Monday, September 21, 2020

Metroid Super Zero Mission - Thoughts


Metroid Super Zero Mission is a hack of staggering ambition. Crafting a unique rom hack out of Super Metroid's mold is difficult enough, but to throw Metroid: Zero Mission's blueprint in there as well—a game which itself is a reinterpretation of the original Metroid—is a mind-boggling task. The original Zero Mission acts as a sort-of interquel between the two Metroid titles, so I wasn't sure what Super Zero Mission was going to bring to the table. Plus most Super Metroid rom hacks are already "remixes" of the base game (aptly deemed "halfhacks"), and those are typically so lazily cobbled together that I prefer a hack that's wildly new and fresh (like Super Metroid Phazon). But SBniconico's take on the formula blew me away; Super Zero Mission is not only a stunning game in its own right, but its old school design is so meticulous that it becomes downright terrifying at times.


I would be hard-pressed to say that Metroid Super Zero Mission feels like a proper Nintendo title. It's as refined as Another Metroid 2 Remake, but AM2R frequently exhibits a soft, careful touch, so as not to drive off newcomers. Super Zero Mission, by comparison, is very much a game made by a Super Metroid expert for Super Metroid experts. It could theoretically be beaten by someone that has casually finished Super Metroid, but it would be an arduous and frequently punishing endeavor, requiring tight maneuvers like the midair horizontal shinespark. God only knows what is demanded of the player in the hard mode of the hack!

While Super Zero Mission is unarguably tricky, it never becomes insurmountable or cruel—not once did I need to revert to save states or backtrack to find e-tanks and missiles. But Super Zero Mission relentlessly tests your dexterity, observation skills, and memory of the older games. Even the bosses have undergone meaningful changes, their room layout altered and health buffed. There are two noticeable difficulty spikes in the game (Pirate Ship & Chozodia), but as long as you keep your wits about you and press on, you won't be stymied beyond a couple of painful deaths. I'd personally label the game "beatable" in the same way that I would tell anyone that Dark Souls or Contra is "beatable"; those unable to rise to Super Zero Mission's expectations will find it unfair, confusing, and ultimately frustrating.

Though the game is nowhere near impossible to finish, 100%ing it is a different matter. A couple power-ups are tucked away in such mystifying, nonsensical spots that finding out how to access them is akin to reverse-engineering a programming puzzle. For instance, speed booster blocks will taunt the player in a location far from flat land, and there's a constant use of foreground tiles that hide tiny morphball-sized paths. The presence of these ultra-hard power-ups don't ruin the game—I was definitely comfortable with my arsenal by the end—but it will be extremely vexing to completionists. Don't be surprised if Super Zero Mission reveals just how little of Super Metroid you truly understand.


Besides the maddening items that will linger just out of reach, the design of Metroid Super Zero Mission is also... pretty maddening. But it's a good kind of maddening, something that turns level designers green with envy. One of the biggest examples of this is that SBniconico has made hack super speedrun-friendly. This manifests itself in minor ways while you're playing; occasionally you'll stumble across a crumble-block cul-de-sac that tips you off to the presence of a shortcut. The concept is ripped directly from Zero Mission's speedrun-friendly layout, and like that game you're not likely to utilize any sequence breaks until you read about how you're supposed to access them.

What makes this feat more impressive than Zero Mission's is that the hack is massive, littered with plentiful opportunities for the player to get themselves into an area they're not prepared for. Yet SBniconico's design is so precise that it's not likely to happen, even when you think you've stumbled upon a secret path. In fact, Super Zero Mission depends on you sniffing out obscure tunnels in order to progress normally, especially towards the end when the game explodes into a maze of optional paths. This keeps you feeling like an intrepid explorer while hiding the fact that you're barely scratching the surface of the game's mysteries.

You would think that dull rooms and getting lost would be an inevitable byproduct of a hack of this size, but Super Zero Mission is almost always on point. Every room serves some kind of purpose and acquiring a power-up has you organically funneled towards your next destination. Even vets of Super Metroid will find themselves surprised by some of the twists and turns here; Tourian in particular is an awe-inspiring section that kept me on edge. If I had to describe Super Zero Mission in one word, it'd probably be "brilliant"—but it's a niche brilliancy, one that works due to the Metroid framework, cleverly juggling the known with the unknown.


Metroid Super Zero Mission's excellence is undeniable. Every area has been properly changed and feels perfectly tuned, incorporating an adroit blend of the base game with Zero Mission's philosophy—while still managing to exhibit SBniconico's unique, personal flavor. It's a great game!... but it's not for everyone. For Metroid experts, Super Zero Mission is a satisfying (and occasionally challenging) meal. For regular fans however, I fear it'll be an arduous climb that'll either make you hungry for more or turn you off of romhacking forever. I wouldn't stop anyone from trying the game out—it is great after all—I just wouldn't be surprised if their takeaway is that it's "too much."

No comments:

Post a Comment