Wikitroid

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Wikitroid
Wikitroid
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This page lists content within the Metroid series that did not make it into the final version of the game it was intended for.

Metroid[]

  • A Fake Ridley similar to Mini-Kraid was scrapped.
  • Unused sprites exist showing Samus running to the left and the right, displaying both sides of her body in detail. In the final game, she only has one sprite facing in the same direction.

Super Metroid[]

Image taken from the History Timeline of the Zero Mission Metroid.jp. Note the differences in the  and in 's and 's statues.

Image taken from the History Timeline of the Zero Mission Metroid.jp. Note the differences in the HUD and in Kraid's and Draygon's statues.

  • Three unused creatures named Stoke, Bang, and Reflec were scrapped for unknown reasons. They can be accessed via hacking the SNES ROM using the game's level editor, SMILE.
  • One room exists in Norfair, but was rendered inaccessible prior to the game's final release. The room, once again, can be accessed via SMILE. Upon using the Test feature, the room itself seems to be in Ridley's Lair, but the door cannot be accessed, but can open. Falling down the hole will either bring Samus to the top of the room or go through the door, revealing that it leads to the room with the yellow Space Pirates in the room before the elevator in Lower Norfair, though the player will get stuck and cannot pause the game, resulting in having trestart the game.
  • There is an unused block, represented in SMILE by half of a Ripper (and so nicknamed the "half-Ripper block"), which blocks all movement from enemies and shots (except the Wave Beam), but can be passed through by Samus herself. It is possibly unused due to making secret-hunting unnecessarily difficult, as the only way to discover this block would be to collide with it directly.
    • Although this block is unused, there is a room in Lower Norfair that allows Samus and the Wave Beam to pass right through, but—when viewed with the X-Ray Scope—it still appears as a regular wall.
  • The "Acid Statue Room" in Lower Norfair had its upper half changed before the final game's release.
  • During the Game Over sequence, Samus was briefly nude, with a voice by Minako Hamano, though these elements were reconsidered due to American sensitivity to nudity and the voice sounding too sexual.
  • An unused options menu is accessible through a Game Genie code.
  • Unused credits were discovered by hacking save states: Keiko Tamura, Takehiro Izushi, Isao Hirano, Kenichi Sugino, Ryoji Yoshitomi, Yoshinori Katsuki, Genji Kubota, and Hiroshi Yamauchi. With the exception of Yamauchi, who was the executive producer, the precise order of these credits is unclear.
  • Metroid larvae were present in Maridia at one point.

Metroid Fusion[]

E3 2001 video[]

In an early trailer of Metroid Fusion, the original design of the  looks quite similar to the 's design.

In an early trailer of Metroid Fusion, the original design of the B.S.L. Research Station looks quite similar to the G.F.S. Olympus's design.

Prerelease video 1[]

The unused room that contained  in the trailer.

The unused room that contained zombie researchers in the trailer.

  • The game has a different Title Screen that resembles the final version, although is not placed in a space background.
  • A different health bar is shown on the top-left corner of the screen along with a health counter, with up to 100 units of health per Energy Tank.
  • A "Heart Monitor" is present beside the minimap, which may have been to warn Samus of the presence of X Parasites.
  • The X themselves are colored purple and their sprites appear to have been reused from the Boyon from Super Metroid.
  • Samus can be seen running from several Skrees, which do not appear in the final game. Their graphics also appear to have been reused from Super Metroid.
  • The doors on the station are all silver and open automatically, much like that on the Ceres Space Colony.
  • Sidehoppers are originally colored red (considering they are seen in Sector 3 (PYR), it is possible that this is to help them adapt to their surroundings).
  • Uninfected Wavers in the background can enter the foreground when infected and mutated by X Parasites, much like the Hornoads from X Spawns in the final version.
  • Samus can be seen in a room that does not appear in the final game (though it can be accessed by hacking), using a Power Bomb to destroy differently colored Zombie Researchers. Worthy of note is that unlike in the final game, the explosion does not suck in X.
  • Samus can be seen killing several Hornoads with what may be the Spazer Beam or an early version of the Plasma Beam.
  • The Yameba are colored yellow and purple, rather than blue and green.
  • When exiting the Starship, a message saying "STAR SHIP" will appear. This does not occur in the final game.
  • The ladders, Geron Air Systems, and Special Hatches have different sprites.
  • The Missiles have different sound effects.
  • Samus can be seen performing the Wall Jump in an unknown location.
  • In the final scene, the ladders again possess different sprites, and Samus can be seen in a location that may be the Main Deck, either after Neo-Ridley's chamber or on the way to the Arachnus. Several small, round glowing objects can be seen in different places.
  • The code contains an unused sprite of the Yard's shell from Super Metroid.

