Metroid: Zero Mission
Game Boy Advance Instruction Manual
AGB-BMXJ-JPN
Safety Precautions
Important: Please read this instruction manual carefully before use to ensure correct and safe operation.
Caution:
- Take breaks during extended play sessions. It is recommended to take a 10-15 minute break every hour.
Warning:
- Avoid playing when fatigued or for prolonged periods, as this may be detrimental to your health.
- In rare cases, strong light stimulation or flashing lights may cause muscle cramps or temporary loss of consciousness. If you have experienced such symptoms before, consult a doctor before playing. If symptoms occur during gameplay, stop immediately and seek medical attention.
- If you feel dizzy, nauseous, fatigued, or experience motion sickness, stop playing immediately. If these symptoms persist, consult a doctor, as neglecting this could lead to long-term impairment.
- If you feel fatigue, discomfort, or pain in your hands or arms, stop playing immediately. If these symptoms persist, consult a doctor, as neglecting this could lead to long-term impairment.
- If you have existing hand or arm conditions, or are fatigued, playing may worsen your symptoms. Consult a doctor before playing.
- If you experience eye strain or dryness, take a 5-10 minute break.
- Do not use while driving, walking, in aircraft, or in places where use is prohibited (e.g., hospitals). Doing so may cause accidents or injuries.
Handling Precautions
Warning: Cartridges contain plastic and metal parts. Burning them is dangerous. Dispose of them according to your local regulations.
Usage Notes:
- Do not use or store in humid, dusty, oily, or extremely hot locations.
- Do not insert or remove the cartridge while the console's power switch is ON.
- Do not drop the console or subject it to strong impacts.
- Do not spill liquids inside the cartridge or insert foreign objects.
- Do not touch the terminals with your fingers or metal objects.
- Do not disassemble or modify the product.
- Do not touch with wet or sweaty hands.
This product is compatible with devices marked with 'O':
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Note: The Game Boy Pocket/Light are not listed for compatibility.
Contents
- Story
- How to Play
- Action Explanation
- Starting the Game
- Saving Data
- Data Copy/Delete
- Game Screen
- Map Screen
- Sleep Mode
- Status Screen
- Fortress Planet Zebes
- Power-Up Items
- Tanks
- Gates
- Special Blocks
- Enemies
- Gallery & Fusion Gallery
- Famicom Version Metroid
- Communication Cable Connection
Story
In the year 2003 of the Cosmo calendar, the Galactic Federation was established, comprising representatives from various planets. This era saw flourishing inter-cultural exchange and numerous interstellar trade routes. However, the emergence of the Space Pirates, also known as Metroids, began to threaten galactic peace. The Federation Police attempted to suppress them, but the elusive and ferocious Space Pirates proved difficult to apprehend. The Federation authorities resorted to hiring skilled bounty hunters to combat them.
In the year 20x5 of the Cosmo calendar, a critical incident occurred. A Federation investigation vessel transporting an unknown lifeform captured from Planet SR388 was attacked by Space Pirates. Their objective was the plunder of this lifeform. This floating lifeform, known as "Metroid," attaches itself to other organisms and drains their bio-energy, making it a dangerous creature. Furthermore, it was discovered that its population could increase explosively through irradiation. It is widely believed that this "Metroid" was the cause of the mysterious destruction of Planet SR388.
If Metroids, bred by Space Pirates, were used as biological weapons, the destruction of galactic civilization would be inevitable. The Federation Police, in a desperate search, discovered the Space Pirates' stronghold, Fortress Planet Zebes. The Galactic Federation Army launched a full-scale assault, but the Space Pirates' fierce resistance prevented its capture. Deep within the fortress, preparations for Metroid multiplication were reportedly underway.
The Federation authorities, as a last resort, decided on a plan to infiltrate Zebes and destroy the mechanical lifeform "Mother Brain," which controlled the fortress. The chosen warrior was Samus Aran, renowned as the strongest bounty hunter in the galaxy. Despite her reputation for solving numerous seemingly impossible cases, her true identity remained a mystery.
Samus Aran successfully infiltrated Zebes alone. It turned out that Planet Zebes was the very place where young Samus had been raised. With various emotions hidden within, Samus proceeded with her mission, only to be met by Mother Brain's trap. Will Samus be able to complete her mission safely and protect the order and peace of the galaxy?
