Metroid Fusion Minimalist/No Damage Run - Part 12: Sector 5 (ARC) last visit

Metroid Fusion Minimalist/No Damage Run - Part 12: Sector 5 (ARC) last visit

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Published on ● Video Link: https://www.youtube.com/watch?v=PevYNjq8Omw



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Duration: 17:51
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Gameplay starts at 4:04; combat with the nastily placed Space Pirates starts at 5:09; Nightmare mercifully failing to live up to his name at 6:39. Extra is just showcasing the ability to reach the Operations Deck after beating Nettori.

Before I can talk about Nightmare, I have to get into Space Pirates in water who involve sadistic positioning. The first one is placed where you HAVE to slowly float down where you get shot at. There is NO terrain near enough to avoid this without knowing in advance what is going on. Here's the thing about descents in Metroid Samus Returns: they were fair. For all that I call out how they blunted pacing, descents never forced you into committal movement against a threat below you. Yeah it helped to have the Spider Ball but even so, you could actually still evade ambushes even by tougher Moheeks' platform shocking. Here, the ONLY mulligan you get is a minor hole in the wall where Skulltera happen to be patrolling. Of course, as soon as ANY Skulltera is destroyed, its X will head toward that Space Pirate to transform it into an Aqua Pirate. You would have to make use of this, but even that has the complication that you could destroy the bottom Skulltera without seeing as much trying to clear the way against the top one thanks to RNG enemy placement. If that happens, you'd have to hear the sound to know your opportunity to slip past. I think the Aqua Pirate does naturally move its way upward slowly but surely to at least provide a mercy with vision, but don't quote me on that. This part is already dumb enough.

There's ANOTHER Space Pirate just waiting in the next room ready to pick you off cheaply. It happens to be the second one, off-screen and quite able to shoot before you can possibly scroll it on-screen. You can't keep it from doing this either unless you're lucky with Skulltera positioning, and this IS with camping against it. You REALLY have to react to the shot sound against this jackhole. This guy and the first Space Pirate you fight in this room, when you're returning here from Nightmare, are also interested in being complacency busters in all the wrong ways by sniping you off just as cheaply if you don't see it coming. They. Can. Roast. And at this point, I can say how Metroid Fusion's most obnoxious threats are exploiters of vision issues thrust upon the player.

Nightmare himself could have lived up to his name if he wasn't exploitable on his last phase before his Core-X. His 1st phase relies on intimidation with laser spam and is dealt with quickly enough, although it has a bug that the position correction for the phase transition does still let it fire its full 6 lasers. Phase 2 does have concerns in how to deal with it, since you do have to dodge around the laser while the High Jump and Space Jump are both disabled and your jumps are made floatier than usual, but there isn't much to it. As for the 3rd and final phase, I should mention that where Nightmare moves after handling his slow advance mode IS random, but in general, it shouldn't be hard to bait him into moving into a circular pattern, at which point, the rest of the battle is just maintenance work, granted that that would be more exigent if you and Nightmare are moving anticlockwise around each other. For reference, you'd be likely to move clockwise, which is what happened here.

Oh yeah, and Nightmare's Core-X happens to have its X generally move upward. Uh, sure, game, complicate an otherwise easy battle. Not that getting around it is going to cost me an attempt anyway.

Seriously, Nightmare ain't nuttin' but nuttin' compared to a society intent on subscribing so blatantly to hate.




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Tags:
Metroid Fusion
Metroid
1% Run
No Damage
Nightmare



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