Prerelease video 2[]

Unused content[]

Fusion mysteryplatform
SA-X's unused walking animation

SA-X's unused walking animation. (Source)

  • An unused platform sprite appears multiple times in the object list.
  • The SA-X has an unused walking animation.
  • Text in the game's data mentions the Ice Beam's properties to freeze enemies. The text was most likely scrapped due to only having the Ice Beam for one situation only.[2]
  • Multiple unused Adam scripts. Some of the unused or unintended scripts can still be accessed via the Debug Menu.[3]
  • Multiple unused rooms can be accessed via hacking. This includes test rooms and unused boss rooms used for testing purposes (see here).
  • Despite being unused, the unused Docking Bays room was slightly redesigned from prerelease images, with a doorway leading left to an unused hall that leads into the Docking Bays shaft (Samus will spawn inside a wall if the left hallway door is entered, as both the doorway and its loading zone are not present). A Save Station can also be spawned in the unused Docking Bays room via hacking.[4] Its unique background is also unused, as it is only used in this room. However, the top half of it is used and loops in some of the other rooms seen in the final builds of Fusion (specifically the Docking Bays shaft and Maintenance Bay in Sector 4 (AQA)).

Scrapped enemies[]

Skrees (which are shown in trailers) and Geegas exist as enemies in the game's data, behaving much like their non-X counterparts. Worthy of note is that the Skree's main attack no longer kills them. They quickly burrow out of the ground from under Samus and launch back up to the ceiling to repeat the attack. Geegas also spawn from the ground, though this may be due to a lack of Air Holes in the game. Sprites were also found for a type of wasp nest and a green, gaseous entity. Kago spawns also exist in the game's coding. A hack in 2016 has reprogrammed these creatures back into the game, as mostly functional enemies.[5][6]

Metroid Prime[]

  • The title theme is different in an earlier version.[7] Kenji Yamamoto also recorded a different title theme before the final version, which has not been released.[8]
  • Samus Aran could have had dialogue in Metroid Prime, and Retro Studios ran tests, but decided it did not suit the game.[9] Recordings from at least a dozen actresses were sent to the audio lead, Clark Wen for consideration, including from Gabrielle Carteris.
  • Phendrana Drifts has a different theme than the original.[10]
  • The opening cutscene's music had changed to a more classic Metroid-sounding melody than before.[11]
  • Rippers were intended to appear, but were replaced by Gliders. Their model remains present in the game's data, and can be restored into the game via hacking.
  • The Arm Cannon formations for the Ice Beam and Wave Beam are different in an earlier version of Prime. They can be seen in the gallery below. They were modeled by Chris Voellmann and skinned by Gene Kohler.
  • An enemy similar to a Kihunter was scrapped.
  • Maggot-like creatures appear in Impact Crater and Nintendo concept art and have an unused scan image.
  • Kraid was scrapped as a boss in an unknown area of the Phazon Mines due to time constraints.
  • An animation of a large creature was present on the website for Derek Bonikowski, and in concept art by Greg Luzniak. The file name of the video referred to it as "IceBoss".[12] Its name was later revealed to be Sabergauth.
  • The game was initially planned to be a third-person shooter. The HUD and Samus's Arm Cannon look different.
  • A vertical platforming shaft had to be removed due to the change from third-person perspective to first-person perspective.[13]
  • The Parasite Queen was originally to be fought in a more open arena, where it would crawl on walls and floors.
  • An unused monologue by a female voice narrating the events of Metroid was to be heard during the introduction. According to Clark Wen, it was recorded by Nintendo EAD, who asked him to implement it in the game, but then asked for its removal, as they disliked it.[9]

Samus expressions[]

There are a number of unused animations for Samus making various facial expressions in the HUD. The purpose of these animations and whether they were intended to be seen are unknown.

