We have been working to mitigateongoing DDoS attacks. Thank you for your patience.
Please consider supporting us onPatreon.
This article has a talk page!

Metroid Prime

From The Cutting Room Floor
Jump to navigationJump to search

Title Screen

Metroid Prime

Developer:Retro Studios[1]
Publishers:Nintendo[1] (Non-KR),Daiwon C&A[2] (KR)
Platform:GameCube
Released in JP: February 28, 2003[3]
Released in US: November 18, 2002[4]
Released in CA: November 18, 2002[5]
Released in MX: November 18, 2002[6]
Released in EU: March 21, 2003[7][8]
Released in AU: April 3, 2003[9]
Released in KR: February 14, 2003[2]
Released in BR: November 18, 2002[10]


GraphicsIcon.png This game hasunused graphics.
ModelsIcon.png This game hasunused models.
ItemsIcon.png This game hasunused items.
MusicIcon.png This game hasunused music.
SoundIcon.png This game hasunused sounds.
TextIcon.png This game hasunused text.
Carts.png This game hasrevisional differences.


ProtoIcon.pngThis game has a prototype article
PrereleaseIcon.pngThis game has a prerelease article

Metroid Prime signaled the return ofMetroid after being dormant for 8 years since the release ofSuper Metroid (save for its featuring in theSuper Smash Bros. series). WhenPrime was first announced, gamers were met with a wave of nostalgia, which was quickly tempered with trepidation, asPrime was set to be a 3D first-person adventure.

Luckily, those fears were quelled upon release, withPrime becoming critically acclaimed, and it became a fan favorite when gamers found that the core feel and essence ofMetroid was intact.

It was laterported to the Wii in 2009, and a remastered version was released in 2023 for the Nintendo Switch.

Hmmm...
To do:

Contents

Sub-Pages

Read about prototype versions of this game that have been released or dumped.
Prototype Info
Read about prerelease information and/or media for this game.
Prerelease Info
Metroid logo.png
Version Differences
Including fixed bugs and broken sequence breaks.
Metroid Prime-Red Scan.png
Text Differences
Including Pirate Data and Chozo Lore.

Unused Layers

Many rooms have unused object layers that are never enabled for one reason or another.

