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XXXXXXXXXXXXX Metroid Hidden Worlds FAQ XXXXXXXXX
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                     version 1.0
                     by Zoogelio
                     e-mail: zoogelio@yahoo.com
                     Feb 2005   





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XXX Table of Contents XXXX
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1. Version History
2. How to Read the Maps
               2-1 Level Map
                         2-1A Secret Rooms
                         2-1B Room Data
3. Glossary
4. What are Hidden Worlds?
               4-1 How to Access Hidden Worlds
5. History of Hidden Worlds
6. Properties of Hidden Worlds
               6-1 Game Design Properties
               6-2 Hidden World Properties
7. Hidden Worlds
               7-1 Brinstar Hidden World
                         7-1A Pocket Brinstar
               7-2 Norfair Hidden World
                         7-2A Bizarro-Norfair
               7-3 Kraid's Hideout Hidden World
               7-4 Ridley's Hideout Hidden World
               7-5 Tourian Hidden World
8. Statistics & Data
9. Credits/Sources
10. Notes






~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Section 1. Version History
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

v1.0- All the information & details posted

Expect no major updates, only minor corrections and matters like that. 

Yeah, it says Feb 2005 and this was posted in April 2006. That’s because 
Gamefaqs’ formatting requirements (79 characters/line) is very 
time consuming to do, especially with documents that are the Word 
equivalent of a few dozen pages long. I wrote this back in Feb 2005, 
after having done a detailed exploration of the Hidden Worlds the 
previous December. 





~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Section 2. How to Read the Maps
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
Section 2-1. Level Map
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

The Level Map is from the "Metroid Level Data Explained" webpage found at 
this address:
http://www.classicgaming.com/mdb/m1/lvldata.htm

It is also posted in Section 9. I claim no credit for it since I didn't get 
it from the ROM, which is where it came from. It is needed to explain the 
Hidden Worlds. It is a 32x32 grid, meaning there are a total of 1024 slots 
for rooms. The map is color coded, with Brinstar being blue, Norfair being 
purple, Kraid's Hideout being green, Ridley's Hideout being pink, and 
Tourian being gray. All the white indicates "no data" and the 3 red rooms 
represent "secret rooms". More on that in a minute. Most of the rooms, as 
you can see on the map, are designated FF. FF rooms have nothing programmed 
in them and cannot be accessed in any form, regular game or hidden worlds.
You will notice four 01 rooms grouped in with the "no data" set. I don't 
know why they are grouped like that, but they are the elevator shafts.

A note on the elevator shaft rooms. In many cases, the elevator shafts are 
where two areas overlaps and the game switches palettes. That can be seen 
when going down the elevator shaft and seeing the shaft change colors, 
from yellow to red for example. In each of the four 01 rooms, the actual 
elevator shaft room itself can only be viewed from one side of the 
elevator. On the other one, if you fall through the floor, the screen 
doesn't scroll down to the elevator room. Here is an explanation using each 
of the four 01 rooms:

01 room (Brinstar-Tourian elevator)- not accessible from Brinstar, 
accessible from Tourian

01 room (Brinstar-Hideout I elevator)- not accessible from Brinstar, 
accessible from Kraid's Hideout

01 room (Brinstar-Norfair elevator)- not accessible from Brinstar, 
accessible from Norfair

01 room (Norfair-Hideout II elevator)- not accessible from Norfair, 
accessible from Ridley's Hideout

Because the elevator shaft can be seen from one side even without the 
special codes used to access Hidden Worlds with ease just by jumping and 
cannot be seen by falling through the floor of the other side, in Sections 
7 & 8 I group the elevator shaft room with the area it is visible from, and 
classify it as a Hidden World for the other side if it is accessible by 
moving around that Hidden World. So, the Brinstar-Tourian elevator is 
categorized as a room in Tourian, the Brinstar-Hideout I elevator is 
grouped with Kraid's Hideout, the Brinstar-Norfair elevator is grouped 
with Norfair, and the Norfair-Hideout II elevator is grouped with Ridley's 
Hideout. I count the elevator shafts as rooms in the areas I grouped them 
in with, affecting the number count for the rooms in that area.




@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
               Section 2-1A. The Secret Rooms
@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@

The 3 secret rooms are rooms not accessible in the game but which have 
programmed data for (unlike the Hidden Worlds rooms). They are all in 
Norfair. They are speculated to be remnants of the programming phase that 
were not removed. One is a bridge room that connects nowhere. That leads 
to the thought that the map of Zebes changed quite a bit during 
development. This is the same reason why there is an energy tank in the 
ceiling of one Brinstar room near the start of the game (a remnant of when 
the room looked different). On the Level Map they are colored a crimson 
red. There is one secret room (X17, Y10 using the lower left corner of the 
Level Map as X1 Y1) that is not accessible in any way from Norfair even 
though it is a part of Norfair. If a square on the grid is programmed for a 
room, but not accessible, I don't count it as a part of the Hidden World, 
but since these rooms are programmed for in the game and NOT a part of the 
Hidden World, I count it. I found a 4th secret room. It is not colored red 
on the Level Map, but is inaccessible in the normal exploration of the 
game. It is located at (X31, Y9). It is a part of Norfair.

Here are all the secret rooms. Look at the Level Map and used the lower 
left corner as X1 Y1 (use the white FF row, not the first colored row):

(X14, Y10) a bridge room. Both doors are traps (file 00)

(X17, Y10) unseen, but data indicates it is a green bubble rock room with a 
left door that is a trap (file 0B)

(X25, Y8) an elevator room to Ridley's Hideout (the two-headed statue 
room), but without the elevator. The door here actually leads to a hidden 
world (file 05)

(X31, Y9) a purple bubble rock room with a left door that is a trap, the 
same structure as the (X17, Y10) room (file 0B)



@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
                            Section 2-1B Room Data
@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@

On the Level Map, you'll see a whole bunch of numbers. Given this is a 
text document, I'll describe what the rooms look like. Each number is 
assigned a slot on that 32x32 grid. Each number, say 14 for example, 
encodes for a room and each area has a file named "14" that brings up a 
room (and all 5 of those rooms are different from each other because they 
are each from a different area). No matter where you come from to access 
a certain slot, if you are on the 14 slot, one of the five 14 files will be 
brought up depending on what area you are in. Okay, one 14 slot is 
(X20, Y3), located in Ridley's Hideout. In the normal confines of the game, 
that room slot is only approachable from inside Ridley's Hideout, so brings 
up a certain room. If accessed from Hidden Worlds however, those 
coordinates bring up room 14 of whatever area you are in. So, if you 
access those coordinates from Tourian, you will be seeing room 14 from 
Tourian.  
All possible rooms in Metroid share 47 file names 
(00-29, 0A-0F, 1A-1F, 2A-2E). If there is no file for an area and you 
stumble across it by exploring Hidden Worlds (i.e. there is no 1F room in 
Tourian, but there is one in Norfair, so if you explore Tourian's Hidden 
World and get to the section that parallels Norfair and reach the 
coordinates assigned the file 1F) you will find a "junk room". Junk rooms 
are rooms that resemble nothing seen in the game. They mostly look like 
fragments of junk on a mostly black screen. Some however look like 
something. Brinstar & Norfair's junk rooms look completely normal, except 
you never see those rooms in the course of the normal game. Because of 
those commonalities in file names, the ability for Hidden Worlds to be 
generated exists. Here is what each number encodes for in the 5 areas (note 
that 2 rooms that look the same, but are different colors, as seen in 
Brinstar [blue-green or gold] & Norfair [purple or green] are encoded for 
by the same file number. Another factor beyond file number determines if 
they are one color or the other). It would be much easier if pictures were 
allowed in FAQs, but if you are having difficulty picturing the room, 
look at the Level Map and find a map constructed out of screenshots by 
using a search engine. That should make things easier. 

FF- no data

00
Brinstar- bridge room, left & right doors, light colored
Norfair- bridge room, left & right doors, dark colored
Kraid's Hideout- JUNK bridge room, left & right doors, light colored
Ridley's Hideout- JUNK elevator shaft, red shaft with purple cores
Tourian- JUNK bridge room, left & right doors, colored white

01
Brinstar- elevator shaft, yellow shafts with brown cores
Norfair- elevator shaft, red shafts with purple cores
KraidHO- elevator shaft, yellow with purple cores
RidleyHO- elevator shaft, yellow shafts with blue cores
Tourian- elevator shaft, red shafts with gray cores

02
Brinstar- vertical shaft room with no platforms
Norfair- elevator room for Norfair
KraidHO- elevator room for Kraid's Hideout
RidleyHO- elevator room for Ridley's Hideout
Tourian- Zeebetite room, doorway on the right

03
Brinstar- vertical shaft room with a door on the right side only
Norfair- bubble-rock room in vertical shaft with doors on the left and 
right and 2 horizontal platforms in the room
KraidHO- vertical shaft room with doors on the left and right, with a 
horizontal central platform
RidleyHO- bottom of vertical shaft room with doors on the left and 
right, separated by a giant block over lava
Tourian- Zeebetite room, no doorway

04
Brinstar- vertical shaft room with a door on the left side only
Norfair- Chozo statue room, lava beneath the platform
KraidHO- vertical shaft room with doors on the left and right, with a 
vertical central platform
RidleyHO- vertical shaft room with no platforms
Tourian- Mother Brain’s room

05
Brinstar- vertical shaft room with a door on the left and a door on the right
Norfair- elevator room to Ridley's Hideout. Red 2-headed statue here
KraidHO- empty vertical shaft (no platforms), vegetation on the walls
RidleyHO- screen full of magenta blocks, caps for vertical shafts
Tourian- room leading to the corridor with the Zeebetites. It is a mess 
of metal stuff

