Reviews from

in the past


Nothing complicated here, Zero Mission was just a joy to pick up and tear through, blasting missiles and lasers in quickfire run and gun while maneuvering a tightly packed planet filled with careful and precisely placed powerups. It's no Super Metroid in terms of level design (no "Geemer crawling out of the wall" moments of discovery, at least), but the map is solid and with enough tinkering and studying, you'll basically be able to figure out exactly where to go and how to progress as long as you remember what goes where, since the map will mark collectibles/destinations but not specific color-coded obstacles for the correct powerup. Hell, I was even okay with most of the extended stealth section, since getting caught was not an instant reset as long as I stayed on my feet to quickly outrun and avoid the pirates, and it was super satisfying to scrape by the skin of my teeth at times. My biggest gripe is that I do think the boss fights feel less memorable than those of Super Metroid; a bunch of scattered fights vs giant worms and larvae and a Mother Brain fight where I got pinballed by a million projectiles while trying to escape the lava to get back onto the platform can't compare to the likes of Phantoon's ghastly spectacle or Draygon's underwater confrontation. But regardless, it's a nice and snug package of a Metroidvania with classic GBA visuals and upgraded 8 bit tunes of the original with plenty of abilities to exploit over the course of a few hours while picking up a few tidbits concerning Metroid lore and Samus's past, and I'm happy to say that it's basically comfort food for me at this point.

Cara, Metroid sempre foi tão bom assim? Metroid: Zero Mission é o meu primeiro contato com a franquia. Eu já joguei outros Metroidvanias anteriormente, mas Metroid, um dos pais do gênero, ainda não, quer dizer, até agora.

Eu acho que deu algum erro na Matrix e esqueceram que esse jogo roda num GBA, porque as limitações do portátil passaram longe de ser um problema aqui. A trilha sonora é sensacional, absurdamente dark, melancólica e algumas, são até assustadoras, que colocariam qualquer Resident Evil ou Silent Hill pra correr, ainda mais somado com o chip de áudio do portátil, que gera uma trilha meio abafada, mas complementa ainda mais a atmosfera.

Os visuais são estonteantes, cada cenário é feito com um capricho impressionante pro GBA, as cutscenes apesar de poucas, são lindas e os designs dos inimigos são sensacionais, especialmente dos bosses. O jogo passa uma sensação de ambiente desconhecido e hostil como nenhum outro jogo, cada sala te faz pensar ''Deus, onde eu estou?'', é super imersivo e criativo.

A progressão é bem satisfátória, me levou umas 4 horinhas pra terminar, com perdão a uma ou duas travadas sem saber onde ir, porque é de lei. Cada sala conecta a algum lugar, com poucos fillers ou posicionamento questionável de inimigos, parece tudo feito milimétricamente pra gerar uma experiência extremamente redondinha, e somado a sua curta duração, tem um ritmo inigualável.

Irei jogar o Super Metroid em breve, depois da experiência satisfatória que tive com esse aqui, as minhas expectativas não poderiam estar mais altas. Jogo curtinho e bem feito, super recomendo.

THIS is how a game should be remade. Metroid (NES) is still there under the hood, but it's been fine-tuned and expanded. The world is bigger, there are more abilities, you can ACTUALLY AIM DIAGONALLY, and the difficulty is far more balanced. The improved visuals and music are obviously a nice touch, but Zero Mission doesn't just slap on a new coat of paint and call it good. It perfects every aspect of the original imperfect game.

The most vanilla "Metroidvania experience".

Started with this game to metroid franchise and all I can say that this game is... exists. It's not a full hate or love situation. It's the kind that after you played it kinda goes away (except it's epilogue part that I am going explain at the end) kinda similar to my zelda ocarina of time experience.

So this game is the Remake of Metroid 1 From Nes with the abilities that included from Metroid fusion with some little tweaks from what I understand. Not just that it does have new expanded areas and new bosses. It's a great look at first glance.

But problem is this is the remake of Metroid 1. What I mean is new additions really doesn't change your experience entirely most of the time. For example fusion's added powers rarely used for main progression, they are mostly for side collectibles (that demands pixel perfect timing from you for some reason? And that makes me unable to fully complete this game).

Even the added bosses feels... inconsequential. The bosses are like... here I am I guess? Then you obliterate them in seconds because they really are not balanced for your new power ups for some reason.

