Metroid Super ZeroMission

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RoyboyX

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Re: Metroid Super ZeroMission

Postby RoyboyX » 10.16.11 8:29pm

@garbin: That double posting isn't technically illegal (believe me...), as it wasn't within ten minutes of the first post, but you could have edited your first post. All I will say about it.
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Re: Metroid Super ZeroMission

Postby DrevanZero » 01.07.12 12:07pm

Anybody got any good strategies on killing ridley? HE'S SO DAMN HARD IN THIS.
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Re: Metroid Super ZeroMission

Postby Obob » 01.09.12 7:20pm

Just collect as many items as possible ahead of time, particularly super missiles and energy tanks.

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Re: Metroid Super ZeroMission

Postby LReyomeXX » 01.19.12 5:05pm

I noticed that in 2.2, which I am playing now, that he has added an additional barrier to the Lava Run in Upper Norfair, so you cannot get that E Tank early anymore (the one you can get as soon as you get Super Missles). This is the one that you were able to get that was above the second connector passage that went from Norfair to the area behind Kraid.

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Re: Metroid Super ZeroMission

Postby daniel » 03.14.12 9:17pm

I'm having trouble getting the game to start.
I have the znesw emulator, Lunar IPS patching utility, Super Metroid (JU).smc, and the super zero mission patch that I downloaded from this site. I'm pretty sure I patched the file correctly, but I could be wrong, as I am new to this sort of thing.
Any helpful tips would be greatly appreciated.
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Re: Metroid Super ZeroMission

Postby Maginomicon » 03.30.12 3:58pm

I'm playing the latest version (v2.2) on "easy".

The sequence as I've seen it so far WITHOUT any sequence breaking:

Morph Ball
Missiles
Charge Beam
Bomb (in East Crateria)
Grapple Beam (Upper Crateria via 1-room hell-run in Norfair)

The 1-room hell-run isn't as tough as it looks if you remember to keep shooting all the enemies you see and collecting their powerups. Try to be full on missiles before going in or some of those powerups won't be health.

Varia Suit (Upper Brinstar using Grapple)
Ice Beam (Upper Norfair using Varia and Grapple and defeating Crocomire)

Yes, you can get the Ice Beam BEFORE Super Missiles and WITHOUT sequence-breaking (You're SUPPOSED to get Ice Beam before Super Missiles). Doing so involves first defeating Crocomire. Once you have the Varia Suit, explore Norfair as much as you can and when you get to a point where you're blocked by power-bomb blocks, bomb around the bubbles on the left wall. Follow that path to Crocomire. Once you defeat Crocomire, one of the rooms after him has a hidden passage in the bubbles there (just walk through them). Follow that path to get to the Ice Beam. Once you do, you can escape the room by rolling between the Chozo statue's legs.

Bomb Switch 1 (Upper Kraid using Ice Beam)
Super Missile (in Kraid via Switch 1, defeat Spore Spawn)
Spazer (in Kraid using Grapple)
Unknown Item #1 (in Kraid under Spazer passage)

In v2.2, the path to Unknown Item #1 is hidden below a side-hopper spawner in a large purple room near the Spazer. Once you're inside, head to the top of the area where you should find a horizontal zig-zag passage like teeth. They're too narrow to get through except by regular bomb-hopping. Once through, head to the upper left and you'll find a door leading to a Chozo statue with an odd purple block in your way (you should have seen some more of these when you were entering this area). Outside the door, on the ceiling there's a shot-block you can destroy. Then, midair-morph into the duct.

Speed Booster (by defeating Kraid, does not need Ice Beam)

You're SUPPOSED to have the Ice Beam by this point, so the way it's coded, merely shooting Kraid's tummy-platforms freezes them, regardless of whether you have the Ice Beam or not.

Unlock Level 1 (in same room as speed booster)
High Jump Boots (East Norfair using Speed Booster)
Wave Beam (in Lower Norfair using Speed Booster)
Spring Ball (in Lower Norfair using Wave Beam)
Unknown Item #2 (in East Ridley using Grapple)

When searching for Unknown Item #2 in Ridley, you'll encounter a powerbomb wall blocking your path forward. Fall into the crumble-block area before it and roll right through a hidden passage to bypass it.

