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Prerelease:Metroid Fusion
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This page details pre-release information and/or media for Metroid Fusion.
E3 2001 Footage
Called "Metroid IV", and looks very different from the final game. However, a few elements from it are more or less implied, such as:
- The Samus/Metroid "fusion" element is shown through an animation, and the phrase "Fusion completed." being visible.
- Unknown floating enemies (early X parasites?) getting grabbed using the Grapple Beam.
- Samus is seen traveling through an abandoned space station or a space ship, and even a map is shown, revealing its shape.
Other elements to note, which make "Metroid IV" heavily based off Super Metroid:
- The intro shows the Screw Attack logo from the ending of the SNES game, but with a slightly different appearance.
- Samus looks larger, and is seen interacting with a station object simiar to Super Metroid's map stations.
- Samus' animations seem to be directly based off her SNES design, same as the Sidehopper-like enemy she kills.
Finally, a few mechanics which never resurfaced in the final game are shown here, such as the (already mentioned) Grapple Beam, a timer (which starts from around two hours), and some kind of zero-gravity/magnet system shown here to be used with the Screw Attack, and allowing Samus to run on walls and ceilings.
PGC E3 2002 Footage
Despite this build being mere months before initial release, there are still a LOT of differences.
Prerelease | Final |
---|---|
- Title screen is wildly different, going for a more stylistic and jaggy approach instead of the final's uniform, simplistic styling to coincide with Prime's release
- The HUD has a Pokemon-esque energy meter instead of the classic "NUMBER | ETANKS" format
- There is a (seemingly useless? Citation needed) radar of some sort next to the map display
- X parasites are purple and reuse Super Metroid's Boyon sprites and have no absorption animation
- Every room is drastically different, with a good handful of them likely being to display features (see: zombie power-bomb room at 0:24)
- Sector 1 (SRX) has a dry, rocky tileset, also featuring Skrees(!?)
- Doors are boxy and proximity-based rather than blast sensitive, staying open until Samus is far out of range
- Zombie scientists have the more traditional "rotten corpse" color palette
- Power bombs don't suck up parasites in a cluster
- Yameba have an orange and purple color palette and all have one hit point no matter the size
- The gunship is much more angular and centered onto one tile rather than two
- Location banner is black, centered to the middle-top of the screen and expands/contracts horizontally
- The gunship has a completely different landing room, referred to as "STAR SHIP"
- Location names are entirely capitalized akin to what Zero Mission eventually did
- Infested atmospheric stabilizers have a radically different sprite and used to be vulnerable from 4 sides
- Main deck ventilation is much more open and explorable
- Sector 2's (TRO) "main room" is much more mechniacal, featuring a lot of organic test tubes(?)
- The sector lobby is larger and more open
- Speed booster sound is different, cutting in and out with a flatter pitch
- Navigation and data rooms function more like save points with a floating platform instead of a pressure-sensitive plate
- Arachnis was a boss in Sector 1 with a much larger arena, and swipes out three beam-like projectiles instead of one large slash
- The SA-X reuses Samus's sprites from Super Metroid and doesn't make any firing sounds
- The freeze sound is a simple click