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Metroid Fusion Notes

StalledStorm edited this page Mar 17, 2026 · 1 revision

Changes from vanilla

  • Events, bosses, etc. can now be done out of order, like you'd expect is required for randomization.
  • Missiles, beams, and suit upgrades have been split.
  • Screw Attack doesn't allow single wall jumps. You'd never encounter this in vanilla without hacking, but it's a fun fact.
  • Pickups have been added to multiple locations:
    • Saving the animals
    • Auxiliary Power Station
    • Sub-Zero Containment
    • Quarantine Bay
    • Northeast Atmospheric Stabilizer
    • Cooling the main boiler
  • The goal is to acquire a number of Infant Metroids, defeat the SA-X on the Operations Deck, reach the Operations Room to set the self-destruct, and escape.
    • Reaching the Operations Room requires Hi-Jump or Space Jump.
    • Defeating the SA-X requires Charge Beam and Missiles.
    • The level 4 keycard is not required for the Operations Room.
    • The Main Deck music will change to its endgame version when these requirements are fulfilled.
  • Room layouts have been changed to facilitate better randomization.
  • The self destruct timer doesn't start until you enter the Docking Bay after fighting the SA-X.
  • The western side of Sector 5 is always in its pre-Nightmare state, with changes to facilitate acquiring items and traversing to the Nightmare area.
  • You can now enable/disable power ups in the pause menu.
  • Rooms have been given names (credit goes to the Randovania team). Your current room name can be seen by pressing A on the map screen.
  • You can warp to your starting location by pressing L on the map screen. Ingame progress since your last save will be lost.
  • The client will sync received items and pickups with the server, allowing you to keep obtained items after game over/resetting/warping to start.

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