06
Brinstar- vertical shaft room with metal bar platforms, no doors
Norfair- screen filled with bubble-rocks, has a horizontal hidden passage 
in it, used as caps for vertical shafts
KraidHO- vertical shaft white room with doors on left & right, with 
elaborate maze towards the right door
RidleyHO- vertical shaft room with left & right doors and the tricky jump 
to make to get to the right door
Tourian- horizontal corridor metal pipe room with a giant block of pipes 
and techno stuff raised in the middle

07
Brinstar- horizontal corridor room with a metal pipe & 2 rows of 
collapsible blocks over lava
Norfair- screen filled with bubble-rocks, used as caps for some horizontal 
shafts
KraidHO- vertical shaft white room with a door on the right and a white 
stone wall with numerous projections
RidleyHO- vertical shaft with numerous magenta platforms and a door on 
the left
Tourian- horizontal corridor metal pipe room with a featureless floor & 
U-metal pipes ceiling

08
Brinstar- screen filled with rocks and metal pipes, caps for vertical shafts
Norfair- vertical shaft bubble-rock room with a right door and 2 red 
balloons
KraidHO- vertical shaft white room with interlocking white platforms, 
no doors
RidleyHO- vertical shaft with numerous magenta platforms and no doors
Tourian- horizontal corridor metal pipe room with a few lava pits & 
U-metal pipes ceiling

09
Brinstar- arrival room, with the 2 pillars with the statue heads
Norfair- vertical shaft bubble-rock room with no doors and 4 platforms, 
3 on left side
KraidHO- vertical shaft room with a door on the right and a single 
platform, no floor
RidleyHO- bottom of vertical shaft, bridge over lava, door on the left
Tourian- stairs stepping into lava, U-metal pipes ceiling, door on the right

0A
Brinstar- Chozo statue room, no lava beneath the platform
Norfair- bubble-rock room with a floor, lava, a door on the right, a 
platform & some red collapsible blocks
KraidHO- white walled room with door on the right, and a platform over 
false lava
RidleyHO- vertical shaft with metal poles suspended in midair and a door 
on the right
Tourian- bottom of vertical shaft, white walls, blue platforms and door 
on the left

0B
Brinstar-  elevator room (to Norfair), square, no hanging poles
Norfair- bubble-rock room with a floor, 2 platforms & a left door
KraidHO- screen filled with white blocks, used as caps on vertical shafts
RidleyHO- vertical shaft room with numerous metal bars suspended in midair, 
no doors
Tourian- vertical shaft room with white walls and full-length blue platforms

0C
Brinstar- circular blue rock horizontal corridor room with lava and a 
door on the left
Norfair- bubble-rock vertical shaft with red collapsible blocks only 
on the right side
KraidHO- vertical shaft room with many white blocks and a door 
on the left
RidleyHO- bottom of vertical shaft, bridge over lava, door on the right
Tourian- vertical shaft with interlocking ring-floors, no doors

0D
Brinstar- circular blue rock horizontal corridor room with lava and a 
door on the right
Norfair- bubble-rock bridge room with lava and doors on the right and left
KraidHO- vertical shaft with a door on the left and 2 pillars of red 
collapsible blocks
RidleyHO- room with a small passage between white blocks, doors on 
left and right, invisible pitfall
Tourian- room at top of a vertical shaft, door on a left, interlocking 
ring-floors

0E
Brinstar- circular blue rock horizontal corridor room with lava and a 
7-shaped platform & a horizontal bar platform
Norfair- bubble-rock room in vertical shaft with door on the left only; 
no floor
KraidHO- vertical shaft with only a pillar of red collapsible blocks and 
a single white block
RidleyHO- room with a small passage between white blocks, doors on 
left and right, no invisible pitfall
Tourian- elevator room for Tourian

0F
Brinstar- circular blue rock horizontal corridor room with lava, 2 
platforms, and a pillar of red collapsible blocks
Norfair- the metal room with lava, dragons, and the door on the left side
KraidHO- green honeycomb horizontal corridor room with some lava and a 
door on the right
RidleyHO- white block floor over lava with a metal pillar towards the 
right side
Tourian- bottom of vertical shaft, white walls, blue platforms, and a door 
on the right

10
Brinstar- circular blue rock bridge room
Norfair- the metal room with lava, dragons, and the door on the right side 
(leads to a left room, then a Chozo room)
KraidHO- white pillars over lava, lots of Geega
RidleyHO- room with fake lava & many Holtzs just beyond Ridley's room
Tourian- shaft with tiny blue stepping blocks

11
Brinstar- vertical shaft with red collapsible blocks on the left side
Norfair- bubble-rock bridge room with lava, and only a door on the left
KraidHO- JUNK same as #12, the tangle of blocks and pipes, but no #11 
is in Kraid's Hideout
RidleyHO- horizontal corridor room with lava, and a magenta wall with 
an alcove with a white block and a position for an energy tank
Tourian- horizontal corridor room with door on left, elevated platform with 
support

12
Brinstar- horizontal corridor room with a door on the left, elevated 
platform connecting to door
Norfair- giant bubble room with lava, a door on the left, and 3 vertical 
bubble pillars
KraidHO- room with the lava pit and the tangle of blocks and pipes 
(energy tank here)
RidleyHO- Ridley’s room
Tourian- horizontal corridor room with door on right, elevated platform 
connecting to door

13
Brinstar- horizontal corridor room with a door on the right, rocky ceiling, 
with a metal pipe platform attached to the door
Norfair- giant bubble room with lava, a door on the left, a bubble platform 
& bubble pillar 
KraidHO- horizontal corridor room with a door on the left, and 3 blue 
blocks over lava
RidleyHO- horizontal corridor room with metal poles over laba and a door 
on the left
Tourian- horizontal corridor room with a few lava pits, non-pipe ceiling

14
Brinstar- horizontal corridor room with rocky ceiling, floor, featureless
Norfair- giant bubble room with lava and 2 giant blocks comprised of red 
collapsible blocks
KraidHO- horizontal corridor room with blue blocks over lava, and no doors
RidleyHO- horizontal corridor room with metal poles over lava and no doors
Tourian- horizontal corridor room with square pipes over lava

15
Brinstar- horizontal corridor room with 2 Zeb pipes and many fuzzy blocks
Norfair- giant bubble room with numerous tall pillars and small lava pits
KraidHO- room with a small passage between green honeycomb blocks, 
with doors on left & right and a passage through the floor
RidleyHO- horizontal corridor room with metal poles over lava and a door 
on the right
Tourian- JUNK  Mother Brain sprites hanging in space with an elevator 
shaft hanging from it & another partial elevator shaft next to it

16
Brinstar- horizontal corridor room with 2 Zeb pipes over lava
Norfair- giant bubble room with horizontal bubble platforms over lava, no 
doors
KraidHO- horizontal corridor room with a door on the right, and a few blue 
blocks over lava
RidleyHO- horizontal corridor blue-purple honeycomb room with a door 
on the left and some lava
Tourian- JUNK MB sprite in the upper left, with a "lava fall" filling the 
right half of the screen

17
Brinstar- horizontal corridor room with tetris-like block on the right 
and the pedestal for the Maru Mari
Norfair- JUNK giant bubble room with lava, 2 horizontal platforms and a 
platform with a Gamet pipe, no doors
KraidHO- horizontal corridor blue brick room with a Geega pipe, 2 metal 
poles from the ceiling, and a left door
RidleyHO- horizontal corridor blue-purple honeycomb room with 3 Zebbo pipes
Tourian- JUNK MB sprite in left corner with a partial "bridge room" passage

18
Brinstar- room filled with several rows of collapsible blocks and doors on 
the left and right
Norfair- giant bubble room with 2 pillars of red collapsible blocks over 
lava
KraidHO- horizontal corridor blue brick room with a Geega pipe and a 
right door
RidleyHO- horizontal corridor blue-purple honeycomb room with 2 Zebbo pipes 
& 2 dips in the ceiling
Tourian- JUNK MB sprite in left corner with a partial "bridge room" passage 
with a lava fall coming from it

19
Brinstar- room with a giant wall of fuzzy blocks with only a ball-sized 
passage at the bottom
Norfair- 3 pronged metal platform with a missile item over lava
KraidHO- screen filled with blue bricks
RidleyHO- horizontal corridor blue-purple honeycomb room with a lava pit 
and a door on the right
Tourian- JUNK very messy screen

1A
Brinstar- horizontal corridor room leading to a Chozo statue room with an 
elevated platform with support & door on the left
Norfair- orange brick room, lava, no doors, white tracks with 2 Gamet pipes
KraidHO- small passage through blue blocks, left & right doors, secret 
passage through floor
RidleyHO- horizontal corridor blue-purple honeycomb room with numerous 
lava pits
Tourian- JUNK very messy screen

1B
Brinstar- metal poles from ceiling, small pedestal for energy tank over lava
Norfair- orange brick room, with a left door, shaped like a hollow with an 
opening on the center floor over lava
KraidHO- bridge room, doors on left & right, ceiling has eyes & fangs on it
RidleyHO- horizontal corridor blue-purple honeycomb room with 2 Zebbo pipes
Tourian- JUNK very messy screen

1C
Brinstar- elevator room to Kraid's Hideout, one-headed statue
Norfair- horizontal corridor purple fuzzy blocks room with a right door 
& a polyp
KraidHO- horizontal corridor room with blue block floors and 1 Geega pipe
RidleyHO- horizontal corridor room with green blocks, metal poles, lava, 
and a left door
Tourian- JUNK very messy screen

1D
Brinstar- bright green rock room, blocks form an I shape, leaving to 
dips (passages) on the left & right sides
Norfair- horizontal corridor purple fuzzy blocks room with a left door 
& a polyp
KraidHO- Kraid’s room
RidleyHO- horizontal corridor room with green blocks, metal poles, 
and a right door
Tourian- JUNK very messy screen

