Metroid Prime 2: Echoes

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Title Screen

Metroid Prime 2: Echoes

Also known as: Metroid Prime 2: Dark Echoes (JP)
Developer: Retro Studios
Publisher: Nintendo
Platform: GameCube
Released in JP: May 26, 2005
Released in US: November 15, 2004
Released in EU: November 26, 2004
Released in AU: December 2, 2004

DevTextIcon.png This game has hidden development-related text.
EnemyIcon.png This game has unused enemies.
GraphicsIcon.png This game has unused graphics.
TextIcon.png This game has unused text.

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Metroid Prime 2: Echoes is, as you may have guessed, the sequel to Metroid Prime. It's also a somewhat polarizing game – while it's acclaimed for its complex puzzles, excellent boss design, and greater difficulty over its predecessor, it also introduces a useless and somewhat annoying beam ammo system plus a dark world that's entirely too successful in its goal of creating an atmosphere of dread to the exclusion of enjoyability.

Still, it's Retro unchained, a game hitting the highest highs and the lowest lows of the Prime series. It's also absolutely packed with unused content.

To do:
There's a lot of info from the demo disk that informs some of the text-only references we have here. Need to prepare a page for that, and then cross-reference accordingly. Also, Emperor Ing was even more over-the-top than indicated, and finally, there is some regional differences.



Echoes subpage icon lists.PNG
Old Scan Data Lists
Scan data lists from an earlier period of development, they can tell us quite a bit about the game's development process.
Echoes subpage icon text.PNG
Unused Text
Mostly UI-related, but some of it hints at changed game mechanics.

Unused Enemies


Airthorns, with the air and the thorn where they don't get used except that they do but not really

Technically this is used, but only in one room in the Dark Agon Wastes (the enemy's early name outright states it's for Sanctuary Fortress, via the common prefix "Digital") where you can't interact with it or scan it. It's a fully functional enemy which doesn't appear where it's supposed to, and which is only seen as decoration behind a Morph Ball tunnel.

"Mechanism: Airthorns. Rogue airborne mechanoids. Targets are small and travel in packs for safety. Avoid contact."

"The Luminoth made the Airthorn to patrol local airspace. The small, speedy machines were a boon to the war effort until their programming failed. Now rogue, they serve the Ing as fiercely as they served their creators."


As seen in the scan data lists, there were a lot of enemies that didn't make the cut. Unfortunately, with the exception of the Airthorn, all that's left are the namedrops from the lists. Most of these are darklings and Prime 1 rejects; there are a couple totally unique ones, though. Many still have unique scripts located in RelProd; they might be possible to load in-game.

  • Dark Metaree
  • Dark Pirate Aerotrooper
  • Dark Shriekbat
  • Dark Sporb - the Power Bomb Guardian in the final game is a darkling Sporb, and may be related to this removed enemy.
  • Dark Triclops - presumably cut at the same time as the normal Triclops. Probably uses the Triclops script like the Mechlops does.
  • Kenobite - mechanical versions appear in the final game as the Mekenobite, but the presumable organic basis is nowhere to be found. It can be assumed to have behaved much like the Mekenobite.
  • Minirees - Also referred to as "Infant Shriekbats".
  • Triclops
  • Zoomer

It's also worth noting that there was a form between the Chykka adult and Dark Chykka, during that boss fight, known within the game code only as "Chykka 3".

To do:
Figure out which, if any, of these will load ingame; get screens.

Removed Weapons

Power Bombs were originally going to have dark- and light-themed variants in the form of Dark, Light, and Annihilator Bombs. There's a few string files with unused inventory strings detailing how these would have worked:

  • Dark Bomb - ce14d6c5.STRG
The Dark Bomb combines the power of the Dark Beam with that of the Power Bomb.

When in Morph Ball mode, press C-Right to select the Dark Beam, then press Y to drop a Dark Bomb. 

Samus's Notes:
Dark Bombs release a field of dark matter tendrils when they detonate. These tendrils can entangle and hinder enemies.

Dark Bombs are not effective against Denzium.
  • Light Bomb - 2571e5ba.STRG
The Light Bomb combines the power of the Light Beam with that of the Power Bomb.

When in Morph Ball mode, press C-Up to select the Light Beam, then press Y to drop a Light Bomb. 