Hmmm...
To do:
Get pictures/video of most of these.
WorldRoomLayer NameContents
Space Pirate FrigateExterior Docking HangarCratesA bunch of crates sitting around that don't drop anything.
Space Pirate FrigateEmergency Evacuation AreaMusic TestEmpty.
Space Pirate FrigateConnection Elevator to Deck AlphaDon't LoadSome particle effects and a couple objects that would have faded out the music when the item loss cutscene started.
Space Pirate FrigateBiotech Research Area 2don't loadA platform on the opposite end of the grapple pit that would have allowed you to cross the room without using Grapple Beam.
Space Pirate FrigateBiohazard ContainmentMusic TestEmpty.
Space Pirate FrigateReactor CoreNot LoadedCamera hints in the entrance hallway.
Space Pirate FrigateCargo Freight Lift to Deck GammaNot LoadedCamera hint that activates near the big door at the bottom of the room.
Space Pirate FrigateReactor Core EntranceNot LoadedEmpty.
Chozo RuinsTraining Chamber2nd Pass EnemyEmpty.
Chozo RuinsMagma PoolpoisonAn alternate style for the room, with poison water instead of lava. The water has fish swimming around in it. There's other effects present as well like gnat swarms.
Chozo RuinsTower of Light2nd PassTwo Puddle Spores in the water at the bottom of the tower.
Chozo RuinsSun TowerDon't loadAn unused cinematic with the camera panning around behind Samus, who's standing at the bottom of the tower.
Chozo RuinsHive Totem2nd passWar Wasps spawning from the statue mouths on either side of Hive Mecha.
Chozo RuinsSunchamberEasy Flaahgrah KillerEmpty. Likely used to contain an insta-kill trigger for Flaahgra, used during debugging, similar to the Thardus and Omega Pirate ones.
Chozo RuinsSunchamberDon't LoadAn extra "fake bomb slot" trigger that hurts Flaahgra near the entrance of the room. There's also a counter and a relay on this layer; unsure of their purpose.
Chozo RuinsCrosswayDon't LoadEmpty.
Chozo RuinsElder Hall Access2nd PassEmpty. The scarabs are on a layer called "1st Pass", so they were probably intended to be swapped out with other enemies at one point.
Chozo RuinsReflecting Pool2nd Pass enemiesEmpty.
Phendrana DriftsTransport to Magmoor Caverns WestREMOVE THE SPIKES!!!!Two breakable ice spikes blocking the door out that have a random chance of spawning.
Phendrana DriftsShoreline EntranceHIDE THE SPIKES!!Lots of breakable ice spikes lining the hallway. Again, they all have a random chance of spawning.
Phendrana DriftsPhendrana ShorelinesDon't LoadIce debris next to the missile expansion alcove. This seems to indicate the ice was originally going to break when you destroy it, rather than slowly melting like it does in the final game.
Phendrana DriftsRuins EntrywayDO NOT LOAD!!!!A fully-grown adult Sheegoth. Given the room is really small, it's pretty easy to guess why this was disabled.
Phendrana DriftsPlaza WalkwayDon't loadSome objects being held up by the pillars near the door to Ice Ruins East, forming a small structure with a ceiling. There's a trigger that makes the structure collapse when you walk in.
Phendrana DriftsIce Ruins AccessAtomicsEmpty. The contents were probably moved to the Default layer, since that layer has Atomics (Bombus) on it.
Phendrana DriftsIce Ruins AccessplatformersEmpty. The contents were probably moved to the "Don't load" layer.
Phendrana DriftsIce Ruins AccessDon't loadThree Crystallites crawling up the walls, evenly spaced through the tunnel.
Phendrana DriftsChozo Ice TempleDon't LoadEmpty.
Phendrana DriftsCanyon EntrywayatomicsEmpty. Contents were probably moved to the Default layer.
Phendrana DriftsCanyon EntrywayCrawlersEmpty. Contents were probably moved to the "Don't load" layer.
Phendrana DriftsCanyon EntrywayDon't loadTwo Crystallites crawling up the walls of the tunnel.
Phendrana DriftsChapel of the EldersNOA DemoEmpty.
Phendrana DriftsRuined CourtyardDon't LoadWater splash effects that would've activated while the lower half of the room was filling with water.
Phendrana DriftsSpecimen Storage2nd Pass EnemyEmpty.
Phendrana DriftsSpecimen StorageDont LoadMusic change triggers.
Phendrana DriftsResearch EntranceCore MechanicsEmpty.
Phendrana DriftsResearch Entrance3rd Pass - EliteAn Elite Pirate in the middle of the room, not in a stasis tube. There's a few unused Elites like this in several rooms in the labs; it seems they were probably originally intended to spawn here after you first encountered them in the Phazon Mines.
Phendrana DriftsQuarantine CaveCine TestEmpty. There's a trigger on Thardus's layer called "Trigger Thardus Death Cinema Test" that might've activated whatever used to be on this layer.
