
Item requirements for beating (certain parts of) the game have also changed.
Some Item locations were swapped or otherwise moved. Brinstar and Norfair also have a fair share of redesigned pathways and rooms, of course… Kraid and Ridleys hideouts in particular follow very different paths, requiring to look very carefully at the layout to find the correct ways. Notable changes that I implemented in the hack: The debug-version of VBA, as well as its normal incarnation. The (sadly incomplete) RAM and ROM maps of this game posted on Datacrystal, as well as several ARM Opcode sheets used for manual hex editing. A patch which enables the Item Toggle feature, made by Trunaur68. Double Helix, the Metroid Zero Mission/ Fusion editor written by Interdpth. The original Metroid Zero Mission(U) ROM by Nintendo. To create this I have used all of the following, which I would like to give credit and my honest thanks for: That being said, there are some areas which are very different from the original - Chozodia comes to mind as one of the areas which I have changed the most. The goal of the hack was not to completely redesign every room and map of the game, but rather to make a different, more difficult, yet somewhat similar experience to the original. Well… this is a hack of Metroid Zero Mission for the Game Boy Advance. If your game crashes when collecting a powerup, this is probably the case for you.
WARNING: This hack may not work with some emulators that are older and/ or for mobile phones, because of the way I implemented new ASM routines.