Not just that map feels a bit uninspired. Here is your lava zone, grass zone, sand zone etc. I barely remember any of them except the epilogue and that's not a good sign in my opinion.

Also it's quite linear. Not as much as the fusion but it's still is with the chozo statues marking your map so you can progress (I know you can get past them with some glitches but I am talking about the vanilla experience). I guess that's because they do this to make sure people on the right path because sometimes that marked locations can be completely opposite part of the map that you can't have any idea to check. But they could make it more organic rather than this... easy way out.

After beating the mother brain with almost sleep walking throughout in the whole game suddenly a new part kicks in that is exclusive to this game. The "epilogue".

It's a quite a linear part that challenges you with "stealth" after taking all of your powers. But unlike the main game it actually does something different and it's certain that all of the development went to this part because there is actually things to get excited about and getting actually challenged.

Just for this epilogue part reason I don't give this game 2 stars with the comment that you can skip this one, I mean you can still skip it if you want with looking up the epilogue but it's your decision. Anyway even with the epilogue I can't say I had a fully good time as a whole and for that reason I ended up with this thoughts.

But I can say this.. next remake that I had played created by a fan includes much more interesting things than this game. That's all I can say.

I got recommended to play Super before Zero Mission, which I would suggest against. ZM it's pretty much on par, but more accessible, less clunky, and shorter. And in terms of gameplay, I think it's just as fun, even though easier. But what I'm missing is the unique atmosphere of Super and the little moments that added to the story and overall impact of the game (like Crocomire and a certain cute interaction at the end). So overall, I don't have much to say about ZM. It's a decent Metroid, but not as memorable for me.


I've played plenty of Metroid games prior to this. I never beat any of them prior to this one, though. Why? I'll blame it on my short attention span when I was younger. With the release of Metroid Dread looming over the horizon, I figured I should probably delve back into the series. I decided on diving back with this one, seeing as it's a remake of the original Metroid, which I have played. I'll admit, though, the original Metroid is not particularly great. Environments were very samey and the lack of a map system made it extremely confusing and often irritating to navigate. This remake basically fixes every issue I ever had with that game and creates something truly special.

Honestly, I'm hesitant to even continue calling this a simple remake. It's more like a beautiful re-imagining. Everything about this game is consistently wonderful, from the pretty sprite-work, to the fast and tight movement, and the fun exploration. Also, the "stealth" section near the end? Just epic. It's short length also works to its benefit, as even just a day after beating it, I already felt inclined to give it another go.

I feel kind of bummed that I didn't dedicate myself to this series much as a kid. Super Metroid felt grand, but the amount of one-way doors and my lack of inexperience with Metroidvanias left me quite stumped at times. Metroid Prime felt fresh with its gorgeous 3D environments, but its slow movement made backtracking and finding my way through its complex maps tedious. As it stands, this game has once again reinvigorated my hype for this franchise and I'm eager to go back and give those games and the rest of the series another go. Here's to hoping that Metroid Dread is worth the wait.

should be called one mission because it's the first game

I know backtracking over areas you've previously visited with new abilities is sort of the defining backbone of the genre, but it's hard for me to not feel like I'm having my time wasted deliberately when Zero Mission works so hard to ensure it's telling me exactly where to go, but still insists I cross the same connecting screens back and forth half a dozen times. You can ignore the guidance (to a point) and just try to explore around, but I can't imagine that would be very good for pacing, as you can't really get too far into exploring until pretty late into the game, and can't actually finish the collecting until post-game. It doesn't feel like real exploring through getting lost and finding your way, and it's also not like a well made linear experience.

The exploration rewards are a bit of a weird double edged sword. On the one hand, storage for extra health and weapons is a legitimately useful upgrade, and makes exploration feel tangibly rewarding right up to the end of the game. On the other, this game's difficulty balance can get thrown completely out the window depending on your playstyle. I only got 50% of the upgrades by the end, but had zero trouble purely tanking through every boss. Imago in particular was an absolute joke as I could just choose to get hit on every run to fire more missiles into it. Only Mother Brain was really a challenge, a fact more due to an annoying amount of on-screen clutter and irritatingly spaced out platforms than anything else. The final boss is conceptually really silly, but I do think it's an enjoyable fight mechanically.

