I know what you’re thinking. “Here we go, Nintendo
quickly polishing another old game to stick out on the Game Boy
Advance and make another quick buck.” However, this time you’re
wrong. Metroid: Zero Mission
is more than just an easy graphical update of the first instalment
in the famous Metroid franchise.
From the very beginning, the fluidity of the game will
be instantly recognisable to those who’ve play Metroid Fusion.
It’s the usual scrolling shoot-‘em-up/exploration that we all know
and love, with the hardcore Game Boy Advance processor pushing it
along at a staggering rate. You often wonder exactly how they
managed to pull this off on the NES.
The world map is based around four main areas.
This
maybe a little disappointing to those who have experienced Fusion’s
complex array of caverns along side the several main areas, but the
gameplay experienced within these maps is still as remarkable as
ever. The usual item-hunting rules apply, as Samus Aran begins the
game with very little armourment as usual, and also her abilities
greatly reduced. The design of the maps around these elements is
flawless. Only after obtaining certain items will new parts of the
map become available, and you’ll always remember where all those
little hidden bits you couldn’t get to before are.
Metroid: Zero
Mission uses these areas as opposed to
levels in the usual Metroid tradition, and the difficulty
curve within this is brilliant. With minor bosses appearing
seemingly randomly from within the first ten minutes of play, and
the four main bosses imposing quite a threat. Two of the main
bosses, in particular, can be quite troublesome and, being the only
instance of this in the game, the control style doesn’t often help.
Having to hold the R button whilst pressing B to fire missiles isn’t
the easiest position to maintain for extended periods for those of
us with fully-grown hands, and so when playing on the SP I found
that after two certain bosses I had tiny bruises on the palm of my
right hand from holding the R button so tightly!
Once
having completed the original NES Metroid mission, there is
more lying in wait… For the first time, you get to play as Samus
without her Bounty-hunting armour. Armed only with an emergency
pistol, the new objective of the game is stealth. Never out of place
with the visual style of Metroid, this section of the game is
demanding of praise entirely by itself.
The graphics in the title are obviously spotless.
Being a NES update, there was a fair amount of scope for upgrading
and all of it has been done beautifully. The animation is
superb and the variety of design on display is evident of a long,
long pre-production - originally at least. The sound is commendable
for what can be done with a solitary speaker, and above average for
the usual Game Boy Advance guff.
When taking in the title as a whole, with the
depth of gameplay and the stunning visuals it has to offer, it would
be impossible not to see this as groundbreaking work for the Game
Boy Advance. However, for all intents and purposes, this is a
remake, and due to which, this title’s Originality rating has
caused some distress. Only when completing the title and unlocking
the original NES version of Metroid will you realise what a
revolution for the series this update has been. This is truly
stunning work, which is only let down by an incredibly short
life-span.


 Kev J.
Reviews Score Table Interpretation. 01/07/04 Return to
the Game Boy Advance in-depth reviews archive
here. Each of these articles has been
written either independently of Electronic Theatre or by an
external viewer. The opinions discussed in these articles in no way
reflects the opinions of Electronic Theatre. If you wish to enquire about pricing of any
titles for these formats not listed on this site, drop me a line at kjoyce@electronictheatre.co.uk |