• 1.7.2 re-recording v17.1
  • Aims for fastest time
  • Collects 100% of the items
  • Takes damage to save time
  • Abuses programming errors in the game
  • Manipulates luck
Metroid Fusion is a very linear game where samus has to follow a set path and collect all of the power-ups. My run pushes this game to the limits, especially during boss fights like Yakuza. Because I collect all of the items, I have extra missiles that make the boss fights quite fast and entertaining.
The in-game time at the end is 0:57, 16 minutes faster than the current 100% single-segment run at SDA.

Notes

Here are some various notes about the run, listed in order of appearance.
  • I aim for fastest in-game time, even though there are only a few instances where this applies (like going through a door an extra time to build up the speedbooster).
  • Because all of the power-ups need to be collected, the game only measures percent by the amount of missile, energy, and powerbomb expansions picked up.
  • I like to abuse my missiles to make the run a bit more entertaining. I have 250 by the end, so wasting them won't hurt me.
  • Any pause I make before a room is to luck manipulate the eye door to open its eye right away.
  • There are 3 things that are useful to hit at the same time with 2 missiles: eye doors, Core-Xs, and Eye Core-Xs. This does the same damage as 2 missiles at the same time. Double missile shots on eye doors are only helpful before the charge beam is acquired.
  • Jumping for 1 frame off of platforms on to platforms directly below samus save 2 frames each jump.
  • Spinning and "unspinning" on crumble blocks will make samus fall through them faster
  • Shooting 1 frame after pressing the opposite direction will turn samus faster.
  • Jumping and shooting at the same time will make the beam/missile fire from the bottom of samus' sprite. This is also true for morphing at the same time, except it fires at the back of samus' sprite.
  • It is faster to morph in midair because there is no morphing animation.
  • Firing missiles while running will bend them. This can be helpful for killing creatures in a few spots.
  • Pressing left and right repeatedly while in morph ball form makes the ball stop spinning, like it's frozen.
  • The charge beam has a "flare" that appears in front of it while released. Enemies touching the flare will be dealt extra damage, which allows for one-hit eye door kills before super missiles.
  • Zazabi can waste no fewer than 3 jumps.
  • Morphing in midair repeatedly will cause samus to fall very slowly.
  • While speedboosting, pressing nothing for 1 frame, jumping for 1 frame, and pressing forward for one frame will make samus jump in the standing position. This allows samus to keep the shinespark for longer by crouching while approaching the ground.
  • Mega-X is killed in 4 shots by getting the flare damage inside of it each time.
  • Single walljumping is a combination of normal walljumping and morphing on the way back. This is first used to save time getting a missile tank in NOC.
  • Crumble blocks can be jumped off of the frame samus lands on them.
  • On the way to my ship (when the elevator shuts down), you may notice I don't lay the powerbomb right away. The blocks on the left act strangely, sometimes breaking and sometimes not (but I don't know why). The position I lay it in is about the only place the powerbomb will blow up all of the blocks.
  • The Yakuza fight is very interesting. First, I bring it down to one more hit until it would normally enter what I call its "spinny phase", where it would spin all around and spit crap all over the place. Then, I do so much damage that it actually skip its spinny phase (I only had 3 frames of leeway). The game freaks out and leaves behind a glitchy sprite that damages samus if touched.
  • The bomb I lay in the SA-X encounter strangely changes its position. I'm not completely sure what causes this, although it may be because the SA-X can "hear" samus' weapons.
  • During most of the Nettori fight, samus stands on a safe spot that needs pixel-perfect positioning. I also lay powerbombs, which do the same damage as missiles but also let me shoot the next missile a few frames faster.
  • Pressing R with a charge beam and while spinning will fire the beam and keep samus spinning. This allows me to spaceboost (space jumping while speedboosting) from room to room.
  • Firing missiles for Nightmare's low-gravity phase ended up being faster than charge beam shots.
  • My BOX II fight would best be described as, "me messing around". I was surprised to find out that it was faster than my originally intended method.
  • I have no clue why the music continues playing after the BOX II fight, although both the normal music and the boss music are playing at the same time.
  • In my last visit to NOC, I come in too fast from the right and mess up the door transition.
  • For second form of SA-X, I keep the second shot in it as long as possible (I shoot up as it jumps up). This is helpful because the wave beam does damage for each frame it is inside the creature.
  • I use the wave beam to my advantage again for the Omega Metroid. I stand in a position that lets the middle of the wave beam pass entirely through it, killing it very quickly.
  • Once again, my in-game ending time is 0:57.
Suggested screen shot: Frame 305208
Thanks to nate, moozooh, and Dragonfangs for all of your support.

