YMMV / Metroid: Zero Mission

Click here for the YMMV page on the original game.

  • Anti-Climax Boss: Mecha-Ridley is incredibly easy for a final boss, and can feel like an anti-climax for those unaware that getting 100% of all items triples his difficulty level.
  • Awesome Art: The pixel art and lower restraints on graphics introduce a much more colorful and diverse Metroid game than the original.
  • Catharsis Factor: After having to run for your life through a mothership full of Space Pirates and then fighting a boss who's difficult to hit without missing or shooting yourself, the payoff of getting your fully upgraded suit is so, so worth it. Add this to the triumphant Brinstar theme playing again, and you'll feel invincible dashing through the Pirate hordes you once ran from, now slaying them by the dozens.
  • Demonic Spiders:
    • Metroids are horrifically difficult to fight. Freezing them wears off faster than most enemies, and it's only when they're frozen that they can be damaged, and then only with missiles. If one latches onto you, you can deploy a bomb to make it let go, but drop too many and you'll accidentally bomb jump back into its mouth. They come in groups, so you might freeze one Metroid only to find yourself backed in a corner with another waiting on the other side of its frozen friend, ready to grab you as soon as you kill it. Add this to hazards like lava in some of the rooms, Rinkas that are a nuisance, and thus it only takes one trip from a missed obstacle to fall and become Metroid food. Play on Hard and/or a 15% run, and you'll soon find yourself out of Missiles, desperately re-freezing every Metroid surrounding you and picking off every Rinka in hopes that it drops a missile this time. Did we mention the doors lock so you can't leave the room?
    • Black Space Pirates, though luckily you are only required to fight two. Even so, they have incredible leaping, aren't shy about purposely running into you, and are immune to every non-beam weapon attack of yours.
  • Franchise Original Sin: This was the first game to debut the Zero Suit and to feature Samus outside of her Power Suit during gameplay. While fanservice is nothing new in the Metroid series, it was the first time to have it outside of the bonus endings, which got much more controversial when Metroid: Other M rolled around.
  • "Funny Aneurysm" Moment: This piece of concept art has the Zero Suit's designer specifically call for Samus to not get impractical high heels. Later designs have given her Combat Stilettos anyway.
  • Game Breaker: Bomb Jumping in this game is quite possibly the most overpowered form of it in any Metroid game. Unlike the others, the developers didn't put a max cap on the number of Morph Ball bombs Samus can use at a time. As a result, it's possible to use Bomb Jumping by mashing the fire button to get to upgrades and areas way earlier than intended, allowing you to get late game power-ups almost as soon as you get bombs. Naturally, this technique is a major friend of the game's Speed Running community.
  • Good Bad Bugs: A few are mentioned in Artificial Stupidity on the main page. Also, it turns it's possible to escape Tourian the other way.
  • It Was His Sled:
    • Unlike the game it's remaking, Zero Mission doesn't even try to hide that Samus Is a Girl.
    • Like Sheik, Zero Suit Samus's popularity in the Super Smash Bros. games reveals that Samus has a Power Suit-less level in this game.
  • Love It or Hate It: Whether you like this game or not really depends on if you played the original game back in the day or not. Most who haven't or played it after the series hit its stride usually say Zero Mission is one of the best Metroid games in the series, while those who have played the original back in the day usually say They Changed It, Now It Sucks in regards to it.
  • Surprisingly Improved Sequel: Fans who didn't like Metroid: Fusion tend to look favorably this game for bringing back a non-linear progression and leaving out the dialogues, as well as tweaking a few of the general mechanics from the prior game.
  • That One Boss:
    • Mother Brain. Let us count the ways. First off, you fight her while standing over a pit of lava. And you don't get a platform to stand on. Instead you get just two measly blocks which aren't connected to each other that barely let you take more than two steps on either before you fall. Stand in one spot for too long, and you get targeted by Rinkas that will knock you off, and, just to be petty, are Red Rinkas that aren't guaranteed to give you any health or missiles. Surrounding the area are turrets that fire in random directions, making jumping risky because it's impossible to predict when and where they'll shoot. Even if you made sure to replenish your missiles after destroying all the Zebetite barriers blocking the way to her, you still have to waste a ton of them trying to crack her tank. Also, remember how in the previous games Mother Brain was just a sitting duck who wouldn't fight you as you filled her with missiles? Well, say goodbye to that; now she has a Eye Beam of doom that fires every time you damage her or fall off the blocks. Not only that, but you have to hit her in the eye unlike previous games where you could damage her anywhere. God help you if you try fighting her in a 15% run.