How to Play
Insert the Metroid: Zero Mission cartridge into the Game Boy Advance and turn on the power. The title screen will appear. Press the START button.
Starting the Game:
1. The Samus Data screen will appear. You can save data in up to three slots. Select your preferred data slot by pressing the A button, then choose "Game Start" and press the A button.
2. Choose the text display method: "Adult" (with Kanji) or "Child" (with Hiragana) by pressing the A button.
3. Select the difficulty level (Easy or Normal) from the difficulty selection window and press the A button.
Continuing a Game:
After playing through the game, you can save your progress in a Save Room or your Starship. Data can only be saved in Save Rooms or the Starship.
Saving Data:
Enter a Save Room and use the Save Unit. Select "YES" with the ☆ button and press A to confirm. "Save Complete" will be displayed.
Note: If you turn off the power without saving, you will resume from the last Save Room or Starship.
Data Copy/Delete:
From the Samus Data screen, you can select "Copy Data" or "Delete Data" to manage your save files.
All Data Delete: Hold L+R buttons and turn on the power. The "All Data Delete" screen will appear. Select "Yes" and confirm twice to erase all Samus data.
Action Explanation
Master these actions to progress through the game:
Jump
Press the A button to jump. If you move left or right while jumping, you will perform a Spin Jump.
Spin Jump: Press A to jump. Moving left or right while jumping performs a Spin Jump.
Power Grip
Jump towards a corner to grab onto it. This allows you to reach places you might not be able to jump to otherwise.
Screw Attack
Perform a Spin Jump and hit enemies to damage them.
Morph Ball
Acquire the ability to transform into a ball, allowing passage through narrow spaces. Press the Down button twice to enter Morph Ball mode.
Passing Through Narrow Spaces: When encountering narrow passages, jump towards a corner. Press the A button or the △ button to automatically transform into Morph Ball mode and pass through.
Game Screen
The game screen displays vital information:
- Missiles: Shows the number of Normal Missiles and Super Missiles Samus possesses. Cannot be used if the count is 0.
- Energy: Displays Samus's current energy level. Game Over occurs if energy reaches 0.
- Energy Tank: Increases Samus's maximum energy capacity. Each tank provides 100 energy.
- Power Bombs: Shows the number of Power Bombs Samus has. Cannot be used if the count is 0.
- Map: Displays a portion of the map, centered on Samus's current location.
- Gate: Blocks progress, designed to prevent intruders. Gates can be opened with beams or missiles. Some gates require specific missile types.
- Samus Aran: The player character.
- Energy Ball: Dropped by defeated enemies. Collecting these restores Samus's energy.
Map Screen
Press the START button during gameplay to pause and view the map. Press the A button on the map screen to view the world map. Press START or B to return to the game.
Areas Samus has visited are displayed in blue. Areas that change to green indicate undiscovered secrets, which may contain important hidden elements. Explore these areas using various techniques.
Map Screen Items:
- Save Room: Allows you to save your game data (See Page 12).
- Bird Statues: Grant items. If Samus transforms into Morph Ball on top of them, she can replenish Energy, Missiles, and Power Bombs.
Elevator: Ride the elevator unit and use the D-pad (△/▽) to operate it.
Map Room: In a Map Room, you can obtain a full map of the area. (Green areas are not displayed).
Item Locations: The map indicates the location of items you have not yet obtained (empty circle) and items you have obtained (filled circle).
Sleep Mode
Entering Sleep Mode allows you to conserve battery power without turning off the console. This is convenient for taking short breaks during gameplay.
Entering Sleep Mode: Press the L button on the map screen. The Sleep Mode screen will appear. Select "YES" with the ☆ button and press A. The screen will turn off, entering Sleep Mode.
Exiting Sleep Mode: Press the SELECT, L, and R buttons simultaneously to exit Sleep Mode.
Note: If you turn off the power while in Sleep Mode, you will return to the last Save Room or Starship. Leaving the console in Sleep Mode for extended periods will drain the battery, so please be mindful.
Status Screen
Press the R button on the map screen to display Samus's status. This screen allows you to check her abilities. Use the + button to move the cursor and view descriptions of each ability.
Fortress Planet Zebes
A brief introduction to the interior of Fortress Planet Zebes:
- Star Ship: Samus's spaceship. Used for saving data and resupplying energy and missiles.
- Crateria: The surface area of Planet Zebes. Samus's Starship lands here.
