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* ''VideoGame/MetroidPrime'' had a bug that was fixed in later releases. When you beat the Phazon Elite, the doors unlock and he leaves behind the Artifact of Warrior. If you're careless enough to leave the room without collecting the artifact, then it will never return, and it's required to beat the game.

to:

* ''VideoGame/MetroidPrime'' had ''VideoGame/MetroidPrime'': In the original North American [=GameCube=] release, as well as the launch version of ''Remastered'', there is a bug that was fixed in later releases. When releases wherein if you beat the Phazon Elite, the doors unlock Elite and he leaves behind the Artifact of Warrior. If you're are careless enough to leave the room without collecting the artifact, then Artifact of Warrior that it drops upon defeat, it disappears and will never return, and return. Unfortunately, it's one of the items required to beat the game.



** It is possible to be forced to reset and start from your last save right near the end of the game on Hard mode. In the second half of the game (The Mothership/Chozodia), save stations also do the dual service of refilling your health and ammo. On Hard mode, a couple of those save stations are simply walled off and inaccessible. Once you get your suit back and are going back through the game item-hunting, be very careful when you loop back around to the Chozo Ruins, because once you get your suit back, several obstacles will be placed throughout the ruins that require Power Bombs to destroy. On your way to get one of the Power Bomb expansions, you'll fall through a collapsible floor with no way back: the only way out is forward. On Normal mode, there'se a save station right after with a chance to refill, but on Hard mode that's one of the stations that's walled off. In order to progress forward and get out of this area, it is absolutely mandatory that you have at least two Power Bombs in tow, because the Zebesians don't drop anything. If you don't, you're done.

to:

** It is possible to be forced to reset and start from your last save right near the end of the game on Hard mode. In the second half of the game (The Mothership/Chozodia), save stations also do the dual service of refilling your health and ammo. On Hard mode, a couple of those save stations are simply walled off and inaccessible. Once you get your suit back and are going back through the game item-hunting, be very careful when you loop back around to the Chozo Ruins, because once you get your suit back, several obstacles will be placed throughout the ruins that require Power Bombs to destroy. On your way to get one of the Power Bomb expansions, you'll fall through a collapsible floor with no way back: the only way out is forward. On Normal mode, there'se there's a save station right after with a chance to refill, but on Hard mode that's one of the stations that's walled off. In order to progress forward and get out of this area, it is absolutely mandatory that you have at least two Power Bombs in tow, because the Zebesians don't drop anything. If you don't, you're done.

Added: 1252

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* ''VideoGame/MetroidFusion''
** The [[http://www.metroid2002.com/fusion/other_the_tro_trap.php TRO Trap]] is a very tricky {{Sequence Break|ing}} that lets Samus fight Nettori (the root boss) before defeating Yakuza (the suplexing spider). It makes the game unwinnable because the game breaks when bosses are defeated out of the scripted order - Nettori's Core-X will give you an error message saying Level 1 hatches are unlocked instead of the Plasma Beam, and Yakuza will be gone if you try to go and fight it afterwards. The unintentional part arises because ''Fusion'', unlike other ''Metroid'' games, is programmed specifically to follow the story's events in order, and is very unreceptive to sequence breaks as a result.
** The final SA-X battle can be made unwinnable by shooting it on a specific frame, making the boss completely invulnerable to damage. If this happens the only thing the player can do is try again from a previous save.
* ''VideoGame/MetroidPrime'' had a bug that was fixed in later releases. When you beat the Phazon Elite, the doors unlock and he leaves behind the Artifact of Warrior. If you're careless enough to leave the room without collecting the artifact, then it will never return, and it's required to beat the game.