The zero suit section, I just can't understand. I can appreciate the concept of stripping you of your learned abilities to reinstate the sense of panicked helplessness (though I don't think the game ever manages to instill that in the first place, so an attempt to harken back to it is misguided), but it's filled with scripted alerts, clearly designated safe spots, and arbitrary dead ends if the enemy is alerted to your presence, seemingly put in to counteract the fact that the Pirate AI is braindead and having them chase you isn't actually a problem whatsoever until you hit one of these barriers. There's nothing particularly tense or interesting about it in my eyes, though there are one or two welcome sections where setting off an alert is truly optional and requires some jump height and timing control. This is my first Metroid game, and it's overall an OK first impression, but I think it'd be much better if it either felt a little more guided and crafted from beginning to end, or wasn't so damn afraid of letting players get lost, instead of sitting in this awkward middle zone.

Probably my favorite Metroid. Though the original trilogy outdoes this one in both atmosphere and the exploration side of things, I find Zero Mission infinitely replayable and probably the most palatable of the series for a single-day run through. I want to give Super my full attention when it's on, and Metroid II is so oppressive that I feel like to casually sit down with it sort of doesn't allow it to breathe. Zero Mission strays on the easy side of things but it's sheer fun to go through while you're there. Incredibly well paced, showing off new ideas every beat of its ~3 hour runtime. And the original game is there as a bonus - which should be the standard for remakes like this. Not a replacement for the original, but a bold re-imagining that strikes a different, but well-deserved chord.

Love this game, great remake of the original and still a blast to come back to.

Before playing Zero Mission I was fairly unreceptive towards Metroid in general, having built up a pre-conceived notion that I just wouldn't like these games based on my experiences with the GBA Castlevanias. Obviously these are two different franchises handled by two very different companies, and it's foolish on my part to write one off based on the other, but I really had convinced myself that search-action games just weren't for me.

Metroid: Zero Mission thankfully proved me wrong and opened me up to a genre that I've since come to enjoy quite a bit. It might also help that I played this directly after the abysmal NES Metroid, which this game is a direct remake of, and boy did it ever need it.

Areas and story beats from the original game are expanded, and detailed sprite art allows each location to feel far more distinct than in the NES original. Naturally, a better mapping system, new abilities, and updated controls makes navigating Zebes far easier than it was in 1986, and an overall less obtuse design philosophy means you'll be spending far less time meticulously bombing individual tiles for health and missile upgrades. Though Zero Mission is better about telegraphing where to go, the game maintains just enough mystery that finding secrets feels earned, and the layout of Zebes itself is littered with points of interest to pique your curiosity.

It helps too that Samus controls better here than she has in any other Metroid game I've played sans Dread. Even Super Metroid, the perennial favorite that it is, has a certain weight to Samus that can make some jumps feel a bit awkward, whereas every movement in Zero Mission feels completely under your control. Any issues I've had with lining up shots or chaining abilities together simply isn't present here barring a couple very tricky areas that are only reachable with specific timing and perfect execution.

An additional area opens up after you beat what would be Metroid's main campaign, and it's... fine. I actually think it might be my least favorite part of the game, as having to sneak around Space Pirates grinds the momentum built up during the climax on planet Zebes to a halt. It feels very tacked on, almost like a DLC mission in how it fails to gel with the rest of the game. Suddenly finding out there's MORE METROID was probably a bonus for some fans of the series, but I was ready for the game to be over after Mother Brain.

It may not be my favorite Metroid game (I think Super's superb sprite work and atmosphere win me over in the end), but it's an excellent example of a remake that sticks the landing so well it becomes the defacto version of the game for me. I don't care if I ever go back to 1986's Metroid, but writing this review does make me think I should pick up Zero Mission again.

The original mission perfected

Honestly one of the better NES remakes out there, Zero Mission manages to bring life into the original entry with the quality of life and the improved tight controls that the series has gotten throughout the years.

The movement feels even more fluid than Fusion here and that might be because of the great level design and the controls itself feeling better. Zebes is a great and varied world that serves its simple layouts really well for what it is. The music is actually pretty great here with the title theme and Brinstar pumping you up for the rest of the game. It also brought the best of both worlds with Fusion's handholding and the earlier titles being more open ended with hints that can guide players that are easily lost and keeping nothing restricted so that the player can explore at their own pace.

