Home / Metroid Dread / Game history

Metroid Dread / GAME HISTORY

Why Did Nintendo Patch Metroid Dread’s Invincibility Glitch?

Nintendo gave a specific reason: players could trigger the damage-detection problem without intending to.

By Patchlo Editorial Desk · Published October 25, 2026 · Sources checked October 25, 2026

Short answer

Nintendo said it fixed the damage-detection problem because it could occur unintentionally and produce a play experience far from the intended one. Version 1.0.3 removed the issue in which Samus’s damage detection disappeared under certain conditions.

Scope: Nintendo Switch version 1.0.3, released November 17, 2021. This concerns damage detection, not the earlier map-marker crash.

Samus Aran hiding from an E.M.M.I. robot using the Phantom Cloak Original game screenshot; Nintendo / respective developers
Samus Aran hiding from an E.M.M.I. robot using the Phantom Cloak Original game screenshot; Nintendo / respective developers. Context image, not a reproduction of the bug. Image source ↗

A combat advantage can still spoil a run

A deliberate glitch route and an accidental encounter with the same behavior are different player experiences. Someone choosing an exploit expects changed rules. Someone playing normally may not understand why attacks have stopped behaving as expected.

That is the distinction Nintendo’s explanation points to. It did not justify the change by accusing speedrunners of cheating or by saying every unintended shortcut needed to disappear.

What can the patch note prove?

The note identifies damage detection and the version that changed it. It does not reveal the exact collision checks that were rewritten, nor does it establish that a room transition was the cause.

For the same reason, a broad claim about shattered world records needs its own evidence. The developer’s stated reason for the repair is already clear without adding an unsupported story about competition.

Why this is not the door-marker bug

The earlier version 1.0.1 addressed a marked endgame door that could crash the software when destroyed. Version 1.0.3 addressed Samus’s damage detection. The game stopping and the player avoiding damage are different failures.

Keeping them separate makes old footage easier to read. Ask what the clip demonstrates and which version it uses before treating a result as a current ability. A patch number tells you which rules the demonstration was actually playing under.

Join the conversation

Have a question, correction or a different take? Share it below. Comments appear immediately after submission.

3–2,000 characters. Your name and comment will be public. Please avoid personal contact details, advertising and abuse. Comment policy & privacy

Reader comments

Loading comments…