** It is possible to be forced to reset and start from your last save right near the end of the game on Hard mode. In the second half of the game (The Mothership/Chozodia), save stations also do the dual service of refilling your health and ammo. On Hard mode, a couple of those save stations are simply walled off and inaccessible. Once you get your suit back and are going back through the game item-hunting, be very careful when you loop back around to the Chozo Ruins, because once you get your suit back, several obstacles will be placed throughout the ruins that require power bombs to destroy. On your way to get one of the power bomb expansions, you'll fall through a collapsible floor with no way back: the only way out is forward. On Normal mode, there would be a save station right after with a chance to refill, but on Hard mode that's one of the stations that's walled off. In order to progress forward and get out of this area, it is absolutely mandatory that you have at least two power bombs in tow. If you don't, you're done.
** In addition, what makes this somewhat frustrating is that power bombs are scarce at best on Hard mode, so it's easy to run into this while doing a final item-sweep and not realize it until it's too late. You'll either have to get lucky with the pickups or go out your way to a Chozo statue or Mothership/Chozodia save station to refill. And the Space Pirates (the only enemies you encounter in this section) drop next to zero pickups whatsoever.
** In the American and Japanese versions[[note]]The European version is still winnable, see below[[/note]], if you are gunning for a Hard Mode minimalist run, make sure you have either (a) a second Missile tank (or a Super Missile Tank)[[note]]In Easy and Normal mode, you get five missiles per powerup as opposed to two, so it is still passable in those difficulties[[/note]] or (b) the Screw Attack before fighting Mother Brain because in Chozodia, there is a segment where you need three missiles (or two as another wall can be broken with the Screw Attack) to get out of. Since you cannot pick up powerups in that segment, and the breakable blocks return if you leave[[note]]This was fixed in the European version as the blocks in that segment stay destroyed if you leave[[/note]], if you have only one missile tank and not have the Screw Attack in your possession, you are stuck with no way out.
* ''VideoGame/MetroidFusion''
** The [[http://www.metroid2002.com/fusion/other_the_tro_trap.php TRO Trap,]] which is a very tricky {{Sequence Break|ing}} that lets Samus fight Nettori (the root boss) before defeating Yakuza (the suplexing spider). It's unwinnable because the game breaks when bosses are defeated out of the scripted order, and insane because executing it requires you to do a very tricky Shinespark to a path you shouldn't even know exists at that point, then navigate through several areas without the [[NotQuiteFlight Space Jump]].
** The final SA-X battle can be made unwinnable by shooting it on a specific frame, making the boss completely invulnerable to damage. If this happens the only thing the player can do is reset and try again from a previous save.
* ''VideoGame/MetroidPrime'' had a bug that was fixed in later releases. When you beat the Phazon Elite, the doors unlock and he leaves behind the Artifact of Warrior. If you're careless enough to leave the room without collecting the artifact, then it will never return, and it's required to beat the game.

to:

