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A multiplayer Deathmatch in the stage Shooting Gallery. Player 1 is utilizing the power of a large cannon.

In addition to the main story, Metroid Prime 2: Echoes features a multiplayer mode. The controls are similar to that of single player mode. Up to four players can participate, each with color differences from the traditional Varia Suit worn by Samus in single-player mode.

New Play Control! Metroid Prime 2: Echoes and the Metroid Prime Trilogy both also feature the multiplayer mode, utilising the Wii Remote and Nunchuk, as opposed to the Gamecube pad. Metroid Prime Trilogy also features a brief cinematic of the four Samus Arans in combat when loading the multiplayer mode. Neither Wii version adds support for online play to the multiplayer mode.


Metroid Prime Trilogy cinematic

Each player has the Varia Suit, Morph Ball, Power Beam, Missile Launcher, Dark Visor, Spider Ball, Bomb, Space Jump Boots, Boost Ball, Gravity Boost and Grapple Beam. Other Beams along with Power Bomb Ammo can be added to one's arsenal by destroying special crates found around the arena.


There are two playable modes in multiplayer.


The first is Deathmatch, in which players must destroy each other a number of set times, or within a time limit to win. Deaths and kills for each player are displayed at the end of the match.

Bounty Mode[]

The second mode is Bounty Mode, where players begin with a set amount of coins. The object of the game is to strike someone to force coins out of them, and hunt for coin chests as well. The one with the greatest amount of coins is victorious at the end of the time limit.


A Multiplayer Deathmatch in Sidehopper Station. Tallon IV can be seen in Player 1's screen.

Six arenas are available in multiplayer mode. Four are usable from the start, while the other two are unlocked when the player has progressed far enough in the Story Mode. The default arenas are:

Unlockable arenas[]

Background music[]

Background music can be unlocked by progressing through the Single Player mode of Metroid Prime 2: Echoes. There are 6 to be unlocked, while the default Music is "Hunters" which is a remix of the Upper Brinstar music heard in Super Metroid.

  • Hunters - Default song. A faster-paced version of the Hunters track will play when there is one minute left in the match.
  • Pirate Fear - Unlocked after restoring Energy to Agon Temple and talking to U-Mos. Heard in areas of Space Pirate presence after all Pirates in the room have been killed.
  • Luminoth - Unlocked after restoring Energy to Agon Temple and talking to U-Mos. Heard in the Temple Grounds.
  • Torvus Bog - Unlocked after restoring Energy to Torvus Temple and talking to U-Mos. The main theme heard in Torvus Bog.
  • Sanctuary - Unlocked after restoring Energy to Sanctuary Temple and talking with U-Mos. The main theme heard in Sanctuary Fortress.
  • Dark Echoes - Unlocked after completing the game. A variant of the heard on the Main Menu and end credits.
  • Darkness - Unlocked after completing the game. Heard during battles with Dark Samus.


Sometimes items and ammo appear on each stage, either by set place generation or being dropped by another player. An asterisk Indicates that the item can be dropped from a defeated player. A majority of Coins can also be dropped simply by shooting the opponent.

  • Small Energy - Restores 10 Energy.*
  • Medium Energy - Restores 30 Energy.*
  • Power Bomb - Restores 1 Power Bomb. These can only be dropped by a defeated player.*
  • Missile ammo - Restores 5 Missiles.*
  • Super Missile - All current Missiles are changed to Super Missiles. The Super Missile Charge Combo can also be used during this time.
  • Massive Damage - Damage enemies take from the user's attacks is doubled. The icon resembles the Screw Attack power up, but with a red coloration.

Bounty Mode only:

The following upgrades can be obtained from Pickup Crates:

Unique upgrades[]

An early screenshot in Story Mode showing a Randomizer. Randomizers were cut from Single Player.

In each arena, there are two machines which resemble Save Stations called Randomizers. When a player enters the glowing area he/she will receive a special upgrade. There are many things that can be unlocked. However, they only last for a short amount of time. When an upgrade is obtained, the holographic area will disappear for a short time. Below is a list of all the Special Upgrades and their uses obtainable by using a Randomizer.