When searching for Ridley, you'll encounter the classic "energy tank in front of a hidden pit". In that room, open the right door, then stand in the spot where the door's shield was and shoot up to reveal a hidden passage.

Unlock Level 2 (in Pirate Ship by defeating Ridley)

I've noticed the primary complaint about this section is that it looks like you need to do a horizontal bomb jump to unlock Level 2 without setting off the alarm. Notice however that (at least in v2.2) there's speed booster blocks right before the unlock switch. How I did it was I did a speedboosting midair morph into the hole you would otherwise have to HBJ into (the block over the hole breaks as you midair-morph-dash into it). Then, after hitting the unlock switch, some would say you need to do a wall-to-wall jump back across the alarm gap. This is not necessary, as the room has a bombu spawner. Using the height of the shaft you used to get to the unlock switch, manipulate the bombu such that it's near the bottom of the upper section but in the middle of the gap. Then, FREEZE the bombu. Quickly get back up the shaft (by run-midair-morphing), and use the frozen bombu as a bridge to get back across.

Power Bombs (by defeating Mother Brain in Tourian, escaping the explosion sequence, then defeating Mother Brain AGAIN in ruined Tourian, and then escaping the Super Metroid)

In the room with the Super Metroid, you're supposed to break the glass with a super missile BEFORE the Super Metroid latches on. Once you break the glass, even if the Super Metroid has latched on, just make your way to and through the door on the other side and you'll be fine. Once you're through the door, the Super Metroid will be left behind and killed by falling debris. Make your way around to the other side of the room where you first saw the power bombs to obtain them.

Unknown Item #3 (In Lower Tourian)
Unlock Level 3 (In West Tourian using Power Bombs)
Blue Switch (In Lower Ship using Power Bombs)

There's a secret passage below the area with the ship's front door. Use that to get into the ship without setting off the alarm if desired. If you wish to get the X-Ray Scope, the blue switch to unlock is at the end of this secret passage. Once you're inside the ship, don't bother trying to avoid the alarms. There's no way to get through to Chozodia without setting them off (unless you can pull off some tricky shinesparks to the left of the ship that ultimately aren't worth it). Just go through the tube above the blue switch room. Kill the purple pirates and proceed on through. Zig-zag up avoiding the red pirates, and shinespark your way up to the next zig-zag area (in the same room). Ignore the alcove with the X-Ray scope for now. Open the door forward, then back up and speedboost through that door and keep going. In the next room avoid the red pirates and drop down. Use the energy refill if necessary, then proceed right. Power Bomb the middle of the glass tube to break it, then proceed right to enter Chozodia.

Kill the Guardian (In Lower Chozodia using missiles and super missiles)

In the room with the long line of thwomps, morphball into their lower alcoves and try going left. This might be a bug, but you can bypass this whole room this way. Otherwise, you'll need to time a speedboost such that you run across the tops of all of them while they're on the ground, then holding the charge and shinesparking through the blocks above the impasse.
In the rooms with the ball-turrets, try standing just within screen range. If done right, they won't fire, but you'll be able to charge-beam them to death.
In the rooms with the ... shot...suckers? ... anyway, when you find them, pause and unequip every beam weapon you have, then kill them all before re-equipping your beam weapons. Doing this minimizes the power of their death-shots.
In the Guardian (botwoon) fight, if you stand on the left tip of the left platform, you're in an advantageous position to snipe the guardian as it flies around. It'll hit you a number of times to be sure, but that spot is directly below one of his turret spots, directly to the left of another of his turret spots, directly to the lower-left of ANOTHER of his turret spots, and when he occasionally comes in from off-screen on the right he almost always crosses your line of sight for a clear shot.

Gravity Suit, along with Space Jump, Screw Attack, and Plasma Beam (in Lower Chozodia)

Once you defeat the Guardian, get the power bombs in the next room, and then use them near the door back inside the Guardian's room to reveal a secret passage down. YOU MUST HAVE ALL THREE UNKNOWN ITEMS BY THIS POINT (it's a little hard to not have them, but fair warning).

