Metroid Fusion Master Quest V2
Release date: Mar 18, 2023
Author: Gameringly
Download: V2 (214 downloads)
Download: Old Ver (32 downloads)
(564 downloads of previous versions)
Genre: Exploration [?]
Game: MF
Difficulty: Vanilla [?]
Average runtime: 4:28
Average collection: 57%
Read Me: [None]
Forum Thread: Release Thread
Rating: Star Star Star Star Star
Description
Metroid Fusion Master Quest is a hack that aims to remix all of metroid fusion. Adding new puzzles and changing old ones to make them more challenging. With generally more enemies per room, tighter platforming and new SA-X encounters this hack is slightly harder than the original fusion but is still casual friendly, no advanced tricks are required as I cannot do them myself.

This hack will test your knowledge of Fusion as secret shortcuts become the only way forward and entire sectors have to be traversed in different ways. You'll have to keep your eyes open for details in the environment to find secrets and items, of which many have been shuffled to entirely different rooms, and Adam will provide general advice as you progress.

The hack is now fully completed and available for download!

V2 update overhauls a significant amount of the level deisgn to have less block finding and more creative challenges and puzzles, fix tiling errors and softlocks, tweaked enemy stats and dialogue for a more enjoyable and polished experience
Screenshots
Screenshot Screenshot Screenshot Screenshot Screenshot Screenshot Screenshot Screenshot
Ratings and Reviews
By Amso71 on Mar 19, 2023 (Star Star Star Star Star )
42% in 4:09
Metroid Fusion Master Quest is an cool hack. It adds new things to existing level designs to freshen up and add new difficulty to the original experience. There is no brand new content, although unused parts of the game have been brought back in this hack.
So, what does this hack bring to the table?
Well, for starters, new puzzles are added, so much so that the experience never truly feels like vanilla fusion. 95% of rooms have changes in SOME form, and no one puzzle is the same as the original. This is good! It shows the attention to detail that the author had in making sure the experience felt fresh. But this does bring up an issue. Remember how I said that the level design just adds new things to the vanilla game? This can sometimes be to the game's detriment. Very few new rooms have been put into each sector, and when they're in the game, it's just for the sake of a puzzle. Often times, the make the experience feel different, the main path will be blocked off, and you'll need to find a hidden breakable block to progress further. This is not horrible once or twice, but because your moveset is so limited at the beginning, these puzzles appear a lot because there is only so much it can do to make it feel fresh without using upgrades as puzzles. This is especially egregious in the very beginning, during the first visit to the Main Deck. Luckily, if you're worried, this gets better over time as your moveset expands (although it still appears once or twice in each sector.) Most of the new puzzles are creative, or at the very least, inoffensive. Occasionally they were too cryptic for my tastes, but I'm not the greatest at exploration, so I won't knock on the hack for that. There was one particular puzzle that I found to be genuinely bad, though, in Sector 6. After getting the Varia Suit, there's a platform where you need to press Down+A to fall through. This goes unused in the vanilla game, and it's not conveyed well here. Otherwise, not bad.
The highlights of this hack for me were the bosses are the SA-X sequences. The former have small edits added to increase difficulty, wether it is adding/removing platforms, changing HP values or more, it made nearly all bosses feel fresh and more challenging. The SA-X sequences are insane, making use of unused parts of the SA-X AI. Never does it feel dumb or scripted this time, and you will be scrambling to escape as soon as you can, I loved it!
The dialogue doesn't take itself seriously at all, and I chuckled many times. I won't spoil anything about it, but I'm sure you'll find it quite enjoyable, though not all lines are changed.
Be warned: This hack is NOT easy. The description mentions that it is slightly harder than the vanilla game. It is correct that advanced techniques are not required, but lots of precision and a good grasp on the mechanics will be required! I recommend 100%ing the vanilla game at least once before trying this hack out, as many item locations are used for progression, and the game makes sure you know this. Adam, alongside his silly lines, does give you tips throughout the adventure, and the advice does turn out to be useful, so that's much appreciated.
Be wary that the Sector 2 poles are used in many sections. These were very janky in the original game, and they continue to be here. In both Sector 2 and Sector 4, I got softlocked because of these. The Sector 2 pole is on the main path too!
Lastly, the endgame has some... interesting surprises. I won't say anything but I recommend playing until the end!

Overall, I give this a 3/5. Mostly great bosses, amazing SA-X sequences, and good levels. but not particularly consistent. Quite difficult, so it's recommended that you have quite a lot of experience with the vanilla game!
Finished.
No savestates used.
Recommended (with caution.)
By KPF on Apr 02, 2023 (Star Star Star Star Star )
1% in 0:00
This is another bad half hack.
By Zhs2 on Apr 12, 2023 (Star Star Star Star Star )
81% in 4:34
This hack was okay I guess. I liked the SA-X invasion at the end, kind of dumb not to see them normally since the plasma vulnerable lore is really forced. I did not like the random section of drop-thru ledges first Sector 6 visit, they confused me to no end when they are A) used absolutely nowhere else and B) never explained, just forced on you. The rest of the hack is okay for veteran experience players and not truly that tough. Blocks added to boss rooms don't actually make the bosses more challenging. (Thanks for not adding any to Ridley's, I know that took restraint.) Oh, and the ending references were dumb, but whatever, it's just some silliness in a beatable challenge hack. Plus the Varia palette is terrible.