** It is possible to be forced to reset and start from your last save right near the end of the game on Hard mode. In the second half of the game (The Mothership/Chozodia), save stations also do the dual service of refilling your health and ammo. On Hard mode, a couple of those save stations are simply walled off and inaccessible. Once you get your suit back and are going back through the game item-hunting, be very careful when you loop back around to the Chozo Ruins, because once you get your suit back, several obstacles will be placed throughout the ruins that require power bombs Power Bombs to destroy. On your way to get one of the power bomb Power Bomb expansions, you'll fall through a collapsible floor with no way back: the only way out is forward. On Normal mode, there would be there'se a save station right after with a chance to refill, but on Hard mode that's one of the stations that's walled off. In order to progress forward and get out of this area, it is absolutely mandatory that you have at least two power bombs Power Bombs in tow.tow, because the Zebesians don't drop anything. If you don't, you're done.
** In addition, what makes this somewhat frustrating is that power bombs are scarce at best on Hard mode, so it's easy to run into this while doing a final item-sweep and not realize it until it's too late. You'll either have to get lucky with the pickups or go out your way to a Chozo statue or Mothership/Chozodia save station to refill. And the Space Pirates (the only enemies you encounter in this section) drop next to zero pickups whatsoever.
** In the American and Japanese versions[[note]]The European version is still winnable, see below[[/note]], if you are gunning for a Hard Mode minimalist run, make sure you have either (a) a second Missile tank (or a Super Missile Tank)[[note]]In tank[[note]]In Easy and Normal mode, you get five missiles per powerup as opposed to two, so it is still passable in those difficulties[[/note]] or (b) a Super Missile Tank, or (c) the Screw Attack before fighting Mother Brain because Brain. After defeating the Ruins Test in Chozodia, there is a segment where you need the Screw Attack to break two walls, or three missiles (or two as another wall can be broken with (two to go around the walls) if you skipped the Screw Attack) to get out of. Attack. Since you cannot pick up powerups in that segment, none of the Zebesians drop pickups, and the breakable blocks return if you leave[[note]]This was fixed in the European version as the blocks in that segment stay destroyed if you leave[[/note]], if you have only one missile tank and not don't have the Screw Attack in your possession, you are stuck with no way out.
* ''VideoGame/MetroidFusion''
** The [[http://www.metroid2002.com/fusion/other_the_tro_trap.php TRO Trap,]] which is a very tricky {{Sequence Break|ing}} that lets Samus fight Nettori (the root boss) before defeating Yakuza (the suplexing spider). It's unwinnable because the game breaks when bosses are defeated out of the scripted order, and insane because executing it requires you to do a very tricky Shinespark to a path you shouldn't even know exists at that point, then navigate through several areas without the [[NotQuiteFlight Space Jump]].
** The final SA-X battle can be made unwinnable by shooting it on a specific frame, making the boss completely invulnerable to damage. If this happens the only thing the player can do is reset and try again from a previous save.
* ''VideoGame/MetroidPrime'' had a bug that was fixed in later releases. When you beat the Phazon Elite, the doors unlock and he leaves behind the Artifact of Warrior. If
Attack, you're careless enough to leave the room without collecting the artifact, then it will never return, and it's required to beat the game.stuck.



** You can also trigger a super-jump glitch while fighting the boss Chykka, letting you leave the room (the doors don't lock). If you do this, however, then Chykka is gone for good -- along with the reward for that fight, the Dark Visor, which is required to beat the game. You can play with the super-jump glitch safely, but only if you beat Chykka first.

to:

** You can also trigger a super-jump glitch while fighting the boss Chykka, letting you leave the room (the during the fight since the doors don't lock). lock. If you do this, however, then Chykka is gone for good -- along with the reward for that fight, defeating it, the Dark Visor, which is required to beat the game. You can play with the super-jump glitch safely, but only if you beat Chykka first.



* In ''VideoGame/MetroidOtherM'', there's a [[GameBreakingBug glitch]] that can occur late in the game once you can use the Beam Grapple and are ordered to [[spoiler: hunt down Ridley.]] There's a certain door that Adam unlocks by this point that you access by using the Beam Grapple. However, should a certain thing be done, this door would be locked and would not open no matter what you do. Now there are two possibilities for this glitch: The one theorized by fans which states taking down the Rhedogian and then going back to a previous Navigation Room and saving there, and the one stated by WordOfGod that claims the cause is picking up the Ice Beam, going into the next room and killing the enemies there to open the next room, then going ''back'' to the Ice Beam room before progressing to the room you unlocked. Regardless of which one it is, the only thing to do at this point is start over. To avoid this, ''do not'' backtrack to the Ice Beam room until you enter the second room after it at least once, and ''do not'' backtrack once you encounter the Rhedogian (the first and third battles, to be specific).
* ''VideoGame/MetroidDread'': If the player skips the first EMMI tutorial battle through specific pathing and later returns to that EMMI's area after activating the frozen planet sequence, the EMMI cutscene will play and Samus will acquire the first Omega Beam, but she will be locked in the EMMI's area as the EMMI does not properly load in, deloading outside of cutscene mode and thus being unable to kill in order to unlock the door.

to:

* In ''VideoGame/MetroidOtherM'', there's a [[GameBreakingBug glitch]] that can occur late in the game once you can use the Beam Grapple Beam and are ordered to [[spoiler: hunt [[spoiler:hunt down Ridley.]] There's a certain door that Adam unlocks by this point that you access by using the Beam Grapple.Grapple Beam. However, should a certain thing be done, this door would be locked and would not open no matter what you do. Now there are two possibilities for this glitch: The one theorized by fans which states taking down the Rhedogian and then going back to a previous Navigation Room and saving there, and the one stated by WordOfGod that claims the cause is picking up the Ice Beam, going into the next room and killing the enemies there to open the next room, then going ''back'' to the Ice Beam room before progressing to the room you unlocked. Regardless of which one it is, the only thing to do at this point is start over. To avoid this, ''do not'' backtrack to the Ice Beam room until you enter the second room after it at least once, and ''do not'' backtrack once you encounter the Rhedogian (the first and third battles, to be specific).
* ''VideoGame/MetroidDread'': If the player skips ''VideoGame/MetroidDread'' had a softlock prior to version 1.0.2. It's possible to skip the first EMMI tutorial battle E.M.M.I. by using the pseudo-Wave Beam glitch to shoot through specific pathing a wall and later returns detonate the explosive goop from the left side. If you skipped the E.M.M.I., but returned to that EMMI's the area after activating the frozen planet where it's encountered during a certain lategame sequence, the EMMI E.M.M.I. would only exist in the initial cutscene will play where it encounters Samus, and Samus will acquire the first Omega Beam, but she will be locked in the EMMI's area would disappear as the EMMI does soon as it ended - not properly load in, deloading outside of cutscene mode and thus being unable a problem until you tried to leave, as you had to kill in order the now-nonexistent robot to unlock the door.
door and get back to Artaria. Version 1.0.2 fixed the softlock by making the E.M.M.I. spawn as normal during the sequence, letting it play out as normal.



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* ''VideoGame/MetroidFusion'' has the [[http://www.metroid2002.com/fusion/other_the_tro_trap.php TRO Trap,]] which is a very tricky {{Sequence Break|ing}} that lets Samus fight Nettori (the root boss) before defeating Yakuza (the suplexing spider). It's unwinnable because the game breaks when bosses are defeated out of the scripted order, and insane because executing it requires you to do a very tricky Shinespark to a path you shouldn't even know exists at that point, then navigate through several areas without the [[NotQuiteFlight Space Jump]].

to:

* ''VideoGame/MetroidFusion'' has the ''VideoGame/MetroidFusion''
** The
[[http://www.metroid2002.com/fusion/other_the_tro_trap.php TRO Trap,]] which is a very tricky {{Sequence Break|ing}} that lets Samus fight Nettori (the root boss) before defeating Yakuza (the suplexing spider). It's unwinnable because the game breaks when bosses are defeated out of the scripted order, and insane because executing it requires you to do a very tricky Shinespark to a path you shouldn't even know exists at that point, then navigate through several areas without the [[NotQuiteFlight Space Jump]].Jump]].
** The final SA-X battle can be made unwinnable by shooting it on a specific frame, making the boss completely invulnerable to damage. If this happens the only thing the player can do is reset and try again from a previous save.
Is there an issue? Send a MessageReason:
None



to:

* ''VideoGame/MetroidDread'': If the player skips the first EMMI tutorial battle through specific pathing and later returns to that EMMI's area after activating the frozen planet sequence, the EMMI cutscene will play and Samus will acquire the first Omega Beam, but she will be locked in the EMMI's area as the EMMI does not properly load in, deloading outside of cutscene mode and thus being unable to kill in order to unlock the door.

Added: 900

Removed: 870

Is there an issue? Send a MessageReason:
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** In the American and Japanese versions[[note]]The European version is still winnable, see below[[/note]], if you are gunning for a Hard Mode minimalist run, make sure you have either (a) a second Missile tank (or a Super Missile Tank)[[note]]In Easy and Normal mode, you get five missiles per powerup as opposed to two, so it is still passable in those difficulties[[/note]] or (b) the Screw Attack before fighting Mother Brain because in Chozodia, there is a segment where you need three missiles (or two as another wall can be broken with the Screw Attack) to get out of. Since you cannot pick up powerups in that segment, and the breakable blocks return if you leave[[note]]This was fixed in the European version as the blocks in that segment stay destroyed if you leave[[/note]], if you have only one missile tank and not have the Screw Attack in your possession, you are stuck with no way out.