Phendrana DriftsQuarantine CaveDo Not LoadTwo damageable triggers. The first one kills Thardus instantly, while the second one enrages him.
Phendrana DriftsResearch Lab Hydra3rd pass Enemy - EliteAnother Elite Pirate standing in the middle of the room, no stasis tube.
Phendrana DriftsFrost Cave AccessDon't LoadA few Ice Burrowers around the area that normally has Ice Beetles in it.
Phendrana DriftsControl Tower3rd pass enemy - EliteAnother Elite Pirate in the middle of the room.
Phendrana DriftsControl TowerTest LayerEmpty.
Phendrana DriftsControl TowerDon't LoadEmpty.
Tallon OverworldTemple Hall1st passEmpty. Interestingly, the Seedlings and the Tangle Weeds are on a layer called "2nd pass", even though they're there from the beginning of the game.
Tallon OverworldFrigate Crash SiteDon't loadThree Space Pirate corpses in the water.
Tallon OverworldTemple LobbyDon't LoadFour Shriekbats on the ceiling.
Tallon OverworldArtifact TempleTemp- DeathTrigger that instantly starts Ridley's death cutscene when you walk into it.
Tallon OverworldArtifact TempleDon't loadEmpty.
Tallon OverworldMain Ventilation Shaft Section B2nd pass scriptingEmpty.
Tallon OverworldMain Ventilation Shaft Section BDon't LoadEmpty.
Tallon OverworldMain ReactortestEmpty.
Tallon OverworldReactor Access1st pass enemiesStrangely enough this layer doesn't actually have any enemies in it. It does have a bunch of refill pickups and a pickup generator, though.
Tallon OverworldReactor Access2nd pass enemiesEmpty.
Tallon OverworldReactor AccessDon't LoadA Space Pirate corpse in the next room over that activates when the door opens.
Tallon OverworldCargo Freight Lift to Deck GammaDon't LoadEmpty.
Tallon OverworldBiohazard ContainmentDon't LoadFeatures dead creatures in stasis in the tubes lining the walls, like they were in the original room. A lot of the tubes have little shards of glass that can be broken. There's also an extra Space Pirate corpse in the water.
Tallon OverworldBiotech Research Area 1don't LoadTwo Aqua Drones.
Tallon OverworldGreat Tree HallGate SolvedEmpty.
Tallon OverworldLife Grove2nd Pass EnemiesEight Aqua Reapers surrounding the underwater spinner.
Phazon MinesQuarry Access2nd Pass TurretsEmpty.
Phazon MinesMain Quarry3rd pass enemiesEmpty.
Phazon MinesMain QuarryMETROIDSEmpty.
Phazon MinesMain QuarryDon't LoadAn extra Space Pirate with a patrol path pacing up and down the ramp, and another one that seems like it would have spawned after lowering the gate. There's also some other objects scattered around for AI navigation.
Phazon MinesWaste DisposalDont' LoadEmpty.
Phazon MinesSecurity Access ADon't LoadA Drone patrolling the hallway.
Phazon MinesOre ProcessingDon't LoadEmpty.
Phazon MinesOre ProcessingMusic OLDTwo music objects that would've played pir_yoin (Space Pirate ambience) and pir_isogi (Space Pirate battle theme).
Phazon MinesMine Security StationMetroidsEmpty. Contents were probably moved to the "Don't Load" layer.
Phazon MinesMine Security StationDon't LoadContains some Metroids and a couple Space Pirates. There's also some shields blocking off every exit from the room, and some animation objects for moving them into place and back out.
Phazon MinesMine Security StationTrooper cinematicEmpty. Contents were probably moved to the "1st Pass Scripting" layer.
Phazon MinesResearch AccessSingle EnemyEmpty.
Phazon MinesSecurity Access B2nd PassEmpty.
Phazon MinesElite ResearchDon't loadFour Metroids on the second level. There's also a light fader and music objects for pir_isogi and pir_yoin.
Phazon MinesElite Control AccessDon't LoadTwo Plated Puffers in the middle of the hallway.
Phazon MinesElite Control3rd metroid passTwo Hunter Metroids, one at the bottom of the room and one at the top. There's also a light fader.
Phazon MinesElite Controlload_memory_testEmpty.
Phazon MinesElite ControlDon't loadSome cameras for a small unused cinematic, with the camera focusing on something that doesn't exist in front of the computer consoles behind the force field on the bottom floor.
Phazon MinesPhazon Processing CenterDon't LoadEmpty.
Phazon MinesOmega Research3rd metroid passTwo Metroids on the bottom level of the room.
Phazon MinesOmega Researchdon't loadSix regular Space Pirates; there's two by each door, with the two near the map station hanging from the ceiling.
Phazon MinesProcessing Center Access1st PassEmpty.
Phazon MinesProcessing Center Access2nd PassEmpty.
Phazon MinesProcessing Center AccessDon't loadThree invisible Pulse Bombus in the Phazon-covered section of the hallway.
Phazon MinesDynamo Access1st Pass EnemiesEmpty.
Phazon MinesDynamo AccessDebrisEmpty.
Phazon MinesElite QuartersCullEmpty.