Kill Golden Torizo (in Lower Chozodia using Super Missiles and Plasma Beam)

As soon as you enter the room, try to open up the power bomb area in the upper right corner where the Golden Torizo was dormant. Once you do, you'll have a safe spot for resting during this fight if necessary. When ready, drop down, get in his face, and pump super missiles (aim diagonal up) into him. He'll catch some of them, but the rest will get through while he's showing off.
Once he transitions to stage 2 of the fight, the floor falls away to reveal a spike-filled room with a spiked floor with acid tiding in it. Golden Torizo will walk around on a "platform" you can't stand on. You're SUPPOSED to be space-jumping throughout this entire fight segment, but there's a better way. Get him in a corner, then simply stand on the spikes at the bottom and fire up at him with the plasma beam (and super missiles if you have any left). Try to get in charged plasma beam shots if you can manage it. Although you'll get auto-damaged from the spikes and/or acid every couple of seconds, this method takes him out pretty quick anyway. Once he's out, be sure to refill on energy and missiles in the adjacent room and then continue through Golden Torizo's lower left door.

Unlock Level 4 (using missles and deflectors)

There are diagonal reflector panels in the upper-right and lower-right corners of this hallway. First, bomb away the blocks in the lower passage to open the path to the Level 4 Lock switch. Then, move to the upper left area of the room. You have to speedboost to the right of this platform, hold the charge at the other end, jump up (without shinesparking) and fire a missile sideways into the upper reflector, wait for it to bounce off of the lower reflector, and then shinespark to the left. Missiles explode once they're off-screen here, so it has to be done this way (so that the missile stays on-screen all the way to the Level 4 Unlock switch). Don't worry about running out of missiles, as there's a Puffer spawner on the left end of this room.


I'll update this post as I proceed. (BTW, I solved the "unlock level 2 without HBJ" puzzle)
Last edited by Maginomicon on 03.21.13 2:37pm, edited 13 times in total.

Infinity's End

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Re: Metroid Super ZeroMission

Postby Infinity's End » 04.09.12 10:10am

Not sure how many here play this game on the Wii, but someone has hacked/modded the FCEUX and SNES9X emulators by tantric to use the ability to organize your games by Cover Art. Consequently, I have created a boxart for Metroid Super Zero Mission:
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I also made one for my own hack, MDbtroid:
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Opium

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Re: Metroid Super ZeroMission

Postby Opium » 04.29.12 1:47pm

I've been playing this hack for about 12 hours now, and I think it's even better than Redesign. In fact, I think it's better than the original Super or Zero Mission. Why couldn't ninty just make this game??

Dragonheart91 wrote:You are claiming that a random fan hack is the best Metroid game bar-none? Better even than Super Metroid? Yeah, I think most people on this forum will laugh at you.


I'm not laughing. Have you played it?? You say 'random fan hack' as if it were not possible that it could be as good, or better, than a licensed product.
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Re: Metroid Super ZeroMission

Postby Maginomicon » 05.08.12 10:27pm

Okay, I'm stuck trying to figure out how to get to Chozodia after unlocking lock level 3 WITHOUT setting off the alarm in the pirate ship.

Is it even possible?

I've looked all over for a secret passage that gets me past the area you can get into from the blue switch room passage, and I'm not finding one beyond the powerbomb path up through the "closet" room with the two work robots. :(

I almost feel like saying screw it, barrelling through and get the x-ray scope, searching that original area with it for a path through that avoids the alarms, and then reverting to an earlier save state and going through that way.

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Re: Metroid Super ZeroMission

Postby Obob » 05.12.12 10:01am

As far as I know there's no reason to worry about setting off the alarms on your way to Chozodia. The alarms in the ship reset themselves any time you leave the ship.

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Re: Metroid Super ZeroMission

Postby Opium » 05.12.12 11:00am

I think he might be talking about getting x-ray. If so, getting x-ray on that game is complicated. You could write a whole guide about it.

After many hours of trying, i cheated and watched some youtube vids.
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Maginomicon

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Re: Metroid Super ZeroMission

Postby Maginomicon » 05.12.12 11:42am

Opium wrote:I think he might be talking about getting x-ray. If so, getting x-ray on that game is complicated. You could write a whole guide about it.