Samus's Notes:
Light Bombs do not detonate on release. They explode when an enemy enters their detection radius, or when another Light Bomb goes off.

Light Bomb explosions are white-hot, and can set enemies on fire.

The brilliance of Light Bomb explosions can blind and stun dark creatures.

The Light Bomb is not effective against Denzium.
  • Annihilator Bomb - 14d50089.STRG
The Annihilator Bomb is a potent explosive, combining the Power Bomb with the energies of the Light and Dark Beams.

When in Morph Ball mode, press C-Left to select the Annihilator Beam, then press Y to drop an Annihilator Bomb. 

Samus's Notes:
When an Annihilator Bomb detonates, it emits a cloud of Light and Dark energy particles. These deadly particles will seek all enemies within a radius.

The Annihilator Bomb is not effective against Denzium.

Unused Multiplayer Powerups

In Metroid6.pak, unused text strings exist for the following:

  • Absorb Attack
Absorb Attack lost!/Absorb Attack acquired!
  • Dark Shield
Dark Shield lost!/Dark Shield acquired!
  • Light Shield
Light Shield lost!/Light Shield acquired!

Unused Lightbringer Behavior

Lightbringers are an "enemy" which act as mobile Light Crystals. Quite useful. However, the only ones in the game disappear after getting the Space Jump, before getting any of the alternate Beam weapons.

Despite this, using glitches to skip the Space Jump reveals that Lightbringers have unique reactions to all three Beam weapons! The Light Beam supercharges them, and the Dark Beam nullifies them, just like the normal crystals/beacons. However, the Annihilator Beam destroys them, a behavior unlike the standard crystals, but which is actually mentioned in the Lightbringer's scan data! They drop an Ultra Energy when destroyed; you can also use a charged Dark Beam shot to freeze one and fire a missile at it. This behavior would suggest that the Lightbringers were intended to see greater use than they wound up getting.

Emperor Ing Oddities

Guy probably has damn good depth perception.
We found your eyeball, but...

The penultimate boss of the game, the Emperor Ing, has a few discrepancies in its final phase which suggest the fight was to be a much more complex, strategic affair than it wound up as.

Further exposure to Phazon has mutated the Emperor Ing. It is now capable of shielding its vulnerable areas with energy barriers. Beams of opposite polarity can damage these barriers, however. Heavy damage to these barriers will cause them to drop, exposing the creatures weak spots. Target the weak spots to immobilize and damage the enemy.

This text from Mutated Emperor Ing's scan data mentions it putting up barriers around its weak points, of which there were multiple. The description suggests you need to switch beams to match the barrier color at the moment, and destroy the barrier before letting loose on that weak spot...but there is nothing like this in any phase during the Emperor Ing battle.

However, If Samus performs the Screw Attack at a tiny area of space just behind any one of Emperor Ing's five feet, it will take massive damage. It has no reaction to being damaged in these locations; it just continues moving, and no barriers are put up. Some data remains in the game which suggests how the fight would have worked.

There are empty Ing "eye" sockets at the joint of each leg. A piece of concept art in the Image Gallery reveals that these were intended to have fleshy orbs matching the color of the core in them, which were presumably the barriers. It can be assumed you'd have targeted and destroyed these (thus breaking their barriers, and leaving the empty sockets on the model) before attacking the weak point they protected. An unfinished, untextured model is present in metroid2.pak, with the Emperor Ing's used geometry. It's a small, irregular lump, similar in shape to the Inglet's eye but substantially larger, perfectly sized to fit into the sockets present on the legs. It's probable that this was the model used for the "eyes" there.

It should be noted that the game handles damage to these weak points and damage to the core differently; if the Emperor Ing is damaged using one of the weak points on his legs while the core is any color but red, and beam damage is dealt to the core after this but before it changes color, all of the damage dealt through the old weak points will be completely recovered. This means that the game keeps track of the damage dealt to these weak points separately, which suggests they were to be destructible. The code allowing the Emperor Ing to heal in this situation probably has something to do with the barrier color switching.

Removed Music


An early listing of the game's streams present on the disc references eight tracks which are not present in the final game. Many of these seem to have been replaced, as pirates_kyu.dsp is nowhere to be found but pirates_kyu-3-32.dsp is on the final disc and is used. It stands to reason that pirates_kyu.dsp would have been a predecessor of this track.