I think the only thing that really held back this game is the ending segment where you're stripped out of your items for a bit and the way the bosses are handled here. The segment is actually a cool change of pace but it lasts a bit too long until it loses its appeal pretty fast but it is more of a nitpick if anything. Bosses were fun here but they were actually surprisingly easy to the point I almost feel like I was speedrunning this game at some point.

Zero Mission completely invalidates the original entry and shows how you can remake a game and improve on every single facet of it and to me feels more like the quintessential metroid experience along with Super Metroid.

This is a short and sweet little remake of the original (outdated and now difficult to play) Metroid, and although pleasant and charming would be on the whole entirely forgettable if not for the recent release of Metroid Dread. Dread's EMMI sections feel hugely reminiscent of the Zero Suit segments towards the end of this game, except, the EMMI segments are somehow worse. I mean c'mon, the Zero Suit segments aren't very good either, but how can they fail to imrpove on em? Mind-boggling. Whatever. "Nintendo fails to improve on a beloved classic game with their modern titles" is not a ground-breaking criticism.

An amazing experience that feels like it could have come out today. i did-int even have to use save states or emulation cheating to beat it. the art music and game-play are all top notch, its definitely worth checking out.

zero mission feels neither here nor there to me, trapped in the dead center of two schools of design that are constantly capitulating to the other. it structurally reminds of fusion in its suggestive design but lacks the exploratory atmosphere of super. everything in zero mission feels sterile; it is not a culmination of but rather a reminder of what came before it. the spritework of fusion, perfectly attuned to that titles cold and impersonal circuitry running rampant alongside a biomechanical nightmare, cannot hope to replicate the uncanny loneliness of the original metroids subterranean freedive. and the decision to backpedal on the comic book art style, remnants of which still remain in the game, does away with the opportunity to mythologize samus' original fearless adventure, which could have lended a differing yet nonetheless genuine weight to the proceedings. instead it's a story retold, a greatest hits remix of a game with awkward and needless additions to the affair. neither a game about regaining control nor a dread inducing descent, all that's left is for zero mission to succeed on the merits of its systems. it can, but that's largely besides the point

this went by really fast. its a complete breeze, yeah its a little linear and some bombable tiles blend in with the rest of them, but it's okay. Combat was snappy and cool, the animations are also really awesome (U can hold onto the ledge and aim and shoot. Tell me that isnt the most badass thing ever!! :D) The movement options are pretty fun but i never really got a hold of them lol. I also think this is the first instance of a stealth part of a non stealth game that i actually really enjoyed. Also wanted to give a shoutout to the metroids for being insane in this game. In metroid prime they're not much other than a nuisance but in this they're genuinely terrifying and intense when you fight them. More than one? omg. And then there was one part where i messed up and I had 5 on me at the same time? and I CAME OUT ALIVE!! WOOHOO!! it felt like doom eternal down there man. Yea, fun game and i am prob gonna play am2r next. cus the other options are either old or i have to go to a store and buy a 3ds game... yuck

Um ótimo remake do primeiro Metroid!
Zero Mission tem uma gameplay expandida em relação ao primeiro jogo, com várias novas áreas e conteúdos novos - e ainda assim é um dos Metroids mais rápidos de terminar.

A gameplay do Zero Mission é concisa, estável e agradavelmente equilibrada em suas mecânicas básicas, sendo uma experiência muito prazerosa de jogar. O mapa, mesmo que buscando ter uma construção geral mais simples que o do Super e do Fusion, ainda é riquíssimo e - como é comum na série - possui uma atmosfera fenomenal!

É uma gameplay obrigatória para todo fã de Metroid - além de uma forte recomendação para todos que gostam de plataforma e exploração.

Okay I didn't actually play it myself but I just saw my friend do 54:36 speedrun, their personal best, and that fucking ruled holy shit, A++++++ game.

