Download Metroid Zero Mission: Deluxe ROM Hack

Metroid Zero Mission: Deluxe Game
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Parameter Info
Console: GBA
Original Game: Metroid: Zero Mission
Type: Improvement
Genre: Action > Platformer
Modifications: G,L,T,GP,Other
Creator: DarkLink1996
Date Created: 02/06/2020
Last Modified: 02/06/2020
Parameter Info
File Name: Metroid Zero Mission Deluxe.ips.zip
Downloads: 890
Requirements: No Special Requirements
Version: 1.0
Rating:

Metroid Zero Mission: DeluxeDescription

Don’t think this is gonna be a 100% Gold Remake, it’ll have its differences. Extra battles (some’ll be optionals, tough but rewarding), Hoenn Pokemon (in every area, and hard to find) New areas, Remapped some dungeons (so your old guides wont work) , Extra recurring characters (some’ll hate you, some’ll help you)

Note that the hack is incomplete but feel free to enjoy the hack as-is.

Metroid Zero Mission: DeluxeRead Me

Credits: 

     Metroid Zero Mission Improvment Project by Cosmic.

     Maroonless Patch by Passar.

     TractorBeam, BetterRoll, RemoveCloseUp, and WeaponToggle ASM Files by Trunar68, Biospark, and Captain Glitch.

     Sprites converted from the Zero Mission-Styled items by Cha0sMiles07 and Supersamus/Ridleymaster.

     Starting Room hex edit by Luce Seyfarth.

     Mapping and additional editing by DarkLink1996.




What this hack does: 

     Gives the Missiles to the Player earlier (Where the first missile expansion is in Super Metroid), in exchange for the ones that were near the Charge Beam Beast's second room.
     
     Adds Missile Door to the Long Beam room.

     Removes the Chozo Guides (Except on Easy Mode), and the arbitrary Power Grip plant in Norfair. 

     2 Chozo Guide rooms now have extra secrets in them, as a bit of future proofing in case someone adds the Spazer Beam and Spring Ball as separate items. 
     One of them is as of now empty, but the other contains a copy of the High Jump, as the Spring Ball is intended to be there.

     Adjusts Crateria and Chozodia's Green area for consistency with Super Metroid's map, while keeping ZM's scale. Crateria is open from the start, and stays that way, leading to more player agency after getting the 
     Power  Grip.

     Makes the separation between the Chozo Ruins, the Space Pirate Mothership, and the Wrecked Ship more obvious.

     Makes the Bosses more challenging via increased HP and Damage. A 100%er probably still won't sweat much, but Any%ers and Low%ers will definitely feel it.

     Changes all of the Save Rooms to Chozodia Save Rooms for consistency with the Prime series and AM2R. (Except on Hard Mode. You have no idea how tedious this was.)

     Makes the Early Super Missiles slightly easier.

     A couple rooms from Super Metroid were also added as easter eggs, but they aren't hard to find (Adding the Brinstar ones was also tedious, as the WHOLE MAP of Brinstar had to be moved one tile at a time, and then EACH 
     AND EVERY ROOM had to have a Header edit to realign it with the map).

     Adds the Save Room text to all the rooms missing it, including Chozodia.

     Changes the Beam Item Sprites to match Super Metroid's.

     Makes not getting caught in the Stealth Sequence possible.

     Probably other things I have forgotten about, including slight touch ups to various rooms.




Known Issues:

     Fixable by me: 

          None at the moment.

     Fixable, but difficult:

          Morph Ball animation not adjusted after applying the better roll patch.

          The Ice Beam is skippable now due to Crateria being open, and since Tourian requires it for the Metroids, it's a bit of a problem. I made the room after the High Jump have a similar wall and ripper pattern to
          Norfair's enterance, but since it's after the High-Jump, it's more of a suggestion, so nothing truly requires it now except Tourian. Perhaps the broken Chozo Statue right after Ridley can have a second Ice Beam
          statue in its place, but that's far from ideal.

     Needs ASM work:

          WeaponToggle shows up for Bombs, which it isn't supposed to and can't actually Toggle.

          Samus still makes the running sounds after the first cutscene despite starting at her ship.

          Chozo Guide markers in Brinstar have messed up pathing, due to Brinstar's map being moved over to the right, as well as additional issues. The Crateria map also reveals a hidden room due to the map being moved.

          Map does not include the Chozo Guides, due to the lack of a way to modify it based on difficulty. I did, however, copy the maps of Brinstar and Norfair over to Extra 1 and Extra 2, and put the Chozo Statues on
          them, in case someone does manage to make an ASM code that switches Extra 1 and 2 out for them on Easy Mode.

          Samus' suit keeps the Varia shoulders when removing the Varia and Gravity Suit. Needs ASM to make it revert to the shoulderless spriteset 




Things that need to be done for the hack to be considered 100% absolutely finished:

     Fix all possible above issues.

     Remove Spring Ball function from High Jump.

     Change Wave Beam to match AM2R and Super Metroid, and change the Wave + Plasma to match AM2R.

     Add Spring Ball.

     Add Spazer Beam, make Spazer + Plasma match AM2R, make Spazer + Wave Match AM2R, make Spazer + Wave + Plasma match AM2R.

     Add Mini-Kraid and put him in Fake Kraid's original room.

     Implement a palette animation for the Morph Ball that mimick's the flashing from the original animation.

     Replace Ridley's sound clips with roars from the Prime Series and Samus Returns.

     Replace the Score Music with the Mission Result theme from the Prime Series and Samus Returns.

     Add an escaping Space Pirate Mothership to the scene where Samus escapes from the planet to lead into Prime.

     Add an AM2R styled Logbook, and slowly unlock the Fusion-Child mode ending images based on item percentage.