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Metroid Zero Mission

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Title Screen

Metroid Zero Mission

Developer: Nintendo R&D1
Publisher: Nintendo
Platform: Game Boy Advance
Released in JP: May 27, 2004
Released in US: February 9, 2004
Released in EU: April 8, 2004
Released in AU: March 19, 2004
Released in CN: 2005

AreasIcon.png This game has unused areas.
EnemyIcon.png This game has unused enemies.
GraphicsIcon.png This game has unused graphics.
Sgf2-unusedicon1.png This game has unused abilities.
MusicIcon.png This game has unused music.
TextIcon.png This game has unused text.
DebugIcon.png This game has debugging material.
RegionIcon.png This game has regional differences.

Metroid Zero Mission is Samus' first mission, retold in a Super Metroid style with 80% more anime.

Unused Features

Switch on. Switch off.

The ability to toggle equipment on and off, just like in Super Metroid. It may have been used for debugging purposes, however, prototypes of Metroid Zero Mission have an accessible debug menu on the status screen in a similar fashion to Metroid Fusion. From the debug menu, any ability can can be toggled on or off, regardless if you have obtained it.

While you can toggle abilities with this Super Metroid-like feature, you can only do so once you obtain the ability. Having a second, separate method, to toggle equipment on or off just for debugging purposes is redundant and lends credibility to the idea that the developers intended for the player to toggle equipment like in Super Metroid. The most likely reason why this feature was dropped was because there isn't a real reason to allow the player to toggle abilities on and off. In Super Metroid, you could toggle abilities to create special beam combos but that feature doesn't exist in the final version of Metroid Zero Mission.

You can enable this feature with the CodeBreaker code 730016C4 0080 83000BF0 0006. This function only allows toggling beam upgrades and upgrades in the Miscellaneous category. A ROM hack was created to allow toggling any upgrade.

Testing Rooms

Much like Metroid Fusion, test levels have been discovered. They do differ from Fusion a bit. The jewels from Wario Land 4 are used as a water effect layer in one room.

Unused Graphics

To enable, or not to enable. Hmm... The graphics used by the disabled item switch feature.

Get equipped. Placeholder graphics for the expansion items that get replaced with animated versions.

Even unused tilesets have unused tiles.

The testing room tileset contains blocks that resemble very crudely-drawn expansion items. The ones without an icon in the top-left corner were recreated from the 8×8 tiles. Like in Fusion, leftover blocks from Wario Land 4 are present.

Soul-sucking jellyfish!

The graphics data for the Metroids has a scratch area, showing how it should look assembled. There is also a useful number guide for the electrical effect's animation order.

Wimpy energy shots.

The graphics for Zero Suit Samus' auto-charging stun gun has a placeholder graphic for the Charge Meter that appears in the HUD. The meter graphics are dynamically loaded from ROM.

Is it that hard to draw an X?

Present in both Fusion and Zero Mission, there exist in the font graphics unused L and R button icons, and several different versions of the capital X character.

Map, yo!

Also present in both games is this placeholder graphic, with Japanese 「マップ」, meaning "Map", on it.


Found only in Zero Mission is this tile with "GEKI TAI MACHINE" written on it.


To do:
Get a better video of the unfinished sprite, rather than a hacked version.
It's everyone's favorite sub-boss from Super Metroid!

Crocomire, a sub-boss from Super Metroid, was set to appear in Zero Mission! Unfortunately, the sprite's coding is extremely incomplete, and does little more than run the idle animation and take damage. A ROM hack exists that turns Crocomire into a fully-functional boss, demonstrated in the video below.

Unused Track

A leftover track from Fusion, which was used in that game's opening.

Intro Subtitles

The large intro text is always English. Accordingly, its English subtitles went unused. They can be seen with CodeBreaker code 33000020 0003.


Regional Differences

  • In the North American and Japanese versions of the game, two Missile Blocks in the Space Pirate Mothership come back after you destroy them. This means that you must be able to carry at least three missiles (so two Missile Tanks on Hard Mode) in order to complete the game (there is a Missile Door later that you must pass through before you are able to refill your ammo at a Save Station).
  • In the European version of the game, these blocks do not come back once destroyed. After you destroy them, you can return to the previous Save Point, refill your ammo, and complete the game. Thus, you only need one Missile Tank for Hard Mode (two Missiles) in the European version, making the lowest possible item collection rate 9% for both Normal Mode and Hard Mode in the European version (versus 10% for Hard Mode in the North American and Japanese versions).
(Source: [1])