
Metroid Fusion Minimalist/No Damage Run - Part 2: Sector 1 (SRX) Initial
Hey, Thumbnails, if you want to leave me without options for the general appropriate gist of this, I'll just pick the option you give me of the face of somebody I totally would invite to Yoshi's Island. I'll see how you like it.
SRX is supposed to be a good opening to how to maneuver Samus around to hit targets protected on the majority of sides. What I get is some already obnoxious threats. Yamebas like having erratic behavior mixed in with the bigger ones being more durable, and they're early into this to add some issue. They're not the biggest problem, but they are noteworthy enough for how the Melee Counter from Samus Returns wouldn't help against them like they would against the Halzyns and Motos, neither of which are sufficient threat.
Remember descents and how they become my favorite thing to deal with in Metroid: Samus Returns via their habit of being nerve wracking turtling games? Well, they're back, this early into the game, and they're here to involve Zebes Space Piraces. No, I'm not calling them Zebesians like Metroid: Other M did in all its inane behaviors in general that happens to include how the CHOZO were the rightful inhabitants of Zebes. Here's the gist for those who don't understand what the problem is: you cannot see what you are falling toward if you opt to try to rush a descent. On the one hand, this helps with the survival horror atmosphere as it did with MSR when you're realizing you'd be paying a price for impatience. On the other hand, it's still annoying to get hit so suddenly by a threat you couldn't have seen, and considering the dodging around the Zebes Space Pirates' behavior is based around working off of telegraphing that checks so actively for your sight, it's very easy to get clipped from out of nowhere. You would also only try to get smart and try firing Missiles downward while falling directly downward at your own peril, because it just so happens that Missiles either need to accelerate or just plain have a lower velocity than Samus's falling, with whichever one it is having the same end result: you'd end up colliding first with the ZSP you'd be trying to blast into dust. Oh, and by the way, your regular attack as it is can NOT hurt these pests, so of course Missiles end up demanded. Ye Gods, now I'm glad I am not going to be keeping track of where Missiles are absolutely necessary.
Weapon Core-X, coming from the Elephant Bird that was just a fake Chozo Statue, is a recurring boss and I will say that I haven't liked dealing with this thing, nor do I do so now. Weapon Core-X directly tails Samus in a more refined manner, and it is invulnerable except on its eye that can only even be damaged when it's opened, with Missiles of course. Sounds difficult enough, but at least things can't get worse. ...actually, they are, because, when Weapon Core-X gets hit on the eyeball with a Missile strike, it immediately counterattacks with its shot that it was preparing. You will not be able to dodge this as soon as you see this happen if you aren't expecting this; you need to move out of the way as soon as you attack to successfully throw it off. Further aggravating the problem is how Weapon Core-X is big enough so of course you need to jump over it with good momentum backing you up if you want to avoid damage. The arena has its pros and cons in regards to managing this. The disadvantage is that the far sides has those slopes that make this idea difficult if you try to play possum, but on the upside, you can use the platforms to bait Weapon Core-X around. I have scouted further into the game and have noted that a given upgrade obtained not too long after this part would surely help in reducing need for relying on arena support too much for future encounters.
At least this is dealt with, though. Thankfully, most of the run of this game wouldn't be all that much different from a simple 1% run, though the Core-Xs could prove me wrong.
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