1E
Brinstar- small passage through bright green rocks, left & right door, 
lava beneath the green blocks
Norfair- horizontal corridor purple fuzzy blocks room with no doors, 
a few platforms over lava & a polyp
KraidHO- green honeycomb room with a white metal block pole, right door 
(room left of Fake Kraid room)
RidleyHO- horizontal corridor room with green blocks, metal poles, no doors
Tourian- JUNK very messy screen

1F
Brinstar- horizontal corridor bright green rock room, door on the left 
side, a few plants on the floor
Norfair- horizontal corridor purple fuzzy blocks room with no doors, 
& a polyp set in the middle of the U-shaped floor
KraidHO- Fake Kraid room, left door
RidleyHO- horizontal corridor room with green blocks forming a raised 
bridge over lava, blocks extend to ceiling
Tourian- JUNK very messy screen

20
Brinstar- horizontal corridor bright green block room, door on the right 
side, a few plants on the floor
Norfair- JUNK horizontal corridor rocky room, door on the right, a few 
rocky platforms over lava, one with a polyp
KraidHO- horizontal corridor green honeycomb room with a metal block 
pillar & a Geega pipe
RidleyHO- horizontal corridor green block room, left door, relatively 
nondescript
Tourian- JUNK a very messy screen

21
Brinstar- horizontal corridor bright green block room with a Zeb pipe 
& a platform over lava
Norfair- horizontal corridor rocky room with lava, a left door, and a rocky 
island in the lava
KraidHO- small passage through green honeycomb, left & right doors, no 
secret passage through floor
RidleyHO- horizontal corridor green block room, raised passage over lava, 
but blocks do not extend to ceiling
Tourian- JUNK a very messy screen

22
Brinstar- horizontal corridor bright green block room with a passage on 
the left leading to a wall
Norfair- horizontal corridor rocky room with lava, a right door, and a 
few rocky islands in the lava
KraidHO- small passage through blue blocks, left & right doors, no secret 
passage through floor
RidleyHO- horizonal corridor green block room, right door, relatively 
nondescript
Tourian- JUNK a very messy screen

23
Brinstar- horizontal corridor bright green block room with a Zeb pipe, 
small lava pit & 2 blue poles with plants atop them
Norfair- horizontal corridor rocky room with lava, islands positioned 
higher and higher from L-R, no doors
KraidHO- vertical shaft white rock room with a door on the right, a single 
platform, and some lava beneath a bridge
RidleyHO- horizontal corridor room, white blocks over lava, left door, 
ceiling covered with fangs
Tourian- JUNK a very messy screen

24
Brinstar- horizontal corridor bright green block room filled with a wall 
of blocks with metal pipes with windows running through them
Norfair- horizontal corridor rocky room with lava and floating gumdrops
KraidHO- vertical shaft white rock room, with a door on the left, a 
few single blocks, and lava beneath a bridge
RidleyHO- horizontal corridor room, white blocks over lava, Zebbo pipes 
present, no doors, ceiling covered with fangs
Tourian- JUNK a very messy screen

25
Brinstar- horizontal corridor bright green block room with the entrances to 
the long metal pipes, 1 red collapsible block
Norfair- horizontal corridor rocky room with lava, 1 long island with a
Gamet pipe, no doors
KraidHO- JUNK two segments of bridge rooms at the top of the screen with 2
incomplete elevator shafts
RidleyHO- horizontal corridor green block room, left door, tall metal pole 
extending to one square below ceiling
Tourian- JUNK a very messy screen

26
Brinstar- horizontal corridor bright green block room with the exits 
to the long metal pipes & a giant square block over lava
Norfair- horizontal corridor rocky room with lava, metal poles suspended 
in midair and a long metal pole along most of the right edge
KraidHO- JUNK a segment of bridge room in the upper right & a segment 
of an elevator shaft in the upper left
RidleyHO- horizontal corridor green block room, featureless except for a 
pillar of purple collapsible blocks
Tourian- JUNK a very messy screen

27
Brinstar- horizontal corridor rocky room with steps with faces up to a 
left door (leads to statue room)
Norfair- horizontal corridor orange brick room with a left door and 
tiny suspended bubbles over the lava
KraidHO- JUNK a segment of a bridge room in the upper right & a segment 
of wall in the upper left, plus a pipe inbetween
RidleyHO- horizontal corridor blue-purple honeycomb room, platforms with 
Zebbo pipes over lava
Tourian- JUNK all black screen except for a single white bar platform

28
Brinstar- horizontal corridor blue pipe ceiling room leading to Chozo 
statue room, right door, elevated platform with support
Norfair- horizontal corridor orange block room, door on the left, long 
singular cloud platform
KraidHO- JUNK a segment of bridge room in the upper right & a segment 
of wall in the upper left
RidleyHO- horizontal corridor blue-purple honeycomb room, platforms with 
Zebbo pipes over lava, metal bar along left edge
Tourian- JUNK a segment of bridge room floating in nothingness

29
Brinstar- horizontal corridor blue pipe ceiling room leading to Chozo 
statue room, featureless except for some plants
Norfair- horizontal corridor orange brick room, many cloud-platforms over 
lava, no doors
KraidHO- JUNK a segment of bridge room in the upper right & some honeycomb 
block material
RidleyHO- vertical shaft white block room, door on the left, no ceiling & 
no floor, right wall juts out a bit
Tourian- JUNK a very messy screen

2A
Brinstar- JUNK horizontal corridor rocky room with 3 metal poles over lava, 
center one with a blue orb on it
Norfair- horizontal corridor orange brick room, lava, a door on the right, 
and a few cloud platforms
KraidHO- JUNK a segment of blue circle blocks suspended near the top 
of the screen
RidleyHO- JUNK a section of door in the upper left corner with some fangs 
along the top of the screen
Tourian- JUNK a very messy screen

2B
Brinstar- Kraid & Ridley statue room
Norfair- horizontal corridor orange brick room, lava, no doors, 2 tall 
pillars of red collapsible blocks
KraidHO- JUNK a section of blue block material on the ceiling, nothing else
RidleyHO- JUNK a magenta block in the upper left corner & a few fangs 
on the ceiling
Tourian- JUNK very messy screen

2C
Brinstar- elevator room (to Tourian), square with hanging poles beneath it
Norfair- horizontal corridor orange brick room, lava, no doors, tall wall 
need to use High-Jump Boots over
KraidHO- JUNK a screen with some junk and a "sandfall" 
(like a waterfall, but with sand)
RidleyHO- JUNK a magenta block in the upper left corner, no fangs around
Tourian- JUNK very messy screen

2D
Brinstar- JUNK horizontal corridor rocky room, right door, large rocky 
platform by door, not a metal pipe
Norfair- vertical shaft bubble-rock room with no doors and 4 platforms, 
arranged in R-L-R-L manner
KraidHO- JUNK multi-colored segment of bridge room floating in nothingness
RidleyHO- JUNK a section of elevator shaft in the upper left corner with a 
red plant on it
Tourian- JUNK a messy screen

2E
Brinstar- vertical shaft with no features except a door on the left 
(the one that leads to the Varia path)
Norfair- JUNK 2 incomplete bridge room sections, 2 incomplete elevator 
shafts & some red dripping bubbles
KraidHO- JUNK a multi-colored segment of bridge room floating in nothingness
RidleyHO- JUNK a very messy room
Tourian- INACCESSIBLE

Note that the file numbers 00, 08, 0B all look very similar on the Level 
Map, and I made a studious effort to discern which rooms went with which 
number and am confident of the results. 

The junk rooms that look normal were programmed for, but were either 
removed or never placed in the game. They were also never deleted. Norfair 
has a few normal junk rooms (file 17, belonging to the giant bubble section 
& file 20 in the rocky section) and Brinstar does too (file 2A, a strange 
room with a blue orb not held by a Chozo & file 2D, a variant upon one 
of the righthand door in rocky corridors). All the rest are screens filled 
with junk to varying degrees. Why Tourian & Kraid's Hideout have unused 
bridge rooms programmed I don't know (and why all areas except Ridley's 
Hideout have room data for a bridge room is also a mystery). Also a mystery 
is why one room in Kraid's Hideout has 2 file numbers for it 
(file 11, file 12). The file 11 is never used in the game.



~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Section 3. Glossary

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


It may seem crazy to include a glossary, but defining concepts allows 
for better understanding and for clarity. Without a glossary, things would 
seem vague. Words like area, corridor, & shaft are common words, but 
take on a certain meaning in the game. Some of the terms are described in 
greater detail in the Properties of Hidden Worlds section, but I include 
the definitions here for reference. 



