Makes not getting caught in the Stealth Sequence possible. Makes the Early Super Missiles slightly easier.Ī 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 EACHĪND EVERY ROOM had to have a Header edit to realign it with the map).Īdds the Save Room text to all the rooms missing it, including Chozodia.Ĭhanges the Beam Item Sprites to match Super Metroid's. A 100%er probably still won't sweat much, but Any%ers and Low%ers will definitely feel it.Ĭhanges all of the Save Rooms to Chozodia Save Rooms for consistency with the Prime series and AM2R. Makes the Bosses more challenging via increased HP and Damage. Makes the separation between the Chozo Ruins, the Space Pirate Mothership, and the Wrecked Ship more obvious. Crateria is open from the start, and stays that way, leading to more player agency after getting the 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.Īdjusts Crateria and Chozodia's Green area for consistency with Super Metroid's map, while keeping ZM's scale. Removes the Chozo Guides (Except on Easy Mode), and the arbitrary Power Grip plant in Norfair.Ģ 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. 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. ![]() Mapping and additional editing by DarkLink1996. Sprites converted from the Zero Mission-Styled items by Cha0sMiles07 and Supersamus/Ridleymaster. TractorBeam, BetterRoll, RemoveCloseUp, and WeaponToggle ASM Files by Trunar68, Biospark, and Captain Glitch. Metroid Zero Mission Improvment Project by Cosmic.
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