Metroid: Zero Mission (GBA) Playthrough Intro
[Hard Mode, 100% Upgrades]
Quite possibly one of the best examples of how a game should be remade. Metroid: Zero Mission excels greatly in comparison to the original mostly due to the unbalanced and very glitchy mechanics that ran amuck in Metroid NES.
Using graphical inspiration (as well as the Crateria + Wrecked Ship regions), from Super Metroid than the recent Metroid Fusion, it certainly carries more of a traditional Metroid appeal that doesn't deviate from the original and stray too much in newer detail. However, it is likely Metroid Fusion is the main reason this remake was even in fruition, if it didn't perform well, there wouldn't be any reason for an additional GBA Metroid title. The same could be said for Metroid Prime 2: Echoes. All the original enemies got revamped sprites from Super Metroid and added many additional ones in the form of mini-bosses such as the Charge Beam Beast, Imago, and the Acid Worm. Samus' (old) Gunship also makes an appearance (and necessary one for that matter) as it clearly shows the landing rather than just teleporting into Brinstar. The iconic Brinstar starting point also is made more apparent as an entryway/ elevator that broke down either before or after Samus arrived.
Speaking of graphics, I really like the overall art style which reminds me a lot of the Chiaroscuro work. Very large division between dark and light areas, more so towards the dark and is appropriate since the overall atmosphere is within the hostile planet's internal corridors, shrouded in secrets and dangers. The inclusion of short cutscenes played at certain moments are great additions that showcase more of the art style.
Unlike Fusion, Zero Mission does come packed with a HARD MODE, and it is NO CAKE WALK. Almost all enemies are their much stronger colored variants, damage infliction is doubled, item upgrades are all halved (recovery pick-ups remain the same which is a nice relief), there are fewer save rooms, rooms are now packed with slightly more enemies, such as certain rooms I noticed there are more packs of small parasite beetles (currently unnamed as ULF 68) and even in Tourian rooms, most Metroids emerge in pairs.
Taking similar approach to Fusion, there are multiple Chozo Statues that direct Samus to important power-up locations. Everyone of these act as a recharge station (energy + weapon) including the statues that held items. Should Samus sequence break during the game, the respective statue of a retrieved item will be in the seated position.
One addition that was not included, but feels like it would've been appropriate at the time, was the inclusion of a Gallery mode where all the collective ending images are stored. Even Metroid Fusion's can be accessed by linking both GBA carts together.
The Shinespark Ball and Morph Ball Cannons are all references to the Boost Ball upgrade first seen in Metroid Prime.
The music is awesome, I especially like the redone title music which carries the same memorable (brief) melodies from the original AND overhauls it with lots more musical tones and timbres.
Despite the praise this remake is getting and my overall positive attitude to the final product. There are only 2 things that really bothered me, but we'll get to those along the way.
Title Music is the Light Temple Theme from Metroid Prime 2: Echoes.
Metroid: Zero Mission (GBA) is owned by Nintendo, copyright 2004.
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