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Metroid Fusion - Clipdata List

Back to Metroid Fusion - Mage Tutorial

Note: Unlisted clipdata values are ones that are unused in Metroid Fusion.


1 - Basic Blocks

0: Air - An empty block. Allows Samus, enemies, and other sprites to move through it.

1: Block (pass through bottom) - A block that is solid on top, but allows Samus to jump through it from the bottom. She can also drop through from the top by holding Down and pressing Jump. Enemies will pass through this block.

9: Prevents climbing into from ladder - These are solid blocks that should be placed at the top of any wall ladders which do not have a standable platform directly above the ladder.

10: Solid block - A block that does not allow Samus, enemies, etc. to pass through it. Wave Beam will still penetrate solid blocks.

11/12: Steep floor slope - A sloped floor that will lift Samus and enemies 1 block higher in the span of a 1-block width. The slash designates which way the slope works when moving from left to right.

13-16: Upper/lower slight floor slope - A sloped floor that will lift Samus and enemies 1 block higher in the span of a 2-block width. The slash designates which way the slope works when moving from left to right. For reference, lower blocks would be the bottom of a staircase, while upper blocks would be the top of a staircase.

17: Stop enemy block (air) - A block that Samus can pass through like air, but which will stop enemies like a solid block. Look at the rooms around Ridley for usage examples.

18: Ceiling ladder - Ceiling-mounted ladders that Samus can climb by jumping into from below and holding Up to grab. She can climb left and right while hanging, and will stop at solid blocks.

19/1A: Right/Left wall ladder - Wall-mounted ladders that Samus can climb by pushing into while airborne. Right/Left indicates which direction the player must hold in order to grab onto the ladder. Don't forget that block 9 will stop Samus from climbing on top of the ladder!

1B: Water - One full block of water. These will slow down Samus and prevent Bomb jumping if she does not have the Gravity suit. No effect on enemies.

1C: Wet ground - A solid block that makes a splash animation when Samus walks over it.

1D: Dusty ground - A solid block that makes a dust animation when Samus walks over it.

21-26: Ceiling slopes - All of these blocks are functionally equivalent to air blocks. Sadly, ceiling slopes don't actually offer unique collision in Metroid Fusion. Just use air blocks instead.

29/2A: Elevator up/down block - These blocks are placed beneath elevator platforms (sprites) and specify which direction you must press in order to use the elevator.

2C: Bubbly ground - Floor blocks that release air bubbles when Samus lands on them.

2D: Very dusty ground - Like dusty ground blocks, but with a more exaggerated dust effect.


2 - Doors

20: Door transition block - These are placed within the bounds of door objects (sprites) in order to allow Samus to transition between rooms.

27/28: Vertical up/down transition block - Similar to the previous door transition blocks, but for transitions going up/down. The name of the block is the direction Samus needs to go in order to activate them.

30-35: White door slots 1-6 - The standard door caps that Adam unlocks after visiting the Quarantine Bay. Note that no two doors can share a slot number, even if they're different colors or directions.

36-3B: Blue door slots 1-6 - Blue door caps that are unlocked by releasing Level 1 door locks.

3F: Gray door - Striped gray hatches specifically used in Navigation rooms.

40-45: Green door slots 1-6 - Green door caps that are unlocked by releasing Level 2 door locks.

46-4B: Yellow door slots 1-6 - Yellow door caps that are unlocked by releasing Level 3 door locks.

3C-3E, 4C-4E: Red door slots 1-6 - Red door caps that are unlocked by releasing Level 4 door locks.


3 - Destructible Blocks

50/51, 60/61: Top-left/right, Bottom-left/right shot blocks (never reform) - Four blocks placed together in a 2×2 square. When Samus shoots one of them, all of them will break. These will stay permanently destroyed once shot.

52: Shot block (never reform) - A single block that is vulnerable to Beam shots. These will stay permanently destroyed once shot.

53: Shot block (reform) - A single shot block. These will respawn after a short delay.

54: Missile block (never reform) - A single block that is vulnerable to any type of Missile. These will stay permanently destroyed once broken.

55: Bomb block (never reform) - A single block that is vulnerable to Bombs and Power Bombs. These will stay permanently destroyed once broken.

56: Bomb block (reform) - A single Bomb block which will respawn after a short delay.

57: Power bomb block (never reform) - A single block that is vulnerable only to Power Bombs. These will stay permanently destroyed once broken.

58: Speed boost block (no reform) - A single block that can be destroyed by running into it with Speed Booster or a Shinespark. These will only respawn when the room is reloaded.

59: Screw attack block (no reform) - A single block that is vulnerable to Screw Attack. These will only respawn when the room is reloaded.

5A: Crumble block - A fragile block that will break when Samus steps on it. These will respawn immediately. Samus can run across them with Speed Booster. It is also possible to jump off of a Crumble block on the first frame that Samus is in contact with it. Spring Ball cannot jump off of Crumble blocks.

5B: Shot block (no reform) - A single shot block. These will only respawn when the room is reloaded.

5C/5D, 6C/6D: Top-left/right, Bottom-left/right shot blocks (no reform) - Four shot blocks placed together in a 2×2 square. When one of them is shot, all of them will break. These will only respawn when the room is reloaded.

5E: Missile block (no reform) - A Missile block that will only respawn when the room is reloaded.

6B: Speed boost block (reform) - A single block that is vulnerable to Speed Booster or a Shinespark. These will respawn immediately.

70-73: Vertical bomb chain 1-4 - Bomb blocks that, when destroyed, will also destroy Bomb blocks that are directly above or below them. These can even trigger Horizontal bomb chain blocks, allowing for some complex bomb block patterns.

74-77: Horizontal bomb chain 1-4 - Bomb blocks that, when destroyed, will also destroy Bomb blocks that are directly beside them. These can even trigger Vertical bomb chain blocks, allowing for some complex bomb block patterns.


4 - Misc Blocks

62: Missile Tank - Increases your maximum Missile count by 5 upon contact. Does not respawn.

63: Energy Tank - Permanently increases your energy by 100 upon contact. Does not respawn.

64: Hidden missile tank - A shot block that reveals a Missile tank when shot. It behaves like a (no reform) block until the tank is collected.

65: Hidden energy tank - A shot block that reveals an Energy tank when shot. It behaves like a (no reform) block until the tank is collected.

66: Underwater missile tank - A Missile tank within a water block. The water block will remain after the tank is collected, even after a room reload.

67: Underwater energy tank - An Energy tank within a water block. The water block will remain after the tank is collected, even after a room reload.

68: Power bomb tank - Increases your maximum Power Bombs by 2 upon contact. Does not respawn.

69: Hidden power bomb tank - A shot block that reveals a Power Bomb tank when shot. It behaves like a (no reform) block until the tank is collected.

6A: Underwater power bomb tank - A Power Bomb tank within a water block. The water block will remain after the tank is collected, even after a room reload.


fusion/data_maps/clipdata.1611642936.txt.gz · Last modified: 2021/01/26 06:35 by felixwright