Originally posted by Cuber456
Originally posted by SamuelEarl666 Since i played Metroid Zero mission not long ago i'll be happy to check the prototype out. For anyone that wants to play these the Srl files work with No$gba.
Actually if you just rename them to from SRL to GBA then Visual Boy Advance can play them too.I am currently playing through the 0911 version of Metroid Fusion to see what differences I can find. I found a few so far and it keeps growing.
-The layout of the big room that leads to the first missile upgrade on the main deck is slightly different.
-On the map screen, what are labeled as recharge rooms with an R in the retail version (US) are labeled with an E in this version.
-I can't seem to find a good enemy list for the game but in Sector 2, right after defeating a blue larva enemy in the room before, the puzzle to advance in one room is different. This room is found after bomb data is acquired. It has those enemies that are low on the ground and jump around in arcs.
-Whenever the SA-X is in a room, instead of ominous music playing, beeps are played. They actually sound similar to the so called "sound engine test" that is listed on the main page for the retail game.
-In sector 3, the room to obtain an energy tank, which is past a heated hallway near the beginning of the sector, is different.
-In sector 3, in the hallway that leads up to the 2nd level security hatch, the room where there is a missile power up is slightly different. In this version, there is a ladder to lead you back out of the room. In the final version, there are ledges you can jump on to get back out.
-In sector 6, the boss from which you acquire the Varia Suit is slightly different. In the final, the boss has small mini versions of itself circling it. In this version, they are absent.
-When acquiring the Varia Suit, the animation still plays like in the final but there is only a small beep. There are no flashy sounds accompanying the animation.
-When cold/ice/blue X notice you, the make a beep sound. In the final version they don't make this sound, they make a sound that sounds.... cold.
-The room from which the SA-X comes out of when you see it at the beginning of the game before the main elevator shaft is damaged is different. While it still has a missile upgrade like the final, the level of the flooring is different.
-When Nightmare is running loose in Sector 5, every time it moves around in the background, the sound it makes is not like the final version.
-When entering Sector 2 after recovering space jump. The SA-X will be there like the final but not even the beeping sound is heard.
-When the fight with Nightmare starts in the final version, it rises up from below making a sound. In this version, there is no sound when it does rise up.
-The boss music in the final doesn't play here for nightmare. Instead the "ominous" music plays, the one before you know you are going to fight a boss.
-It doesn't seem the Nightmare use any sounds like in the final version.
-When Nightmare manipulates gravity, missiles Samus fires are unaffected. In the final version, missiles fired will immediately drop to the ground.
-Acquiring the Gravity Suit, like the Varia Suit, will make a small beeping noise.
-When the security robot is defeated in sector 6, the graphics for the remaining brain that transforms into an X-core is different than the final.
-Fight music with the SA-X is a bunch beeps
-When escaping the ship after the SA-X fight, no music plays
-Omega Metroid does not become redder when it get closer to being defeated
-Credits can be skipped by pressing A
I assume that these are actual differences between this proto and final and not merely regional differences between the US and E versions. If I find other changes I will update this post.
So here are some images to show some differences between the Metroid Fusion 0911 Proto and the US Final as I mentioned in my previous post.
Proto:
Final:
Comments: The room where the SA-X comes out of on the Main Deck. Only an atheistic change here with the floor being lowered on the right side. The room contained a Missile Tank which I got in the Proto shot.
Proto:
Final:
Comments: A room that is after obtaining Bomb data but before Zazabi in Sector 2. A simple puzzle element was removed here. What you are suppose to do is morph ball into that little crevasse and drop a bomb. When it explodes, the metal pillar will pop out and allow you to continue on.
Proto:
Final:
Comments: This hidden room is in Sector 3 on the way to the Green Level 2 Hatch and contains a Missile Tank which I already got in the Proto. The change here is atheistic. The left wall in the Proto contains a ladder that is revealed when bombed. In the Final, it is replaced with a ledge. This might have been done because the ladder looks a little awkward next to the breakable blocks leading into the hidden room.
Proto:
Final:
Comments: This room is in Sector 1 and is the room right before the Fake Chozo Statue where you obtain the charge beam. The change here is that the metal rod/row/column that sticks out is absent in the Final version. I only discovered it when I shot at it by accident with the wave bream but it might be possible to extend it using bombs. The reasons why it was removed is obvious and I can think of at least two. In the Fake Chozo Statue room, there is an Energy tank that is directly above(in the ceiling) where the Fake Chozo Statue sits. To obtain it, you are suppose to shine spark up from where the Chozo Statue sits. The idea would be to use the metal rod to build up speed to shine spark. The problem is that you just BARELY have enough room to shine spark and obtain the energy tank using the rod. The other reason why it was removed was that another item(Power Bomb Tank) one room away requires that you shine spark to obtain it but there is plenty of room to do so and it is close enough to the Fake Chozo Statue room that it makes the metal rod redundant. I said a lot here but I hope that makes sense...
Proto:
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Final:
<object width="420" height="315"><embed src="//www.youtube.com/v/bUQ1sVv7t8U?version=3&hl=en_US&rel=0" type="application/x-shockwave-flash" width="420" height="315" allowscriptaccess="always" allowfullscreen="true"></embed></object>
Commets: This is a room near the beginning of Sector 3. It is past a long, hot hallway with lava. The layout of the puzzle to obtain an Energy Tank(I already got it in the Proto) is different from the Proto to the Final. I guess it is just an atheistic difference.
That is all the differences I could find for today. Just one more thing I want to mention. Perhaps some of you know about it but there is a secret message in the game that you have to go through hell to see in the Final Version. You can check it here:
<object width="420" height="315"><embed src="//www.youtube.com/v/0zmA_O14rqg?hl=en_US&version=3&rel=0" type="application/x-shockwave-flash" width="420" height="315" allowscriptaccess="always" allowfullscreen="true"></embed></object>
I wasn't able to do this in the Proto because I suck and/or got lazy. Someone should try this on an emulator. Trying to TAS this might be a good idea to keep you sane. I would be interested to know if the secret message exists in the Proto. To make it easier for you, I have my save file.
http://www.mediafire.com/download/p854f76bk9cgxpo/METROIDAGBJ.sav
Load File B and see if you can get the secret message to appear. USELESS INFORMATION WARNING: File A and C are completed games. In A I completed the game straight. In File C, I got some more powerups after finishing File A.
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