Metroid Fusion: Special Edition (Now with hard mode!)Link to the MetConst hack page:
https://metroidconstruction.com/hack.php?id=659Link to the RHDN page:
https://www.romhacking.net/hacks/6115/v5.0 is currently being worked on!
Current release version is
v4.2.
To check if you have the newest patch, look at the version number on the title screen as shown below:

Celebrating a very
special 35th anniversary to the Metroid franchise!
This is a hack using "Sequence Breaking Fusion" as its base that focuses on giving a facelift to the visuals, alongside many gameplay tweaks and room changes to make (what I'm hoping to be) the best Metroid Fusion experience currently available!
I'm overall proud of how this project turned out over the past few weeks. While I was originally going to keep it private for me and my friends, I decided to turn it into a proper patch since a few people suggested it! It's since gotten plenty of big updates to bring it closer to what I've always wanted Fusion to be. From visual overhauls to brand new sequence-breaks, this hack should have plenty to enjoy, and I hope you all love this passion project of mine as much as I do!
Features-Much of the game recolored to give it a less overly-saturated (but still colorful) look.
-Better map screen and HUD graphics.
-More compact font (with text tweaks to center better with the width of said font).
-Bomb-jumping and single-wall wall-jumping reimplemented.
-Many new sequence breaks added (early Power Bombs are the most important step).
-Faster door transitions and elevators.
-Optional (and slightly customized) hard mode.
-Many small level design tweaks.
-Some old/unused content restored.
-You can stand on most of the computers (yes, really).
Comparisons
Previews








Videosv1.0
v2.1
v3.1
v4.2
v5.0
Soon...?
Changelogv1.0 - Initial Release
-First public release of the hack.
v2.0 - Graphical Overhaul
-Proper custom title screen.
-UI got a facelift in several areas.
-Map color palette changed to be a bit more inline with ZM for consistency while still remaining unique.
-Door softlocking fix WAS implemented, but the build I released was actually missing it.
v2.1 - Minor Patch #1
-Fix for the door transitions softlocking has been included this time.
-Changed the color of the minimap grid to match the map screen's grid.
-Added version numbering on the title screen.
v3.0 - Area 5/6 Update + Various Graphical Tweaks
-Area 5's blindingly vibrant icy areas have been toned down to a more realistic palette, while still remaining colorful.
-Area 6's lit-up caverns were changed to actually look dark, rather than being neon hell.
-The colors of Area 3's purple stone and metal was desaturated and adjusted slightly.
-All the broken doors had their color palettes changed to actually look like they should, rather than being overly faded for no good reason.
-Interactable floor panels (buttons?) in each room have been made consistent, rather than half being green while others are silvery.
-The silvery unused data room computer has been reimplemented, along with the beta ship cockpit BG.
-A certain set of unused rooms was readded to the Main Deck, each having a nice little bonus to collect.
v3.1 - Minor Patch #2
-Very minor level design changes.
-The "disco blocks" in Sectors 3 and 6 have been fixed.
-You can stand on ~80% of the computers in the game.
-SA-X can be damaged at any point with the charge beam for fun (good luck killing it, though).
v3.2 - Minor Patch #3
-Critical bug that prevents players from finishing the game fixed.
-More level design changes, some allowing secrets to be obtained earlier than usual.
-Updated design for the Missile/Power Bomb tanks.
v4.0 - New Sequence Breaks + Polishing Up
-Getting Space Jump early is now possible as long as you have Hi-Jump and have killed Nettori.
-Super Missiles obtainable without Speed Booster or Lv. 2 access.
-Wave Beam and Screw Attack can be obtained without ever even unlocking Lv. 3 doors (VERY challenging).
-Much easier to get 0%, as the difficult-to-avoid missile tank in Sector 3 has been moved to an optional spot in Sector 5.
-Many graphical changes (such as a nice location marker instead of a flashing white square).
-Some annoying small tiling errors were removed/changed.
-Credits and intro text edited to better fit the romhack.
v4.1 - Minor Patch #4
-Finally gave Sector 1's grassy caves a proper recolor.
-Dark areas are much darker, as they should be.
-Various other graphical and level design changes.
-MFSE now has an optional hard mode patch, which includes some extra changes.
v4.2 - Minor Patch #5
-More brand new map graphics.
-A few small shortcuts added.
-Fixed the missing changes in Zazabi's hard mode arena.
v5.0 - "More Open" Sectors and Early Speed Booster
-WIP c:
CreditsLostglaceon (Me! :D) - Most of the graphical and level editing work, reimplementing some cut content, and putting this hack together.
Wildfire - Helped me test it so many times that I lost count, and gave me many fantastic ideas and suggestions!
Raygun and Cpt. Glitch - A few (very awesome) .asm patches.
Jumzhu - Sped-up room transitions.
Cosmic - The original font and map tiles that I used before tweaking them a bit.
Kazuto - The hack this was built on!