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Metroid Fusion

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Title Screen

Metroid Fusion

Developer: Nintendo R&D1
Publisher: Nintendo
Platform: Game Boy Advance
Released in JP: February 14, 2003
Released in US: November 17, 2002
Released in EU: November 22, 2002
Released in AU: November 29, 2002
Released in CN: 2006

AreasIcon.png This game has unused areas.
EnemyIcon.png This game has unused enemies.
GraphicsIcon.png This game has unused graphics.
MusicIcon.png This game has unused music.
DebugIcon.png This game has debugging material.
RegionIcon.png This game has regional differences.

ProtoIcon.png This game has a prototype article
BugsIcon.png This game has a bugs page

To do:
Toxic Gas

Metroid Fusion is the final game in the timeline, and the last game to actually go forward in the timeline instead of back like the Prime trilogy and Other M did. It also introduced a "point A to point B and back to point A" mission system, which found its way into future Metroid games.

Debug Menu

To do:
Add AR codes for other versions (J/EU) if the Debug Menu can be loaded in them.

To be able to access the debug menu, simply apply the IPS patch listed at the bottom of this section to the US ROM. After the patch is applied, the debug menu can be accessed in-game by pressing Start to bring up the map screen and pressing R. Alternatively, the following Action Replay code can be used:

CD6169F3 D8989D47
BE00B773 395EF076

There are multiple options within the debug menu:

  • Starting on the top-left, the sections titled Beam, Missile, Bomb, Suit and Misc can enable or disable what abilities Samus is currently carrying. This is done by simply hovering the cursor over the ability in question and pressing A. Supply is hardcoded 00 (perhaps it used to be Super Metroid-esque reserve energy?).
  • The Get_Map section will enable or disable map information for the main deck or for a particular sector. Simply hover the cursor over M,1,2,3,4,5,6 and pressing A to enable or disable map information. This option won’t show any hidden or secret areas. It will only show basic map information that Adam would usually give Samus.
  • The box on the top right displays the options Energy, E_max, Supply, Missile, M_max, P_bomb, PB_Max, Samus, and Event. This section is mostly related to how much of something Samus can hold and how much she is actually holding. For example, the maximum energy she can have can be set with E_max but the current energy she has is set by Energy.
    • Changing the "Samus" number will change what powerups she is supposed to have in her inventory from different points of the game. The Event option is just that: it controls what part of the story and mission objective Samus is supposed to be accomplishing. Selecting it will display the name of an event number (see below).
  • The box to the lower left of this one displays three options which are H, G and Qsave. The "Qsave" (Quick Save) option allows the player to save in any room of the game. The G variable is for what door Samus came in from. The H variable is the current room (+1).
  • The box to the right contains two options: SEvent and Key_LV. Key_LV will change which security doors are unlocked.
  • The box in the bottom right only has one option: Time, which controls how long a save file has been played for. SEvent is for Sub Event, each event has their own little event sub system.

There is an equip debug feature: select Samus on the debug screen, then press Start or R and she will be granted 2099 health, 255 Missiles, and 254 Power Bombs. If the user presses L or Select, then her health will be set to 100 while Power Bombs and Missiles will both be set to 10.

For a more descriptive list, see here.