Metroid: Zero Mission[]

  • The code contains a left out Crocomire sprite, which can still be accessed by hacking the ROM, though it has no death sequence and is seemingly unfinished. Curiously, its death flag remains within the game.
  • Two debug features are also present within the code. It was originally intended that the ability to toggle items on and off would return from Super Metroid. The second is where Red Hatches are vulnerable to five Missiles rather than one in the final game, as in previous games.
  • The game's art style was originally a "cartoony" version similar to the original Metroid.[14]
  • Two prototype builds exist for the game, both identically similar, except for the earlier build containing some sort of side-meter used for unknown monitoring purposes. Within the prototypes exist a functional Debug Menu with the ability to toggle items, inventory amounts, and suits, as well as an Event Checker list.
  • Unused Gravity Suit on the basic Power Suit as well as a standard yellow Fully Powered Suit. Sprites exist within the data of the game, but are inaccessible through any normal means for unknown reasons. They can be accessed via the use of an item-toggle patch.

Metroid Prime 2: Echoes[]

Early screenshot showing the Dark and Light Beams in Samus' possession during the first Dark Samus fight.

Early screenshot showing the Dark and Light Beams in Samus' possession during the first Dark Samus fight.

  • The Data Network itself within the Metroid Prime 2: Echoes Bonus Disc has a slightly different appearance than in the final game. Notably, many Logbook and Inventory entries have slightly or much altered text. For many models, items, or creatures from Metroid Prime are used as placeholder models. (see below)
  • Multiple unused creatures are mentioned, including some from Metroid Prime. Most creatures were to be dark variants of standard creatures seen in-game. Many are simply listed in the files (with some containing associated Logbook data) and it is currently unknown which creatures can be reloaded back into the game.[15]. Many of the unused creatures are listed in an unused Data Network menu within the Metroid Prime 2: Echoes Bonus Disc and can be seen via external hacking of the Bonus Disc. Additionally, there are minor alterations to some creatures' Logbook entries when compared to the final game (see each individual creature for further information).
    • Logbook data and a model for an Mk III Shield exist in the Bonus Disc data.
    • Darkling Swarm is present as a Logbook entry, but is unscannable in the final game. It is currently unknown if Logbook data still exists within the final game.
    • The Ingsmasher uses a different texture than in the final game. The early texture is a similar color scheme seen on both the E3 Luminoth and the Pirate Commandos of the Bonus Disc (black with yellow-orange).
    • Webling and Dark Webbing exist in the Logbook, though their Logbook entries are blank. The Dark Webbing (known as Webling in the final game) still can be scanned within the Bonus Disc.
    • Dark Samus 2's Bonus Disc Logbook entry references utilizing her Phazon Beam with Wave, Ice, and Plasma settings. These three Beams from Prime do not make an appearance in Echoes. Dark Samus's model also appears slightly different, namely around the shoulders.
    • The Emperor Ing's Logbook entries feature a somewhat different fight than in the final game. Curiously, its mutated form (known as "Emperor Ing 4" in the Bonus Disc) retains its development Logbook entry. This entry is updated in the Metroid Prime Trilogy.
  • Similar to the aforementioned information, there are minor alterations to Samus's Inventory entries as well. The Inventory also includes several unused Power Bomb combos planned (see below). Most if not all of the images use the Varia Suit item model from Prime as a placeholder model.
  • Likewise, there are minor alterations to the Space Pirate Logs entries, with the Artifact of Chozo being used as a placeholder model for the handprint models seen in the final game. In one of the entries, it mentions Dark Samus attacking the Gunship, an encounter that otherwise never occurs in the final game.
  • Most of the soldiers of GFMC Task Force Herakles have very different names. Some of these beta names were references to the names of Retro Studios employees. The Bonus Disc's Logbook contains slightly more Trooper Logs entries than in the final game, with some Trooper Logs entries also having minor modifications (in the final game, many of the bodies are unidentifiable). The Artifact of Truth is used as a placeholder model for the Marine symbol/chestplate model shown in the final game. There also appears to be an unused NonComs branch within the Data Network consisting of four members.
  • A trailer from E3 2003 features Samus in her Prime style of Varia Suit being attacked by a cloaked Pirate Trooper in a scene unused in the game.[16]
  • The Metroid 1.5 design document shows many of Retro Studios' early ideas.
  • The Metroid Prime 2: Echoes Bonus Disc has an alternate version of Record of Samus. Similarly, the Moth Temple theme also sounds slightly different than in the final game.
  • Dark Bomb, Light Bomb, and Annihilator Bomb were intended Charge Combos for the Power Bombs.[17]
Unused Beam icons off-screen in Morph Ball mode.