After many hours of trying, i cheated and watched some youtube vids.

I looked at a screenshot map and I'm not seeing anything in particular that would prevent me from getting the xray scope. It's just a matter of hitting all four of those switches.

Does it permanently lock up or something if you ever trip any of the alarms?

Okay, so what's the way through that you learned from the YT videos, because the ones I've found are from earlier versions of the game.

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Re: Metroid Super ZeroMission

Postby Obob » 05.12.12 6:02pm

The X-ray will be inaccessible if you trigger the alarm on the way to the X-ray; however, if you ever trigger the alarm you just need to leave the ship and then come back to reset the alarms. You aren't supposed to go through the entire game without triggering the alarms -- that would be totally insane.

For getting the X-ray, first you need to activate all 4 switches, and then go get the X-ray. Each switch itself can be viewed as a mini-quest, and you will almost certainly trip some alarms in activating them. In particular I'm pretty sure the #2 switch cannot be activated without tripping the alarm, as it requires shinesparking into a ceiling with a laser beam. Ridiculous superhuman moves might make it possible without tripping the alarm, but this is 100% not necessary.

You say "just activate the 4 switches," and it is true this is "all" you have to do, but you are vastly underestimating the difficulty in doing this, especially if you don't have the full suit already. I THINK it might be possible without the full suit, but the ridiculous maneuvers necessary to do so are far beyond what is expected in this game. It also requires a ton of familiarity with the layout of the ship.

It may also be very difficult or impossible to activate all 4 switches before you have unlocked the level 4 door in Chozodia, as several doors in the ship are locked before then.

View getting X-ray as the ultimate final thing you do in the game -- it is extremely difficult to get, and you will have to know the layout of the ship like the back of your hand before you'll be able to figure out how to get it.
Last edited by Obob on 05.12.12 6:13pm, edited 1 time in total.

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Re: Metroid Super ZeroMission

Postby Maginomicon » 05.12.12 6:12pm

Obob wrote:View getting X-ray as the ultimate final thing you do in the game -- it is extremely difficult to get, and you will have to know the layout of the ship like the back of your hand before you'll be able to figure out how to get.


I plan on it, I just have to ask if there's any way to get from the crate area in upper Crateria to Chozodia without setting off an alarm. Once I have the Gravity Suit and unlock Level 4, I'll go after the switches.

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Re: Metroid Super ZeroMission

Postby Obob » 05.12.12 6:20pm

Maginomicon wrote:
Obob wrote:View getting X-ray as the ultimate final thing you do in the game -- it is extremely difficult to get, and you will have to know the layout of the ship like the back of your hand before you'll be able to figure out how to get.


I plan on it, I just have to ask if there's any way to get from the crate area in upper Crateria to Chozodia without setting off an alarm. Once I have the Gravity Suit and unlock Level 4, I'll go after the switches.


There MIGHT be a way by going up and around the ship, which is extremely difficult without space jump. If you make it to the long chasm above the ship, you can fall through the floor and wind up in the watery region below the ship. This should get you to the entrance to Chozodia below the glass pipe. I seem to recall once you're in Chozodia you'll still be forced to hit an alarm in Chozodia.

There's also another path if you start from the Ridley teleporter. However, it involves a lot of diagonal bomb-jumping. You definitely aren't intended to find this path. Once you have space jump you can use that path to get a couple super missiles. I've never pulled this route off without space jump, even with save states and slow down. Unfortunately the youtube videos where I've seen it have been taken down. Basically if you look at the glass pipe to Chozodia, there is a vertical duct above it which leads to the glass pipe. One screen above the glass pipe itself, the side of the duct can be bombed, letting you out into the open space above the glass pipe. You need to cross a large gap there, which requires diagonal bomb jumping or space jump.

Basically, you shouldn't be worrying about the alarms yet. Aside from the initial segment in the ship right after Ridley, they're not supposed to be too relevant until you're going for the X-ray or other items in the ship. In fact you shouldn't even spend much time in the ship without the full suit, as once you have the suit you can easily kill the enemies there.
Last edited by Obob on 05.12.12 6:31pm, edited 2 times in total.

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