  • Massive Damage - Doubles the damage enemy players take from the user's attacks.
  • Unlimited Missile Ammo
  • Unlimited Beam Ammo
  • Invisibility - Can be countered by using the Dark Visor.
  • Invincible Mode - Invincible to all attacks, weapons, and Dark Water, and shots will bounce off the user. Cannons and Terminal Falls can still destroy the player.
  • Death Ball - Covers the Morph Ball with a sheath of electrical energy. Contact results in severe damage. Cannot unmorph during use.
  • Hacker Mode - Used in the same fashion as using the Scan Visor. Hacks another player's suit to inflict continuous damage and hinder vision. During Hacker Mode, the user cannot morph or exit out of Scan Visor. The Mode wears off over time, or once the player has infected all other players with it. Uploading takes some time, so it's best to make sure that their opponent is in view or else the hack ceases.


Reaction to the Multiplayer feature is mixed. Some found it to be an entertaining extra, Gamepro called it "simple, quirky, and ridiculously addictive".[1] GameSpy said it was "nothing memorable",[2] and Eurogamer said that the single-player features did not translate well to multiplayer.[3] Game Informer criticized the multiplayer mode because of its inclusion of the lock-on mechanism, considering it a feature that made gameplay too simple.[4] The lock-on was altered in the New Play Control! and Metroid Prime Trilogy versions, since the Wii controls use the "Lock on/Free aim" mechanism, which allow players to merely follow players whilst moving around them, instead of locking a player's vision and aim.

Metroid Prime 2: Dark Echoes Q&A[]

QUESTION: In multiplayer are there any hidden characters?

ANSWER: Unfortunately, no. We will attempt this in the next installment.[5]

QUESTION: Will there be any sort of "VS computer" features in multiplayer?

ANSWER: Unfortunately there will not.[6]

QUESTION: How can you add more BGM and stages to multiplayer mode?

ANSWER: Play single player mode – you'll see.

QUESTION: The pleasantly difficult puzzle solving, beautiful graphics and music, the invigoration of becoming one with Samus... just as one would expect from a Metroid game. Inheriting the good qualities of the previous installment, yet still purified – very surprising and admirable. In addition to single player, while you can’t exactly play Metroid with your friends, the player vs player mode outweighs the lack of a true co-op game, sending shivers down my spine. If another game is released, I'd want to try playing as the anti-hero Dark Samus...

ANSWER: I think that in PVP mode, you'll need to cancel lock-on using the boost ball, which is totally different and fun from single player. As for Dark Samus... maybe we can expect something in the next installment?![7]

QUESTION: Why was multiplayer mode introduced?

ANSWER: Metroid has always been single player. But we thought that if Metroid fans across the world were able to play together it could be a fun experience, so we decided to implement it.[1]


The Results Screen for the multiplayer mode.

  • An unused multiplayer stage was featured in the E3 2004 trailer. It contained lava and was possibly based on the Magmoor Caverns.
  • "MusicSelectionOmegaPirate MusicSelectionPrime2 MusicSelectionRidley" are listed in the data of the original Metroid Prime 2: Echoes Multiplayer songs.[8]
  • There are notifications in the game's internal data that reference an unused multiplayer item called the Absorb Attack. Presumably, this attack would have absorbed shots fired from opponents: "Absorb Attack lost!/Absorb Attack acquired!"[8]
  • Lock-on can be escaped by the Morph Ball boost.
  • Death Ball has a function similar to Death-Alt in Metroid Prime Hunters.
  • Observing another player perform a Space Jump shows that they will do a Spin Jump, even though their own visor will not show any indication of this. The motion is quite similar to Samus' two jumps in the Super Smash Bros. series.
  • Sidehopper Station is largely based on the first area visited in Metroid Prime, the Frigate Orpheon, a Space Pirate frigate orbiting Tallon IV. The Sidehopper aspect of the station is likely a reference to the Sidehopper-like creature kept in a chamber in Biohazard Containment.
  • If a player enters the Kinetic Orb Cannon and another player comes into contact with the cannon while it is firing, then the contacting player is killed. Using the Orb Cannons, it is possible for two players to crash into each other when fired from opposite launchers. This is most notable on Sidehopper Station and Spires. Even if a player is invulnerable, they can still be killed in this way.
  • In the GameCube version of Echoes, several effects on the Charge Beams are missing. These include the Dark energy creeping over the Dark Beam, and the streams of Sonic energy moving from the charge of the Annihilator Beam. However, the New Play Control! version retains these changes.
  • Echoes was originally planned to be multiplayer-focused, as seen in the early Metroid 1.5 design document. Said document mentioned an android double of Samus that she could build, which would act as the second player in a co-operative mode.
  • Jack Mathews, the technical lead for Echoes, said in a 2018 interview that he believed the multiplayer mode should not have been implemented due to the effort it took. This effort, he said, would have been better spent on the story, and he felt that Metroid should remain a single player game. Mathews revealed that elements such as a playable Space Pirate and wall grabs were scrapped, and said Metroid Prime Hunters handled its multiplayer components better.[9]
  • A Space Pirate's arm is present among Samus's first-person arms in the internal files of the Metroid Prime 2: Echoes Bonus Disc, which may correspond to the above comments.
  • According to Richard Vorodi, the single player and story designer of Hunters, the Echoes multiplayer mode did not inform the design of the former game's multiplayer.[10]
  • In contrast to Mathews' sentiments, Kynan Pearson stated that there were "many exciting multiplayer possibilities" for Metroid, but it would need to be unexpected and well executed in contrast to standard multiplayer modes in other games.[11]

