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METROID: Fused Facility

Original game : Metroid

Platform : NES

Author : Roebloz

Release date : 08 June 2023

Category : Complete

Patch version : 1.0.2

Modifications : G, S, L, T, P

Downloads : 918

ROM Information

Database match: Metroid (USA)
Database: No-Intro: Nintendo Entertainment System (v. 20210216-231042)
File SHA-1: ECF39EC5A33E6A6F832F03E8FFC61C5D53F4F90B
File CRC32: A2C89CB9
ROM SHA-1: FDBFC7871962F72A1EF57E5A7E456164FB93430B
ROM CRC32: 70080810

Hack description

Alert! Alert! It has only been a few weeks since you defeated the X Parasites and saved the galaxy from certain threat on the BSL Station in Metroid Fusion, but as it turns out, one of the 12 SA-Xes has managed to leave using an escape shuttle on the Docking Bays to planet B-515. location of the abandoned Galactic Federation Military Base codenamed "BARON", and is now spreading the X across the planet to prepare for an all-out invasion of the universe. Your mission is simple: Travel to B-515, infiltrate the military base and destroy the SA-X before activating the self-destruct explosives to end the mission. Is your objective clear? Good luck, Lady. -ADAM

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METROID: Fused Facility is a simple hack of Metroid 1 on the NES, featuring a brand new adventure on Planet B-515, with the simple objective to destroy the growing X Parasites population on the planet. It features a completely brand-new map, new level design, new graphics, and even ports of Metroid Fusion music, courtesy of Amilgi. Much like the earlier Metroid Blue, you can also combine the Ice and Wave beam here and always respawn with full health. The paths are varied, and you have multiple ways to get through the base.

Speaking of the base, you have 5 distinct areas to explore from the colorful starting Main Area, to the fiery depths of The Heater, passing by the tropical SA-X infested Tropical Processing, and even by the menacing Bio-Hazard Research Area before finally reaching the dark Forbidden Labs, goal of your quest.

And, to avoid you getting lost, the hack even features a map to avoid those traditional Metroid 1 moments of being lost.

It is not much more difficult than the vanilla Metroid 1 game, so if you are looking for a nice little variety Metroid 1 hack, METROID: Fused Facility is for you!

Will you be able to save the galaxy?

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v1.0.3 - Fixed a bunch of palette issues, the Forbidden Labs early entry, the Forbidden Labs death warp, and made the Screw Attack's location a bit more obvious.

Screenshots

Contributions

ContributorType of contributionDescription
RoeblozHackingPretty much everything aside from music.
AmilgiMusicMusic importing, adapting and stuff;

Reviews

Pretty decent hack with a few issuesJuneFlower2023-10-10Version 1.0.2

TLDR; This is, for the most part, an enjoyable hack which manages to not let its sometimes questionable level design drag it down.

Art and music are both pretty good, the latter being nes versions of Fusion tracks, which actually works better than i would have expected. Tilesets can be a little repetitive, with every area being mechanical, but the art is well rendered and the palettes manage not to be garish despite their bright colors through clever color theory.

As for level design, this is a bit of a tricky one. while the overall structure of the map is fine it suffers from a couple issues:

  • first, and most prominent, rooms or large chunks of rooms are very commonly reused within the same area, which makes for a lot of 'have I been here before?'

This isn't really a negative by itself since that can be interesting in some ways, but it feels very unrestrained with it, and quickly becomes an annoyance Including a map is nice, but it shouldn't be used as a band-aid fix to mask confusingly repetitive rooms. The room designs themselves are sometimes interesting and inspired but mostly very derivative of the original: long vertical shafts after enemy-filled corridors, again and again.

  • the game will often have a long corridor with an ability lock at the end of it (a platform requiring high jump to reach, a wall that requires bombs, etc...). While I don't want to dismiss this approach completely, it becomes annoying very fast. have the ability lock early on in a linear path, or the player's time is mostly wasted. The game will also sometimes have an ability lock right behind another one, this is understandable design if one wants to check that the player has two specific abilities before venturing forth, but there are better ways to do it. As it stands, the player remembers an ability lock, goes back to clear it and is instantly disappointed when it doesn't lead to anything but another lock. I believe it's more pertinent to have the two locks be appart while still being both required for the route the designer wishes to block out.

While it seems like I've been very negative, it's only because as a level designer myself I tend to think about level design a lot. This hack is a pretty good time, and I thank the hacker for making it. Without using the map, this took me ~6+1/2 hours, including a bunch of helpless wandering.

Difficult but Fair, Great Level design / PathfindingMylocke2023-06-30Version 1.0.2

The Level design and changes in this hack are top notch for a Metroid 1 Hack, I never felt that lost like I did in OG Metroid. However the hardware cannot support the amount of objects on the screen at time and there is slowdown up the Wazoo around every corner. Like lots of NES games this causes you to be patient but also frustrated. If I could change one thing about this hack it would be reducing enemy count and making up for it with more tricky platforming (which is present in parts). It is expected in boss rooms with all the projectiles but in normal areas it's an annoyance that could have been padded out.

There were also a couple places where I could not figure out how to get to even with a map handy. The difficulty is a bit on the hard-side and I had to use save states often for my own sanity.

I would recommend but only if you love OG Metroid.