** In the American and Japanese versions of ''VideoGame/MetroidZeroMission'', if you are gunning for a Hard Mode minimalist run[[note]]In Easy and Normal mode, you get five missiles per powerup as opposed to two, so it is still passable in those difficulties[[/note]], make sure you have either (a) a second Missile tank (or a Super Missile Tank) or (b) the Screw Attack before fighting Mother Brain because in Chozodia, there is a segment where you need three missiles (or two as another wall can be broken with the Screw Attack) to get out of. Since you cannot pick up powerups in that segment, and the breakable blocks return if you leave[[note]]This was fixed in the European version as the blocks in that segment stay destroyed if you leave[[/note]], if you have only one missile tank and not have the Screw Attack in your possession, you are stuck with no way out.
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Added DiffLines:

* ''VideoGame/SuperMetroid'':
** With a little bit of SequenceBreaking it is possible to acquire the Gravity Suit early, and ultimately reach Tourian without ever collecting the Varia suit. The catch is that each Suit cuts damage by half (both suits = 1/4 damage) ... Without the Varia Suit[[note]]And, for some reason, this ''one'' check ''only'' looks for the Varia Suit[[/note]], Mother Brain's unavoidable Hyper Beam attack inflicts a whopping ''600 points damage'', and if you don't have enough E-tanks to survive one Hyper Beam, the final plot event (where [[spoiler:the baby Metroid [[BigDamnHeroes rushes in to save Samus]]]]) never triggers...since you died before it could take place.
** A player who is very adept at maneuvering Samus before she gets her mobility upgrades (like the Gravity Suit) can find themselves stuck in certain spots with no way out. While the game tries very hard to prevent this with the appropriate obstacles, it is very possible to enter later rooms of the aquatic area Maridia with enough bomb-jumping and wall-jumping. A player needs to be careful when doing this, since there is a room or two with quicksand. The sand usually just pulls Samus down to the bottom of the pit the longer she goes without jumping- all the player needs to do is jump up the sand. However, being underwater reduces Samus' mobility (without the above Gravity Suit). Being in quicksand further reduces her mobility. As long as she has the Gravity Suit (which should have been obtained by that point), she can nullify the underwater movement restriction and get out of the sand with a little bit of jumping. But without the suit, she suffers twice the movement penalty, sinking down faster than she can jump up, effectively making it impossible for Samus to ever escape this watery grave. Without the Hi-Jump Boots, there is no way out.
** It is possible to skip the Charge Beam, but virtually every room past the one where you would pick it up assumes you have it. For instance, bosses and some enemies can only be damaged by Charge Shots or missiles. If you run out of missiles and the enemy doesn't produce drops (like two of the bosses and one of the mini-bosses), you can be locked in the room with a hostile giant with no way out except death or reset. Oh, was your last save at the save station right before the final boss? You mean the one that creates a PointOfNoReturn?
* ''VideoGame/MetroidZeroMission'':
** It is possible to be forced to reset and start from your last save right near the end of the game on Hard mode. In the second half of the game (The Mothership/Chozodia), save stations also do the dual service of refilling your health and ammo. On Hard mode, a couple of those save stations are simply walled off and inaccessible. Once you get your suit back and are going back through the game item-hunting, be very careful when you loop back around to the Chozo Ruins, because once you get your suit back, several obstacles will be placed throughout the ruins that require power bombs to destroy. On your way to get one of the power bomb expansions, you'll fall through a collapsible floor with no way back: the only way out is forward. On Normal mode, there would be a save station right after with a chance to refill, but on Hard mode that's one of the stations that's walled off. In order to progress forward and get out of this area, it is absolutely mandatory that you have at least two power bombs in tow. If you don't, you're done.
** In addition, what makes this somewhat frustrating is that power bombs are scarce at best on Hard mode, so it's easy to run into this while doing a final item-sweep and not realize it until it's too late. You'll either have to get lucky with the pickups or go out your way to a Chozo statue or Mothership/Chozodia save station to refill. And the Space Pirates (the only enemies you encounter in this section) drop next to zero pickups whatsoever.