Game Structure Terms:

area: 
there are 5 areas in Metroid- Brinstar, Norfair, Kraid's Hideout, Ridley's 
Hideout, Tourian. Each area technically encompasses a prime and a hidden 
world

area map: 
each area has one. All the area maps together make up the Zebes (the world 
Metroid is set on) we see. Area maps, however, underlie (i.e. shadow, 
parallel) the area maps of the other areas. Those parallel areas beyond 
the traditional boundaries are called hidden worlds

corridor: 
a horizontal shaft; a string of rooms linked together by left-right movement

disjunct: 
what occurs on each screen entirely filled with the elevator shaft. The 
elevator shaft room of one area jumps to the elevator shaft room of 
another area. The coordinates don't change, but the game switches to a 
different layer (a different area). The elevator shaft is the only overlap 
between areas in other words

level map: 
this is the map of the whole game. In the game, it is 5 area maps linked 
up to one another. It is 32x32, with a total of 1024 possible slots for 
rooms, of which about only half are filled

rooms: 
each screen is a room. Sometimes these have boundaries, sometimes not. 
The open parts of a room connect to other rooms, forming a corridor or 
a shaft

scrolling: 
this is movement that allows the player to move to screens left and right 
of their current position in corridors and up or down of their current 
position in shafts until they run across a scroll stop

scroll stops: 
these are programmed stop codes in the map data that tell the game when to 
stop scrolling. They are put at the edges of the corridors and maps. 
Usually, a door at the end of a corridor has a scroll stop associated with 
it to prevent the player from seeing the next room before entering it. 
Only a select few areas are missing scroll stops where they should have 
them (places I mention in this FAQ). The reason these are missing was 
so they can fit the game onto a 128kb cart and onto a system with a 
32kb memory

shaft: 
a vertical corridor; a string of rooms linked together by up-down movement 



Hidden Worlds Terms:

dead ends: 
these are rooms you cannot scroll anywhere, even if there are rooms to the 
left or right of it (or up or down). These rooms can be accessed in ways 
that allow for that scrolling to take place, but if entered in a certain 
way (always through difficulty, not through a normal bubble door) they 
cannot scroll anywhere. Only solution is reset or go back to a previous 
save state

directionality: 
a prominent feature of hidden worlds, rooms can only be accessed from 
certain directions. Some rooms can only be approached from one side, 
say the left and can only be approached from the right if you come from 
the left, go past the room and then backtrack

hidden world: 
these are parts of the area that are not accessible in the normal game. 
They are strange places with many bizarre properties (outlined below). 
Their origin is also detailed on this page

invisible doors: 
these are doors that are invisible. They are not actually doors but points 
of access to the next screen, usually at midway up the screen. It allows 
for continuation through a corridor (I never found one in a shaft). 
Basically, there is an artificial scroll stop in place which can be broken 
by jumping through the middle border of the direction scrolling stops

junction: 
where a corridor meets a shaft or vice versa. Usually there is a bubble 
door there. A door is needed to transit from one direction to the other. 
Lack of doors at junctions are why every hidden world does not resemble 
an entire map of Zebes. You can roll through the wall in a corridor to one 
room in the shaft, but you cannot access the rooms above and below that 
because there is no door therejunk rooms: rooms in the hidden world that 
have no counterpart in the area you are in for the assigned number, and 
thus appear as strange junk cluttering a black screen. For example, 
Tourian does not have a room file designated "16", but Brinstar does. 
When that room is reached in the part of Tourian's Hidden World that 
parallels Brinstar, the room appears as junk. Some appear completely 
normal despite not being found in the game

one-way doors: 
found only in hidden worlds, these are doors you can enter through, but 
cannot exit back through. All doors in the normal areas of the game are 
two-way doors. These doors occur when switching from a corridor to a 
shaft and the vertical room switched to does not have a door programmed 
into it. In the game, you will see a blue bubble (or red bubble) suspended in 
air, but no bar of blocks that defines a doorway

point of entry: 
rooms in the prime area that allow for entry into the hidden world. There 
are 4 in Brinstar, 7 in Norfair, 2 in Kraid's Hideout, 3 in Ridley's 
Hideout, and 2 in Tourian. The term also applies to rooms from which 
shortcuts can be accessed

point of return: 
in a few cases, there are areas in the hidden world from which you can 
return to the prime area. These points of return are essentially one-way 
(remember, you can backtrack through points of entry to get back to the 
prime area & you can backtrack through points of return to get back to 
hidden worlds so long as you don't shift from horizontal to vertical or 
vice versa). In other words, from the room in the prime area they touch, 
you can come from a hidden world, but the room is not a point of entry 
and cannot first enter the hidden world there

prime: 
no, this has nothing to do with Metroid Prime. I call an area prime if it 
is the "regular" area, the one accessible in the game (because it is the 
primary part of that area). When you play the game normally, you only 
travel through the primes of each area

resistance: 
this is the difficulty encountered in trying to access different rooms 
in the hidden worlds. Often it involves scroll warps and being invisible 
for some time and having to struggle to press on in one direction when 
invisible to get to a room where Samus can appear again. Resistance is 
encountered when successfully escaping some trap doors. 

shortcuts: 
these are located only in primes. They occur by scrolling up or down in a 
shaft beyond the ceiling or floor into another section of the prime or 
through a wall in a corridor. Most shortcuts are vertical, but a few are 
horizontal. Shortcuts, however, continue the scrolling of the point of 
entry, meaning if you take a shortcut from a vertical shaft to what is a 
horizontal room, the horizontal room scrolls vertically and does not allow 
access to the rooms left or right of it unless there is a door, and even 
when there is a door, scrolling may not always return to normal (especially 
the case with shortcuts in Norfair)

scroll warp: 
this bizarre effect is where, in many cases (but not all), if you... okay, 
let's say there is a door on the right side of the screen... if you go 
through the wall on the left side at the level of the door, you will emerge 
on the right side of the screen that is beyond the door on the right side 
of the original room

trap doors: 
found only in hidden worlds (and the secret rooms), these are doors that 
lead nowhere. They can be entered, and they close on you, but the screen 
does not scroll to another room, it stays on the room you were in. You can 
hear Samus move around, shoot, but you cannot see her. In some cases, if 
you move in the opposite direction of the door (it helps to roll into a 
ball), you can scroll through the wall opposite the door and scroll through 
the rooms leading away from the door, but you will be invisible. Once you 
hit a scroll stop, Samus will emerge (it will take maneuvering in many cases 
to make her appear since she is trapped beyond a wall or floor and needs to 
move through it to be seen)






~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Section 4. What are Hidden Worlds?
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

First off, let me begin by saying that Secret Worlds and Hidden Worlds 
are the same thing. Some people call them Secret Worlds, I call them Hidden 
Worlds (as do a few other pages). Hidden Worlds are sections of an area 
that lie beyond the known boundaries of that area. They are accessible 
on the NES cartridge, but are MUCH easier to access on an emulator with a 
ROM of the game where you can input the codes that make getting around 
easier and save the game anywhere so if you get trapped, you can start up 
near where you left off.  
All enemies in the game are in the Hidden Worlds except for functional 
Zeebetite (they're frozen), functional Mother Brains (they're frozen), and 
Rinkas. Metroids are in there. Also missing are Memu and Mella, but Mellow 
is in the game. I have no explanation why those little M-enemies are not in 
Hidden Worlds. Enemies occur with the same distribution as they do in the 
prime area. Certain enemies and numbers of enemies are assigned to a room 
and will appear in that room. In some cases, rooms will appear with no 
enemies. 

Hidden Worlds have an interesting origin. They can be said to have 
'spontaneously arose' from the game's programming. They are not secret 
areas in the game deliberately put there by programmers, nor are they areas 
they were working on but left unfinished. The way they are arranged should 
make that clear. They are pieced together like a frankenstein. We can also 
prove this by looking at the game's code. The Hidden Worlds are accessibly 
only by a glitch, and glitches are not intentional, therefore if an area 
is only accessible by a glitch, it is not intentional. These areas are 
self-generated by the game, which is operating in accordance with its 
operating parameters.  
Every videogame created only operates by the parameters laid out for it. 
Those are its "laws of physics". In most games, if this were possible, 
the game would crash, but not in Metroid. Here, a section of the game 
more vast than the regular game is accessible. The full technical summary 
as to how the Hidden Worlds are generated is in one of the links in 
Section 9. The Hidden Worlds take up a grand sum of 0 bytes. How's that 
for weird? Yes, the data they derive from takes up many bytes, but they 
take up no inherent space. They are a function produced by a glitch that 
overlays room data in areas you should not be able to access from the area 
you are in with the room data from that area. The Hidden Worlds make up 77% 
of true Zebes map while the prime area explored in the normal game is 
only 23% of true Zebes. I'm surprised no NES programmers utilized this 
structural arrangement for a game to get far more out of NES cartridges 
than their programming limits allow. The Metroid game itself is only 128kb. 
If the Hidden Worlds, which exist and take up 0kb due to how they are 
categorized by the game's operating parameters, were to take up actual in 
game space, the Metroid game would be 556.5kb. The largest NES games are 
512kb (and many early SNES games are 1.0mb). For an early NES game, 
that's amazing. 428.5kb of the game takes up 0kb in actuality. Like I 
said, the parallelism of game area is a good way of getting the most out 
of a limited about of space. All it takes is coordination. In Metroid's 
case, just making sure all file #s of a certain # match up as horizontal or 
vertical or have a door on certain sides. In technical terms, the Hidden 
Worlds are valid map data, but invalid map locations for that area, but 
not invalid for the primary map (the map of Zebes). 

Once their origin was uncovered, many people were disappointed. They 
felt because the Hidden Worlds were just a side effect and not something 
created with meaning, with purpose, that they were not worth exploring or 
looking into. They had really hoped the Hidden Worlds were some 
super-secret area put there for the 1% of elite Metroid players to find 
and traverse. My opinion of the Hidden Worlds differs from many others. 
To me they are an objet trouve, a "found object". That is an art term that 
refers to a natural object that is not originally intended as a piece of 
art, but which is considered to be artistic. The arches in Arches National 
Park in Utah could be considered an objet trouve. They are just rock 
formations, not created to be art, but they look very beautiful 
nonetheless. The Hidden Worlds were not designed to be a part of the game. 
Heck, they were not designed at all. They are self-generated; that is, 
generated by the game itself. The game didn't think to create it. It was 
generated as a result of the design parameters of Metroid and where there 
were design flaws. Just because it wasn't created doesn't make it any 
less special.



^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
Section 4-1. How to Access Hidden Worlds
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

Hidden Worlds are only accessible by the Door Jump Glitch (or trick)/ 
Wall-Door Glitch (or trick). It is a glitch where Samus can get stuck in 
the door and then use a rhythm of going back and forth between ball form 
and short jumps to rise up through walls and through ceilings to Secret 
Worlds. There are codes that replicate this function MUCH easier and 
which allow us to access areas not technically possible by the glitch, 
areas below the screens (since ball/jump combo doesn't work going down). 
In Section 9 there are links explaining the whole glitch and the codes I 
used to access the Hidden Worlds. I got around just fine. I tested some of 
the bottom codes and went to places where rooms could not be accessed 
in the Hidden Worlds, and even with the code, they could not be accessed. 