Simply just
fun. Nothing more and
nothing less.
Perhaps I've
arrived too late and been spoiled
by games more refined.

kraid's lair theme stays on during sex

Um remake digno de aplausos, melhora e muito o que sua versão original trouxe, além de tomar a liberdade para expandir ainda mais a aventura com suas próprias ideias

A trilha sonora é impecável, se encaixa muito bem em todos os momentos do jogo e principalmente na reta final, onde ocorre uma mudança na forma de jogar Zero Mission

Infelizmente fiquei preso em um trecho logo no começo, e ter que me apoiar em um guia durante um tempo prejudicou um tanto a minha experiência

Outro ponto negativo são as boss fights, o que devia ser o momento ideal para aproveitar a ótima jogabilidade e o incrível arsenal disponível, acaba se tornando uma grande decepção por serem mal projetadas e restritivas demais
Você vai ter que ficar parado num canto e atirar entre as brechas dos projéteis do chefe, é uma quebra de ritmo absurda

Apesar dos defeitos continua sendo uma experiência memorável e divertida, recomendo fortemente para iniciantes do gênero ou interessados na franquia

Now as of this review, the only 2D Metroid i have yet to play is Samus Returns (and Dread but that ain't out yet lol), but, i think Zero Mission might actually be peak 2D Metroid. This game is exquisite, it is sublime. Super Metroid and Metroid Fusion were already fantastic games but this one just refines the Metroid gameplay absolutely perfectly. Everything feels exactly right and it's all packaged in one of the best-looking games of the GBA.

For the first time, i feel that a Metroid game had a stellar soundtrack. This may be a hot take but while i wouldn't call Super Metroid and Fusion's soundtracks bad, i can't really call them memorable. But Zero Mission? chef's kiss.

I love the decision to show the player where to go but still letting them figure it out on their own. I love that the game can show you a nearly completed map of the area but only when you find a map room, as opposed to Fusion, which showed you most of the area at the start. And it's all done in a way that avoids the "what the fuck do i do" moments that plague Super and to a lesser extent, Fusion.

And then there's the Zero Suit stealth segment. I will admit, i was concerned at first because stealth segments usually aren't great. But not here. Zero Mission's stealth segment works wonderfully while also being perfectly tense in the times you get spotted. And then when you finally get your full-powered Power Suit back and that remix of the Brinstar theme (the theme that plays in the starting area), it's all just so fucking good.

The only real complaints i have here are that the two bosses that in tiny-ass rooms are just really annoying to deal with. Most of the bosses being in large rooms does make them much easier to fight but easy boss fights do work in favor of such a short game like this.

Metroid: Zero Mission is a masterpiece.

Ambientação impressionante dadas às limitações do hardware, e um mapa tão bem construído que até uma ameba mixuruca mentalmente como eu consegue jogar a grande maioria do jogo sem precisar buscar por nenhum guia - pelo contrário, me enganou ao me fazer sentir inteligente, o potencial de sequence break que existe em todo o cantinho pulsando em todo murinho inconspícuo, sinais sutis que criam um tipo de conexão jogador-jogo em que você entende muito bem onde ele quer que você procure pelos segredos.

Sabe fazer muito com pouco - a sensação de fazer churrasquinho de barata depois da sequência de Zero Suit foi peak design.

Me and my homies hate mother brain

they call it "zero Mission" when there very clearly is a mission to defeat Mother Brain what the heck Nintendo 0/10

Another metroid, another banging game, does this series miss? (Apparently Other M doesn't exist). Also just a great all round remaster that knows how to rebuild a classic game from 1986 and modernise it to make it a more enjoyable and quality game, game design had come a long way from 86 to 2004 and this game accounts for that and makes tons and tons of great quality of life changes and adds hours of new content to make the original feel like a properly fleshed out experience.

Its the same sort of gameplay style as super metroid and particularly metroid fusion, albeit the movement is slightly different and there's abilities you have to unlock that are just a normal thing in many other metroid games like ledge grabbing, high jumping and being able to shoot full screen. Its just a game I was guaranteed to enjoy and I did, especially because it comes with a share of its own little surprises, the ost is actually pretty damn good for a metroid game and there's a whole post-game 'chapter' that follows on where the original metroid ends and the game becomes metal gear solid for a while which is dope as fuck. Then the moment you recover all of your abilities and then some has some great, albeit relatively small lore implications and then you become this unstoppable force, it serves as a reminder of just how powerful samus gets when she's at full strength, love it!

