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Metroid Super Zero Mission 100% (101%) Part 1/6 {HD 60fps}

LabyrinthHunterSKB

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Metroid Super Zero Mission 100% (101%) Part 1/6 {HD 60fps}

40 007 просмотров · 9 л. назад
LabyrinthHunterSKB
1,87 тыс. подписчиков
40 007 просмотров · 9 л. назад
DOWNLOAD PATCH HERE http://metroidconstruction.com/hack.p... Playlist:    • Metroid Super Zero Mission 100% (101%)   TIPS ON SPEED BOOSTER AND MOCKBALL HERE    • Super Metroid - (MUST WATCH) Speed Booster...   Yes folks I'm back. To celebrate Samus's return for the new metroid remake release Metroid: Samus Returns, we're going to play ANOTHER METROID REMAKE of Metroid NES! Metroid Super Zero Mission is a Super Metroid hack based on the GBA game Metroid Zero Mission created by SBniconico. It borrows obvious level designs from MZM while adding a bunch of new twists here and there. While this game doesn't have cutscenes like the GBA game has, it makes up for it with its unexpected twists that keeps the story scenario going while slightly keeping it faithful to the original game. Don't get me wrong this is a very good hack but its not one of my favorites and its not something go back to very often probably because of the other hacks I've played just overpowers this one. I'm not sure what it was that kept me from playthrough for a long time but then as I was playing this again I slowly started to realize why I didn't like this game as mentioned in my last video. 1. Permanent item miss. There is a yellow hatch in Crateria that contains a power bomb. Normally if you don't get power bombs early without a crazy sequence break, you'll get your first power bomb after beating Mother Brain. However after beating Mother Brain, the yellow hatch in Crateria will get blocked off. So in order to get 100/101% percent in this game YOU HAVE TO SEQUENCE BREAK and get power bomb early before you fight MB which is really, really not fun due to how very difficult it is. 2. Speed Booster puzzles... An infamous thing in Metroid hacks and this is by far the worst I've had to deal with. Unlike most hacks this game requires you to learn the super-short charge in order to get 100% in which I'm not good at especially when how to do it on my first time was not fun... 3. Pirate Ship Unlike the original Metroid Zero Mission, triggering the sensor alarms will remain forever active in every area even in Chozodia until you exit to Brinstar or someplace else that's not in the Pirate Ship or Chozodia. To make matters worse, there is an missile pack that can only be obtain without the sensor being tripped and if you screw up once, you'll have to start all over again back at Brinstar. Huh no wonder why I didn't do this game a year ago as mentioned... I'm not trying to discourage anybody from playing this but I'm just giving some heads-up that there are plenty sections of the game that will make you question "why would they do that?!". I added cutscenes from the GBA MZM where certain scenarios are suppose to happen like the original to make the experience more fun so I hope you enjoy! Powerups Collected: Morphing Ball Charge Beam Missile Bomb Grappling Beam Varia Suit Energy Tanks: 2:49 7:56 16:59 20:40 26:20 27:24 Missile Tanks: 7:42 15:22 19:15 25:21 26:57 Reserve Tank: 22:05