DeHackEd: It has the most votes in a short amount of time, so you have to assume it's good. Plus I liked it despite having never played the game myself.


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BoltR wrote:
I believe it increments the in game frame counter every frame, not every frane the RAM/gfx have been updated...
Certainly not the case for Metroid Fusion, though (and also any other game I know that has internal timer). As if you couldn't check that yourself. ;)
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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Joined: 12/23/2004
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laughing_gas wrote:
The long cutscenes and dialogue sucked, but i just turboed over them. You did a pretty nice job with this, voting yes.
Am I the only one who likes these cutscenes? They gave the run more personality and fun, and actually made ti make sense, over "why is he going here? What is the point of this room?" and so on. Hell, I even slowed the game down so I could read them :\
Perma-banned
Player (206)
Joined: 2/18/2005
Posts: 1451
Awesome run! I especially liked the extremely fast boss fights. Doing some crazy moves during the waiting scenes was also a good choice to increase entertainment. YES vote.
See my perfect 100% movie-walkthroughs of the best RPG games on http://www.freewebs.com/saturnsmovies/index.htm Current TAS project (with new videos): Super Metroid Redesign, any% speedrun
Tub
Joined: 6/25/2005
Posts: 1377
Xkeeper wrote:
Am I the only one who likes these cutscenes?
I'd do the same if I had never played the game. But as I have, I like to skip them. unfortunately VBA crashed halfway through. Looks like another yes-vote from me, but I'll try watching the rest of it before clicking the button.
m00
Joined: 3/3/2007
Posts: 2
Location: lubbock, tx, usa
definitely going to make a cutsceneless full data video now that i see there is interest. was sort of thinking about it anyway but i mean just doing it for yourself is kind of lame.
Editor, Player (95)
Joined: 5/27/2006
Posts: 240
Sir VG wrote:
Question: In SRX, when you're going to resolve the 5 vents at the beginning of the game, isn't it faster to jump out and/or over of the water instead of slow-walking through it? This is the only issue I can think off of the top of my head in regards to this run.
Running through the water is faster by 6 frames. moozooh: Unmorphing instantly or after reaching the ground depends on the situation, like the height of the fall. Yes, there was some lag, not a big concern to me though. I might have been able to accelerate faster, the most saved would probably be 1 frame. Dunno what you mean by ugly, but it was necessary to save a frame (by cutting the corner).
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BioSpark wrote:
Dunno what you mean by ugly, but it was necessary to save a frame (by cutting the corner).
Ugly as in out of place. I really hate such moments, they make me thinking "damn, it's so close to being RIGHT, no way it's impossible". Another example is the first SA-X encounter, where you jump against her.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Joined: 4/29/2005
Posts: 1212
I've been waiting for this TAS for a while now. I watched most of it, and I like it. A big yes vote from me. :3
upthorn
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Joined: 3/24/2006
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I really really liked this run... up until about halfway through, when biospark starts going far out of his way to collect all the items that were previously inaccessable. See, up until then, they were always very minor detours enroute to completing some objective in that part of the station (which was cool). But then there's one last segment where the length of the station is travelled, picking up useless items (which was very boring and nearly put me to sleep). Anyway, I'm getting the impression that Fusion really doesn't need a 100% run. Voting no. Edit: I feel compelled to note, however, that a lot of the strategies used are brilliant and insane, and I would love to see them in an any%, or an obsoletion of the current 0% run.
How fleeting are all human passions compared with the massive continuity of ducks.
Joined: 6/9/2006
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amazing missile spam! :)! very nice work -> yes vote!
Joined: 4/17/2004
Posts: 275
upthorn wrote:
I really really liked this run... up until about halfway through, when biospark starts going far out of his way to collect all the items that were previously inaccessable.
That's funny, because that was my favorite part of the run.
P.JBoy
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Is your X-BOX fight any faster than my old one http://media.putfile.com/go-go-go
Joined: 3/7/2006
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That's a Yes. Entertaining throughout. Early on, even with limited resources, you still managed to muck about enough to make me laugh. Of course, the speed later on is impressive too.
Voted NO for NO reason
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Joined: 3/30/2004
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upthorn wrote:
I really really liked this run... up until about halfway through, when biospark starts going far out of his way to collect all the items that were previously inaccessable.
I had the same experience. I really like this game because it's a horror game and a sequel to Metroid II, but it doesn't seem to handle speedruns or at least 100% collection very well.
someone is out there who will like you. take off your mask so they can find you faster. I support the new Nekketsu Kouha Kunio-kun.