* ''VideoGame/MetroidFusion'' has the [[http://www.metroid2002.com/fusion/other_the_tro_trap.php TRO Trap,]] which is a very tricky {{Sequence Break|ing}} that lets Samus fight Nettori (the root boss) before defeating Yakuza (the suplexing spider). It's unwinnable because the game breaks when bosses are defeated out of the scripted order, and insane because executing it requires you to do a very tricky Shinespark to a path you shouldn't even know exists at that point, then navigate through several areas without the [[NotQuiteFlight Space Jump]].
* ''VideoGame/MetroidPrime'' had a bug that was fixed in later releases. When you beat the Phazon Elite, the doors unlock and he leaves behind the Artifact of Warrior. If you're careless enough to leave the room without collecting the artifact, then it will never return, and it's required to beat the game.
* ''VideoGame/MetroidPrime2Echoes'':
** The game includes a number of rooms that have several switches that must be shot in order to progress. If the player triggers some of the switches and then leaves the room, the game becomes unwinnable (or some items become [[PermanentlyMissableContent inaccessible]], depending on which room) because the game resets the counter but does not reactivate the switches.
** You can also trigger a super-jump glitch while fighting the boss Chykka, letting you leave the room (the doors don't lock). If you do this, however, then Chykka is gone for good -- along with the reward for that fight, the Dark Visor, which is required to beat the game. You can play with the super-jump glitch safely, but only if you beat Chykka first.
** It's possible, with some heavy-duty glitch exploitation, to skip the scene where [[BagOfSpilling Samus loses her gear to the Ing]]. The game can continue somewhat normally from there... but under no circumstances should you return to the area where that scene takes place. If you do, then the scene will play again, and all of your items will be lost. If you already collected them, then you can't collect them again.
** In the American and Japanese versions of ''VideoGame/MetroidZeroMission'', if you are gunning for a Hard Mode minimalist run[[note]]In Easy and Normal mode, you get five missiles per powerup as opposed to two, so it is still passable in those difficulties[[/note]], make sure you have either (a) a second Missile tank (or a Super Missile Tank) or (b) the Screw Attack before fighting Mother Brain because in Chozodia, there is a segment where you need three missiles (or two as another wall can be broken with the Screw Attack) to get out of. Since you cannot pick up powerups in that segment, and the breakable blocks return if you leave[[note]]This was fixed in the European version as the blocks in that segment stay destroyed if you leave[[/note]], if you have only one missile tank and not have the Screw Attack in your possession, you are stuck with no way out.
* ''VideoGame/MetroidPrime3Corruption'' has {{sequence break|ing}}s that allow you to get the Spider Ball earlier than you're supposed to. However, if you then use this to get the Hazard Shield before beating Gandrayda, you're stuck - the Hazard Shield is replaced by a missile expansion which you can't pick up, and as such the enemies that are supposed to break open a window for you to escape afterwards never spawn.
* In ''VideoGame/MetroidOtherM'', there's a [[GameBreakingBug glitch]] that can occur late in the game once you can use the Beam Grapple and are ordered to [[spoiler: hunt down Ridley.]] There's a certain door that Adam unlocks by this point that you access by using the Beam Grapple. However, should a certain thing be done, this door would be locked and would not open no matter what you do. Now there are two possibilities for this glitch: The one theorized by fans which states taking down the Rhedogian and then going back to a previous Navigation Room and saving there, and the one stated by WordOfGod that claims the cause is picking up the Ice Beam, going into the next room and killing the enemies there to open the next room, then going ''back'' to the Ice Beam room before progressing to the room you unlocked. Regardless of which one it is, the only thing to do at this point is start over. To avoid this, ''do not'' backtrack to the Ice Beam room until you enter the second room after it at least once, and ''do not'' backtrack once you encounter the Rhedogian (the first and third battles, to be specific).

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