Unused Beam icons off-screen in Morph Ball mode.

  • A unique Beam display and Beam Ammo meter(s) can be seen in Morph Ball mode offscreen, and can only properly viewed using camera modding. In the demo, Samus can switch Beams while in Morph Ball mode, which is seen on the unused Morph Ball Beam display itself. Doing so will have Samus automatically switch Beams when unmorphing. In the final game, the Beam switching in Morph Ball mode was removed, despite the icons and meters remaining. It is believed these icons and meters are associated with the unused Power Bomb combos mentioned in the Bonus Disc's Inventory. Curiously, both the demo and final games use early beta icons of the Beams for this display, which have a slight update overall. The Morph Ball's Annihilator Beam icon can be seen via hacking the weapon itself and it is an entirely different icon not seen anywhere else, which is vastly different from the normal form's Beam icon. This unused display and meter are also present in the multiplayer mode.[18]
  • In addition to the above meters and icons, the minimap is also displayed offscreen. This, however, could be due to gameplay purposes, as the map can still be accessed in-game. Both the minimap and the unused Beam icons and meters can be repositioned via modding.
  • A darker version of the Elite Quarters theme and a darker, slower version of Vs. Meta Ridley were scrapped.[19]
  • The appearance and function of the Disruptor was changed in the final version, and it is initially called Sonic Boom, which became the name of the Annihilator Beam's Charge Combo. Similarly, the Charge Combo has a slightly different function overall seen in the Bonus Disc.
  • Curiously, the beta version Sonic Boom's properties are not removed in the Metroid Prime 2: Echoes Multiplayer mode. This is likely an oversight, as the Sonic Boom can only be accessed in the multiplayer mode via hacking.
  • An attack with the Boost Ball—where Samus would jump twice in the air, morph, and charge at enemies (similar to Sonic the Hedgehog)—was scrapped.
  • The Light barriers seen in the demo are absent in the final game.
  • Unused text refers to scrapped power-ups in the Multiplayer mode.[20]
  • A "Morph Ball Racing" mode is mentioned in unused text in the game's data. Jack Mathews said this mode was cut to spare efforts for the main multiplayer mode, and that it was not very compelling.[21]
  • An even earlier screenshot shows different icons for the Light Beam and Dark Beam, with the Ammo Gauge's appearance also being different.
  • The attract mode in the Bonus Disc features expansions in different locations shown than from the final game. The Missile Expansions are also using Prime's appearance.
  • Despite being unused, a different Multiplayer Results Screen is present within the Bonus Disc.
  • Model data can be found of a Prime Space Pirate arm. It was stated that a Space Pirate was once suggested to be playable in the multiplayer mode.
  • An uncompressed Galactic Federation Trooper model also exists within the data. Curiously, it contains Morph Ball data, suggesting a Marine was, at one point, planned to be playable. All of its data was removed in the final game, though data strings of information in the final game still allude to the data's removal.

