History VideoGame / MetroidZeroMission

7th Aug '17 5:26:57 AM Turrican
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* OneHundredPercentCompletion: In addition to the Metroid standard of finding all collectables in a single playthrough, the game tracks how many endings you've unlocked in the Gallery section of the options menu. A copy of the game with all possible ending screens unlocked will show the Gallery option in yellow text.
5th Aug '17 11:51:54 AM WaterBlap
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* TheDevTeamThinksOfEverything:
** Unlike ''Fusion'' where the game kept the player on rails (minus one EasterEgg), ''Zero Mission'' encourages SequenceBreaking and has some hidden tunnels in various sectors to let players progress without collecting a certain power up.
** It's possible to sequence break and acquire the Screw Attack before you go to fight Ridley. The Screw Attack lets you destroy Rippers, an otherwise mostly InvincibleMinorMinion, but in the boss fight before you enter Ridley's Lair, you have to stand on a frozen Ripper to reach the vines you must shoot[[labelnote:*]][[GuideDangIt Unless you can wall jump, that is.]][[/labelnote]]. How does the game ensure you don't accidentally destroy the Ripper you need? Simple. This unique Ripper is invincible to the Screw Attack, and can only be frozen without being killed.
** Fall off the ledge during the Kraid fight, and he'll begin spewing belly button spikes early so that you can leap back to the top and resume fighting him.
** Deliberately ignore getting certain power ups, and you won't get them when [[spoiler:you regain your Power Suit]]. Therefore it becomes possible to shoot through enemies but not through walls and to Space Jump but have no Screw Attack with which to defend yourself.
** Achieving a perfect stealth run in the Pirate Mothership is ''very'' difficult but if the player doesn't get spotted at all then they may recognize a familiar tune playing as they sneak: the Wrecked Ship music from ''Super Metroid''.
** Save Rooms don't work if any enemy is in them, in order to keep the player from respawning during a time when something's trying to kill them.

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* TheDevTeamThinksOfEverything:
** Unlike ''Fusion'' where the game kept the player on rails (minus one EasterEgg), ''Zero Mission'' encourages SequenceBreaking and has some hidden tunnels in various sectors to let players progress without collecting a certain power up.
**
DevelopersForesight: It's possible to sequence break and acquire the Screw Attack before you go to fight Ridley. The Screw Attack lets you destroy Rippers, an otherwise mostly InvincibleMinorMinion, but in the boss fight before you enter Ridley's Lair, you have to stand on a frozen Ripper to reach the vines you must shoot[[labelnote:*]][[GuideDangIt Unless you can wall jump, that is.]][[/labelnote]]. How does the game ensure you don't accidentally destroy the Ripper you need? Simple. This unique Ripper is invincible to the Screw Attack, and can only be frozen without being killed.
** Fall off the ledge during the Kraid fight, and he'll begin spewing belly button spikes early so that you can leap back to the top and resume fighting him.
** Deliberately ignore getting certain power ups, and you won't get them when [[spoiler:you regain your Power Suit]]. Therefore it becomes possible to shoot through enemies but not through walls and to Space Jump but have no Screw Attack with which to defend yourself.
** Achieving a perfect stealth run in the Pirate Mothership is ''very'' difficult but if the player doesn't get spotted at all then they may recognize a familiar tune playing as they sneak: the Wrecked Ship music from ''Super Metroid''.
** Save Rooms don't work if any enemy is in them, in order to keep the player from respawning during a time when something's trying to kill them.
killed.
26th Jun '17 12:03:10 PM DracoKanji
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* SequenceBreaking: The game actually encourages it, including lots of hidden spots to do things out of order: ** Of note is that a tunnel in Norfair lets one defeat Ridley before Kraid, which also lets you get Super Missiles before fighting Kraid. What also helps is that the infinite bomb jumping and one wall jumping both return from Super Metroid after their absence in Fusion.

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* SequenceBreaking: SequenceBreaking:
**
The game actually encourages it, including lots of hidden spots to do things out of order: ** Of note is that a tunnel in Norfair lets one defeat Ridley before Kraid, which also lets you get Super Missiles before fighting Kraid. What also helps is that the infinite bomb jumping and one wall jumping both return from Super Metroid after their absence in Fusion.



* SkippableBoss: King Worm doesn't have to be fought, but if you don't kill it then you'll never get the Charge Beam.

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* SkippableBoss: SkippableBoss:
**
King Worm doesn't have to be fought, but if you don't kill it then you'll never get the Charge Beam.



** A possible reason why the Power Grip was not required in Fusion was simply because Samus' suit had become much lighter after losing the majority of its armor pieces which made up most of its bulk (this was also the case with Zero Suit Samus in the Pirate Mother Ship) following the X Parasite infection, thus allowing her to pull herself up using her own strength. In previous installments in the series, Samus was not able to hold on to ledges and/or pull herself up them while wearing the full Power Suit.
21st Jun '17 10:37:41 PM TristanJeremiah
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* AdaptationOriginConnection: Sort of. The Space Pirates and Ridley are part of Samus' backstory
17th Jun '17 6:26:19 AM TristanJeremiah
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* SlidingScaleOfAdaptationModification: Somewhere in between a 2 and a 3. Although it keeps the main story, it expands on it a lot, including Samus' dramatic back story and a new gameplay segment near the end, see AdaptationExpansion
13th Jun '17 12:54:07 PM Kadorhal
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* EmbeddedPrecursor: Beating the game allows you to play the original NES Metroid.
* EmergencyWeapon[=/=]StunGuns: The stun pistol [[spoiler:used when in the Zero Suit]]. When fired, it temporarily stuns an enemy, but only when fully charged. Lower than full shots can only break blocks and are useless on enemies. Why would anyone use such a terrible weapon? [[spoiler:Well, during then you have ''no'' Power Suit and no other weapons...]]