The Single player glitch within Metroid Prime 2: Echoes Multiplayer (note the irregular HUD).

Morph Ball in single player multiplayer mode.

  • Using a glitch, it is possible to play Multiplayer stages as Single-Player.
    • Samus's Arm Cannon shots appear in a default location on the map away from herself at all times.
    • The number of remaining missiles has a horizontal line running through it. This is strange as this type of number shown is never seen anywhere else throughout the entire Prime series (including Echoes's singleplayer mode).
    • A map is displayed, featuring a square location with many Blue Doors present (despite there being none at all).
    • The Threat Assessment will activate in the presence of a Terminal Fall in many areas containing such. Even if on solid ground, the Threat Assessment will be active, behaving more like a height indicator of sorts.
    • If the Grapple Beam is used, the game strangely crashes.
  • In the Gamecube version, it is possible to hack nearly all of Samus's equipment found in Single-Player onto Multiplayer. These hacks will apply to all Multiplayer participants.
    • The Dark and Light Suits will crash the game upon loading. These Suits were likely never implemented onto Players 2, 3, and 4.
    • Echo Visor will not detect invisible players.
    • Screw Attack will instantly defeat opponents.
    • DarkburstSunburst, and Sonic Boom all deal massive damage upon impact. Sonic Boom appears to be missing its shot animations.
    • Seeker Missile can only aquire three targets as opposed to five (one for each player).
      • If combined with the Super Missile item: when two missiles are fired, they fire horizontally. When three Missiles are fired, they fire in a triangle pattern. Both methods do not fire straight ahead.
    • Players can have max Energy and Missiles, but will always start with the default amount.
  • In the Trilogy version, the above hacks can also be implemented but may have minor differences as noted below.
    • Likely due to coding, the Light Suit can be used for all players but will still visibly show the "Default" costumes. As with Single-Player, having the Light Suit negates the effects of the Dark Water found in Shooting Gallery.
    • Echo Visor shows opponents a bit more clearly but will still not detect invisible players.
    • Seeker Missile combined with Super Missile will have Lock-on capabilities. This requires more room between players to perform.
  • While the main game allows the player to swap the Jump and Fire buttons, i.e. set them to A and B, respectively, multiplayer still uses the default control scheme regardless of this setting.
  • The unused ammo meter seen offscreen in Morph Ball mode from Singleplayer is still present. Like bipedal form in multiplayer, the name of the beam currently being used will always be displayed.
  • In the Trilogy version, Grapple Beam sound effects do not play. This is most likely a glitch.
  • A multiplayer mode can be hacked into a singleplayer campaign, albeit with multiplayer's limitations. This element bears a heavy resemblance to the scrapped Co-Op campaign mode from Metroid 1.5.
  • It is possible for enemies from single-player to be modded or hacked into multiplayer mode. Enemies spawned in multiplayer mode will always go after Player 1.