Joined: 5/27/2005
Posts: 465
Location: Turku, Finland
Boco wrote:
I really like this game because it's a horror game and a sequel to Metroid II
Isn't it sequel to Super Metroid? Since Metroid Fusion being fourth Metroid in the saga. Though I have only played through Fusion, so I might be wrong. Enlighten me! ;)
Which run should I encode next? :)
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Maza wrote:
Boco wrote:
I really like this game because it's a horror game and a sequel to Metroid II
Isn't it sequel to Super Metroid?
Maybe it's just how I view the story. Metroid: The Space Pirates steal the Metroid from SR-388 and begin a breeding program. Samus stops them. Their facility on Zebes explodes. Focus of the game: exploration, a hostile environment built by intelligent antagonists. Metroid II: Immediately thereafter, having firsthand experienced the Metroid threat, Samus decides to exterminate all Metroids, and travels to SR-388. The Metroid lifecycle is exposed, and all Metroids are eradicated except one fresh hatchling. Focus of the game: horror, an unstable alien environment, extermination. Super Metroid: The hatchling is studied, but then the Space Pirates capture it and take it to Zebes to continue their breeding program. This is mostly the same story and setting as the first Metroid, but vastly expanded and updated. Focus is again on exploration and defeating an intelligent threat. Metroid Fusion: All Metroids are dead. Samus leads an expidition to SR-388 only to discover the Metroid's natural food source, the X. X infests a research sattelite and kills all inhabitants, reanimating them as zombies. Samus must disable the X and salvage as much of the facility as possible. Later she discovers a Metroid breeding program that features the natural Metroid lifecycle. Themes: horror, zombies, extermination. So 1 and 3 are closely tied due to setting and themes, and 2 and 4 are closely tied due to setting (even one of the artificial environments is a recreation of SR-388) and themes.
someone is out there who will like you. take off your mask so they can find you faster. I support the new Nekketsu Kouha Kunio-kun.
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Maza wrote:
Isn't it sequel to Super Metroid? Since Metroid Fusion being fourth Metroid in the saga.
Though you are, in fact, absolutely right, the continuity of Metroid games is somewhat shifted on this site: Super Metroid is a sequel to NES Metroid, so Fusion should be a sequel to Metroid II. :P
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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That's almost as silly as when I started acting like there were two different Kirby series! Oh yeah, and the ending of this game is great, because it makes the other games' plots seem worthless. Yup. Fun game movie to speed-read.
put yourself in my rocketpack if that poochie is one outrageous dude
Post subject: Re: #1467: BioSpark's GBA Metroid Fusion in 1:36:57.52
P.JBoy
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Location: stuck in Pandora's box HELLPP!!!
A few things involving your submission
BioSpark wrote:
Pressing left and right repeatedly while in morph ball form makes the ball stop spinning, like it's frozen. I also lay powerbombs, which do the same damage as missiles but also let me shoot the next missile a few frames faster. I have no clue why the music continues playing after the BOX II fight, although both the normal music and the boss music are playing at the same time. Suggested screen shot: Frame 305208
You can also just turbo left or right Power bombs do more damage than missiles (although if they did have the same damage, it wouldn't make a difference) The music keeps playing because you got the ability while the "core-x explodes" sound effect played What happens in this screen?
Post subject: Re: #1467: BioSpark's GBA Metroid Fusion in 1:36:57.52
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P.JBoy wrote:
What happens in this screen?
I assume something like this.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Post subject: Movie published
TASVideoAgent
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This movie has been published. The posts before this message apply to the submission, and posts after this message apply to the published movie. ---- [815] GBA Metroid Fusion "100%" by BioSpark in 1:36:57.52
Tub
Joined: 6/25/2005
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congratulations on your first published movie. Looking forward to zero mission :)
m00
P.JBoy
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Well done, hope you take atleast a week break before you start the M0M tas
jaysmad
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I'm glad it got published fast because I'm having trouble playing movies with my VBA and I'm to lazy to find the problem. Now I'll watch it through AVI and edit feedback when I'm done. Later :) Edit: Well I'm halfway through and am very entertained though some missed shots got me wondering, is there a reason? Sadly when watching AVIs, you cant really study a movie :( I played this game but not 100%. I loved it but not as much as super metroid. SM, I grew up with. I'll watch the rest tomorrow and give more "deep thoughts" :) For now, all i can say is nice job!
Joined: 4/17/2004
Posts: 275
Bag of Magic Food wrote:
That's almost as silly as when I started acting like there were two different Kirby series!
Wait, you what? Explain thineself! Awesome run BioSpark. I've never really been into Fusion or the Metroid series as a whole, but this manages to keep things interesting for the TAS's duration. Nice work.