There are two non-event-related softlocks that exist in the current version (1.1.3):
- If you break through the speed blocks into the right section of Sector 3 before opening L2 locks, you will be stuck in the red column with nowhere to go.
- After beating Nightmare, you are able to return to the navigation room at the beginning of Sector 5, which locks both doors and traps you.
By TwistedPretzel85 on Apr 16, 2023 (Star Star Star Star Star )
No completion stats.
Enjoying the hack, ran across an issue. If you go to the missile room on the way out of Sector 2, the first green barrier monster cannot be passed on the way out if you go into the room and it is raised, so I'm stuck and have no choice but to die and go back to my last save. If I'm missing something, I'd be happy if someone filled me in, but I think this might be a lock.
By MarioFan2468 on Sep 19, 2023 (Star Star Star Star Star )
60% in 4:43
yes i liked this hack
its hard but not because you have to go through instakill enemies or execute some very hard and obscure glitch, you just have to use your brain
at first the puzzles are a bit simple, but when you gain enough upgrades they become really cool
i especially liked the securitylock4 gauntlet where you went all over the place in new rooms to try and get the lock open

i did not understand this for about 60-70% of my playthrough, but the way forward is always in the rooms you recently gain access to
a lot of times i would go back too far and search in rooms that did not lead anywhere
also yeah the platform to drop through in sector 6, i figured it out after a while, but then i thought there would be more of those later in the hack so i tried dropping through everywhere else uselessly

aside from those minor problem its a good hack
navigation guy is funy
it will test your metroiding skills thoroughly
try it now
By Exorion on Mar 12, 2024 (Star Star Star Star Star )
100% in 8:57
(Played on Version 2.0)

Overall this was a great hack and I can say way more positive then negative things about it.

True to the description it feels like a vanilla+ hack. It adheres to the rules established for normal players taught in the base game and simply expands the game to offer a higher level of challenge as well as variety when it comes to pathfinding, puzzle-solving and fighting. The constant balance between all elements as well as changes made to rooms and paths made for a fresh and fun experience. For the most part Adam will remind you of important mechanics or tell you which advanced stuff you'll never have to do so throwing your head against a wall should almost never happen. I only had one moment during my first visit in Sector 2 in which I feel the solution is a bit too obtuse to find (I only found it by accident and after learning that the solution is almost always near your current path at all times).

I also like the level of difficulty for the most part. The main path, whilst absolutely being more challenging in every way than vanilla, still is rather forgiving and not too demanding. And if you want a higher challenge you can go for 100%. On that note I felt the level of challenge of some of those to be a bit weirdly placed. The ones after you obtain Screw Attack felt way easier than a specific one on Main Deck for which you need Speed Booster. This one requires many tight shinespark to speedboost transitions in quick succession, about as demanding as the vanilla secret message. No idea why this one is available that early when it is harder than most other.

In terms of bugs/glitches I encountered none on my playthrough. The developer took great care to account for many potential tricks to spotentially skip sections or get items earlier than intended. I also only had two true softlocks.

The Wave Beam E-Tank in Sector 6 (NOC) can be reached way earlier once you have both Speedbooster and Varia Suit. You can start from two screens to the left to barely get a shinespark stored, then have to get past the two caterpillars and flying gas thing, get behind the Screw Attack blocks and let it rip. If you store it on the slope you can set up a second shinespark to clear the way to the E-Tank. This trick at this point in the game is heavily reliant on enemy movement RNG as you do not have the firepower (nor reach) to blow enemies up in time (and having to do more than two jumps or even a pause takes too long) so I get why it was not caught during development. However if you do so you have no way of setting up another shinespark, therefore being softlocked. Adding a bomb block followed by a fake one to escape the big shinespark block barrier from the right could be a solution if one wants to keep that "sequence break" available.

Special shoutout to the SA-X chases. Those were really cool, short but enjoyable. It's rather nice to have the "potential" of the original game's dialogue finally be realized in a hack. It was great.

So far I only had high praise for the hack so why only a 4 out of 5? Sadly it is because of the finale. In my opinion the finale was fumbled hard. The true battle against the SA-X is a frustrating mess. Yes I know in vanilla this was a total pushover but I feel this is the only boss which was made worse. The arena is way too small to proberly fight in. The levitating platforms are breakable by everything so it is no good for combat. And the left side is really short. Those things would be ok to handle if not for the random nature of the SA-X when it comes to Screw Attack movement. Despite looping her she sometimes can break out by doing different patterns/attacks. And your own character is simple not fast enough to properly evade all of them, coupled with the fact that one's own Screw Attack offers no protection and is slower.

A returning gimmick are pits which teleports you to a different part of the map if you fall into them. It was used once before and was a nice little addition to an otherwise boring boss. Here however the developer decided to let it act as the ultimate punish. If you ever fall into it you can basically turn your game on and off again because it resets the whole fight with the SA-X, including restoring her health. This is such a disproportional punishment and I have no idea why it was turned into a worse gimmick. Also Phase 2 can be softlocked. If you kill SA-X whilst it's at the left side: congratulations! The X-core will now be stuck and you have no way to get it out of there so happy resetting. The last part of annoyance is the escape sequence. In theory it is really cool that the remaining SA-X still try to stop you. But after such a difficult fight it is absurd. Coupled with the fact that they are positioned in such a way that you simply can't freeze them on reaction because of the angles you have to take. Their shots will hit you but your missile will miss.

The absurd difficulty of the finale is also a reason why I doubt Hard Mode or 1% runs would be doable. Some of the later bosses seem hard enough with the changes as is but the finale truly feels impossible to do damageless. Collecting enough upgrades feels like a must.

In the end I still can recommend this hack for the most part. Outside of the very, very end you can enjoy a great and fun hack which offers a truly fresh experience.

You must login to rate this hack