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The Charge Beam allows players to charge up energy in Samus's Beam Weapon before releasing a powerful shot stronger than a normal blast. Some enemies in the game can only be injured by a charged shot, so experiment with this if normal weapons can't inflict damage.

Hold down B to charge up the weapon and release to fire. Samus' beam projectiles will also become slightly larger. Players can also simulate the Screw Attack with this by charging up the weapon and somersaulting through the air.

This Morph Ball ability allows players to lay small bombs to damage enemies or break open certain blocks. Pressing B while Morph Ball mode is active will cause Samus to lay a bomb, players can lay up to three at a time.

The Hi-Jump allows Samus to jump higher than normal; this way, reaching those difficult platforms higher above won't be so hard. The Jumpball also allows Samus to jump while in Morph Ball mode.

This handy ability allows Samus to run at ultra-high speeds through long corridors. Any enemies caught in Samus' path will be incinerated.

This upgrade will enhance the damaging power of missiles to three times the concussive power of regular missiles. Once players find this upgrade, all missiles from that point forward will be upgraded to Super Missiles. Damage inflicted on Samus will lower as well, and players won't be frozen when they absorb large blue Xs found in various sectors.

Because Samus now has Metroid DNA in her genetic code, she cannot safely absorb the Ice Beam; as her body's systems are tied into the suit's beam functions, her body would eventually freeze solid from the inside out. Instead, the Galactic Federation has developed a type of missile that releases a burst of freezing energy instead of exploding. This enhancement adds this freezing effect to every missile that the player fires, though it does not negatively impact the destructive power of the missiles.

Just like the Ice Beam, enemies struck by an Ice Missile will become frozen. Firing a second missile upon a frozen target will destroy it. While frozen, enemies can be used as stepping stones to reach otherwise inaccessible areas. This Beam Weapon addition increases Samus' range of fire. Players will be able to fire out three bursts of energy that cover the same height as Samus herself.

This makes striking small enemies low on the ground easier; with its wide range, players won't have to be as accurate as before to strike an enemy. Players will find the first Power Bomb in a designated Data Room.

These bombs create major explosions that wipe out anything on-screen. Lay them by activating Morph Ball mode, then while holding R press B to lay a bomb. These bombs will come in handy throughout the station, especially as there are loads of Power Bomb expansions to be found.

Just like in Super Metroid, this ability allows Samus to virtually "fly" through the air. While pressing A at the right time, Samus performs a somersault in the air and players will rise up higher.

This can be used indefinitely to reach any height. The strongest of all Beam Weapons, the Plasma Beam allows Samus to fire piercing green shots of energy. These blasts practically shred any enemies they strike, so most enemies will go down with only a single shot or two from this weapon. Coupled with the Wave Beam this produces a deadly effect. The Gravity Suit allows Samus to move around freely underwater, this is particularly useful for water sections in Sector 4. Players also be able to wade through some of the various lava lakes riddled throughout Sector 3 without taking damage.

This also increases Samus' defense. The final missile addition, the Diffusion Missile, allows players to charge up Samus' Missile Launcher. By holding down R, players will charge up energy in the launcher.

Upon pressing B, Samus will fire a missile. Once it strikes a target a massive ring of ice will expand out from the impact zone to spread out beyond the reach of the screen. Anything caught in the blast will become instantly frozen. Apart from this visual enhancement, players will be able to fire through solid walls, floors, and ceilings.

It can be used to open one-way panel doors from the other side. This addition allows Samus to charge up energy in her suit while performing a somersault jump in mid-air. Any enemies caught by Samus while she's charging energy will explode, but remember to catch the X parasite when it tries to escape. Players will also be able to break through Screw Attack blocks while charging energy. Despite the ship's computer's doubts of Samus being able to survive the Ice Beam, Players will eventually be able to recover this ability - albeit for a short time only.

This weapon fires sub-zero blasts of ice, freezing any targets it strikes. Metroid Fusion includes two other abilities that hark back to its predecessor, Super Metroid. Samus can perform the Wall Jump from the onset of the game. The controls work great. I actually really liked how to use your missiles you had to hold R and B instead of just selecting them and then shooting them with the B button. I have played through Metroid Fusion multiple times and it never gets old. It is one of these games that I play through every couple of years.

You could argue that there is no replay value here, but to be fair this is a game from and having extra content was not really a thought back then.

This is a fantastic looking game. I always thought that Super Metroid on the SNES had great graphics, sound, and atmosphere, but this one here kicks it all up several notches. My only little criticism is that some of the enemy designs do look kind of weird and funky, but hey they are parasites so I guess it is ok? No matter if you are playing this on a Game Boy Advance SP not the original with no backlight or on a larger screen like a monitor or a TV, you will be amazed at how great this game looks for an early GBA title.

It is a truly incredible Metroid game and one of the best games for the handheld. It fits in perfectly well with the other 2D Metroid games and I would actually go as far as to say that this is a must-play game!

Metroid Fusion's story picks up directly after the end of that Super Nintendo classic. The gameplay is just as compelling, and the developers have made many subtle improvements. She's saved, however, by a vaccine made from the DNA of metroids, the now-extinct, natural predator of said parasite. So when a space station researching the X sends out a distress signal, the newly immune Samus is sent to investigate. Fusion may be based on an 8-year-old game, but it feels anything but stale.

The control is smooth and varied--Samus has plenty of moves, including old favorites like dashing, ducking and rolling into a ball, plus new capabilities like grabbing ledges and climbing ladders. Her arsenal is impressive, with many different energy beams, missiles and bombs to choose from--once you find them in the game's maze-like levels, that is. Much like the GBA Castlevanias, the world of Fusion is an interlocking labyrinth of rooms to explore see sidebar.

The game doesn't so much push you in the right direction as suggests the way to go.



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