Clownboss

Quick Guide to Metroid on the Famicom Disk System

Aug 16th, 2022 (edited)
124
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 14.07 KB | Gaming | 0 0
  1. CLOWNBOSS'S QUICK GUIDE TO METROID
  2.  
  3. This is a brief guide I made for people who want to play the original "Metroid" for the NES / Famicom Disk System. It will largely assume you don't know anything about Metroid and that you have no prior experience with any of the other games, and in this document I just want to give several introductory statements and recommendations for players who intend on playing it.
  4.  
  5.  
  6. Q: Is there anything I need before starting to play Metroid?
  7. A: The game came with a really wonderful manual, and the English manual shares all of the same artwork and descriptors from the Japanese one. It's important to read all about the controls, the enemy types, the upgrades you're going to find in the game, and crucially - the introductory map that is outlying the five major zones in the game. As you play the game I also really recommend having a blank sheet of paper and a pencil - you will want to draw your own map. "Metroid" is a game that involves a lot of backtracking and making notes of what to find where in the map, so putting that effort now(unless you want to look up a map online) will save you a lot of pain in the future, and also it's quite fun!
  8.  
  9. You may find the English manual here:
  10. https://www.gamesdatabase.org/Media/SYSTEM/Nintendo_NES/manual/Formated/Metroid_-_1986_-_Nintendo.pdf
  11.  
  12. Japanese manual here:
  13. http://www.thealmightyguru.com/Wiki/images/5/5e/Metroid_-_FDS_-_Japan_-_Manual_-_Digital.pdf
  14.  
  15.  
  16. Q: Will I need any strategy guides?
  17. A: Perhaps. While I think it is perfectly doable to beat Metroid by yourself going from the information on the manual, many parts of Metroid would benefit from revalatory hints and signs, and following them doesn't take the fun out of the game. If you might have played Zelda 1 with a guide and enjoyed it, it's that same kind of feeling. There are a number of vintage guides for the game that were published in the period Metroid was released:
  18.  
  19. There's the 1986 manga published by Wanpakku that also doubles as a very in-depth strategy guide. It is adorable and informative and can be read for free on Metroid Database:
  20. https://www.metroid-database.com/old_site/manga/listing.php?vid=3
  21.  
  22. In the US, Nintendo Power's first issue ran a fanmail segment that detailed a lot of the map of Brinstar and Norfair:
  23. https://archive.org/details/NintendoPowerMagazineTheNESEra/Nintendo%20Power%20001%20%28Jul-Aug%201988%29%20Super%20Mario%20Bros.%202/page/n53/mode/2up
  24.  
  25. An official "Nintendo Player's Guide" published in 1987 offered maps for every part of the game:
  26. https://metroid.fandom.com/wiki/The_Official_Nintendo_Player%27s_Guide
  27.  
  28. However, as well-put and detailed these maps are, I don't find any one of them to be truly comprehensive. In case you need a complete game map that shows the locations of all the secrets and items as well, check out this VG Atlas map:
  29. https://www.vgmaps.com/Atlas/NES/Metroid-Zebes.png
  30.  
  31. Also check out GameFAQs or Strategywiki for more guides written in text!
  32.  
  33.  
  34. Q: I've heard that there are differences between the Japanese and American versions of the game. What are they?
  35. A: In the Japanese(aka Famicom Disk System) version of Metroid, you have the ability to save your progress on three different save slots(like Zelda 1), and the added sound channel on the FDS version gives a MUCH richer musical experience and adds awesome sound effects for minor things such as door opening or boss grunts. The NES version uses a password feature which also allows it other perks of its own. I will have to outline the perks and shortcomings of each edition.
  36.  
  37. The Japanese(FDS) release:
  38. + Has a richer sound palette
  39. + Has a save feature
  40. + Has an easier time limit for getting the Best Ending upon completion
  41. - Has load times, these load and save times can be prone to errors depending on the hardware or emulator you're using
  42. - Has no New Game+ mode
  43.  
  44. The NES release:
  45. + Has an extensive password system that can be used to access any part of the game in any setup, including a debug mode and New Game+
  46. + Has no load times
  47. + Allows you to play with an alternate "suitless" costume for Samus
  48. - Has gameplay slowdowns when too many features appear on screen at once(although many can see this as a good thing)
  49. - Has a dull RNG that dumbs down enemy behaviour and also skews item drop rates
  50. - Getting the Best Ending is MUCH harder from a fresh game
  51.  
  52.  
  53. Q: Is there any way to translate the FDS version?
  54. A: Romhacking.net offers two hacks(which you can apply with the IPS Lunar patcher) that translate Metroid into English. Metroid offers very little text though(and its ending text is in English anyway), and I found that these hacks have an issue where they won't save or work properly with certain types of emulators. If having saving integrity is important to you, I suggest either being very careful with the emulator you want to use(I think Mesen and FCEUGX work adequately with it), or continue playing the Japanese version. You can find the translation hacks here:
  55. https://www.romhacking.net/games/6/
  56.  