E3 2004 trailer[]

Samus is briefly depicted, while tracking an Ing, with a purplish hand on her Arm Cannon, possibly indicating she was to obtain the .

Samus is briefly depicted, while tracking an Ing, with a purplish hand on her Arm Cannon, possibly indicating she was to obtain the Gravity Suit.

  • As this game was still early in development, much of Prime's assets were still being used or were acting as placeholders at the time.
  • Samus's model from Prime was still being used during the game's development. This is still the case in the Bonus Disc, where certain scenes produce oddities in Samus's model if the Dark Suit or Light Suit are obtained via hacking.
    • The Missile Launcher's configuration is reusing the one from Prime, in that four sections split from the nozzle of the Arm Cannon.
  • A Pirate Trooper, when frozen, will not be surrounded in a purple sheen and Entangler particles, but rather, a shell of ice like in Metroid Prime. The Pirate will also be frozen to the floor, with the ice on the floor remaining after its death.
  • A multiplayer stage with lava is depicted, with a strange pillar emerging from the lava.
  • In the fight at Mining Station A, the Pirate Troopers there would first be possessed by Ing, rather than in the Portal Terminal in the final game. The door leading to Central Station Access within the former room appears unfinished, displaying what seems to be the open sky.
  • In both E3 and the Bonus Disc's attract mode, the Sacred Bridge has the Kinetic Orb Cannon's Interface Module located underneath the center of the gate.
  • A black Luminoth is seen in the Portal Terminal. Textures for this design still exist within the data of the final game.
  • Samus would have the Dark Beam and Light Beam during the first Dark Samus battle.
  • Some of the E3 images and scenes shown were later updated for the Bonus Disc's attract mode. These include the Dark Pirate Trooper encounter, the Dark Samus battle, and the Seeker Missile demonstration in Sacred Bridge.

Metroid Prime Hunters[]

  • An interview stated that segments where Samus could fly her Gunship were considered, but this did not happen due to pacing issues.[22]
  • As evidenced by its filename "PowerBomb_Model", the Trocra was originally intended to be a Power Bomb, although this was scrapped for unknown reasons.
  • Sylux,[23] Trace,[24] Noxus,[25] Weavel[26] and the Guardians[27] all have unused introduction music.
  • A sickly-colored Ithrak was scrapped.
  • A creature called Temroid (as named in the game's files) is unused. It only contains the base model file, and no associated animations. It crashes the game if inserted via hacking, but further hacking can prevent the crashing and make the creature killable.
  • Certain animations had much more precision to them than what is seen in the final game.
  • In an interview with Shinesparkers, Richard Vorodi indicated there were unused names and designs for the Bounty Hunters by the end of development. He declined to share any of them, however, except to say that Noxus was originally called "Nox".[28]

Prerelease videos[]

Unused text[]

WARNING: hostiles detected.OCTOLITHS are likely to be heavily guarded. proceed with caution.

WARNING:long-range sensors detect warp signatures of stealth-class spacecraft approaching the ALIMBIC sector.

WARNING:subspace intercepts suggest the presence of bounty hunters in ALIMBIC territory.

GUNSHIP TRANSMISSIONwarp signatures of at least four bounty hunter vessels confirmed.

GUNSHIP TRANSMISSIONanalysis of telepathic transmission from TETRA GALAXY complete. unable to validate any source of ULTIMATE POWER.

GUNSHIP TRANSMISSIONorigin of telepathic message identified as prisoner GOREA. threat analysis: strategic lure for an unwitting liberator.

GUNSHIP TRANSMISSIONGOREA must not escape. all measures necessary to contain this threat are authorized.

top screenvarious hostile forces in pursuit of $ULTIMATE POWER.$ $EXTREME CAUTION$ is advised.