This is the set of codes I used:
SUPEAI- descend through the floor a little each time you shoot up
KAPGEI- jump in mid-air
EEXTTY- jump through ceilings
SSAEAI- travel freely through walls when you're a ball
SSPALI- get stuck in walls if shoot when falling down

Codes used by other people include:
TTXTTT- walk left through walls (does not work in Nesticle, but TTXTYT does)
SSXAEI- get stuck in walls (said to be useful)
KUSTIN- description says "standby if you get stuck in a wall"

These codes can be put on the NESticle emulator via going to CPU on the 
top bar, then Rom Patch on the menu and typing in the codes. Once input, 
press the toggle button to activate them. Some pages also list other codes, 
which are accessible in the links provided below. Other NES emulators 
should have the same ability to input these codes. 

Hidden Worlds are accessed through points of entry. These are usually 
found at the tops or bottoms of vertical shafts. Look at the Level Map. 
See where 2 colored sections meet. Those are points where you can 
access Hidden Worlds. Above every elevator room is also a good place to 
access Hidden Worlds. 


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Section 5. History of Hidden Worlds
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Hidden Worlds are known to exist in Metroid 1, Metroid II, & Metroid 
Prime, but have not yet been found in Super Metroid or Metroid Fusion. 
They also exist in the NES game The Guardian Legend. Once again, all of 
this information comes from online. It all began with the discovery of the 
Door Jump trick (AKA the Wall Jump trick), posted in Nintendo Fun Club 
Newsletter #3 (Fall 1987) (it preceded Nintendo Power). The Door Jump 
trick is used to access the Hidden Worlds. It was discovered that when this 
trick is used in certain sections, it leads to glitched sections. Note that 
Metroid was released in Japan in August 1986 & in America in July 1987.

A lengthy article dated 5/24/90 (it is online on Gamefaqs) talked about 
"hidden zones". It seemed to be posted on an online bulletin board, like 
one of the usenet boards before the world wide web came into existence 
(I read a book that makes a reference to communication online in the 1980s. 
It seems odd to those of us who were only kids in the '80s and '90s that 
online communication occurred before the development of the world wide web, 
but it's true). The article seems to not have been known about by those 
who would come later; it knew that the "undocumented territory" was vast 
and guessed that 35% of the total game was this hidden area, and mapped 
out "135 rooms in the hidden zone of hideout #2" (wrong, but a good 
start). The article thought the "hidden zones" were intentionally put 
there. It laid out the possibilities: a prank put in there by the 
programmers, designed for no purpose at all, or an area created with 
deliberate intent. The vibe the article gives is these locations were 
vague and mysterious, where less than 1% of players were able to access. 
Of course, there were no Game Genie codes to make everything easier. 
The article was written at the time when it had to be done the hard way. 
It was the first time the "trap doors" were documented as well as the 
"one way doors". It is the first to note the difficulty in exploring these 
regions and the strange scrolling behavior, door behavior, and the 
hazardous positioning of enemies (usually right by the door when you
enter the room). Comparing their map with my map, on Hideout #2 it 
mapped out most of the section that parallels Norfair, all of the vertical 
shaft on the right side of the center bridge in Brinstar and a tiny part of 
the section that parallels Brinstar. I would roughly put that at 40% of 
the total size of Hideout #2's Hidden World. In many ways, this article 
got farther than the people that would make an effort in 1997-1998.

A long time would pass before any more development would come. People were
preoccupied with Metroid II & Super Metroid, and the internet had to 
really take off and a NES emulator and Metroid ROM be developed before 
interest in Metroid and its unresolved mysteries would be picked up again. 
From Sept 1997 to Nov 1998, people searched for Hidden Worlds and 
posted the directions on a message board, along with some codes used to 
access it, and some details about those Hidden Worlds. The postings were 
grouped together on a page called the Great Secret Worlds Hunt. These 
people show no knowledge of the 1990 article (it probably wasn't posted 
on Gamefaqs until after 97/98 and it seems like an obscure article). They 
named some of the Hidden Worlds they found (Prinstar, among others), 
but I think that's pointless because when you map them out, you find that 
they are all connected, so naming parts is irrelevant. Reading their 
postings, I could see they did not know the true extent to the Hidden 
Worlds and had some trouble getting deeper into them. The parts they 
explored are directly adjacent to the points of entry or are shortcuts 
through areas themselves. They think there are many Hidden Worlds. 
In reality, there are only 5. At this point, the origin of Hidden Worlds is 
unknown, with evidence pointing towards it being a glitch, not intentional. 
By the way they word things, they seem to try and say "it is real, it 
is real" as if the existence of the Hidden Worlds isn't entirely proven. In 
the Great Secret Worlds Hunt, many of the key codes needed to explore 
far were found. Pocket Brinstar is referenced (11/15/97 posting). During 
March 1998, some tried to map the Hidden Worlds and the posters began 
to realize some of these Hidden Worlds are connected. They did not have 
the Level Map to put 2 and 2 together. In July 1998, the larger Hidden 
World in Tourian is discovered. In August 1998 through November 1998, 
the details behind the origin of the Hidden Worlds are finally understood, 
with the key proof coming in Oct 1998. Bizarro-Norfair was discovered 
in Nov 1998 from what I can tell. By late 1998, the "it is real, it is 
real" talk disappears as the mechanism from which the Hidden Worlds 
are created was uncovered.

After 1998, some websites existed with partial maps of the Hidden Worlds 
and explanations of the mechanics of the ones in both Metroid 1 & 2, like 
talk of "shadow worlds", which parallel the real world (in fact they 
are the prime area of the game, except they are reached through Hidden 
World means [i.e. shortcuts]). Sadly, many of the websites would only 
be around for that small interval in the late 90s/early 00s and only 
remain as broken links, their knowledge lost. I have tried to find them 
again, to post the links in this article, but could not. They were around 
from 2000-2002, because I remember seeing them. 


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Section 6. Properties of Hidden Worlds
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
Section 6-1. Game Design Properties
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

Most of the properties of the prime areas are well known to people, but I 
will reiterate a few here that have to do with understanding properties of 
the Hidden Worlds.

When Samus dies in one of the 5 areas, no matter where she is in the 
prime area, she revives in the elevator room of that area or in the case 
of Brinstar the starting room. 


Doors are the same color on both sides. Scrolling through walls in the 
prime areas reveals this. Red bubble doors are on both sides of a Chozo 
statue room. When you fire 5 missiles at it, you permanently open both 
sides of the door. The same applies for yellow or purple doors. 

Lava does not hurt because it is programmed to damage you. All lava in 
the game is an illusion. Some "false lava" allows you to stand upon it, but 
all other lava is not solid. When you traverse Hidden Worlds or go 
through the ceiling or floor of bridge rooms & the elevator rooms where 
the elevator goes down, you will find that the bottom of the screen and 
the top of the screen, albeit black, acts as lava, sounding like it and 
damaging you in the same manner. Lava hurts because it is at the bottom 
of the screen and there is no floor beneath it. Lava does not hurt you, 
the edge of the screen does. The same applies for the top of the screen 
where there is no ceiling and no room above it. 

As a consequence of the game's design. It is impossible to find 2 
horizontal shafts next to each other because every time Samus goes 
through a door, the game must switch to the opposite scrolling type. 
Look at the map, there are no 2 horizontal corridors back to back and 
there are no 2 vertical shafts back to back. The one exception is special 
rooms, like item rooms. 

A vital piece of info is that elevators create disjunctions in the game. 
They break out of one system of data and into the other, meaning the 
graphical templates will be different even though they have the same 
file name. You can see the jump as you are about halfway down the 
elevator shaft. To go up without an elevator, you will find data arranged 
in the same form as the other regions (so going above Hideout II, you 
will find an extension of Hideout II arranged exactly like Norfair). 
Thus, each region is self contained. 


^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
Section 6-2. Hidden World Properties
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

Hidden Worlds have numerous properties that are far different from those 
encountered in the prime areas of the game. Many of them have terms to 
define them in the glossary (Section 3).


Scrolling is a simple property of the game that becomes incredibly bizarre 
in the Hidden Worlds. In no case can you scroll beyond a bubble door, 
and scrolling stops at walls, at least it does in the prime areas. Here, 
you will see you can scroll past the walls of rooms beyond the room you 
are in. Scroll Stops are only programmed in with most bubble doors in 
horizontal shafts. You will notice traveling vertically is much easier than 
traveling horizontally through Hidden Worlds. It is because of scroll 
stops that are inherent in the room data for the file # of the screen 
you are on if it is a horizontal room. Rooms that border FF rooms have 
scroll stops in the data. Many horizontal rooms have scroll stops where 
a door is at because the programmers didn't want the player to see what 
is beyond the door.  
Scroll stops for rooms are only in effect if the room with the stop is 
approached from the opposite direction as the door. For example, if a 
room has a door on the left side (and a scroll stop is there), if you 
approach the room from the right, the screen should stop scrolling at 
the point of that door. If you approach the same room from the left, 
you will be able to scroll past the scroll stop (so long as the room 
directly to the left of that room does not have a scroll stop at the right 
edge of it), but if you try to backtrack, in most cases, the scroll stop 
will kick in. That's a part of the idea of directionality. More on 
that in a second. 

