and likes to be troublesome to deal with, with an infinitely reviving Zombie Researcher. This isn't too bad in a vacuum, but can add some aggravation to our first boss fight as well as getting around an Energy Tank in the way, neither of which is particularly problematic in their own rights, but this is the first segment.

Arachnus just plain sucks at doing anything threatening if your attention span is halfway decent, a far cry from what he is like in either AM2R or Samus Returns. The closest he has to being a threat if you hang around on the edges is his rolling attack, but I don't even know if that works either whether by knocking you off or by simply catching you. You can't attack while hanging onto an edge, but Arachnus provides so much opportunity to attack him that that's not a problem.

The real concern is the Core-X once Arachnus falls. This thing will wake you up to Samus's jumping being still stiff enough to note. Unless you have momentum, you won't clear the Core-X in your jump, and you have to do this. If the Core-X is too high, which is bound to happen if you don't bait it well into flying low, you won't clear it anyway. I opt to focus on baiting first and then upward fire Missiles to knock the Core-X higher to make it easier to accommodate this. It's worth noting that this is a basic Core-X, but my goodness, it wanted to be a bit of an Early Bird Boss for this run.

At least this is a foothold in this game.




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Tags:
Metroid Fusion
Metroid
1% Run
No Damage



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At this time, Master Knight DH has 1,036 views for Metroid Fusion spread across 17 videos. About 9 hours worth of Metroid Fusion videos were uploaded to his channel, less than 0.88% of the total video content that Master Knight DH has uploaded to YouTube.