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Context YMMV / MetroidZeroMission

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1Click [[{{YMMV/Metroid 1}} here]] for the YMMV page on the original game.----* AntiClimaxBoss: The Ridley Robot 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.* SugarWiki/AwesomeArt: The pixel art and lower restraints on graphics introduce a much more colorful and diverse ''Metroid'' game than the [[{{VideoGame/Metroid 1}} original]].* CatharsisFactor: 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 [[SugarWiki/AwesomeMusic 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.* DemonicSpiders: ** 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.** ''Every single enemy'' becomes this in Hard Mode. When you start the game, Samus can only take ''three hits'' at most before she dies, while many mooks can soak up far more firepower. Making matters worse is that energy tanks are now only worth half of one in this mode, so finding them is mandatory for survival. The absolute worst enemies have to be the Space Pirates, though--one blast from them knocks a whopping 100 hit points off Samus, and they don't drop any health items--7 hits, and you're dead. If you're doing a MinimalistRun without energy tanks and reach the Zero Suit segment, ''[[OneHitPointWonder touch is death]]''.* EpilepticTrees: A recent theory going around is that when Samus destroyed the Space Pirate Mothership at the end of this game, she didn't create the Wrecked Ship[[note]]which itself used to be a popular theory, but WordOfGod jossed this as explained on the Trivia page[[/note]], but rather, she unearthed more of it, and instead created Marida[[note]]Marida is the only area in the ''Super Metroid'' not to appear in ''Zero Mission''; it's the only area in ''Super Metroid'' to feature a glass tube that can be broken with a Power Bomb, much like with a similar tube found in the area the Space Pirate Mothership is on, and when the player gets there, there's what looks exactly like a broken glass tube in one of the areas; additionally, a large amount of Marida is purple, the color of the Space Pirate Mothership, the Space Pirates seem to be very familiar with the technology on the ship, and the presence of a large amount of sand and dirt, which a blast as shown in the ending would create for sure[[/note]].* FranchiseOriginalSin: This was the first game to debut [[SpyCatsuit the Zero Suit]] and [[spoiler: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 ''VideoGame/MetroidOtherM'' rolled around.* FunnyAneurysmMoment: [[ This piece of concept art]] has the Zero Suit's designer specifically call for Samus to ''not'' get impractical high heels. [[VideoGame/MetroidOtherM Later]] [[VideoGame/SuperSmashBros designs]] have given her CombatStilettos anyway.* GameBreaker: 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 Run}}ning community.* GoddamnedBoss: The Charge Beam Beast will [[CowardlyBoss 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 boss could flee. Add in that the only reason to defeat it is to get the Charge Beam ([[AwesomeButImpractical which deals as much damage as one missile without wasting ammunition, but is also obtained after getting the first missiles and can't open missile doors]]) and some players will choose to skip it in order to save time.* GoodBadBugs:** A few are mentioned in ArtificialStupidity on the main page.** It's possible [[ to escape Tourian the other way]].* ItWasHisSled:** Unlike the game it's remaking, ''Zero Mission'' doesn't even try to hide that SamusIsAGirl.** Like [[VideoGame/TheLegendOfZeldaOcarinaOfTime Sheik]], Zero Suit Samus's popularity in the ''VideoGame/SuperSmashBros'' games reveals that [[spoiler:Samus has a Power Suit-less level in this game.]]* SurprisinglyImprovedSequel: Fans who didn't like ''VideoGame/MetroidFusion'' 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.* ThatOneBoss: ** 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|s}} 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 Ruins Test is also pretty difficult. You have to shoot it in the glowing orb it'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.** 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.* ThatOneLevel: ** Tourian on Hard Mode will make your tear your hair out. Not only are there many more Metroids than before, the deck is stacked against you since you only have a very limited supply of missiles and health in this mode, and you are guaranteed to use them all up by the midway point. The absolute peak of frustration is the room just before the second save station, which is bursting with Metroids, and there are absolutely no safe spots--you'll be refreezing Metroids like crazy and hammering them with every missile you have just to get through in one piece. Do ''not'' visit this level until you've gotten every possible upgrade and item. And to say nothing of the Mother Brain fight itself...** The Zero Suit segment. Samus is stuck in her Zero Suit [[spoiler: after being shot down by the Space Pirates]] and only has the [[EmergencyWeapon 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 StealthBasedMission 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 ([[AntiFrustrationFeature 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 [[spoiler: until you get her Power Suit back]].* ThatOneSidequest: ** HundredPercentCompletion [[LastLousyPoint 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 FinalBoss. Plus, to unlock all eight of the post-credits artwork, you have to beat the game at least ''four times''[[note]]100% item collection AND under 2 hours, on Normal and Hard modes each, and then 15% (or less) item collection (time doesn't matter), also Normal and Hard modes each. The other 4 endings can be acquired with proper planning during the 100% runs on either difficulty.[[/note]] 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 SelfImposedChallenge; there's no real reward to doing it aside from getting to listen to [[VideoGame/SuperMetroid the Wrecked Ship music]] for longer.----


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