My only gripes are that norfair is a bit of a maze and very easy to get stuck in which happened to me and I spent like 40 minutes circling the whole place until I found one very discreet wall I had to screw attack. The mother brain fight, though it did receive some small updates, is largely unchanged and is very annoying since its basically bullet hell and its a kind of dps check since you need a ton of missiles to get through it which you may not have, but at least you can go back a screen and farm them for a few minutes. But the game more than makes up for it with the new final boss, which I thought was great, that whole section in general is just a ton of fun since you're mowing enemies down and blasting through the space pirate mother ship. Though not as compelling narratively (not even close) and in its overall vibe as super metroid or fusion, in many ways this is even more fun to play and a bit more 'arcadey' in its action which I like a lot. Banger!


a few years my brother beat nes metroid on his 3ds in...a little under 3 hours, i think he told me? fucked up tbh. i wonder if thie poor bastard was aware of this game

The first Metroid game is…extremely dated. Nobody is really going to argue that it isn’t unless you’re some kind of omega boomer that thinks Pong is the greatest game to ever be conceived; up there with the likes of Pac-Man, Space Invaders and Pitfall. Games that were released around 1-2 console generations prior to the current one receive some sort of remake or reimagining. There are remakes that don’t exactly replace the original, but has its place as the superior version of the game (which to me is Resident Evil 2). There are remakes that are clearly inferior to the original and can easily be seen as a quick cash grab (Resident Evil 3); then there are remakes that make the original version of the game completely obsolete.

Metroid: Zero Mission released in 2004 and is a shining example of a remake that completely replaces the original 1986 game. This should be considered one of the gold standards of what a remake should strive to be when going from a pre-existing product to a second take.

To be perfectly honest, all you need to do is watch the first 2 minutes of the original Metroid and Zero Mission and you will easily understand the massive mechanical improvements between the two. There is absolutely no point in explaining why Zero Mission is mechanically better than the original, but to explain on what exactly has changed between the two, here’s a short list:

You can aim and shoot in 8 directions, movements are snappy, you can wall jump (even off of a single wall), power-ups from previous games show up here like Space Jump, Super Missiles, Wide Beam, Gravity Suit, Plasma Beam, Speed Booster, everything minus the X-Ray Scope and Spider Ball. You have an in-game map, water and acid doesn’t hurt you if you have the Varia Suit, beams stack like in Fusion, but you have to toggle between normal Missiles and Super Missiles. Crateria has been added for the sake of continuity (I think) and there’s an entire new area added after the Mother Brain fight.

And the best thing…the game is not a pain in the ass to play at any point unlike the original.

Remakes are something that you would either be excited or nervous about depending on the game. If, say, Super Metroid were to be getting a remake, I would personally be nervous af since there would probably be many fundamental changes to the world, the progression in said world and the movement that allowed for some really cool, yet unintentional, sequence breaking. Games on that caliber like Final Fantasy 7 (for most people), Resident Evil 4 and Metal Gear Solid (to a somewhat lesser extent) would raise a lot of eyebrows when going for a remake. Whenever a remake gets announced, there’s always a thought in my head that the remake, in transition, would lose a lot of what made the original good/special.

By itself, it’s a fantastic 2D Metroid game that anybody can jump into with little to no problems and get through it just fine. As a remake, this is where things get a bit tricky.

This game is short…like…really short. If you are competent in these types of games, it’ll take you about 4-5 hours max. An experienced player (not a speedrunner) could probably 100% this game in about 90 minutes. On top of that, the game is extremely easy. There is almost nothing in this game that’ll give you a run for your money except for one segment in particular where you’re bereft of all your stuff. Other than that, nothing in this game should give you any trouble (in theory).

In the original Metroid, it was hard to navigate due to the copy & paste hallway design, controls weren’t bad, but rather dated, Wave Beam was worthless, Kraid is a pain in the ass, Ridley is too easy to cheese; the overall game was hard for the wrong reasons and extended the play time by a few hours. Zero Mission is on the other end of the spectrum where everything is basically too easy and nothing will ever give you trouble on the level of Kraid from the original Metroid. As a consequence of streamlining the experience (even with the addition of a new area), this game can get really easy and can be beaten in a very short amount of time.

It’s with this game that the devs began to put in “intended” sequence breaks into the actual level design. You can fight Ridley first, get Hi-Jump Boots and Wave Beam before Speed Booster and other stuff like that. This is neat, but something feels a bit off for me when it comes to this inclusion. When it comes to sequence breaks, I feel as if the magic of Super Metroid’s sequence breaking can’t be replicated. To explain:

In Super Metroid, you had a wall jump, and you were able to shift your momentum back to the wall you jumped from due to Samus’s somewhat floaty jump. Basically…you can wall jump using a single wall. The wall jump is a fully intended mechanic that little creatures show you and if you end up in a certain room, then you have to wall jump to continue the game. Because you can wall jump off of a single wall, you can do some unbelievable things that you won’t be able to do in any other Metroid game.