Event Options

Number Name Description
1. TO HOKANKO [Q BAY] Go to Quarantine Bay
2. TO HOKANKO2 [Q BAY] Investigate Quarantine Bay
3. HOKANKO Back to Nav Room
4. TO MARUKARA [ARACHNUS] Defeat Large Creature
5. TO MISSILE Go get Missiles
6. DATA 3 To next room
7. TO DATA Enter Data Room
8. MISSILE Get Missiles in Data Room
9. DOWN ENE Power Outage
10. TO MARUKARA2 Defeat Large Creature 2
11. DOWN BOSS 1 To Nav Room
13. ELE START Elevator to SR388
14. ELE END Demo End - To SR388
15. TO KUTYOU2 [VENTS] Defeat "Floating Melons" (Vents)
16. POWER B After Core X, Destroy Remaining
17. KUTYOU [VENTS] After destroying them, to Nav Room
18. TO BOM Go get Bombs
19. TO LV1 KEY Release LV1 Locks
20. LV1 KEY LV1 Released
21. TO BOM2 After release, to Bomb data
22. DATA TRO Enter Data Room (TRO)
23. BOM Escape from TRO
24. BOM QUAKE After Bombs, Earthquake
25. BOM QUAKE 2 Earthquake Ends
26. TRO SAX Escape from SAX
28. WATER Lower water levels
29. DOWN BOSS 3 After boss, lower water levels
30. TO WAT SWITCH Dash Explanation
31. WAT SWT ROOM Water level change room
32. WAT SWITCH Change water levels
33. TO PW MISSILE Go get Power Missiles
34. TO LV2 KEY Release LV2 Locks
35. LV2 KEY LV2 released
36. TO PW MISSILE2 After releasing, to Power Missiles
37. DATA BUR Enter Data Room
38. PW MISSILE Power Missile Complete
39. DOTA DOTA After auto demo, go back
40. DOWN BOSS A1 Defeat Boss A
42. ADAM RENPO Adam/Federation
43. ADAM RENPO DEMO During Adam/Federation
44. ADAM RENPO END Adam/Federation End
45. TO ANKOKU NOC unexpected update
46. DAR NAVI Enter NOC Nav Room
47. TO ENEGAS2 Defeat Boss 4
48. DAR SAX Encounter SAX
49. DAR SAX ESC Escape SAX
50. BARI LOSS Install Varia
51. DOWN BOSS4 Back to Nav Room
52. CX ESCAPE Escape Cold X
54. TO LV3 KEY Release LV3 Locks
55. LV3 KEY LV3 Released
56. TO FREEZE M Go get Ice Missiles
57. DATA FRI Enter Data Room
58. FREEZE M Ice Missiles Complete
59. TO ENE BALL Fix heat overload
60. WIDE B Push the console
61. ENE BALL Back to Nav Room
62. TO ETEKON [Etecoons] To living quarters
63. ETEKON To Nav Room after delivery
64. TO P BOM Go get Power Bombs
65. TO P BOM 2 ARC Update
66. P BOM Power Bomb Complete
67. FRI SAX SAX Encounter
68. FRI SAX ESC Escape SAX
69. TO STARSHIP To spaceship
70. ENG DOWN To Spaceship
71. TO DOURYOKU [POWER] Restore the power
72. BOSS5 ROOM Boss Room
73. DOWN BOSS Restore the power
74. SUB ENG Finished restoring power
76. TRO SAX2 SAX Encounter
77. TRO SAX 2 ESC Escape SAX
78. PLASMA B To Power Restoration Nav Room
79. TO GOKAN [ARC] Defeat ARC Boss
80. TO GOKAN [ARC] Update in ARC Nav Room
81. DOWN BOSS6 Boss defeated, to Nav Room
82. TO LV4 KEY Release LV4 Locks
83. LV 4 KEY LV4 Released
84. TO KAKUSAN2 [W SHOT] Wide Shot acquired
85. DATA WAT Enter Data Room
86. KAKUSAN [W SHT] To Wide Shot Nav Room
88. TO SHUTTER Update at NOC Nav Room
89. SHUTTER To heart of NOC
90. SHUTTER2 Shutter Earthquake
91. WAVE B To heart of NOC2
92. TO GOKUHIKEN [Top Secret] Top secret message
93. RANSHA Firing wildly & Timer
94. TO KIRIHANA Detach
95. KIRIHANA [DETATCH] Update after flames
96. DOWN BOSS7 Defeat Boss 7, Escape
97. TO OPE [OPS ROOM] Truth
98. TO OPE MONO Ops Room Monologue
99. TO OPE2 Change orbit
100. TO OPE3 Adam side update
101. INTO OPE Enter Ops Room
102. DOWN SAX Defeat SAX
103. KIDOUKAE Change orbit
104. ESCAPE Update after change orbit
105. OMEGA Battle with Metroid
106. DOWN SAX2 Omega beats SAX
107. ICE BEAM Ice Beam Acquired
108. DOWN OMEGA Metroid defeated
109. END Ending
Download.png Download Metroid Fusion Debug Menu IPS patch
File: InterdpthFusionDebug.ips (14 bytes) (info)

Unused Rooms

Debug Rooms

These are some debug rooms that use graphics from Wario Land 4, suggesting that it was based off the same engine.

Here are some maps of these rooms. Click the thumbnail to see a larger version.

