*blocks your path*

*blocks your path*

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It's not particularly difficult though.

Tell that to my 8 year old self back in 2002

Was it harder than Nightmare?

It's ok user, I also had problems with bosses when I was your age.

HAHAHA no. Maybe frustating because it bounces all over the place in an (apparently) unpredicatable manner.

Was this boss a nod to Gunpei Yokoi's "accidental" death?

beat it in my first try, nightmare however...

I was replaying Fusion the other night and came across this guy. Died two or three times so I dropped it. I swear I kicked its ass effortlessly when I was 12, wtf.

Fuck no.

You can skip to phase two soon as it spawns, meanwhile nightmare is fucking ass to hit.

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Elaborate

Why does a spider have an eyelid

this boss is a straight up ripoff of one from Megaman X isn't it?

The X parasite had previously absorbed the DNA of an eyelid.

>aim up
>spam missiles
wow so hard. Where did this "fusion is hard" meme even start?

Because we played this game as a kid. The fire attack limited mobility for the very strong suplex, and for an 8 year old that probably meant a few resets

Mostly from the fact that anytime you gain a new weapon or armor for more damage and protection, the game would then instantly add enemies that deal and take more damage. In other Metroids most enemies were fairly weak and even more so when you gather more powerups.

Gunpei Yokoi was the creator of the Metroid series as well as the inventor of the Game Boy and Virtual Boy. Sometime shortly after the Virtual Boy flopped, Yokoi died in a tragic car accident. The speculation is that it was orchestrated by the yakuza. That boss in Metroid Fusion is named Yakuza and it's one of the hardest bosses in the series.

This boss isn't too hard, it just fucking sucks if you die and have to go all the way back to your ship.

To the game's credit, as much as people bitch about its linear nature being "not Metroid," the higher difficulty and tighter difficulty curve are owed entirely to the more linear design.

Woah, well that's certainly interesting. I'm leaning towards coincidence, but it's possible.

Is Fusion the easiest 2D Metroid?

I was the inverse, never found the nightmare hard even when I was 10.

Metroid has always been Megaman for people who are shit at videogames. I know it came first btw.

That's bullshit, it's absolutely possible to scale the difficulty without insultingly railroading the player. Sakamoto is just not creative.

The only non-linear Metroid games are the original/ZM and Super, though.

Hornswaggle. Neither of those things requires railroading and constant exposition dumps.

I liked the exposition. Added to the atmosphere.

Yakuza wasn't all that tough once you realize charge shots have the same rhythm as his screw attack. You should be able to get one into its mouth every time he opens it which should keep the fight from getting out of control.
The real hard boss is Nightmare especially if you were a dumbass trying to 1% the game.
Having 15 missiles and 99 energy makes that fight borderline impossible.

This The worst part is that, once you beat it, you have the hardest SA-X chase sequence in the game after it with no save point, I believe.
So a three-phase bossfight all with different mechanics, and then an obstacle course.

I always found it easier to just use the charged beam. MIssiles were unreliable.

In everything but the nightmare fight I'd agree, but the way the plasma beam calculates damage means that it barely tickles that boss since the shots plink out shortly after touching his face.
Since Plasma does damage per frame and not on impact it will do significantly less damage compared to shooting missiles. If you could switch back to just wide that would be even better, but unfortunately they decided that being able to turn off power ups was too complex for whatever reason.

"derelict research station gone haywire" isn't really helped out much by "Samus, thing just exploded, go to New Sector at once. (map screen)" -> "Samus, thing here just exploded, go to this room in New Sector at once. (map screen)"

Revise that to only the original and Super. ZM is linear as hell, with the only way to sequence break being arbitrary bomb or speed-boost blocks. So yes, ZM technically can be played non-linearly, but not in any remotely intuitive way like Metroid 1 or Super.

There is a save point right after Yakuza

Nice to know you haven't played ZM.

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This is first game I ever played along with golden sun dark age and castlevania. All on GBA

Notice that almost all of the sequence breaking comes from "hidden paths." Those hidden paths are almost universally either an unintuitive set of hidden bomb blocks or speed boost blocks. If you're not using a guide, the only way to find these hidden paths is to just bomb and speed boost into everything all the time, which is just bad design. By comparison, you can get into Kraid's Hideout in Super without High Jump just by using a simple wall jump, and you can get into the Wrecked Ship without the grappling beam by using just a couple shinesparks into a clearly open horizontal path. In Super it's more about recognizing where to use your skills and then executing them, whereas in ZM it's more about knowing where the hidden blocks are.

The fact you seem to think so just indicates how little you know of either boss

You are boiling it down way too much.

Never did a 100% run of ZM. Was it possible to get the power bombs BEFORE getting to the ship?

The only trouble here for me was me being a dumbass and getting caught which is punished super hard. Did a lot of damage.
If you can escape him after he grabs you, I never found out why.

*how, not "why".