- Tourian: The central area of Planet Zebes. The mechanical lifeform "Mother Brain" exists in the deepest part of this area.
- Brinstar: A rocky area covered in hard stone, inhabited by dangerous native creatures.
- Kraid: The area where the largest boss on Planet Zebes, "Kraid," resides.
- Norfair: A hot area with active magma, characterized by intense heat.
- Ridley: The area inhabited by Space Pirate High Commander "Ridley."
Power-Up Items
To obtain power-up items, you must find them hidden within Fortress Planet Zebes. Shooting item balls released by Bird Statues will reveal items.
Beams:
- Short Beam: Samus's initial beam weapon.
- Long Beam: Increases the range of the beam, allowing you to hit enemies from a greater distance.
- Charge Beam: Hold the B button to charge power, then release to fire. This allows for charged shots.
Other Weapons:
- Ice Beam: Can freeze enemies for a set duration. Frozen enemies can be stood upon.
- Wave Beam: A wave-like beam that can pierce through obstacles.
- Bombs (Normal): Can be set in Morph Ball form to damage enemies, break specific floors, and walls. Can be used without limit.
- Bombs (Power): An enhanced version of Normal Bombs. Can damage enemies on screen. Limited availability.
Tanks
Various tanks are hidden within Fortress Planet Zebes to aid Samus's power-ups:
- Energy Tank: Increases Samus's maximum health and fully recharges energy upon acquisition.
- Missile Tank: Increases the capacity for Normal Missiles.
- Super Missile Tank: Increases the capacity for Super Missiles.
- Power Bomb Tank: Increases the capacity for Power Bombs.
Gates
Various weapons are required to pass through Gates:
- Blue Gate: Can be opened with any weapon.
- Red Gate: Opens when missiles are fired into it.
- Green Gate: Opens when Super Missiles are fired into it.
- Yellow Gate: Opens with Power Bombs.
- Gray Gate: Opens when specific conditions are met.
Special Blocks
On Fortress Planet Zebes, there are blocks that can only be broken using specific abilities. Hidden special blocks are revealed by bomb explosions.
- Dash Block: Can be broken by high-speed dashing. Requires a running start.
- Screw Attack Block: Can be broken by Screw Attack.
- Fake Block: Appears slightly damaged and can be broken by bombs or beams. May hide passages behind normal blocks. Place bombs carefully near floors and walls.
- Sleep Block: Breaks when stood upon or after a short time.
- Bomb Block: Can be broken by bombs.
- Power Bomb Block: Can be broken by Power Bombs.
- Missile Block: Can be broken by missiles.
- Super Missile Block: Can be broken by Super Missiles.
Enemies
Various enemies appear on Fortress Planet Zebes, obstructing Samus's path.
- Goma: A spider-like creature.
- Rip: A flying enemy.
- Scry: A creature that attacks with sharp claws.
- Kraid: A large reptilian boss.
- Metroid: A lifeform from SR388 that drains energy and has a high reproductive capacity.
Gallery & Fusion Gallery
Gallery: Upon completing the game, various illustrations from the ending sequence can be viewed. The Gallery allows you to revisit these illustrations at any time.
Unlocking the Gallery: After completing the game, an "Gallery" option will appear in the "Options" menu on the Samus Data screen.
Metroid Fusion Bonus: By connecting with Metroid Fusion via a communication cable, you can unlock bonus content. Reading Metroid Fusion will unlock the "Fusion Gallery" option in the "Options" menu.
How to Read Metroid Fusion: Follow the steps on page 37 to prepare for communication. On the 1P Samus Data screen, select "Options," then choose "Read Fusion" and press A to initiate communication and load Metroid Fusion.
Note: To view the Fusion Gallery, you must perform the "Read Fusion" process (See Page 33).
Note on Communication Failure: If communication fails, an error screen will appear. Check the connection of the communication cable and restart the process from the beginning.
Famicom Version Metroid
By completing the game, you can play the Famicom version (overseas version) of "Metroid." The "Original Metroid" option will be added to the "Options" menu on the Samus Data screen.
Starting the Game:
Select "Original Metroid" from the "Options" menu and press A. When the Famicom version "Metroid" title screen appears, press START.
Continuing the Game: Select "CONTINUE" from the title screen and press START. The password input screen will appear. The password from the last save will be automatically entered. Press START to continue.