Directionality is one of the most unique features of the Hidden Worlds. 
In the prime areas, everything is bi-directional. You can always go 
forwards & backwards, back & forth through doors, but in Hidden Worlds, 
that isn't possible. Rooms can only be accessed from certain directions. 
This is the reason why for any Hidden World maps to be accurate, they 
must have arrows. Some rooms can only be approached from one side, say 
the left, and can only be approached from the right if you come in from the 
left, go past the room, then backtrack back to the room. Backtracking is 
always present in the prime areas, and here, backtracking only occurs 
up to a scroll stop (see above paragraph). Also, some rooms can only 
be accessed horizontally, and some only vertically. At a certain room, 
for example, you may be able to transit through it vertically, but unable 
to access the rooms to the left or right of it even though those rooms are 
accessible just because of directionality and the fact that there are no 
bubble doors to allow a switch from horizontal to vertical. Because of 
directionality, some points of return exist. Those are areas where you 
can return to the Prime Area from the Hidden World but cannot enter the 
Hidden World from the Prime Area originally. On the points of return. 
Just like shortcuts, the areas of the Prime Area accessed may not have 
normal scrolling and thus limit mobility, even after going through a 
bubble door. On the matter of directionality, there are multiple approach 
vectors with most doors. For example, take a door approached horizontally 
from say, the left. You can continue scrolling left to right and go past 
the next room, exploring beyond it, or you can go through the door from 
the left room to the right room to explore the rooms above or below it or 
you can roll through the wall and go back through the door and explore 
the rooms above & below the left room. If you can think like that for 
navigation, then you understand the Hidden Worlds' directionality. 

On the subject of scrolling. There are also scroll warps. This property 
can be seen in the Prime Area utilizing the given codes as well. It is 
where you go through the wall opposite a door (for reference, we'll say 
the door is on the right), you will come out on the far side of the room 
past that door (the right side of the room past the right door). You will 
not switch scrolling, and can scroll beyond the side from which you 
emerged, if there is no scroll stop there. 

The bubble doors of the Hidden Worlds take on some very bizarre properties. 
One of the most bizarre are the one-way doors. They are doors where you 
can enter through them but not exit back through them. All doors in the 
prime areas are two-way doors. These doors only occur when changing over 
from horizontal scrolling to vertical scrolling. Once you pass through 
them, you will see the bubble part of a door, but not the gridwork part of 
a door. It will be a blue bubble or red bubble suspended in the air. Once 
you scroll up or down, the floating bubble will vanish. Every door in a 
horizontal room passed through will be a one-way door unless the room 
that will have vertical scrolling on the other side of that door has a door 
on the side the horizontal room's door leads to. There are also trap doors. 
They can be found in the Prime Areas, but only in some of the secret rooms. 
They are doors that lead nowhere. They open up, but they swallow you. 
You can hear Samus on the other side, but you cannot see her or get her 
back on the screen. In the cases where a trap door located in a horizontal 
corridor with rooms past the wall opposite the door, you can scroll 
invisibly along the bottom, albeit encountering resistance, until you 
reach a scroll stop, whereby you will emerge. The same applies for some 
doors in vertical shafts, which allow you to scroll up or down invisibly 
until you reach a scroll stop. Some doors will swallow you and not allow 
you to budge anywhere. When encountering resistance, movement is easier 
as a ball. When the screen stops scrolling, Samus will still not be seen. 
Often, she will be just past the wall, jump around, fire your beam and roll 
into a ball, and she'll eventually emerge. There are also invisible doors. 
Technically, they aren't doors. There is an artificial scroll stop in place 
which can be breached by jumping through the border of where the scrolling 
stops. They tend to be found in the blue-pipe rooms (the ones in Brinstar 
that lead to the Chozo statues). I don't know why the game does this, and 
cannot remember any specific locations where this occurs, but basically, 
invisible doors are located on false walls. They are scroll stops that 
do not have a door associated with them and once you go through, you 
can scroll back and scroll forward as if there never was a scroll stop. 
Going through the invisible door does not allow for switching between 
horizontal to vertical, just to continue scrolling in the direction you are 
going in. Ah, one case that is analogous (but not exact) is the 2nd point 
of entry for the Tourian Hidden World. There is no door, but you can 
press through and continue scrolling horizontally, but there is the switch 
from a horizontal shaft to a vertical one. One final point with doors, if 
you go through the floor and try and rise up through the ball-to-jump 
technique to move sideways and up to reach the door from underneath and 
scroll through the door, if you enter at a certain position, you will see 
Samus atomized. There is a point, near where the bubble meets the grid 
part where if entered, causes instant death. Yes, this position, if touched 
(only the case when the door is closed), will wipe out all your life, 
regardless of how many filled energy tanks you have. I don't know why, 
but if you want to see it for yourself, mess around the door from below 
(or above). You'll see it.

Another property of Hidden Worlds is resistance. Sometimes there is a 
difficulty that is encountered when trying to access different rooms. You 
often run across this when scroll warps are involved or attempted and 
you're invisible for some time and having to struggle to press on in one 
direction to get to the scroll stop where Samus will become visible again. 
Since you are below the screen, you are in the damaging nothingness, 
which sounds & functions like lava. Progress is slow here, and when the 
scroll stop is reached, it takes a lot of effort to get Samus visible 
again. It is also encountered when trying to escape from trap doors. Some 
rooms and sets of rooms can only be reached through resistance. Sometimes, 
when encountering resistance, a room that can normally be passed through 
becomes a dead end. Often, as I said, going through scroll warps and trap 
doors, you will be allowed to enter a room, but not exit the way you came, 
and the room has no doors. The room has become a dead end, from 
which there is no escape. Only reset or going back to a previous save 
state can allow you to emerge.

Because of the layout, not every room in the Hidden World is accessible. 
In theory, the glitch affects every room and allows data to be summoned 
for every room coordinates in all 5 areas, but in reality, many are not 
accessible due to directionality & scroll stops. In order to access rooms, 
there needs to be doors at junctions. Some rooms have limited angles of 
approach, like the vertical shaft that leads from the bright green block 
area to the corridor with Varia at the end due north on the map. In order 
to access one of those rooms, there needs to be a doorway in the vertical 
shaft (the long golden vertical shaft in Brinstar) or one in any of the 
rooms directly below the Varia corridor and then a doorway that allows 
for horizontal access in the rooms filled by the Varia corridor and no 
scroll stops. The extent the Hidden Worlds can be explored is limited 
by doorways at junctions as well as scroll stops impeding horizontal travel.

In the Tourian Hidden World, you will find a complete lack of Rinka, a 
number of Zeebetites & Mother Brains, but both of the last two enemies 
will be frozen. You can fire 200+ missiles at the Zeebetites and they will 
not shrink down. With the numerous Mother Brain copies that exist in 
the Hidden World, it cannot register damage. Only the 1st missile has 
any effect, and that removes the glass in front of the brain jar. None of 
the turrets work either (but Metroids swarm through the Hidden World). 
This leads to the suspicion that only their image is in the room data, and 
the program data that makes them active (i.e. the Zeebetites regenerative 
capacity & capacity to receive damage, the turrets working, Rinka being 
spawned, and Mother Brain's brain pulsating) is assigned to the specific 
coordinates. And, the program data only works if the room data is also 
there (room data + program data= functional MB & Zeebetites), either 
one alone is not enough. That's my theory. Consider Mother Brain & the 
Zeebetites as being invisible enemies. If you encounter their vessels 
(the tubes and the jar) outside of their assigned coordinates, all those 
will be are empty shells. The program data can be there, but the 
coordinates are the connection that allows them to express their program. 
Technically, they might be able to exist outside those rooms, but they 
would just be invisible enemies in that room unable to interact with Samus. 

In every instance in the Prime Areas, all the tops of the screens are 
covered with ceilings and all the bottoms with floors or lavas. Even in 
Chozo rooms, bridge rooms, and elevator rooms, the bottoms cannot be 
accessed despite the floors being up so high or ceilings down so low. 
Here, there is no such consistency, where a room at the top of a vertical 
shaft may not have a ceiling and a room at the bottom of a vertical shaft 
may not have a floor. The same applies for horizontal corridors at the 
ends lacking walls. So, you can jump up into damaging nothingness or 
down into damaging nothingness. The same applies for normally vertical 
rooms being in a horizontal position, meaning going above the visible top 
edge or below the visible bottom edge has the same effect as being in 
normal lava. And speaking of lava, you'll find that most lava in the 
Hidden Worlds doesn't do any damage!

Junk rooms are among the cooler features of the Hidden Worlds. They are 
messes of jibberish in most, but not all, cases. There are thus 2 
categories of junk rooms, those that are total junk and those that are 
normal, but are never used in the game. The normal ones that are never 
used have enemies programmed in with them, but the total junk ones have 
no enemies programmed with them. Some of the junk rooms (even the total 
junk ones) have doorways in them, well, fragments of doorways. Those 
doorways allow for scrolling even despite being a mere fragment. 

Because of the bizarre positioning of doors and rooms, often, you will go 
through a door and find enemies right upon you. In Tourian this is 
especially difficult as often metroids are just beyond that door or wall. 
For this reason, it is recommended to explore Hidden Worlds when you 
have a lot of energy/energy tanks.

The same property of reviving in the elevator room occurs throughout 
Hidden Worlds. Let's say you are in Norfair's Hidden World and are in the 
section that parallels Kraid's Hideout, if Samus dies there, she will 
revive in the elevator room in Norfair Prime. This property is what proves 
Bizarro-Norfair is a part of Norfair (see Section 7). No matter how far you 
are away from the prime area, you will always revive there. 

There are numerous metroids in Tourian Hidden World, if you run into 
nothingness on the left or right or jump into nothingness at the top or 
bottom and have the metroids on you draining energy, their energy drain 
will stop. If you are scrolling offscreen up or down, they will disappear 
when you emerge. 

