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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)
Database: No-Intro: Game Boy Advance (v. 20210227-023848)
File/ROM SHA-1: 5DE8536AFE1F0078EE6FE1089F890E8C7AA0A6E8
File/ROM CRC32: 5C61A844

Hack description

Metroid: Zero Mission - Combat Improvement Pack

The Combat Improvement Pack is hack of Metroid: Zero Mission that aims to rebalance aspects of the original game that
diminished its potential for better combat. This includes nerfing overpowered items, buffing underpowered items, and adding
Metroid Fusion's charge beam mechanics back into the game, courtesy of raygun and biospark. Contact Amso#0765 on Discord
to give feedback or suggestions for a future update.
Made with MAGE.
Note: The "Zero Mission - Better Combat Pack" IPS file is just version 1.0. So if you want the newest and most up to date
version, just use the v1.1 IPS file.

Screenshots

Contributions

ContributorType of contributionDescription
raygunHackingASM Work
biosparkHackingCreated MAGE, ASM Work

Reviews

Not an improvementMaxentirunos2023-03-08Version 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