Early Hangar room

An unused room near the gunship that is similar to 2 rooms shown in a trailer for the game, one that has a strikingly similar design (although with a wall on the left) with the player destroying zombies with a power bomb and another with Samus exiting her gunship which uses the same background and similar floor tiles. One could possibly guess that this would be an earlier version of where Samus's gunship would have been since there are gunship graphics within the tile set, but there seems to be no place where the gunship would fit in without looking awkward, this added with the fact that the unused hallway leading up to this room is sealed with both a Level 0 and Level 2 security hatch. It's likely that this could have been used for anything during a much earlier version, but was scrapped before anything could be realized and just accidentally left in along with the tileset to similar hangar rooms.

Ripped with DoubleHelix.

Here is a map of the area.

Ripped with DoubleHelix.

A similar copy of this room also exists, but also contains a Save Station.

Alternate Ridley-X Boss Room

Video to come with working Ridley hopefully later.

Ripped with DoubleHelix.

An alternate boss room for Ridley-X, which somewhat resembles the Ridley boss room in Super Metroid. The door connects to the same door in the final that led to the Ridley-X fight. This room also uses an unused tileset.

Unused Graphics

There are a lot of unused graphics in this game.

Blocks and Tiles

Early Blocks Before
Final Blocks After

Some early block graphics. While largely identical to the final tileset, the loose soil block and the Speed Booster block have undergone a design change.

To fill in the dotted lines, go find the switch palace...

The tileset used by the debug rooms. The brightly-colored stone blocks are from Wario Land 4.


The tileset that is only loaded and partially used in the unused Hangar Room.

Open the pod bay doors!

The background that is only used in the unused Hangar Room. However, the top half is repeated vertically as a background in the vertical docking bay hallway.

Unused tiles within an unused tileset, oh my

The tileset that is only used in the alternate Ridley-X boss room. Many of them seem to be test tiles for various slopes, walls, platforms and what seems to be climbing tiles, but the most interesting tiles are the stone tiles which could have been planned for this room and the numerical tiles which might be leftovers of a very early health counter.

More health and killing power, yaaay!

Placeholder graphics in the tileset. These get replaced with animated tiles by the game engine.



Geega, an enemy from Metroid, Super Metroid, and Zero Mission, was apparently going to appear with the other infected enemies in the game...but didn't.

That has got to hurt.

The infected scientist in Sector 3 (PYR) has an unused "having a hole blown through chest" animation.

Oh, what could have been...

The Chozo statue "boss" in Sector 1 (SRX) has some unused art with it. Maybe the beam upgrades were going to be obtained normally instead of fighting a Hard Core X?

SKREE! Comin' at ya!

Skree, an enemy from Metroid, Metroid Prime, Super Metroid, and Zero Mission, was also set to appear in the game, but didn't. Odd.

There is a video of an earlier version showcasing these.

Now with added gore!

Kago, a small insectoid enemy from Super Metroid, is also unused. However, its hive is used.

Don't try poking this with a stick...

A nest. It is with the Ki Hunter graphics, but there are no Ki Hunter nests.

It ain't easy being green...

An unused palette for the Hornoad which is loaded during the opening cutscene, when Samus gets infected with the X parasite while on SR-388.

To do:
Rumor has it that Serris has unused graphics; add these or check if they are really unused.


Care for a lift?

Some unused platform object? It appears multiple times in the object list.

Fill 'er up.

Recharge station graphics. Notice that there are graphics for stations that only refill energy or missiles, whereas in-game all recharge stations recharge both.

Wario time?

Crystals from Wario Land 4, present due to Metroid Fusion using the Wario Land 4 engine.

About face!

An unused turning animation for the B.S.L field researcher in the opening cutscene.

Can you count to four?

Four numbered asteroids present in the sprite graphics during the game's intro cutscene. They have borders around them in the VRAM.

It has Samus' name on it.  Literally.

A larger asteroid, which has some difficult-to-make-out Japanese writing on it, is also present with them. 「サムスにぶっかるんシ」, meaning "Falling/Will fall on Samus".

Kinda hard to use a starship without a cockpit window.

An early version of Samus' ship is stored in the unused hanger tileset.


Is it that hard to draw an X?

Present in both Metroid Fusion and Metroid Zero Mission, there exist in the font graphics unused L and R button icons, and several different versions of the capital X character.