Now from the general to the specific. There are numerous copies of 
Ridley & Kraid in the Hidden Worlds. They only appear in there if the 
original version is still in existence. I wondered if a copy of Ridley or 
Kraid were killed, would all disappear as if they were the original or 
would you be able to fight infinite copies so long as the original still 
existed? So, I went into the Hidden World and fought a copy of Ridley. 
When I defeated it, the 75 missile prize was received. None of the other 
copies were around and the original was gone too. That means all of 
the copies have just as much legitimacy as the original Ridley or Kraid. 
All disappear when one is defeated, regardless whether original or copy 
or its coordinates. 

All Chozo statues in the Hidden Worlds hold empty orbs. Thus, their items 
must be assigned to specific coordinates, not the room in general. The same 
applies for missiles and energy tanks. The screens they are located on only 
have them in the prime area. All the same exact rooms in the Hidden 
Worlds are empty.

In the case of Norfair, the color of Norfair Hidden World depends on the 
color of the point of entry. No color shifts occur within Norfair Hidden 
World. The same principle applies to shortcuts in Norfair Prime. You will 
notice with those that when you cross from purple areas to green, the areas 
that should be green are purple and when you cross from green areas to 
purple, the areas that should be purple are green. Most of the Hidden 
World appears purple because most of the points of entry are purple. The 
area known as Bizarro-Norfair, if accessed the long way (traversing from 
the point of entry at Norfair Prime all the way to it) it appears purple, 
but if accessed the short way (taking the elevator sequence from Kraid's 
Hideout Prime), it appears green, which is assumed to be its primary 
color. In the case of Brinstar, the whole column of rooms where there 
is the one bridge room between the blue-green and gold shafts in Brinstar 
acts as the divider between where in the Hidden World is gold and where 
is blue-green. Basically, the sections of Brinstar Hidden World that 
parallel Kraid's Hideout are blue-green and the sections that parallel 
Norfair & Ridley's Hideout are gold.





~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Section 7. Hidden Worlds
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

There are 5 Hidden Worlds in the game. Each one underlies or parallels the 
rest of Zebes beyond the prime area of that Hidden World. They are mostly 
copy & pastes of rooms from the prime area all over the Zebes map, but 
there are a number of junk rooms and rooms with different color palettes.



****************************
Section 7-1. Brinstar Hidden World
****************************

Brinstar Hidden World is 341 rooms large. It parallels all of Norfair, 
all of Ridley's Hideout except a single room, most of Kraid's Hideout 
and none of Tourian. I have tried to access Tourian from all the points it 
touches Brinstar, but none of the screens allowed entry to the coordinates 
belonging to Tourian. It has 4 points of entry and 1 point of return. Many 
Chozo statue rooms are here, but they all hold empty orbs. I checked by 
accessing these screens from starting a new game with no equipment, 
not even the Long Beam. Like with Mother Brain, though the Chozo room 
may be in numerous places, the item is only assigned to coordinates in 
Brinstar Prime. 

There are many rooms with new colors in Brinstar Hidden 
World. That is because Brinstar has two color palettes for the same rooms. 
The bridge room connecting both halves of Brinstar is the dividing line. 
Everything to the left will look blue-green, and the bright green block 
rooms found in northern Brinstar as corridors appear as dark blue block 
rooms. Everything to the right will look golden. This area includes 
different colored entry rooms to Kraid's Hideout (the one with the monster 
statue), which here appears as a red-eyed golden statue not a blue eyed 
turquoise statue! Brinstar Hidden World has the most unique batch 
of rooms with different color palettes. Among the more interesting parts 
are the horizontal pipes with the holes running the length of 3 rooms. 

There are a handful of rooms with the Kraid & Ridley statues as well. 
There are no garbled junk rooms as far as I can tell. Only one does not 
appear in any form or color in Brinstar, some room with a blue orb on 
white metal poles over some lava. The coolest looking rooms are the 
gold version of the screen you start the game on, the gold version of the 
door to the Kraid & Ridley statue room, and the gold version of the 
elevator room to Kraid's Hideout. 

****Section 7-1A. Pocket Brinstar****

In regular Norfair, if you go up, you'll go through a red elevator shaft 
screen and see a ground level purple bubble-rock room with a left door, 
but they'll be an elevator there! It only goes up. Above that room without 
riding the elevator is the purple bubble-rock room with a right door, red 
collapsible blocks and 2 red balloon blocks. If you take the elevator up, 
you won't be in an elevator shaft, you'll scroll up to the room with the 
balloon & collapsible blocks, but it will swap palettes to look like 
Brinstar, except look like nothing else ever seen in the game! The right 
door is there, but inaccessible (as the elevator scrolls up and you cannot 
go back down below where the elevator stops). The room now has green 
bubble blocks and green collapsible blocks with strange looking gold 
walls. When the elevator stops, you'll be in a golden Brinstar shaft room 
with a left door. You cannot move up or down. The only explorable part 
is the Chozo statue path that leads to the Ice Beam and the empty shaft 
past that. Once you pass back through the door, the elevator will be gone 
and it will be normal Brinstar. 

This is not really a Bizarro-Brinstar, just a Pocket Brinstar, exactly like 
normal Brinstar, but limited until you go back to the elevator room, 
which becomes the normal room and allows for up-down scrolling again. 
If you take the Pocket Brinstar elevator down, there is no elevator shaft, 
only a screen filled with golden pipes and rocks. That golden rock room 
shifts to a Norfair palette and the screen will be filled with purple 
bubbles, and the elevator stops in the exact same room in Norfair Hidden 
World you took up to Pocket Norfair. Go up from that screen and you will 
find the same 2 red balloon blocks room, not the screen filled with purple 
bubbles. These bizarro-elevators (this one and the other one that leads to 
Bizarro-Norfair) only operate in this strange manner if you don't leave 
the screen they are on. If you leave either room and return to it, the 
elevators will either disappear or be back to normal. In sum, Pocket 
Brinstar is just a truncated section of Brinstar temporarily cut off from 
the rest of Brinstar due to the method of entry. It is only 5 screens in 
size.


*************************
Section 7-2. Norfair Hidden World
**************************

Norfair Hidden World is 312 rooms large. It parallels most of Brinstar, 
most of Ridley's Hideout, all of Kraid's Hideout except 2 rooms, and 
about half of Tourian. It has 7 points of entry... 8 if you count the 
bizarro-elevator that transits from Kraid's Hidden World to some border 
zone area in Brinstar (technically it is Brinstar Prime, but it has the 
wrong room data) then reroutes you to Bizarro-Norfair. 

There are a number of Chozo statue rooms with empty orbs. Among the more 
interesting sections is a shaft with a string of 4 the rooms resembling the 
elevator room to Ridley's Hideout (the one with the two headed statue). 
Some who know a little about Hidden Worlds will bring up the subject of 
Bizarro-Norfair. The short answer is no, it is not separate from Norfair 
Hidden World. Read on for the long answer. What color is Norfair Hidden 
World? Depends on your point of entry. What color is Norfair Prime? 
Depends on if you return through a point of entry or take shortcuts 
inside of Norfair.

@@@@@@@@@@@@@@@@@@@@@@
Section 7-2A. Bizarro-Norfair
@@@@@@@@@@@@@@@@@@@@@@

When mapping out the Norfair Hidden World, I discovered the true nature 
of Bizarro-Norfair. Bizarro-Norfair is not "another" hidden Norfair, it is 
one and the same as the Norfair Hidden World. Bizarro-Norfair is the most 
remote region of Norfair Hidden World, with the strangest and farthest 
entry point. The elevator to Bizarro-Norfair is in effect the 
'second entrance' to Norfair Hidden World. When exploring the Norfair 
Hidden World, if you head out far enough, to the region that parallels 
Kraid's Hideout, you will find that it resembles exactly Bizarro-Norfair 
except for the color. The color difference is due to the direction of 
approach. Depending on the color of the many points of entry you can 
enter from, the Hidden World will be either purple or green. Most points 
of entry are purple, so most of the Hidden World will appear purple. 
The only way to reach the Bizarro-Norfair section is through a purple 
point of entry, and thus when you arrive it will be purple. For some 
reason, taking that bizarro-elevator results in Bizarro-Norfair being 
the green color it is well known for. Bizarro-Norfair is the southwest 
region of the Norfair Hidden World. This explains why Samus revives 
in regular Norfair if she dies in Bizarro-Norfair. Like any area, if Samus 
dies, she is revived at the elevator room of that area, no matter how far 
away she is from there. 

Getting to Bizarro-Norfair is rather complex to explain. Here is the 
sequence of rooms. From Kraid's Hideout Prime in the elevator room 
(the one with the white H in the center of the screen). Go up, and there 
will be a yellow colored elevator shaft. Above that is a room with 3 
Sidehoppers and a Geega pipe. That elevator only goes one way, up. 
The elevator goes up but reappears on a screen that looks identical to 
the 3 Sidehoppers room except it uses Brinstar sprites to construct it & 
has a Zeb pipe. That elevator now goes only one way, down. Take it down 
and you will see an elevator shaft screen. The color of the elevator shaft 
should switch from yellow to red, and then you land in the elevator room 
for Norfair, with the 2 strange statues, except instead of being made of 
purple rock, it's made of green rock. If you go above the Bizarro-Norfair 
elevator room, you will go up past a red elevator shaft screen and land in 
a purple fuzzy-block room with a Polyp & a Geruda. There is no elevator 
in that room. The strange thing is, when you take the elevator up from 
Kraid's Hideout Hidden World to Brinstar Hidden World, if you move 
offscreen by entirely one from (i.e. go right one whole screen so the weird 
Brinstar elevator room is offscreen), then go back, the room will no 
longer be the Zeb pipe room, but look exactly like the normal Brinstar to 
Kraid's Hideout elevator room. If you go down the elevator then, you'll 
arrive in normal Kraid's Hideout! The layout of Bizarro-Norfair parallels 
Kraid's Hideout.