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* EmbeddedPrecursor: Beating the game allows you to play the original NES Metroid.
''Metroid''.
* EmergencyWeapon[=/=]StunGuns: The stun pistol [[spoiler:used when in the Zero Suit]]. When fired, it temporarily stuns an enemy, but only when fully charged. Lower than full shots can only break blocks and are useless on enemies. Why would anyone use such a terrible weapon? [[spoiler:Well, during then you have ''no'' Power Suit and no other weapons...]]weapons.]] Samus' narration [[LampshadeHanging brings attention to this]], outright calling it "rather useless".



** [[spoiler:Kill the Ridley Robot and it does the same.]]

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** [[spoiler:Kill the Ridley Robot and it does the same.same for the mothership.]]



** Like in the original game, Tourian is a very linear level with no items [[note]]on your first visit, anyway--revisit it after you get the Power Bombs, and you can find a Power Bomb and Missile expansion there[[/note]] or sidepaths--its a straight line through the Metroids to Mother Brain from the elevator.

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** Like in the original game, Tourian is a very linear level with no items [[note]]on your first visit, anyway--revisit it after you get the Power Bombs, and you can find a Power Bomb and Missile expansion there[[/note]] or sidepaths--its sidepaths--it's a straight line through the Metroids to Mother Brain from the elevator.



* YankTheDogsChain: After [[spoiler:losing her Power Suit]], Samus spots a Chozo Statue carrying Power Bombs in another room. Just before she reaches them, though, the Power Bombs are stolen by a Space Pirate, and you don't get to catch up to him and unlock them until a few levels later.

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* YankTheDogsChain: After [[spoiler:losing her Power Suit]], Samus spots a Chozo Statue carrying Power Bombs in another room. Just before she reaches them, though, the Power Bombs are stolen by a Space Pirate, and you don't get to catch up to him and unlock them until a few levels while later.
4th May '17 11:42:13 PM Prinzenick
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** The game does encourage SequenceBreaking but it isn't quite as non-linear as the original game. For starters, you can't sequence break into Tourian anymore (Ridley and Kraid's new giant statues completely block your path) and whereas you could technically beat the original game without the ice beam (big emphasis on technically, as its extremely hard to pull off), you absolutely need the Ice Beam in order to beat Tourian here--unlike the original game, Metroids have to be killed in order to progress in it, and the Ice Beam is the only thing that lets you damage them.

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** The game does encourage SequenceBreaking but it isn't and is quite as non-linear as once you know it in and out, but there are some road blocks that weren't in the original game. For starters, you can't sequence break into Tourian anymore (Ridley and Kraid's new giant statues completely block your path) and whereas you could technically beat the original game without the ice beam (big emphasis on technically, as its extremely hard to pull off), you absolutely need the Ice Beam in order to beat Tourian here--unlike the original game, Metroids have to be killed in order to progress in it, and the Ice Beam is the only thing that lets you damage them.
1st May '17 5:58:57 PM Prinzenick
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** When you start the Zero Suit segment, it's impossible to die until you pass the Save Station, which (along with all the other Save Stations in Mothership and Chozodia) automatically refills your health, and keeps you from having to refight Mother Brain all over again if you die.
30th Apr '17 11:11:34 PM Prinzenick
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** Not far from the Pirate Mothership, you can find a few rooms from the Wrecked Ship, which makes an appearance as a full level in Super Metroid. The mothership also has robots similar to the ones on the Wrecked Ship. The Motherships normal theme is a remix of the Wrecked Ship theme.

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** Not far from the Pirate Mothership, you can find a few rooms from the Wrecked Ship, which makes an appearance as a full level in Super Metroid. The mothership also has robots similar to the ones on the Wrecked Ship. The Motherships normal theme is a remix of the Wrecked Ship theme, and its more urgent theme is a remix of the underground Crateria theme.
30th Apr '17 11:10:48 PM Prinzenick
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* CallForward: Underneath Mother Brain's tank is a hidden room with a Power Bomb in it, alluding to ''VideoGame/SuperMetroid'' [[spoiler:and Mother Brain's cyborg body.]]

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* CallForward: There are a lot of these to VideoGame/SuperMetroid in this remake.
**
Underneath Mother Brain's tank is a hidden room with a Power Bomb in it, alluding to ''VideoGame/SuperMetroid'' [[spoiler:and Mother [[spoiler:Mother Brain's cyborg body.body. In the escape tunnel, you can shinespark to reveal a hidden area to the left, which is where Samus emerges when you reenter that same room in the countdown of Super Metroid.]]


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** Crateria makes an early appearance here, and the level layout is similar to its depiction in Super Metroid--it even links to both Tourian and Brinstar once you get all the power ups.
** Not far from the Pirate Mothership, you can find a few rooms from the Wrecked Ship, which makes an appearance as a full level in Super Metroid. The mothership also has robots similar to the ones on the Wrecked Ship. The Motherships normal theme is a remix of the Wrecked Ship theme.
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