Phazon MinesElite QuartersDon't LoadEmpty.
Phazon MinesElite QuartersEasy Omega KillerHas a damageable trigger that insta-kills Omega Pirate.
Phazon MinesCentral DynamoIrvingEmpty. The layer name likely refers to engineer Irving Mah.
Phazon MinesCentral DynamoDon't LoadTwo Hunter Metroids.
Phazon MinesCentral DynamoAmandaEmpty. The layer name likely refers to designer Amanda Rubright.
Phazon MinesElite Quarters Access2nd Pass Enemy/Beta DroneEmpty, but the layer name is a pretty good indicator of what probably used to be here.
Phazon MinesMetroid Quarantine BDon't loadContains two extra Metroids and a regular Space Pirate next to the Phazon pit; the pirate is attacked by the Metroids as you enter the room. There's also some camera objects for an unused cinematic behind the force field, with the camera focusing on the two glass tubes (one of which has a missile expansion).
Phazon MinesMetroid Quarantine ADon't loadInterestingly, this layer has Phazon-themed Blastcaps on it, which aren't normally found anywhere in the game. There's also respawning Metroids in the Phazon pit.
Phazon MinesFungal Hall BDON'T LOADTwo respawning Metroids and a second Glider.
Phazon MinesFungal Hall AccessDon't LoadA Space Pirate on the upper ledge; it's activated by a trigger next to the lower door, so it probably would've appeared if you entered the room backwards.
Phazon MinesFungal Hall ADon't LoadTwo respawning Metroids patrolling the lower half of the room.
Magmoor CavernsLava LakeDon't loadA couple of the platforms on the side of the room with the Artifact have Zoomers crawling on them.
Magmoor CavernsLava Lake2nd pass - PiratesTwo Flying Pirates on the side of the room with the Artifact.
Magmoor CavernsTriclops PitDon't LoadA rock wall blocks the short path in the morph ball tunnel, which would've had to be destroyed with bombs. There's also a Grisby on one of the platforms leading to Monitor Station.
Magmoor CavernsMonitor StationDon't loadTwo Magmoors in the lava, and some flame jets on the center platform.
Magmoor CavernsTransport to Tallon Overworld WestHint LayerEmpty.
Magmoor CavernsGeothermal CoreDon't LoadThree Puffers floating around the bottom of the room.
Magmoor CavernsMagmoor Workstation2nd pass scriptingA pickup generator and some health/ammo refills. Of note is that the triclops and Flying Pirates are on a layer called "1st pass scripting". Additionally, there's two unused SpecialFunctions on the default layer next to the energy tank that are set up to disable the 1st pass layer and enable the 2nd pass (which is labelled "Second Pass enemies"), but they aren't hooked up to anything so they never activate. It's probably a safe guess that originally getting the energy tank would trigger a swap-out of the enemies in the room.
Magmoor CavernsMagmoor WorkstationDont LoadTwo PlayerActors in the little scan alcoves for the energy tank puzzle; Samus was probably originally intended to appear in the cutscenes after you scan each panel.
Impact CraterPhazon CoreDon't LoadEmpty.
Impact CraterCrater Tunnel BDon't loadContains a Phazon-themed Burrower, another enemy that doesn't appear anywhere in the game. There's also a Lumigek swarm.
Impact CraterSubchamber TwoProvoke Metroid PrimeTrigger at the entrance of the room that activates Metroid Prime. This seems to be activated by the end of the cinematic on the used layer.
Impact CraterSubchamber TwoNot LoadedA couple camera hint triggers at either end of the room.
EndingMonoliths and RidleyEmpty. Leftover from the original Artifact Temple.
EndingGot Artifact 2Leftover from the original Artifact Temple.
EndingGot Artifact 3Leftover from the original Artifact Temple.
EndingGot Artifact 4Leftover from the original Artifact Temple.
EndingGot Artifact 5Leftover from the original Artifact Temple.
EndingGot Artifact 6Leftover from the original Artifact Temple.
EndingGot Artifact 7Leftover from the original Artifact Temple.
EndingGot Artifact 8Leftover from the original Artifact Temple.
EndingGot Artifact 9Leftover from the original Artifact Temple.
EndingGot Artifact 10Leftover from the original Artifact Temple.
EndingGot Artifact 11Leftover from the original Artifact Temple.
EndingGot Artifact 12Leftover from the original Artifact Temple.
EndingTotemEmpty. Leftover from the original Artifact Temple.
EndingCinematicsEmpty. Leftover from the original Artifact Temple.
EndingtemporaryEmpty. Leftover from the original Artifact Temple.
EndingMusic Decrement ThardusEmpty. Leftover from the original Artifact Temple.
EndingMusic Increment ThardusEmpty. Leftover from the original Artifact Temple.
EndingTemp- DeathEmpty. Leftover from the original Artifact Temple.