SCAN FIRST TO PICK UP

GUNSHIP TRANSMISSIONWARNING! unidentified vessel detected in docking bay alpha seven. $EXTREME CAUTION$ is advised.

FORCE FIELD CANNOT BE DEACTIVATED WITH THAT WEAPON

SAVE STATIONwould you like to save your progress?

GUNSHIP TRANSMISSIONsevere timefield disruption detected in the vicinity of the $ALIMBIC CLUSTER.$

GUNSHIP TRANSMISSIONsensors detect the proximity of an ALIMBIC ARTIFACT.

E3 2004 demo[]

  • An early form of the Stasis Bunker is the only map playable in the E3 2004 multiplayer demo of Hunters as "MAP - 01".[30] The same room is also appeared in Metroid Prime Hunters: First Hunt and the final version, and is named as "e3level" in the game's code, which originates from the E3 demo.
  • Onscreen messages that prompt the player to "Touch here to return to the title screen" and "Touch here to start". Unknown planets are shown.[30]
  • The "Player Log-on" screen looks similar to the Inventory screen in Metroid Prime.[30]
  • The bottom of the top screen shows messages during the match, such as "Warning : Energy Low", "Player 1 was killed by Player 3", "You eliminated Player 3", and "You were decimated by Player 1".[30]

Metroid Prime 3: Corruption[]

  • Rundas was first known as "Rundus" and his voice is different than in the final version of the game.
  • In the original trailer, the Meta Ridley fight is shown to feature more Energy Tanks during E3, but this is deducted in the final version. It also shows the Bounty Hunters in peril while being corrupted after being fired upon by Dark Samus; however, this scene was scrapped for unknown reasons.[31]
  • Storyboards show that the Game Over was going to be in the vein of Super Metroid, Metroid Fusion, and Metroid: Zero Mission, in which Samus's suit explodes/dissipates.
  • Artwork released with the Metroid Prime Trilogy art booklet depicts a fourth corruption stage, which heavily resembles Dark Samus.
  • Artwork also shows Samus with a damaged suit, missing her helmet and one of her Varia Suit's shoulderpads.
  • A leaked prototype of Corruption, dated from March 2, 2006, was developed to run on GameCube SDK units with additional RAM. Oddly, the game's introduction can be played with a GameCube controller. The prototype includes several debug options.[32]
  • There are a number of unused Logbook entries, including lore that is only available in German.
Amanda-rotella-bhp-1c
  • Amanda Rotella shared a render of a plantlike creature that is not seen in the game, and is likely unused.

Metroid: Other M[]

Developer screenshot showing a young Samus with black hair.

Developer screenshot showing a young Samus with black hair.

  • D-Rockets was said to have been working on a cutscene for two months before it was eventually cut in favor of a gameplay action.[33]
  • The Queen Metroid does not have its signature head-lunge attack from Metroid II: Return of Samus. Concept art for it seems to indicate that it was once planned.
  • In an early trailer for Metroid: Other M shown during E3 2009, Samus is seen fighting a Zebesian with no cybernetic enhancements, though these are never seen in-game.
  • In the same trailer, Samus is seen having a total Missile capacity of 105, though in-game, the most Missiles that Samus can have is 80.
  • Concept art seems to depict the Dragotix with a tongue as well as a smaller offspring, though neither are ever seen in-game. Artwork of MB also has unused designs of her hairclip.
  • A demo version of Other M featured in the 2010 editions of Game Developers Conference and Nintendo Media Summit has a different font in the game's subtitles, unlike those found in the final version.[34]
  • There is a rather large amount of unused dialogue in the game's data. Some of it features the characters uttering "What the hell" and "Damn it!".[35]

Metroid Prime: Federation Force[]

ExpandImage
"Multiple mutations will cause a Metroid to grow into an even larger and more powerful adversary."

Please help improve this article or section by expanding it.
Much more information can be added to this article.

General Miles' unused face model, viewed via hacking.

General Miles' unused face model, viewed via hacking.

Metroid: Samus Returns[]

  • There is unused text indicating a tutorial for the Spider Boost.