    • The Chozo Mural is also pretty difficult. You have to shoot it in the glowing orb he's holding whenever it displays a certain symbol, but all the other times it shows you, meaning shooting it then means hurting yourself. You take a lot of damage due to lacking your Power Suit, and can only fire when your pistol is at full charge. Its bouncing is hard to avoid, and the area is pretty small. Plus, it hurls lightning at you, and it's hard to watch for the flashing cues that signal whether it's just a single bolt of lightning or twin bolts that climb up the floor and wall. Defeating it takes a lot of mental juggling.
    • Ridley in Hard mode is brutal. You have half the health you'd have in Normal mode, but that'll be the least of your troubles. He's much more aggressive, his fireballs deal an obscene amount of damage, and your health drains at a ridiculous speed if he picks you up. Also, staying under his feet doesn't work this time.
    • Mecha-Ridley becomes one on a 15% or 100% run. His arm slash is highly telegraphed, but it has such a large range that the only practical way to dodge it is to have been out of its way beforehand. Where's out of the way? Up in the air, so you pretty much have to spam Space Jump for the entire fight. His worst attack is his Eye Beams, since they fire in random directions, travel quickly, and can't be blocked through Screw Attack. Shooting his core takes good timing, and you're backed against a wall the entire time. He only seems easy because he's a Glass Cannon, and thus most players don't have to face the worst of his attacks. Fight him for an extended time, and Mecha-Ridley becomes a nightmare.
    • Kraid can be this, especially on hard mode or a 15% run. Not only do his nails subtly home in on the player but the player has a very small space to attack Kraid with. As the fight goes on more of the floor is removed, until only a 2 block area and a small alcove are available for Samus to stand on and still reach Kraid's head. It doesn't help that when Kraid swipes he can not only knock Missiles out of the air (especially ones that were headed for his eyes) but his attack takes up almost the entirety of the 2-block floor, meaning Samus has to get on the alcove just to avoid being hit.
    • And finally there's King Worm/Beam Beast/Diorumu, but it's not That One Boss in that it's difficult (like the other bosses). Rather, King Worm will flee the scene if the fight goes on for too long, meaning that if you didn't hit it in the eye three times the King Worm could flee. Add in that the only reason to defeat it is to get the Charge Beam (which deals as much damage as one missile without wasting ammunition, but not only can't open missile doors it is also obtained after getting the first missiles) and most players will choose to skip it in order to save time.
  • That One Level: The Zero Suit segment. Samus is stuck in her Zero Suit after being shot down by the Space Pirates and only has the Emergency Pistol to use, which can only stun enemies when fully charged for an extremely short period of time. All of the enemies attacks deal one hundred damage, which means the amount of hits she can take is directly proportional to the amount of E-Tanks she's collected. Sounds like a standard Stealth-Based Mission level... except for the fact that it's surprisingly easy to alert the Space Pirates to her presence even if you know what to do. On top of that, on your first playthrough, it's easy to accidentally box yourself in a corner while trying to figure out where to go, which can easily get you stun locked by a Space Pirate into oblivion. It's at least nullified a bit by the fact that the Save Points restore Samus' E-Tanks (a fact that no other save points in the game does anywhere else) but still, you better prepare yourself for an annoying, easy to mess up level until you get her Power Suit back.
  • That One Sidequest:
    • 100% Completion is not as easy as in Super Metroid or Fusion - some packs and tanks require well-timed Shinespark or Wall Jump chains, others are just well hidden. Add that most can only be collected following the Chozodia part, and players can easily give up on getting the final upgrades to go after the Final Boss. Plus, to unlock all eight of the post-credits artwork, you have to beat the game at least four timesnote  All for some pretty pictures.
    • Perfect stealth in the Zero Suit segment, all due to the very first section which requires an incredibly precise shot of the Paralyzer to stun the Pirate while his back is turned. At least the rest of the run isn't as bad since there are secret areas where you can bypass many of the more inconveniently placed Pirates. Additionally, it's a Self-Imposed Challenge; there's no real reward to doing it aside from getting to listen to the Wrecked Ship music for longer.
  • They Changed It, Now It Sucks: Fans of the original NES Metroid game tend to hold this view, citing it doesn't really feel like the original game anymore with how much was changed and added. Those who haven't say this game is still really good regardless, though, so it shouldn't be a problem if you haven't played the original back in the day either.