Metroid Fusion: Special Edition is a fan-made hack of the original Metroid Fusion for Game Boy Advance, using Sequence Breaking Fusion as its foundation. It features enhanced graphics, improved UI, and significant gameplay modifications. Notable additions include new sequence breaks, faster transitions, a compact font, and the restoration of unused content. The hack aims to deliver a refined gaming experience.
Metroid Fusion: Special Edition is a hack using “Sequence Breaking Fusion” as its base that focuses on giving a facelift to the visuals, alongside many gameplay tweaks and room changes
created by me and other people to create the “definitive” edition of the game. It contains the following:
-Much of the game recolored to give it a less overly-saturated (but still colorful) look.
-Better map screen and HUD graphics.
-More compact font (with text tweaks to center better with the width of said font).
-Bomb-jumping and single-wall wall-jumping reimplemented.
-Many new sequence breaks added (early Power Bombs are the most important step).
-Faster door transitions and elevators.
-Optional (and slightly customized) hard mode.
-Many small level design tweaks.
-Some old/unused content restored.
-You can stand on most of the computers (yes, really).
You can see the MetConst forum post about it here, which always gets updates first: https://forum.metroidconstruction.com/index.php/topic,5392.0.html
--METROID FUSION: SPECIAL EDITION v4.2--
-Uses "Sequence Breaking Fusion" as a base.
--INSTALLATION--
-Patch is for the US version of the game.
-Simply apply it to the .gba file using any patcher that accepts .ips patches, such as Lunar Patcher.
-If you'd like to play with the hard mode patch, apply it your patched MFSE v4.2 rom.
--FEATURES--
-Much of the game recolored to give it a less overly-saturated (but still colorful) look.
-Better map screen and HUD graphics.
-More compact font (with text tweaks to center better with the width of said font).
-Bomb-jumping and single-wall wall-jumping reimplemented.
-Many new sequence breaks added (early Power Bombs are the most important step).
-Faster door transitions and elevators.
-Optional (and slightly customized) hard mode.
-Many small level design tweaks.
-Some old/unused content restored.
-You can stand on most of the computers (yes, really).
--CHANGELOG--
v1.0 - Initial Release
-First public release of the hack.
v2.0 - UI Overhaul
-Proper custom title screen.
-UI got a facelift in several areas.
-Map color palette changed to be a bit more inline with ZM for consistency while still remaining unique.
-Door softlocking fix WAS implemented, but the build I released was actually missing it.
v2.1 - Minor Patch #1
-Fix for the door transitions softlocking has been included this time.
-Changed the color of the minimap grid to match the map screen's grid.
-Added version numbering on the title screen.
v3.0 - Area 5/6 Update + Various Graphical Tweaks
-Area 5's blindingly vibrant icy areas have been toned down to a more realistic palette, while still remaining colorful.
-Area 6's lit-up caverns were changed to actually look dark, rather than being neon hell.
-The colors of Area 3's purple stone and metal was desaturated and adjusted slightly.
-All the broken doors had their color palettes changed to actually look like they should, rather than being overly faded for no good reason.
-Interactable floor panels (buttons?) in each room have been made consistent, rather than half being green while others are silvery.
-The silvery unused data room computer has been reimplemented, along with the beta ship cockpit BG.
-A certain set of unused rooms was readded to the Main Deck, each having a nice little bonus to collect.
v3.1 - Minor Patch #2
-Very minor level design changes.
-The "disco blocks" in Sectors 3 and 6 have been fixed.
-You can stand on ~80% of the computers in the game.
-SA-X can be damaged at any point with the charge beam for fun (good luck killing it, though).
v3.2 - Minor Patch #3
-Critical bug that prevents players from finishing the game fixed.
-More level design changes, some allowing secrets to be obtained earlier than usual.
-Updated design for the Missile/Power Bomb tanks.
v4.0 - New Sequence Breaks + Polishing Up
-Getting Space Jump early is now possible as long as you have Hi-Jump and have killed Nettori.
-Super Missiles obtainable without Speed Booster or Lv. 2 access.
-Wave Beam and Screw Attack can be obtained without ever even unlocking Lv. 3 doors (VERY challenging).
-Much easier to get 0%, as the difficult-to-avoid missile tank in Sector 3 has been moved to an optional spot in Sector 5.
-Many graphical changes (such as a nice location marker instead of a flashing white square).
-Some annoying small tiling errors were removed/changed.
-Credits and intro text edited to better fit the romhack.
v4.1 - Minor Patch #4
-Finally gave Sector 1's grassy caves a proper recolor.
-Dark areas are much darker, as they should be.
-Various other graphical and level design changes.
-MFSE now has an optional hard mode patch, which includes some extra changes.
v4.2 - Minor Patch #5
-More brand new map graphics.
-A few small shortcuts added.
-Fixed the missing changes in Zazabi's hard mode arena.
--CREDITS--
-Nintendo for creating the original Metroid Fusion.
-Kazuto for creating the "Sequence Breaking Fusion" hack that this is built on.
-Cosmic for making the original font and map tile graphics.
-Jumzhu for the sped-up room transitions patch.
-Raygun and Cpt. Glitch for a few .asm patches.
-Wildfire for helping me test it so many times that I lost count, along with giving me many fantastic ideas and suggestions.
-Lostglaceon (me) for doing most of the graphical and level editing work, reimplementing some cut content, and putting this hack together.
Database match: Metroid Fusion (USA)
Database: No-Intro: Game Boy Advance (v. 20210227-023848)
File/ROM SHA-1: CA33F4348C2C05DD330D37B97E2C5A69531DFE87
File/ROM CRC32: 6C75479C
Metroid Fusion: Metroid Fusion: Special Edition Game Wiki
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