Metroid Dread[]

Corpius' unused mask

Corpius' unused mask

  • Unused text exists in the Japanese localization, which appears to summarize the content of cutscenes, including details that are implied, but not confirmed. For instance, there is a short summary that confirms Raven Beak has been impersonating ADAM throughout Samus's mission. It is possible that this text was provided by Nintendo when dictating the story to MercurySteam, who would then create cutscenes based on the content of the text.[40]
  • There is a version of the fake ADAM's final speech to Samus, but is recited by Raven Beak in Chozo rather than any real-world language.[41]
  • Raven Beak X's dialogue has unused English subtitles. This includes subtitles (string name CAPTION_COMMANDERX_PAGE_03) for an unused line, wherein he says, "There is no power without sacrifice."[41]
  • Corpius has unused internal resources, such as a model and sound effects (designated "scorpius_hitmask", "scorpius_breakmask", and "scorpius_regeneratemask"), for a protective mask that Samus would presumably have to destroy in their battle.
  • There are sound files for usage of Lightning Armor and Beam Burst, though it is possible they are leftovers from the game engine for Metroid: Samus Returns.
  • The game's files include textures for creatures such as Automper, Hybrid PV5, Shineon, Swifter, Aberration02, and Abberation03, which do not have associated models and do not appear in-game.
  • The Goliath has an unused death animation, in which it slumps to the ground before disintegrating.[42]

Metroid Prime Remastered[]

  • There are a large number of unused scans, seemingly dating back to the original Metroid Prime.

Metroid Prime 4: Beyond[]

ExpandImage
"Multiple mutations will cause a Metroid to grow into an even larger and more powerful adversary."

Please help improve this The cut dialogue probably deserves its own transcript page. by expanding it.
Much more information can be added to this article.

References[]