Unused Text

Chozo Lore

An unused variation of the Chozo Lore Log Book entry "Binding" exists in the game's textual data in which the Cipher is broken and the Chozo Artifacts have been scattered across the planet by the Space Pirates.

"Binding" - Unused "Binding" - Used
Chozo script translated.

The Chozo Cipher, the congregation of Artifacts that held the Great Poison at bay, is broken now. Fearful of the potential within the small statues, the invaders known as Space Pirates tried to destroy them, only to fail in every attempt. Instead, they have scattered what they could not break across the planet, hiding the Artifacts far from one another, knowing that their reunion could spell disaster for their dark designs. They are right to fear them. Great power sleeps inside these tokens; we Chozo built our temple, the Cradle, to draw its strength from their communal energy. If they could be gathered together once again and replaced in the Cradle, then hope might bloom again in this suffocating land.
Chozo script translated.

The congregation of Artifacts that hold the Great Poison at bay still hold strong. Fearful of the potential within the Artifact Temple, the invaders known as Space Pirates tried to destroy it, only to fail in every attempt. We scattered the Artifacts across the planet for their protection, and only a few have fallen into invader hands. Failing to understand them, they now seek to unmake them. Again, they fail. They are right to fear these things. Great power sleeps inside them. Prophecy calls for their union, come the day that the unholy Worm is met by the great Defender. We can only hope the Artifacts are not destroyed by the invader, for then all will be lost. So, we do what we can to preserve the Artifacts, and to guide the Newborn to them. Time wanes with our souls, yet hope remains.

Phazon Combo

It seems that the Phazon Beam originally functioned a lot differently. In 500ec6a0.STRG, the string table file for the inventory screen, in a list of Samus's inventory items, there's a string that simply reads "Phazon Combo". Other evidence pointing to the existence of a Phazon Beam combo includes the presence of a Charge Beam sound effect for the Phazon Beam (see below) and that weapon vulnerability data for enemies and objects includes a slot for a fifth beam combo. The generic placeholder name suggests it was cut before being properly named.

An updated version of the inventory STRG file on the Metroid Prime 2 demo disc has this string named "PhazonBeamCombo".

Placeholder Scans

Hmmm...
To do:
Get pictures/videos.

For some reason, Elite Quarters has a couple placeholder scans that have nothing to do with the object they're attached to. The first one is used by Omega Pirate himself; it's the scan that shows up if you scan his projectile attacks, which you can actually see in-game:

This is an Elite Space PirateElite Space Pirate description 2Elite Space Pirate description 3Elite Space Pirate description 4

The second one is present on all of the Phazon healing nodules that appear while Omega Pirate is in one of the Phazon pools:

This is a Spank WeedSpank Weed description 2Spank Weed description 3Spank Weed description 4

A third placeholder scan is present in Tower of Light, on the unused layer with Puddle Spores on it:

This is a Puddle SporeAlpha Puddle Spore description 2Alpha Puddle Spore description 3Alpha Puddle Spore description 4

Internal Enemy Names

A lot of enemies go by different names internally than what's actually shown in-game.

