--------------- |What is this?| --------------- Well, as you probably know by now, a hack of the game "Metroid Zero Mission" for GBA ------------ |Change log| ------------ Version 1.0 - initial release of the hack Version 1.1 - fixed some bugs, made passages in the beginning easier to find Version 1.2 - fixed some more bugs, switched some items around Version 2.1 - switched more items around, removed "shoot-through only"-blocks, because they were glitchy Version 3.1 - redesigned Chozodia, relocated some items, fixed remaining bugs Version 3.2 - minor bug- and designfixes (for ex. to make passages easier to find) Version 3.3 - fixed a bunch of small bugs (clipping errors etc.) as well as a game-ending one (Space Pirates in Chozodia didn't drop any Missiles) Version 3.4 - fixed some wrong map tiles, also made it more difficult to get stuck in Kraid; fixed unintended early Super Missile in Chozodia Version 3.5 - added some alternative paths, also fixed some bugs Version 3.6 - fixed early Screw Attack in Chozodia Version 3.7 - fixed early Full Suit with Unknown Items, redesigned top right part of Kraid Version 3.8 - fixed a bunch of glitches, added a puzzle in Crateria, completely reworked the Kraid escape route ---------------- |How to install| ---------------- First you need the original american(U) rom of Metroid Zero Mission, then some program that can apply the .ips patch to it - like ipsXP for example. Instructions on how to use those can be found in the respective documentation for these programs. WARNING: Due to my implementation of new ASM routines, this hack may not work with some Emulators! If your game freezes spontaneously upon collecting an upgrade, that may be the cause. ---------------------------- |Major changes and features| ---------------------------- - most areas have been reconstructed while generally having the same or a similar map than the original game; I would say Ridley, Kraid and Chozodia have the most changes, Tourian the less - Chozo hint statues no longer exist at all - Gravity Suit won't be needed to start the Ridley fight - Missiles can damage Black Space Pirates - most major upgrade locations and requirements where changed, minor upgrades are hidden in different places as well - in particular Unknown Items and the Power Grip aren't needed and Screw Attack comes very late - like in the original Metroid, only one of the Ice and Wave (and later Plasma) Beams can be equipped at once; collecting a certain other powerup may will allow that though - try looking for new sequence breaks as well; skipping Power Grip may very well be worth the trouble... getting Ice Beam won't be a cakewalk either... - most enemies (including bosses) have higher HP and attack while dropping way less stuff - there are other surprises, but I won't spoil them here -------------------------- |Default item progression| -------------------------- If you find yourself stuck in the game, most of the time the answer is to just look around. For those who want to find out which item they need next, I've included the default progression (= no sequence breaks) here. *DON'T READ IF YOU DON'T WANT SPOILERS!* Crateria - Morph Ball Brinstar - Missile Brinstar - Bomb Crateria - Power Grip (optional) Norfair - Long Beam (optional) [Kraid - Speed Booster] [Brinstar - High Jump Boots (optional)] or [Ridley - Super Missile] [Norfair - Wave Beam (optional)] Kraid - Varia Suit (optional) [Items from Kraid/ Ridley (whichever you didn't get first)] Chozodia - Ice Beam (Mother Brain -> Zero Suit) (Zero Suit -> Fully Powered Suit) various - Power Bomb (optional) various - Unknown Items (optional) Norfair - Charge Beam (optional, lets you combine beam weapons) (need either Plasma Beam or many Missiles/ Super Missiles) (Mecha Ridley -> End) ------------------------------------ |Optional paths and Sequence Breaks| ------------------------------------ As with the original Zero Mission, there are some optional paths and possibilities to sequence break, but generally these won't be easy to find. If you have trouble finding them, use Power Bombs as they will reveal most secret passages. Also I challenge you to find early Power Bombs, as well as another Powerup you can get with them. Early Power Bombs are very well hidden and you will need to show considerable attention to detail as well as deducing skills to find them. That being said, the path to them doesn't decline ingame logic. You won't need to search for some random warp across the map or an extra expansion that isn't included in the normal 100% item collection. ------------------------- |Missile/ health farming| ------------------------- Try farming those respawning enemies that jump out of the acid/ lava/ pipes if you trun low on ammo. If your beam is still weak, try using bombs - they will make farming a whole lot easier... ------------------------- |Credits and legal stuff| ------------------------- I would like give my honest thanks for being able to use all of the following to create and update this hack: - The original Metroid Zero Mission(U) ROM made by Nintendo - Double Helix, the Metroid Zero Mission/ Fusion editor made by Interdpth - the Menu Patch of this game made by Trunaur68 - The (sadly incomplete) RAM and ROM maps of this game posted on Datacrystal, as well as several ARM Opcode sheets used for manual hex editing - The debug-version of VBA, as well as its normal incarnation All contents of the original game belong to Nintendo ------------ |Contact me| ------------ If you find any bugs/ strange behaviours or have constructive critizism to make this better, you're welcome to email me under the following address: lsey@web.de