Metroid: Zero Mission

Reviewed by Console Codex Editorial Team ·

The definitive remake of Metroid 1 — Zero Mission retells Samus's original mission with modern Metroidvania level design, then extends the story beyond the original ending in a surprising Space Pirate stealth sequence.

Metroid: Zero Mission box art

💡 Metroid: Zero Mission — Key Facts

  • Metroid: Zero Mission was developed by Nintendo and published by Nintendo
  • Released in 2004 on GAME-BOY-ADVANCE
  • Genre: Action, Platformer
  • We rate it 9.2/10 — an absolute classic
  • Part of the Metroid franchise
  • The definitive remake of Metroid 1 — Zero Mission retells Samus's original mission with modern Metroidvania level design, then extends the story beyond the original ending in a surprising Space Pirate stealth sequence.

Overview

Metroid: Zero Mission, released in February 2004 for the Game Boy Advance, stands as one of the finest remakes in the history of the medium — a ground-up reconstruction of the original 1986 NES Metroid that preserves the source material’s spirit while correcting nearly every flaw that made the original difficult to recommend to modern players. Developed by Nintendo R&D1, the same team responsible for the beloved Metroid Fusion released two years earlier, Zero Mission is not a remaster but a genuine reimagining: new maps, new rooms, new enemies, new abilities, and an extended epilogue that carries Samus Aran’s story beyond the point where the original game ended. It occupies a unique position in the series as both a historical document and a wholly contemporary action-platformer.

What makes Zero Mission remarkable is its dual identity. For veterans of the original NES game, it serves as a reverent but unsentimental renovation — retaining iconic locations like Brinstar, Norfair, Ridley’s Lair, and Tourian while expanding them into coherent, interconnected spaces that reward exploration rather than punish disorientation. For newcomers, it functions as the ideal entry point into Metroid’s signature philosophy: isolation, environmental storytelling, and the quiet satisfaction of gaining new movement capabilities that retroactively unlock areas you passed through an hour ago. The hand-drawn 2D sprite art, running on GBA hardware, remains stunning for its platform, with backgrounds layered in parallax and Samus’s suit rendered with an articulation that suggests weight and momentum.

Critically, Zero Mission landed to near-universal acclaim. Nintendo Power awarded it an 8.8, while aggregate scores hovered around 90 on Metacritic, placing it comfortably among the best GBA software of 2004. Commercially, it sold modestly but consistently — the GBA was past its peak by that point, with the Nintendo DS launch looming — but it has appreciated dramatically in cultural stature since. Today, Zero Mission is routinely cited alongside Super Metroid (1994) and Hollow Knight (2017) as a defining text of the Metroidvania subgenre, studied by designers for its elegant approach to tutorial-free onboarding and for the audacity of its final act twist.

The game’s soundtrack, composed primarily by Akira Fujiwara with contributions from Minako Hamano and Masaru Taylor, deserves specific mention. It reinterprets classic NES cues through a richer GBA soundchip, producing atmospheric tracks that lean into dread and wonder simultaneously. The silence in certain corridors is as deliberate as the music, a technique inherited from the series’ tradition of using ambient sound design to communicate danger and solitude.

Gameplay

At its mechanical core, Zero Mission is a 2D action-platformer in which Samus Aran navigates interconnected underground worlds on the planet Zebes, fighting alien organisms and bosses while collecting upgrades that expand her movement and combat capabilities. The game begins with Samus stripped of her Power Suit — a disorienting opening that establishes vulnerability as a theme — before quickly restoring her basic armament and setting the player loose in Brinstar. Controls are tight and precise on the GBA’s diamond button layout: the A button jumps, B fires, and L triggers the morph ball, with select cycling missiles. Samus moves with a physicality rare for handheld games of the era; her landing frames, her roll-into-ball animation, the way she braces against a wall before a space jump all communicate mass and momentum without ever feeling sluggish.

The progression system is pure Metroid orthodoxy executed with exceptional craft. Samus begins with nothing but a basic beam and a single missile tank. Over the course of the game she acquires the Charge Beam, Ice Beam, Wave Beam, and Plasma Beam, along with movement abilities including the High Jump Boots, Speed Booster, Space Jump, and Gravity Suit. Each acquisition immediately and visibly opens new routes. The Speed Booster, which allows Samus to sprint and crash through certain blocks, also enables Shinespark — a charged dash that can be stored and expended in any direction — and Zero Mission introduces Shinespark puzzles subtle enough to feel like discoveries rather than tutorials. Missile expansion tanks, energy tanks, and Power Bomb tanks are scattered throughout Zebes, and the game tracks collection percentages, feeding into a tiered ending system that rewards thorough exploration.

Enemy design across Zebes is varied and purposeful. Space Pirates patrol in formations and fire in patterns that must be read before engaged. Zoomers cling to surfaces and require angled fire to dispatch efficiently. Geemers cluster in tunnels where morph-ball bombs become the appropriate tool. Boss encounters punctuate each major area: Kraid, a towering reptilian behemoth requiring mid-air missile precision; Ridley, the pterodactyl space pirate whose speed demands patience and positional discipline; Mother Brain, defended by a gauntlet of Rinkas and Zebetites. These encounters are harder than their NES counterparts but fairer, telegraphing attack patterns clearly enough that death reads as a learning event rather than an arbitrary penalty.