AlternateFinal
NewIntroBossParasite Queen
PuddleToadGammaStone Toad
FireFleaPlazmite
MetareeShriekbat
SpankWeedReaper Vine
RipperGlider
JellyZapJelzap
BabygothBaby Sheegoth
EyeballEyon
MagdoliteMagmoor
SnakeWeedSwarmTangle Weed
ActorContraptionIncinerator Drone
AtomicAlphaPulse Bombu
AtomicBetaScatter Bombu
ChubbWeedBlastcap
GarBeetlePlated Beetle

Some of them are the names of Super Metroid enemies; this is mostly explained byShinesparkers' interview with senior artist Mike Sneath, who explains that the creature designs that were done in the first year of development were based on Super Metroid, before Nintendo decided to scrap everything and have Retro work on more original creatures. What seems likely is that some of the work that was done was kept, but the enemies were renamed.One of them even still has its original assets present on the disc.

Mike Sneath: The entire first years worth of characters I modelled for the game were cut. At first we were making all the enemies looking just like the old Metroid 2D enemies. Nintendo, later decided that they wanted the enemies to have a new look so we scrapped all of those creatures. These weren’t just models that were scrapped but these were enemies that had a full set of animations and some even had AI programmed. I’m actually very glad Nintendo made that call because I think the newer designs that Jones and Keller came up with was a big improvement over the original 2D designs.

Unused Scan Images

Shinespark.png

A scan image of what seems to be a Shinesparking Samus. According to an interview with Retro Studios, the Speed Booster (and by extension the Shinespark) were planned to appear inPrime, but due to difficulty implementing them they were scrapped.

MP-SpringballScan.png

Similarly, scan images exist for the Spring Ball (as can be seen in the scan image collage in the concept art gallery). Samus would later acquire this ability in the Trilogy/Wii de Asobu version of the game alongside the Bomb upgrade.

MP-RipperScan.png

ARipper, an unused enemy.

MP-PhendranaFishScan.png

A small fish critter. Several of these creatures can be found throughout the Phendrana region, notably in Phendrana Canyon, where three of them, barely visible, can be scanned without image underneath the ice ramp; and in Research Lab Hydra, where an unfrozen specimen can be found sitting on a table next to some explosive crates.

Unused Audio

Hmmm...
To do:
Get the file/data location for the Suit Voice Clip.

Samus Monologue

Present in the ISO is this narration by Jennifer Hale, the voice actress of Samus in all threeMetroid Prime games. It sounds like it was originally meant to be used in the opening sequences to provide backstory. One likely reason for its exclusion is that Nintendo didn't want to have Samus truly speak to the player, instead remaining the silent protagonist.

The narration at the beginning of theMetroid Prime track inSuper Smash Bros. Brawl is based on this.

Suit Voice

Intense heat readings detected behind this door.

This message, which appears in text form in the final game, was apparently intended to be voiced as well. Interestingly, this voice clip is unfiltered unlike the others.

Phazon Charge Beam

A Charge Beam sound effect for the Phazon Beam exists in an AGSC file labeled PhazonGun (c2c1b6fe.AGSC). In the final game, the Phazon Beam can't be charged; holdingA simply rapid-fires it.

Unused Textures/Models

Early Phazon Suit

An early, unused Phazon Suit design is present in Metroid1.pak, thanks to a couple PlayerActor objects in Exterior Docking Hangar using the wrong ANCS file. It's quite radically different from the final Phazon Suit design. According to Mike Sneath (Senior Artist), this is the reason why it was cut:

Yes you are right that is what was another version of the Phazon Suit which was done by another artist Gene Kohler. Gene made all the suits with the only exception being the black phazon suit. That suit you mentioned was cut because if I remember the Art Lead Todd Keller didn't feel the suit felt evil enough. That was the whole idea about liquid Phazon is that it transforms things into being aggressive and destructive and Todd wanted that to be reflected in how the suit look. That is all I can remember with regards to that suit you mentioned and I hope I got the story right on that as it was a long time ago but I believe that is why it got cut.

  • MetroidPrimeGC UnusedPhazonSuit.png

Unused Morph Ball Design

An unused Morph Ball design is also present in TestAnim.pak as an unused material set on the Spider Morph Ball model. While it's not 100% concrete, it's very likely that this morph ball was meant to go with the unused Phazon Suit design.