Map, yo!

Also present in both games is this placeholder graphic, with Japanese 「マップ」, meaning "Map", on it.

"Shot counter"

This placeholder is also stored in the same area as the Map placeholder, but is not present in Zero Mission. It reads 「カウンター」 and 「ショット」, meaning "Counter" and "Shot" or possibly in conjunction either "Shot counter" or "Counter [for] shot". It gets loaded into memory when the player starts up a save file. This graphic is overwritten with graphics of a charge beam shot being released. In other words, when Samus charges her beam and fires, this graphic no longer exists in memory.

Nintendo Presents. METROID FUSION 4

The text from the intro. Apparently, the opening was going to say "Nintendo Presents METROID FUSION" before they took the same route as Super Metroid.

281 every day

Numbers that get loaded into VRAM during the scene where the Metroid Vaccine kills off the X inside Samus' head. That scene does not use numbers at all.

Ugly mugs.

Unused mugshots. They are much smaller than the ones used in the cutscenes, and do not have palette data available. They are only loaded into memory during the end of the opening cutscene, when Samus is notified by her ship's AI about docking on the station.


This, however, does have a matching palette. It is loaded with the rest of the pause screen graphics in VRAM. It's Toro Inoue from the PlayStation, considered the mascot of Sony over in Japan, along with some sushi and a bird.

Pew pew

The graphics for her basic, default beam weapon has charged versions present in the graphics. These are never used, as new graphics are loaded in place of these when Samus gets the Charge Beam.

What a load of...Japanese

Found underneath the menu graphics in the ROM. The Japanese text 「メッセージ転送28ラ2文字 / サムス 連邦」 (Message transfer 28x2 characters / Federation Samus), 「メッセージ転送28ラ2文字 / アダム用」 (Message transfer 28x2 characters / used by Adam) and 「使用しないエリア」 (Unused area) indicate that this was most probably a placeholder for the contents of two text boxes.

(Source: Joe (Translation))

Unused Tracks

An unused music track. Sounds like something being hunted?

Another unused track. This sounds like something frantic, maybe the original escape sequence music?

This seems to be more of a sound engine test.

Unused Item Behavior

The Ice Beam is actually capable of freezing enemies. However, the only enemy you can normally use it against is the Omega Metroid.

The Screw Attack is a more odd case. First of all, it is cancelled by water without Gravity Suit, which is obtained before it. This is even described in the manual, even though the situation never happens. Second, without being alongside Space Jump, it allows to single-walljump (As opposed to simply space jump along the wall, it follows walljump mechanics). This could be a side effect though of the game simply assuming it shouldn't push Samus from the wall.

Regional Differences

To do:
There's gonna be a lot of fixing up to do.

The Japanese version contains three difficulty levels (Easy, Normal, and Hard), much like Metroid Zero Mission. The only difficulty level in the US and PAL versions is the same as Normal in the Japanese version. There are also a few bug fixes. There is also an option to switch the text between "オトナむき(漢字あり)" (For Adults (with Kanji)) and "コドモむき(ひらがな)" (For Kids (Hiragana)), which also affects which endings appear.

The US/European version does not remember its sound option, even if you return to the title screen. However, the Japanese version saves it.

To do:
Confirm the ending images.

The Chinese version is based upon the Japanese version, and also includes its changes.

European Language Translations in Japanese Release

The Japanese version is based on the European version of the game, includes all the languages that were present in the European release, but are inaccessible without codes.

You can access different languages by changing the value at 0x03000014. Japanese with kanji (For Adults) and Japanese without kanji (For Kids) are the only ones that can be normally selected from the menu. If the language option is forced other than these two, the difficulty selection menu is garbled, which, as noted above, is because the difficulty select is new in the Japanese version.

Language Values:

Language Hex Value
Japanese with kanji 0x0
Japanese without kanji 0x1
English 0x2
German 0x3
French 0x4
Italian 0x5
Spanish 0x6

Additional Ending Images

The Japanese version added six new ending images depending on your time, percentage, difficulty level, and text option, in addition to the existing ones from the US/European version. These new endings can be seen by selecting the "For kids" mode, while the existing endings can be seen with the "For adults" mode. You can unlock all images by using CodeBreaker code 33000012 0001 33000013 0001.