  1. ^ Toad.T. "Service Center Update Feburary 1994 (Featuring Super Metroid and Sound Fantasy Beta Footage!)". YouTube. January 30, 2014. Retrieved June 28, 2022. (starts at 10:12)
  2. ^ https://tcrf.net/Proto:Metroid_Fusion/0911_Prototype#Text_During_Gameplay
  3. ^ https://tcrf.net/Proto:Metroid_Fusion/0911_Prototype#Adam.27s_Script
  4. ^ https://tcrf.net/Metroid_Fusion#Early_Hangar_Room
  5. ^ https://www.youtube.com/watch?v=T7wNVyeFMqs&feature=youtu.be&a
  6. ^ https://www.youtube.com/watch?v=gTO0V5b0Lq8&t=68s
  7. ^ Metroid Prime (Beta Version) - Title (19 Jul 2008). Retrieved on 2011-11-18.
  8. ^ Kiwi Talkz. "#112 - Clark Wen Interview (Metroid Prime, Sound Design, Kenji Yamamoto, Mixing, SFX, Game Audio )". YouTube. October 23, 2021. Retrieved April 24, 2022. (starts at 17:37)
  9. ^ a b "Interview: Clark Wen", Shinesparkers, 2018-06-02. Retrieved on 2018-06-02. 
  10. ^ Metroid Prime (Beta Version) - Phendrana Drifts (19 Jul 2008). Retrieved on 2011-11-18.
  11. ^ Metroid Prime (Beta Version) - Distress Signal (19 Jul 2008). Retrieved on 2011-11-18.
  12. ^ Metroid News - Phendrana Drifts had another BOSS in beta! (12 Aug 2010). Retrieved on 2011-11-18.
  13. ^ DidYouKnowGaming? "Metroid Prime Devs Share Secrets (EXCLUSIVE)". YouTube. April 17, 2022. Retrieved May 9, 2022.
  14. ^ https://www.youtube.com/watch?v=RExHUXbFt5E
  15. ^ https://tcrf.net/Metroid_Prime_2:_Echoes#Unused_Enemies
  16. ^ https://www.youtube.com/watch?v=McEY_XMoiys
  17. ^ https://tcrf.net/Metroid_Prime_2:_Echoes#Removed_Upgrades
  18. ^ https://metroid.fandom.com/wiki/Charge_Combo?so=search#Bomb_Combos
  19. ^ http://tcrf.net/User:Abahbob/mp2d#Music
  20. ^ https://tcrf.net/Metroid_Prime_2:_Echoes#Unused_Multiplayer_Powerups
  21. ^ "Interview: Jack Mathews", Shinesparkers, 2018-01-20. Retrieved on 2018-01-20. 
  22. ^ File:Nintendo Power Issue 202 (April 2006) 0052.jpg
  23. ^ http://tcrf.net/images/3/3e/MPH-SEQ_INTRO_SYLUX.ogg
  24. ^ http://tcrf.net/images/a/a4/MPH-SEQ_INTRO_TRACE.ogg
  25. ^ http://tcrf.net/images/f/f6/MPH-SEQ_INTRO_NOXUS.ogg
  26. ^ http://tcrf.net/images/0/09/MPH-SEQ_INTRO_WEAVEL.ogg
  27. ^ http://tcrf.net/images/1/1d/MPH-SEQ_INTRO_GUARDIAN.ogg
  28. ^ "At the end of Hunters there were a bunch of unused names for the hunters. Sometimes we came up with names betters suited for them as they evolved, or other issues prevented us from using them. We had some neat ones. Maybe one day those names will get dusted off and used again along with the unused Hunter designs!" Interview: Richard Vorodi, Shinesparkers, 2020-08-06. Retrieved on 2020-08-06.
  29. ^ https://www.youtube.com/watch?v=KmmnxIrLkf0
  30. ^ a b c d United Games Videos: Metroid Prime Hunters, Nintendo DS, E3 2004 Video
  31. ^ Metroid Prime 3 Corruption E3 Demo - Introduction Trailer (5 Jun 2006). Retrieved on 2011-11-18.
  32. ^ http://tcrf.net/Proto:Metroid_Prime_3:_Corruption
  33. ^ http://www.nintendoworldreport.com/news/23944/sakamoto-hayashi-and-kitaura-discuss-other-m "Kitaura said that there were times when his team would work on a cutscene for two months straight, only to have it scrapped and replaced with an in-game action."
  34. ^ Metroid: Other M intro (Nintendo Media Summit 2010) (27 Feb 2010). Retrieved on 2011-11-18.
  35. ^ http://tcrf.net/Metroid:_Other_M#Unused_Text
  36. ^ Metroid Prime: Federation Force’s General Alex Miles has a face - Shinesparkers
  37. ^ a b Metroid Prime: Federation Force E3 Trailer
  38. ^ a b c d e f g h Nintendo (16 June 2015). Nintendo Treehouse Live @ E3 2015 Day 1 Metroid Prime: Federation Force. YouTube. Retrieved on 03 October 2018.
  39. ^ GameXplain (11 March 2016). 6 Minutes of Metroid Prime: Federation Force - Space Pirate Warship Battle (3DS Gameplay). YouTube. Retrieved on 18 January 2019.
  40. ^ "DIAG_ADAM_FINAL_PH_PAGE_05" - サムス、アクセスルームのモニターを破壊する。 ミッション冒頭に意識を失ってからこれまで話してきたアダムは本物ではなく、レイヴンビークだったのだ。 ("Samus destroys the access room monitor. The Adam that she's spoken to since she lost consciousness at the beginning of the mission wasn't the real thing, it was Raven Beak.") Retrieved from https://tcrf.net/Metroid_Dread
  41. ^ a b https://tcrf.net/Metroid_Dread#Unused_Sounds_(SPOILERS)
  42. ^ Eon Enigma (EonEnigma23). "Mostly unused death animation???" 14 November 2021 7:27 a.m. Tweet. https://twitter.com/EonEnigma23/status/1459859702750138377
  43. ^ All Base Camp interactions in Metroid Prime 4: Beyond (including cut content) - YouTube