  • MetroidPrimeGC UnusedMorphBall.png

Ripper

A fully-textured model present in Phendrana Drift's files as well as the Phazon Mines. The Ripper was an enemy inMetroid andSuper Metroid that could be frozen and then used as a platform. It's likely a leftover from early in development, when Retro based most of the enemy designs based on Super Metroid creatures; most of these were changed into more original creatures at some point, although many are still referred to internally by Super Metroid enemy names (such as Shriekbats being referred to as Metarees, and Magmoors being referred to as Magdolites). In the case of the Ripper, it was eventually replaced with the Glider, with the hook on the bottom being used as a grapple point. However, it was never removed from the Glider's ANCS file, which meant it accidentally got included on-disc; it also means it can easily be swapped back in-game by changing an object property on the Gliders!

  • MetroidPrimeGC Ripper.png
  • MetroidPrimeGC Ripper2.png
  • MetroidPrimeGC RipperIngame.png

Super Metroid

The Super Metroid.

This texture can be found in every Metroid* pak. It's technically used by an FRME file, although it never seems to appear in normal gameplay. Unknown what its purpose is or why it was removed.

References

  1. 1.01.1Games | Retro Studios | A Nintendo Game Development Partner
  2. 2.02.1메트로이드 프라임 - 나무위키. " 2003년 2월 14일[1]" "[1] 대원씨아이에서 미국판으로 발매되었다. 재미있게도 박스아트 형식은 일본판 기반이지만 일러스트는 미국판 기반이다."
  3. 2005年12月以前発売の任天堂ソフト. "メトロイドプライム 発売日:2003年2月28日"
  4. | Metroid Prime - Games - Nintendo |
  5. GET ‘PRIMED’ FOR THE HOLIDAYS—METROID IS BACK! Nintendo.ca :: Press Release
  6. Nintendo-Juegos-NGC-Metroid Prime. "Lanzamiento: Noviembre 18, 2002"
  7. Metroid Prime Bundle for Europe Revealed - Gamecube Video Game News - PAL Gaming Network. "The game is scheduled to hit Europe shores on March 21st."
  8. www.NINTENDO.se. "Releasedatum 2003-03-21"
  9. Metroid Prime Release Date Revealed! - Gamecube Video Game News - PAL Gaming Network. "Clear your calender and set your alarms for Thursday April 3rd 2003 - Metroid® Prime, featuring heroine Samus Aran, will be landing on retail shelves nationwide."
  10. | Nintendo |. "18 de Nov. de 2002"
v · t · e
TheMetroid series
NESMetroid
Game BoyMetroid II: Return of Samus
SNESSuper Metroid
Game Boy AdvanceMetroid Fusion (Prototype) •Metroid Zero Mission (iQue Prototype)
WiiMetroid: Other M
Nintendo 3DSMetroid: Samus Returns
Nintendo SwitchMetroid Dread
Metroid Prime
GameCubeMetroid Prime (Prototype) •2: Echoes (Prototype)
Nintendo DSPinball •Hunters (First Hunt Prototype)
Wii3: Corruption (Prototype)
Metroid Prime (Wii de Asobu) •2: Dark Echoes (Wii de Asobu)
Nintendo 3DSFederation Force (Blast Ball)
Retrieved from "https://tcrf.net/index.php?title=Metroid_Prime&oldid=1808145"
Categories:


Cleanup >To do
Games >Games by content >Games with revisional differences
Games >Games by content >Games with unused graphics
Games >Games by content >Games with unused items
Games >Games by content >Games with unused models
Games >Games by content >Games with unused music
Games >Games by content >Games with unused sounds
Games >Games by content >Games with unused text
Games >Games by developer >Games developed by Nintendo >Games developed by Retro Studios
Games >Games by platform >GameCube games
Games >Games by publisher >Games published by Daewon Media >Games published by Daiwon C&A
Games >Games by publisher >Games published by Nintendo
Games >Games by release date >Games released in 2002
Games >Games by release date >Games released in November
Games >Games by release date >Games released in November >Games released on November 18
Games >Games by series >Metroid series