The game’s final act — the Space Pirate stealth sequence — is its most daring design choice. After defeating Mother Brain, Samus’s suit is destroyed by an explosion and she must navigate a Space Pirate mothership wearing only a weak Legendary Power Suit that cannot survive direct combat. Players must crawl through vents, time movements between patrol patterns, and avoid detection entirely, a hard genre pivot that lasts roughly 90 minutes. It is tense, occasionally frustrating, and completely unlike anything in the series before or since. When Samus recovers the Legendary Power Suit — a radically more powerful armor — the catharsis of the reversal is one of the most effective power fantasy moments in the medium.

Why It’s a Classic

Zero Mission earns its classic status on the strength of a single core idea executed flawlessly: that the player should always understand what they are trying to do and why, without the game ever condescending to explain it directly. The original Metroid was visionary but opaque to the point of hostility; Zero Mission solves that problem through environmental design rather than tutorials or text boxes. Every locked route is adjacent to the upgrade that opens it. Every new power-up is immediately useful in the room where it is found. The map system — absent from the original — uses color-coding to communicate which areas have been fully explored and which have secrets remaining, creating a feedback loop that makes exploration feel like detective work rather than random wandering.

Its influence on the subsequent decade of game design is substantial. The indie Metroidvania explosion of the 2010s — Guacamelee, Axiom Verge, Environmental Station Alpha, and ultimately Hollow Knight — drew heavily on the template Zero Mission refined. The game demonstrated that the subgenre’s conventions (ability gates, interconnected maps, deliberate backtracking) could be made welcoming without being made easy, a balance that many successors have spent years trying to replicate. Nintendo themselves referenced Zero Mission’s layout philosophy directly when designing Metroid: Samus Returns (2017) and Metroid Dread (2021).

Today, two decades after its release, Zero Mission holds up without qualification. The sprite work has aged better than most contemporaneous 3D games. The controls remain precise. The pacing is confident enough to feel unhurried even by 2024 standards. For anyone approaching the Metroid series for the first time, it remains the recommended entry point — the game that most completely captures what Metroid is about while asking the least prior knowledge of its player. That it accomplishes all of this in approximately five hours of runtime is itself a form of mastery.

Our Review

9.2
Outstanding / 10
🎮
Gameplay
★★★★★
🎨
Graphics
★★★★★
🎵
Audio
★★★★★
🔄
Replay
★★★★★

Gameplay

Faithful expansion of the original NES Metroid — Zebes is fully remapped with contemporary interconnected design. All original bosses are revisited. After escaping Zebes, a new act begins: Samus loses her power suit and must stealth through a Space Pirate mothership powerless, recovering the ancient Power Suit with new abilities. One of the GBA's finest Metroidvanias.

Graphics

Detailed GBA sprite art with impressive background environments. Power Suit transformation sequences and boss designs showcase the hardware's capabilities.

Audio

Classic Metroid themes recomposed with modern GBA fidelity alongside new compositions. The stealth section's tense music creates appropriate dread.

Replayability

High. Multiple item completion percentages create tiered ending objectives. Speed run modes appeal to competitive players.

Historical Significance

Zero Mission is considered one of the greatest remakes in gaming history and the definitive version of the original Metroid. It demonstrated what the Metroidvania formula could achieve on GBA hardware.

Pros

  • + Definitive version of the original Metroid
  • + Space Pirate stealth section is a brilliant surprise
  • + Modern Metroidvania interconnected design
  • + Multiple item completion for tiered endings

Cons

  • - Stealth section is significantly shorter than main game
  • - Replaces original's isolation with more streamlined guidance
  • - GBA hardware limits late-game complexity

Metroid: Zero Mission FAQ

Is Metroid: Zero Mission a remake or a new game?
Metroid: Zero Mission is a full remake of the original 1986 NES Metroid, rebuilt from the ground up for Game Boy Advance. It retains the same core mission — infiltrate Planet Zebes and defeat Mother Brain — but adds new areas, a more detailed map system, cutscenes, and a brand-new epilogue sequence set aboard a Space Pirate frigate. The original NES game is also unlockable as a bonus after completing the GBA version.
What happens after you defeat Mother Brain in Metroid: Zero Mission?
After defeating Mother Brain, the game continues with a new epilogue not present in the original NES title. Samus escapes Zebes but crash-lands on a Space Pirate mothership, where she loses her Power Suit and must sneak through the ship armed only with a weak emergency pistol. This stealth section culminates in her acquiring the ancient Legendary Power Suit, dramatically increasing her abilities for a final showdown with a powerful Pirate boss before she can escape.
How long does it take to beat Metroid: Zero Mission?
A first playthrough typically takes 4 to 8 hours depending on how much exploring the player does, making it one of the shorter entries in the Metroid series. Completionist runs chasing 100% item collection generally run closer to 6 to 10 hours. The game
Is Metroid: Zero Mission worth playing if you've already played Super Metroid?
Yes — while Super Metroid is the genre benchmark, Zero Mission offers a distinct, more streamlined experience with tighter controls and a beginner-friendly map that marks visited rooms and item locations. The game introduces hand-holding features like objective hints without sacrificing exploration depth, making it an excellent entry point for newcomers and a satisfying revisit for veterans. The unique Space Pirate stealth epilogue and the unlockable original NES Metroid add extra value that Super Metroid doesn

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