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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

Fusion (J) debug menu

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, an Action Replay code can be used:

(U)/(E) version (J) version
CD6169F3 D8989D47
BE00B773 395EF076
B184C6E6 3192C61C
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.

Note that the European version is identical to the US version, even when used in non-English language. The Japanese version additionally shows the difficulty and language, although they cannot be changed through this menu.

For a more descriptive list, see here.

Event Options

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. 「サムスにぶつかるん~」, meaning "Will collide with 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28x2文字 / サムス 連邦」 (Message transfer 28x2 characters / Federation Samus), 「メッセージ転送28x2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.

Title Screen

USA Europe Japan
Metroid Fusion-title.png Metroid Fusion EU-title.png Metroid Fusion JP-title.png

The European version changes "Press Start" to "Start Game" and adds a language option. The Japanese version has a different title logo design. The "Screw Attack" symbol is also brighter with different shading. Additionally, the logo was slightly repositioned and the ™ was replaced with an ®.


Metroid Fusion-Difficulty.PNG

The Japanese version contains three difficulty levels (Easy, Normal, and unlockable Hard), much like Metroid Zero Mission. The difficulty level in the North American and European versions is the same as Normal in the Japanese version.

Text Option

Metroid Fusion-Text.PNG

In the Japanese version, 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.
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. In the US version, all other languages are similarly inaccessible (only Japanese can't be selected in the European release).

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.

Other Differences

  • The North American and European versions do not remember their sound options, even if you return to the title screen. However, the Japanese version saves it.
  • In the Japanese version, you will unlock a Gallery option on the Title Screen once you have beaten the game, where you can view the various ending images you have received.
  • In the Japanese version, you are able to skip the game's intro by pressing the Start button in subsequent playthroughs.