In the Hidden Worlds of Tourian, Ridley's Hideout and elsewhere in Kraid's 
Hideout, there are no other elevators. This elevator here is the only 
elevator in the Hidden Worlds. All the others are in the Prime areas, all 
except for this one and the one just above the elevator shaft at Norfair 
Prime's entrance. Note that for both Hidden World elevators, if you get 
hit by an enemy when moving up or down on the elevator, you'll receive 
a huge amount of damage, somewhere between half a tank and a whole tank.


*********************************
Section 7-3. Kraid's Hideout Hidden World
***********************************

Kraid's Hideout Hidden World is 396 rooms large, making it the largest of 
all 5 hidden worlds. It parallels all of Norfair, all of Ridley's Hideout 
except 4 rooms, all of Brinstar except 3 rooms, and about 2/3 of Tourian. 
There are 2 points of entry. In here reside 8 Fake Kraids & 6 Kraids. Yes, 
it is possible to see Kraid & Fake Kraid back to back if Kraid has not 
been defeated in his prime room (in theory, I visited there after defeating 
Kraid. The location where they are back to back is the FAR southeast 
corner of the Hidden World). There are 2 other rooms where they are back 
to back, but because of scrolling and directionality they are not visible. 
The only time they can be visible is when the Fake Kraid room is on the 
left and the Kraid room on the right. There are quite a few junk rooms 
in the section that parallels Norfair, just a handful in the section 
that parallels Ridley's Hideout, and only a few in the section that 
parallels Brinstar. The bridge rooms that appear in Brinstar & Norfair 
(which do not have a counterpart in Kraid's Hideout) appear in the Hidden 
World here perfectly intact. There are 3 of them. Other interesting 
features are a shaft comprised almost entirely of those rooms where 
normally Samus has to be in ball form and to use timing to get over the 
wall. There is also a shaft filled with the rooms with lava pits and 
hordes of Geega flies coming at you. The primary feature of Kraid's 
Hideout Hidden World that is weird is the elevator that leads to Brinstar 
Hidden World (where you can go to the hidden world by going to the 
right and go back to Brinstar prime by going left) and which leads back 
down to the Bizarro-Norfair section of Norfair Hidden World. That 
elevator is located directly above the elevator room in Kraid's Hideout 
Prime.


*************************************
Section 7-4. Ridley's Hideout Hidden World
*************************************

Ridley's Hideout Hidden World is 372 rooms large. It parallels all of 
Norfair, about a quarter of Tourian, all of Kraid's Hideout except 2 
rooms, and all of Brinstar except the Long Beam passage, a few of the 
other Chozo room passages, and the passage to the statue room by the 
Tourian elevator, along with most of the starting passage in Brinstar. 
There are 3 points on entry & even one point of return. In here reside 
7 Ridleys. This Hidden World contains a fair amount of junk rooms. 
Other than that, there's not much that stands out other than it is a very 
labyrinthine place.


*********************************
Section 7-5. Tourian Hidden World
**********************************

Tourian Hidden World is 299 rooms large. It parallels all of Ridley's 
Hideout, about half of Brinstar, only a small part of Kraid's Hideout 
and all of Norfair except the NE section. There are only 2 points of 
entry, above the elevator room, and opposite the left door at the top 
of the second vertical shaft. In here are 14 Mother Brains, but they 
cannot be fought. Only the glass can be blown off their container. The 
Zeebetites are the same way, frozen (along with the turrets). No Rinkas 
are in the Hidden World. I think those enemies are classified as part of 
the actual room and are only programmed to manifest in certain coordinates 
(those inside Tourian Prime), which explains why they are frozen, inactive. 

This Hidden World contains more junk rooms than any other. This is due to 
the small # of rooms created for Tourian, leaving a lot of number files 
blank in there, resulting in junk for the other areas. While there are 
only a handful of junk rooms in the section that parallels Brinstar, almost 
all of the sections that parallel Norfair & Ridley's Hideout are junk! All 
the junk rooms make this the bizarrest Hidden World and the most difficult 
to navigate. There is one weird element, there are "normal" rooms not 
found in Tourian Prime, a white bridge room. There are 3 of these and 
they look exactly like (except in color) the bridge room that connects the 
green Brinstar shaft to the gold Brinstar shaft. Also, as far as I can 
tell, the available rooms that would be aligned with the upper right 
section of Norfair that juts above the rest are not accessible due to the 
way the junk rooms needed to access that shaft of rooms scrolls. Tourian 
Hidden World is loaded with swarms of Metroids though, far more than 
are in Tourian Prime. 

It should be noted Tourian Hidden World has a third point of entry. 
At the bottom of the 2nd vertical shaft, you can roll through the wall and 
press on into a room (but you are ambushed by 3 Metroids on the other 
side of the wall immediately). You can then scroll up and down if you 
run into the nothingness on the right and then jump up all the way to the 
top of the Hidden World shaft, at which time you will emerge when you 
hit the scroll stop at the top of it. This point of entry is closed off 
permanently if you blast open the door at the bottom of that shaft on the 
left side. Strange but true. None of the middle rooms in that 2nd shaft 
allow for access to the rooms next to them that parallel Brinstar.




~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Section 8. Statistics & Data
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Here are the total number of rooms in each area of the normal game, the 
prime areas.
Brinstar Prime- 130 rooms
Norfair Prime- 157 (counting elevator shaft room), 161 (counting the 4 
secret rooms)
Kraid's Hideout Prime- 100 rooms (counting elevator shaft room)
Ridley's Hideout Prime- 87 rooms (counting elevator shaft room)
Tourian Prime- 33 rooms (counting elevator shaft room)
TOTAL-   503 (w/o counting elevator shaft rooms)
                507 (w/ counting elevator shaft rooms)
                511 (w/ counting elevator shaft rooms and hidden rooms)



Out of a total grid of 1024 squares, 511 are programmed for something 
while 513 are programmed for nothing (the FF squares). So, in total the 
programmed area of the game constitutes 49.9% of the total grid and the 
unprogrammed area 50.1%. Of the total programmed area, the percent 
each area takes up is as follows: 
Brinstar 25%
Norfair 31.5%
Kraid's Hideout 20%
Ridley's Hideout 17%
Tourian 6.5%

Let us now look at the size of the Hidden Worlds. Note that the elevator 
shaft room is counted as a part of the prime section for one area and part 
of the hidden world section for the other area. 
Brinstar Hidden World- 341 rooms (262% larger than Brinstar Prime)
Norfair Hidden World- 312 rooms (194% larger than Norfair Prime)
Kraid's Hideout Hidden World- 396 rooms (396% larger than Kraid's Hideout 
Prime)
Ridley's Hideout Hidden World- 372 rooms (428% larger than Ridley's Hideout 
Prime)
Tourian Hidden World- 299 rooms (906% larger than Tourian Prime)
TOTAL- 1720

Now let's add everything together. This will show us the true size of 
Zebes and the true size of each area.
Brinstar Area (BP + BHW)- 471 rooms
Norfair Area (NP + NHW)- 473 rooms
Kraid's Hideout Area (KHP + KHHW)- 496 rooms
Ridley's Hideout Area (RHP + RHHW)- 459 rooms
Tourian Area (TP + THW)- 332 rooms
TOTAL- 2231

That means true Zebes has 2231 rooms. The game is only programmed to 
hold 1024 rooms and has only 511 actual rooms. That is over 4 times more 
than the actual rooms & over 2 times more than the total possible 
programmable area. 77% of the true Zebes are hidden worlds and 23% are 
prime areas. That 77% has a total size of 0 bytes. Simply amazing. 

Just as a complement to the percent each area took up among the primes, 
here is the percent taken up by each composite area (prime + hidden world). 
In parentheses are the deviation from the original percentage statistics.
Brinstar 21% (-4%)
Norfair 21% (-10.5%)
Kraid's Hideout 22.5% (+2.5%)
Ridley's Hideout 20.5% (+3.5%)
Tourian 15% (+8.5%)



~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Section 9. Credits/Sources
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Here are a bunch of links on the Secret Worlds. These are the places I 
got my information from that deal with the mechanics of the Hidden Worlds. 
All the technical information behind the design of the game is on those 
pages. I disagree with the disappointment expressed by those who have 
figured out that the Hidden Worlds were not put there intentionally by 
the programmers, only being a side effect generated by the design of the 
game's structural framework. They say finding out the true origin of the 
Hidden Worlds has "crushed their dreams". The fact that the Hidden 
Worlds are so vast compared to the size of the regular game AND that they 
are a glitch that spontaneously arises from the game, not something put 
there by a person, makes it more amazing in my eyes. The best summation 
of the origin of Hidden Worlds is in the 3rd sub-link to the first link, 
under a posting by Zaphod dated 8/2/98.

http://www.classicgaming.com/mdb/m1/secretworlds.htm
                http://www.classicgaming.com/mdb/m1/lvldata.htm
                http://www.classicgaming.com/mdb/m1/met-map.txt
                http://www.classicgaming.com/mdb/m1/gswh.htm
http://db.gamefaqs.com/console/nes/file/metroid.txt
http://www.classicgaming.com/mdb/m1/tips.htm

There was a really good website, but the links to it are broken. It 
had partial maps. It existed in 2002, but did not in 2003



~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Section 10. Notes
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

I am really bad with checking e-mails. It may (it will) take me a while to 
respond to e-mails in most cases. I provided information on the Wall Jump 
Trick and links to sources of information. The links should answer all the 
technical details that I don't get into here

It would be cool if someone could take this work and put together a map 
with pictures. Specifically, I mean have the same table of room numbers 
from 00-2E and show the 5 variants for each number, including junk rooms. 
Someone can make the maps from these rooms (though only I have the 
handdrawn maps which document which screens are inaccessible due to 
the Hidden Worlds' properties and all the arrows indicating directions of 
access to each screen).