  57.  
  58. Q: The game gives me almost no health on startup and it makes the game very difficult. Are there any hacks for this?
  59. A: I agree that it's hard and I personally see it as a glaring gameplay oversight. Even games like Zelda 1, released earlier, had fairy fountains where you could regenerate all your health and also was very generous with health items, so there's no reason why Metroid shouldn't have it. There are only two hacks(as of this writing) that give you max health upon loading the game and they are both for the NES release:
  60.  
  61. https://www.romhacking.net/hacks/4471/
  62. Metroid + Saving Unofficial Update:
  63. -Has a saving feature that maxes your HP upon loading
  64. -Missile pickups more bountiful
  65. -Features an in-game map
  66. -Makes ice and wave beam upgrades compatible with each other
  67. -Features a walljump mechanic(!)
  68. -Reduces missile necessary to open red doors
  69. -Restores the RNG from the FDS version
  70.  
  71. https://www.romhacking.net/hacks/5330/
  72. Antigrinding:
  73. -Has a saving feature that maxes your HP upon loading
  74. -Missile pickups more bountiful
  75. -Health pickups more bountiful
  76. -Expands obtainable energy tanks from 6 to 7
  77. -Easier Best Ending time
  78. -Best Ending also obtainable when you complete the game 100%
  79.  
  80. My conclusion: If you care about the authentic Metroid experience and care about having high fidelity in your playthrough, go with the FDS version, translated or untranslated. However playing the FDS version of Metroid assumes that either you'd be willing to grind for health and put up with a lot of punishment, or that you are not above using save states and rewind(which I also like using. FDS + rewind is the way I usually play Metroid). If you care about playing a game that is fair to the player and offers quality of life improvements, play the Metroid+Saving Unofficial Update. If you're a completionist who seeks to be rewarded for 100%-ing the game but also want the game to be easier, play Antigrinding. Both of these hacks give good reasons why you wouldn't have to use save states anymore. You can also give up and try "Metroid: Zero Mission", a complete overhaul and remake of Metroid on the GBA which offers a much deeply involved story and more gameplay elements. A lot of people with not much patience for the NES and its difficulty and limitations usually just play Zero Mission.
  81.  
  82.  
  83. Q: This game map is large and confusing, can I have some tips on where I need to go?
  84. A: According to the manual, you start at Corridor 1(of Brinstar, the blue and orange rock areas are all Brinstar which the manual fails to illustrate correctly). Once you get the Maru Mari(aka the Morph Ball) and head right, I recommend visiting:
  85. -Corridor 4
  86. -Corridor 5
  87. -Revisit previous areas, Corridor 3, and explore as much of Brinstar as you can
  88. -Norfair
  89. -Revisit Brinstar again
  90. -Kraid's Lair
  91. -Ridley's Lair
  92. -Corridor 2 and Tourian
  93.  
  94. The game's five major zones, Brinstar, Norfair, Kraid's Lair, Ridley's Lair, and Tourian are all broadly divided by difficulty, and you'll recognise the zones whenever you have to use an elevator and when the music and scenery change. Brinstar is the easiest zone immediately followed by Norfair, which is moderate. There is debate whether Kraid's or Ridley's lair is easier, but they certainly have to be played only after both Brinstar and Norfair had been thoroughly combed, because both of them are tough. And lastly Tourian is the endgame zone, it's the hardest, and it's accessible only once you have defeated both Ridley and Kraid.
  95.  
  96.  
  97. Q: Do I need to get all the upgrades in order to complete the game?
  98. A: Not really, but the game is so challenging you're going to want to get most of the upgrades anyway. At the barest minimum you won't be able to finish the game without the Maru Mari, the bombs, the missiles and the ice beam. And without at least 3-4 energy tanks, the long beam, the Varia suit and the screw attack, you're going to be in a lot of unnecessary pain unless you're an expert at the game and want to challenge yourself with a minimal item run.
  99.  
  100.  
  101. Q: How many missile and energy tank upgrades are there?
  102. A: There are 21 missile upgrades total and 8 energy tank upgrades. However the player is only able to collect and utilise 6 energy tank upgrades at most. Getting more tanks beyond this limit won't add anything.
  103.  
  104.  
  105. Q: What is this talk about the "Best Ending"?
  106. A: Metroid has five endings, all of which happen depending on the amount of time you take to complete the game. The endings themselves aren't important or consequential for the plot: It's just a small display of Samus's reactions to the ending time. Here's a table of the endings and how long it takes to get them:
  107. Over 10 hours: Worst ending
  108. 5-10 hours: Good ending
  109. 3-5 hours: Great ending, Samus reveals identity
  110. 2-3 hours: Greater ending, Samus reveals identity
  111. Under 2* hours: Best ending, Samus reveals identity
  112.  
