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Metroid: Zero Mission Discussion (Nintendo Game Boy Advance) [game]
 
Metroid: Zero Mission on the Game Boy Advance
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I am so excited to finally own this.


My GBA days were very limited game-wise and with the Nintendo 3DS' Ambassador Program I was able to play Metroid Fusion but not Zero Mission. Hell, It was only the other day that I realized this is where Samus' Zero Suit derives from. Having never played more than a few minutes of the original Metroid, I am very pleased to finally own this on the Wii U's virtual console.


I'll try to update my experience in this thread. Is anyone else playing this game right now? Is it your first time? General non-spoilery tips for me? I'm all ears.

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01/27/16, 01:51    Edited: 01/27/16, 01:56
 
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Ah, yeah I saw on Youtube the videonames seemed to indicate there's not much left. Interesting. It totally caught me off guard because I wasn't sure if the game had something like this or not. It felt a bit odd pacing wise.
09/04/16, 01:26   
I've been playing this on NSO, and it's excellent! Ten times better than Metroid Fusion.

It's the prototypical Metroid game. Zebes, standard power ups, Kraid and Ridley, a ten-second intro cutscene, go. For this reason, it isn't doing that much for me as far as feeling like I'm getting a unique experience, but I have to appreciate it for being the purest distillation of Metroid.

I'm curious to revisit Super Metroid after this. My prediction is that it will be a lot more moody and have much worse controls—an unfortunate trade-off, since the games are so similar. Dread is still my favorite.

Where do I start with getting all eight endings? I'll probably finish up this run without going for 100%; is there a natural next step to learning how to sequence break this game?
06/28/24, 19:48   
Secret_Tunnel said:
is there a natural next step to learning how to sequence break this game?

Might not be what you want to hear, but I would say the next step is GameFaqs haha.

The 15% run pretty much runs on sequence breaking and they can be tricky as hell to find. You could spend ages looking for all the right spots and plotting out the ideal run....or just follow along.

Half the challenge is actually *beating* the thing with an abysmal amount of health ammo and abilities, so I didn't feel too bad about having the guide to help things along.

That of course being said, if you're going for all 8 endings, maybe leave those two until last? They're super tough, and it might help to become more familiar with the game through the speed running and completion endings.

Of course the other way to look at it is, if you can take out the game with 15% completion, the other endings will be a cakewalk at that level of skill. Up to you.
06/29/24, 18:11   
Edited: 06/29/24, 18:14
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