Metroid Fusion Minimalist/No Damage Run - Part 11: Sector 2 (TRO) 2nd visit
SA-X encounter at 0:34; Nettori battle at 2:12; extra displaying changes after defeating Nettori at 6:57 (watch through for interesting points)
There are a few highlights to go over, although in general, this segment is insultingly easy, relying more on memorization to be capable of causing problems than anything. Again, I'm not putting up with Yakuza repeatedly. I'm not a masochist despite what Kid Icarus Uprising's communities will claim while they stick to their racist jokes.
First off, there's an SA-X encounter early on. You actually are forced to trigger the SA-X this time, though it would be handled by memorization....okay, so there's a surprise that happens in this attempt. It's rather funny, actually, but that aside, I can still say that the SA-X encounters are very focused on being story driven and it REALLY shows, including with this encounter. I will, however, say, that they're still better than actual Quick Time Events like the ones that Metroid: Other M has, since Metroid Fusion certainly has the decency to not sic a lava fish on you so early into the game and you have to respond so abruptly or you just plain die. It's just that I feel at this point that Metroid Fusion likes to be rather experimental about its gameplay design, for better or worse.
Next is the general threat of Kihunters. The grounded ones just spit acid on occasion but aren't threats when you know what's going on because you can actually see them. The same can't be said for the aerial ones, which like to be outside your field of vision to be trolls. You see how there's plenty of memorization involved, and I'm not a fan of having to resort to memorize precise locations of enemies because the game says I need to. They can be taken slowly, though, so at least that softens the blow, but even then, I'd feel better if I were rewarded for handling transferable skill instead of memorization.
Oh yeah, the boss, Nettori, wants to claim to be a case of That One Boss but turns out to be otherwise thanks to, of course, more memorization shenanigans. First off, shoot down at the start to avoid being cheaply clipped by one of the Samus Eater Pods' spore attack. Make sure you also land on the platform so that you're not munched by the Samus Eaters right below. Next, the Samus Eater Pods each can have 2 spores on screen; use that limitation to your advantage with the left one to slip past while shooting out the right one's spores as need be. Congratulations. You are now in a position where you will NEVER get hit in Nettori's first phase whenever you're in Morph Ball Mode, and can consequently shoot THREE Charged Beam shots per pass.
Nettori's second phase loses the Samus Eater Pods, but has the Samus Eaters shoot out spores that....can't reach you on that same higher platform. Nettori also attacks with either high lasers or low lasers, but come on, anybody remember that Making A Fool Out of K. Rool over a decade back? I know what I was subverting in the first place, and I have no reason to bother when I don't want to take chances with my focus.
Oh, and Nettori also does have a Beam Core-X involved. However, just jump over it at the right time and you have a wide open area to work with. Yeah.
As for the extra, you can see that there are gameplay changes and even interesting aesthetic changes with beating Nettori who was the source of the power outage mess. ....wait a minute. WHY was there direct access to a plant area from a freaking reactor core? Just...what?
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