Note: Save data is not recorded at this point. Please be aware of this.
Entering a New Password: Move the cursor with the B button and select characters with the ● button, then input them with the A button.
Pausing and Ending the Game:
To pause the game, press the START button. Pressing L and R simultaneously will pause the game and bring up the pause menu.
Pause Menu Operations:
- Continue: Return to the game.
- End Famicom Metroid: Exit the Famicom version of "Metroid" and return to the "Metroid: Zero Mission" title screen.
- Reset: Reset the game and return to the Famicom version "Metroid" title screen.
- Sleep Mode: Enter Sleep Mode.
Communication Cable Connection
Items Required:
- Two Game Boy Advance systems (or Game Boy Advance SP, Game Boy Player)
- One "Metroid Fusion" cartridge
- One "Metroid: Zero Mission" cartridge
- One Game Boy Advance Communication Cable (AGB-005)
Note: You cannot link Metroid: Zero Mission with itself, nor Metroid Fusion with itself.
Connection Method:
- Ensure both systems' power switches are OFF. Insert the "Metroid: Zero Mission" cartridge into the 1P system and the "Metroid Fusion" cartridge into the 2P system.
- Connect the communication cable to the external expansion connector of each system.
- Turn the power switch of the 1P system ON. Then, press and hold the START and SELECT buttons on the 1P system while turning ON the 2P system's power switch.
- Refer to Page 33 for subsequent operations.
Important Notes on Communication Play:
- Communication may fail or cause malfunctions in the following cases:
- When using a communication cable other than the official Game Boy Advance Communication Cable.
- When the communication cable is not fully inserted.
- When the communication cable is inserted or removed during communication.
Staff Credits
Producer: Izushi Takehiro
Director: Sakamoto Yoshio
Samus Design: Kiyotake Hiroji
Course Design: Ueda Masani, Hosokawa Takehiko, Nakada Ryuichi
Graphic Design: Morisawa Takayasu, Matsushita Tadashi, Miyamoto Fumiko, Sakiyama Chiharu, Furuta Norikatsu, Momose Hiroshi
Programming: Yamano Katsuya, Katsuki Yoshinori, Ozaki Nobuhiro, Kawase Tomohiro, Shimizu Hideaki
Music Composition: Yamamoto Kenji, Hamano Minako
Sound Effect & Programming: Fujii Takaya
Package & Manual Design: Inoue Yasuo, Nakamichi Sachiko, Takahashi Yasuko
Coordination: Harada Takahiro
Debug: SUPER MARIO CLUB
Special Thanks: Fukui Kota, Nishimura Kentaro, Nakano Takao, Furuta Takeshi, Saeki Naoko, Tanaka Hirokazu
Executive Producer: Iwata Satoru
Important Notices
Warning: Copying of any Nintendo game or manual is illegal and strictly prohibited by copyright laws of Japan and other countries, as well as international laws. Violators will be prosecuted. This warning does not interfere with your rights for personal use under copyright laws.
For Sale and Use in Japan Only. Commercial Use, Unauthorized Copy and Rental Prohibited.
Cartridge Terminal Cleaning Method:
To prevent data loss due to dirty terminals, regular cleaning is recommended. Use a cotton swab or the separately sold Game Boy series dedicated "Cleaning Kit" (DMG-08) and clean as shown in the diagram. Do not apply excessive force to the terminals. Do not use thinner, benzine, or alcohol.
Notes on Backup Function:
This cartridge has a backup function to save game progress. Data may be lost due to improper power cycling, removing the cartridge while the power is ON, incorrect operations, or dirty terminals. Data cannot be restored if lost. If data loss occurs for reasons other than those listed, please contact your nearest Nintendo customer service.
While quality is ensured, if defects occur due to manufacturing reasons, the product will be replaced with a new one. We are not responsible for any other issues.
Notes on Using Game Boy Player:
When using the Game Boy Player, screen scrolling may appear slightly blurred depending on the game. This is due to differences in display specifications between TV screens and the Game Boy Advance LCD, and is not a malfunction.
Copyright and Trademark Information:
GAME BOY and GAME BOY ADVANCE are registered trademarks of Nintendo.
Japanese Trademark Registration No. 2294769, No. 4470747.
Patent Registration No. 2710378.
METROID and メトロイド are registered trademarks.
Japanese Trademark Registration No. 2074190, No. 4358068, No. 4635642.