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List of rooms in Metroid: Zero Mission

The links above provide the lists of rooms for their respective areas in Metroid: Zero Mission. Any unused, inaccessible, or otherwise special case rooms will be listed below. Any room that has an official proper name or otherwise meets the parameters in the room policy may be eligible for an article of its own.

Test room 1[]


Several testing rooms exist within the game's data. Notably, they contain many bricks from Wario Land 4. Zero Mission uses the same, albeit heavily modified engine as Metroid Fusion, which itself was modified from Wario Land 4. The bricks have the same properties as blocks in Zero Mission, but using Wario sprites.

The first is a long, rectangular corridor with a raised section of floor that slopes on either side, and a floating platform with two sloped sides, and Fake Blocks in between them. It is possible that this room was used to test the Shinespark, given the sloped platform, and part of the raised floor consists of Boost Blocks (taking the appearance of yellow blocks from Wario). On either side of the room are Blue Doors which can only be opened with Missiles. On the top left of the room is a line of light brown blocks, above which are a Missile Tank, Energy Tank, Power Bomb Tank and Super Missile Tank floating in midair. These items can be collected as normal. Under them is a floor made of Screw Attack Blocks.

Above the raised floor is a long platform with three cube-like walls along it. The first of them has five columns, the leftmost of which are made of Pit Blocks, and the rightmost of Fake Blocks. The other block walls are intangible and can be passed through.

Five double-sided doors, colored grey, Blue, Red, Green and Yellow, are found floating in the top right corner. These cannot be interacted with. The Blue Door on the right wall leads into test room 4.

A video showcasing the test rooms, including this one, can be viewed here: [1]


Test room 2[]


A tall shaft with ten doors of each type, facing each other from either side. Near the bottom is a pair of midair blocks, atop which are more colorful, destructible blocks of various types - Bomb, Screw Attack, Super Missile and Power Bomb. The doors can be opened as normal, but they all lead into test room 5 from different angles.

Test room 3[]


This room contains a pool of water, and was likely used to test the water physics of the game. Jewels from Wario Land 4 and clusters of purple rings are used as a water effect. Under the surface is another S block, and a single midair platform with a slope near its center. Another slope is found to the right on the floor under the water. A stretch of blocks in front of the exit door are made of Screw Attack Blocks, and said door leads to test room 2.

Test room 4[]


A simple, square-shaped room with a long midair platform in the center of the screen, and above it, two ledges with slopes. Above the leftmost ledge is an S block, a leftover from Wario Land 4. Above each ledge is an open exit; when taken, Samus warps to the other side of the room. (similar to Mario Bros.) One Space Pirate is found here. Curiously, it will only react to her presence if it sees her, meaning she can shoot and kill it from a distance without it fighting back. The door on the right leads into test room 3.


Test room 5[]


The final room is a long, stretched corridor with a raised floor, across which is a line of Pit Blocks (resembling the n00b bridge in Super Metroid). Underneath this are four Wario crystals disguising an Energy, Missile, Super Missile and Power Bomb Tank (one each) in the bottom right corner, and in the bottom right corner, one more of each tank in plain sight, suspended in a shallow pool of water.

Left of the raised floor is another platform, comprised of delayed-reaction Pit Blocks. Close to the ceiling are two more rows of blocks; the lowest made of Fake Blocks, and the highest made of Bomb Blocks, which explode in a chain reaction when triggered. It is possible to "race" the exploding blocks using the Speed Booster. Larger blocks are found in the bottom right corner of the floor, which can be shot and destroyed.

Unused Brinstar room[]

An unused room seen in an early screenshot of the game, depicting a tunnel in the ceiling that Samus can enter in Morph Ball form. Four Red Space Pirates are seen beneath her, and an arch formed from Brinstar's blue cavernous rock is present in the foreground. No Space Pirates are found in the final version of Brinstar.

This screenshot appeared on a page from the Zero Mission preview in the 2003 Nintendo Winter Catalogue.[1] The room also appeared in an early E3 preview trailer for the game.

Unused Crateria/Chozodia plateau room[]

An unused room that features rainfall and two towering plateaus with plantlife on its platform bases and featuring multiple normal and red Zoomer crawling around it. Based on the environment, it may have either been a room in Crateria or Chozodia. It is possible this room may still exist and was simply redesigned.

This screenshot appeared on a page from the Zero Mission preview in the 2003 Nintendo Winter Catalogue.[2]

Kraid's room (early)[]


An early version of Kraid's room, in which the boss rose out of a pool of lava with only two midair platforms for Samus to stand on. It is possible that the lava was meant to rise and fall (akin to Metroid stages in the Super Smash Bros. series), as Kraid's belly spikes were suspended in the lava.

Unused Crateria room[]


There is an unused room set in Crateria. It is a long corridor in a cave, with two hills in the ground that crater towards the center. A Blue Door and Green Hatch are found on either side of the room, but cannot be opened. The Wrecked Ship theme plays in this room, as it does elsewhere in Crateria. Based on its map position, it appears to be accessible from the top left of the Landing Site. It may represent a scrapped Zero Mission version of the start of "The Gauntlet", a series of rooms in Super Metroid accessible from the same part of the Landing Site.

Crocomire's room access[]


A square room set in Norfair. It has no background and while the minimap displays a Blue Door on the left, none is present. The door on the right leads directly into Crocomire's chamber. A ROM hack that restores this room causes Samus to spawn into this room when a new game is started. An Item Sphere containing the Long Beam, five Missile Tanks and three Energy Tanks are present here.

Crocomire's room[]


For Crocomire's room in Super Metroid, see Croc's pit.

Crocomire, a scrapped boss in Zero Mission, is fought in a straight, unremarkable corridor set in Norfair. This room is only accessible via ROM hacking. When the door behind Crocomire is used, it leads into the blue-tinted shaft. Crocomire can be killed, but it respawns when the room is re-entered, and it can only be fought from the left side.


Trivia[]

  • Both the screenshots of the early Kraid's room and early unused Zebesian room have pink tiles on the map to represent explored rooms. Pink colored tiles on the map were also used in Metroid Fusion under the exact same manner.

References[]



List of rooms
Main series Metroid (Zero Mission) • Metroid II: Return of Samus (Samus Returns) • Super Metroid
Metroid: Other MMetroid FusionMetroid Dread
Prime series Metroid PrimeMetroid Prime HuntersMetroid Prime 2: Echoes (Bonus Disc)
Metroid Prime 3: CorruptionMetroid Prime: Federation Force
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