You can also wall jump off of a single wall here, but because of how fast and snappy Samus is, it’s definitely harder to utilize. Plus, the level design doesn’t really accommodate the wall jump that well. Ever since Super Metroid, sequence breaking became one of the more fun things to do which Metroid sort-of pioneered in a way. Whenever I sequence break in Zero Mission or Dread, the sequence breaking route feels “thought out” instead of “unintentional” if this makes any sense at all. It doesn’t feel like I carved a new route; it felt like I was going on a path that was laid out, but hidden. These paths do take some dexterity to get through, but actually finding the route was where I found the most joy and satisfaction. I know this is some 1/1000 nitpicky stuff, but it kept gnawing at me the more I played this and Dread.

I completely forgot to include this in both this and my Fusion ramble but the music in both games are great. Fusion is more atmospheric and ambient compared to the energetic, upbeat Zero Mission, but due to Fusion’s style and the GBA sound font in general, they are on a similar tier for me. Definitely worth a listen.

I think…this is enough for now…well…what do I say?

Game’s great. I play it once or twice a year on average. I enjoy sequence breaking in these games. I have so much fun playing this game. I love talking about them. I love this series to hell and back and that probably won’t change for a very long time. Go play this if you’re not familiar with Metroid. It’s a great time.

I think I can safely say that this game will be the only game that ive played that truly stands itself out as a Remake and is a hundred times better than the original.

The original game is the one on the NES, and almost nothing outside of the Metroidvamia aspect, some of the layouts, and the weapons you get are similar. Its like a perfect blend of Super Metroid and The first one along with great fantastic music and good controls---- its just perfect.

The fact that theyve even made the game longer and added more lore into it just goes to show how theyve deepenex the Metroid lore altogether.

This review contains spoilers

Zero Mission é simplesmente o melhor jogo da franquia até o momento, ele pega tudo que acertou em Fusion e trás de volta, só que com um detalhe a mais.... ele volta ao passado para homenagear o primeiro jogo dessa franquia.

Eu zerei o metroid 1 no puro odio, aquele jogo (mesmo que exale muito respeito) é uma merda, mas desde que soube que existe um remake do mesmo, fiquei feliz e receoso ao mesmo tempo. Feliz por que experienciaria ele em toda sua gloria, por que zerei o original, e meio '-' por puro medo dele apenas repetir a mesma porcaria do primeiro jogo.

Fico muito feliz por estar errado por que esse jogo faz uma homenagem digna ao original enquanto o reimagina da melhor maneira possivel.

O level design é muito bom, deixou a questão das paredes invisiveis bem feito, as vezes é um pouquinho meh mas é MUITO RARO, ele também recria a maioria das salas do metroid 1 só que reimaginando as mesmas, quem zerou o original tem muita homenagens legais para você.

E é muito foda que o jogo não se prende no metroid 1, tem duas areas enormes novas, além da maioria das salas das areas originais serem novas tbm. As areas novas são muito interessantes por serem muito importantes para a lore da Samus e dos Chozo.

A trilha também reimaginada ficou muito boa, assim como o original sempre foi, com algumas adições aqui e ali que também são muito boas, principalmente as que vem diretamente do Super Metroid.

Se não bastasse ser tão foda tudo, ele não acaba onde o primeiro jogo termina, mas continua expandindo para uma nova area que pega muita coisa do elemento Survival Horror do Fusion, deixando a Samus sem sua armadura, assim tendo que jogar metade da area se escondendo e fugindo dos inimigos, até chegar na parte para recuperar sua armadura (uma cena linda) e receber todos os upgrades de volta INCLUSIVE os do Metroid 2, que não existiam no primeiro jogo da franquia mas que dão as caras no ato final do remake. A area é super inovadora e vai servir de muita inspiração para o Metroid Dread no futuro. Unica coisa ruim do jogo mesmo é a batalha da Mother Brain, que não reimagina a PIOR batalha do original e deixa do mesmo jeito, só que menos injusta, mas ainda assim é uma merda.

Jogo sensacional, recomendo a todo mundo que gosta da franquia, não recomendo como primeiro jogo por que assim tu vai perder muitas das homenagens que esse jogo faz.