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Combat Improvement Pack
Original game : Metroid: Zero Mission
Platform : GBA
Author : Amso71
Release date : 08 February 2023
Category : Improvement
Patch version : 1.1
Modifications : G, P
Downloads : 402
ROM Information
Database match: Metroid - Zero Mission (USA)Hack description
Metroid: Zero Mission - Combat Improvement PackScreenshots




Contributions
| Contributor | Type of contribution | Description |
|---|---|---|
| raygun | Hacking | ASM Work |
| biospark | Hacking | Created MAGE, ASM Work |
Reviews
| Not an improvement | Maxentirunos | 2023-03-08 | Version 1.1 |
This isn't an improvement but a difficulty pack and should be titled as such. It try to present itself as improving battle by making charged beam stronger but Super missiles weaker (from 4 missiles equivalent to just two) and I could argue toward that being an improvement for exploration battles against basic mobs (like the giant hoppers and the black Space pirates) But the basic 1.0 patch also double Kraid, Ridley and Mecha-Ridley health points, which make them even tankier than their vanilla hard mode counterpart. Zero Mission is a Metroid in which charged beam don't work on most bosses, specifically these three included. This means the main upgrade of this mod doesn't matter and all it does is make the bosses harder to beat by diminishing the amount of damage that Samus can deal and transform 4 of them into grueling tank fights. Mecha-Ridley, which is already bad enough in the original normal mode, become an absolute chore that take easily 10-15 minutes to defeat. No, I don't think that having to throw precisely on its temporarily available weak point an hundred missiles or 50 Super (for recall, max you can get is 30 super) first by group of 3, but only one at the time once under 50% hp, is an 'improvement'. My suggestion is make a version without the changes in bosses health points and then we can speak of improvement instead of difficulty hack | |||