  113. (*2 hours in the FDS version but 1 hour in the NES version)
  114. If you've beaten the game at least once, I definitely recommend trying to speedrun it to get the best ending and also to add replay value to it. Now that you hopefully have a map and know where to look, it's incredibly fun!
  115.  
  116.  
  117. Q: How do I open a red door?
  118. A: You need to shoot five missiles in succession to unlock a red door. This is never explained in the manual. Once you do that door will remain open forever. A red door usually holds an important secret or an item. The game also has the rare appearance of an orange or purple door, both of which require 10 missile strikes to open.
  119.  
  120.  
  121. Q: Some guides mention 'farming'. What is 'farming'?
  122. A: There are several spots in Metroid that have red wells from which various 'fly-like' enemies emerge endlessly who then fly directly towards Samus. Because the amount of these enemies is endless, they become an easy target for refilling your health and missile count, which is a gameplay process called 'farming'. Simply stand in place and shoot at these enemies until they drop a refill and repeat. Although the much quicker way to do it is if you have two wells standing right near each other(you can find them in corridors 2 and 5).
  123.  
  124. Another way to do it, and the safest way to farm, is if you have only one well. Crouch into a ball and plant a single bomb right in the middle of it repeatedly so you can instantly collect the dropped item. It's so convenient and after you adopt this method you won't go back.
  125.  
  126.  
  127. Q: How do I get the E tank in Kraid's Lair?
  128. A: I know which one you mean. First shoot the brick to make an opening. Then on the right ledge, above the E tank, crouch into a morph ball, then roll off the ledge and fall down while still hugging the wall, hold right, and you should be able to enter the crevice and take that E tank.
  129.  
  130.  
  131. Q: How do I defeat a metroid?
  132. A: You NEED the ice beam. The metroids are literally unkillable if you don't have the ice beam. You need to freeze them and then shoot five missiles to defeat a metroid. Shooting missiles while it's 'thawed' won't do anything to it. In the event a metroid latches on to you, you need to crouch into a ball position and start spamming bombs. A number of these bombs will be able to drive the metroid away just long enough so you can get away from its grasp and freeze it.
  133.  
  134.  
  135. Q: The Mother Brain fight is too tough and I don't know what to do
  136. A: The rinkas(the flying spaghetti-o looking enemies) have to be frozen with the ice beam so they wouldn't become a nuissance:
  137. https://www.youtube.com/watch?v=JJp9p5Nanns
  138. Only three rinkas can be out at one time, so once all three of them are frozen(preferably somwehere where they won't get in the way), you can jump and shoot the barriers that separate you from Mother Brain. On the very last barrier you can stand in place and unload all of your shots on Mother Brain as long as all the rinkas are frozen.
  139.  
  140.  
  141. Q: What's the best way to speedrun this game?
  142. A: Martaqus wrote a great walkthrough for it on GameFAQs
  143. https://gamefaqs.gamespot.com/famicomds/919836-metroid/faqs/19528
  144. But I will try to paraphrase the major points here and summarise them:
  145. -Get the Maru Mari
  146. -Enter corridor 5, get the missile tank
  147. -Enter corridor 4, get the energy tank
  148. -Get the bomb upgrade
  149. -Go back through corridor 4 and get the ice beam
  150. -ENTER NORFAIR
  151. -Get the high jump
  152. -Get the screw attack
  153. -ENTER RIDLEY'S LAIR
  154. -Immediately go left, get a missile upgrade
  155. -Proceed left and get the tricky e-tank with the hidden pit
  156. -Fall down the same pit and go right, leap over the perilous crevice, and get another missile upgrade
  157. -Fall down, go left, and fight Ridley
  158. -Go left from the boss arena and get another e-tank
  159. -RETURN TO BRINSTAR
  160. -Enter corridor 3 and get the Varia suit
  161. -Enter corridor 1 and get the hidden e-tank in the ceiling
  162. -ENTER KRAID'S LAIR
  163. -Take the second red door to the right and get the e-tank
  164. -Take the third red door to the right, and fall on the first door on the left, get another missile upgrade
  165. -Fall down the shaft again, go left, and defeat Kraid
  166. -Get the hidden e-tank in the boss arena
  167. -RETURN TO BRINSTAR
  168. -Enter corridor 2 and farm for health and missiles if you like, although you can also farm from metroids in Tourian
  169. -ENTER TOURIAN AND DEFEAT MOTHER BRAIN
  170.  
  171.  
  172. Best of luck! If you have any other questions or suggestions, ask me on Glitchwave, or email me at clownboss@gmail.com.
Add Comment
Please, Sign In to add comment