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Metroid Prime Hunters

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Title Screen

Metroid Prime Hunters

Developer: Nintendo Software Technology
Publisher: Nintendo
Platform: Nintendo DS
Released in JP: June 1, 2006
Released in US: March 20, 2006
Released in EU: May 5, 2006
Released in AU: May 25, 2006
Released in KR: December 6, 2007


AreasIcon.png This game has unused areas.
ModelsIcon.png This game has unused models.
MusicIcon.png This game has unused music.
TextIcon.png This game has unused text.


ProtoIcon.png This game has a prototype article

See, this is why server preservation is important.
This game's online features are no longer supported.
While this game's online features were once accessible, they are (as of May 20, 2014) no longer officially supported and online-exclusive features may be documented as now-unseen content.

Metroid Prime Hunters is a Quake-styled Metroid game featuring a rainbow collection of new characters and the same two bosses over and over.

Hmmm...
To do:
Version differences (US has two different versions).

Sub-Page

Read about prototype versions of this game that have been released or dumped.
Prototype Info

Unused Beam Doors

Doors can be set to require any beam weapon to open, and will use a corresponding color palette: Any (white), Volt Driver (yellow), Missile (orange), Judicator (purple), Magmaul (red-orange), Shock Coil (green-blue), Imperialist (red), or Battlehammer (green). In practice, regular doors never require the Shock Coil or Battlehammer, while thin doors only use the Any and Battlehammer variants. This leaves a number of door color palettes unused.

Regular Thin
MPH regular doors.png MPH thin doors.png

Unused Object Models

Filename Info Image
MoverTest_Model.bin

movertest_Anim.bin

An unused model of moving block objects. Blocks!
pick_wpn_missile.bin An unused pickup. In the final game, all characters always have missiles available. MPH pick wpn missile.png MPH Unused Pickup.png
Temroid_lod0_Model.bin An unused enemy. MPH Temroid.png MPH Temroid Ingame.png
AlimbicComputerStationControl_Model.bin

AlimbicComputerStationControl_Anim.bin

An unused model with a spinning animation. MPH AlimbicComputerStationControl.png
AlimbicEnergySensor_Model.bin

AlimbicEnergySensor_Anim.bin

An unused model with a pulsating animation. MPH AlimbicEnergySensor.png
Alimbic_Power_mdl_Model.bin

Alimbic_Power_Anim.bin

An unused model with broken textures. MPH AlimbicPower.png
Alimbic_Scanner_mdl_Model.bin

Alimbic_Scanner_Anim.bin

An unused variant of the scanner model. MPH AlimbicScanner.png
Alimbic_Switch_mdl_Model.bin

Alimbic_Switch_Anim.bin

Alimbic_Switch_Collision.bin

An unused variant of the switch model. MPH AlimbicSwitch.png
balljump_Model.bin A leftover model from First Hunt. MPH balljump.png
balljump_ray_Model.bin

balljump_ray_Anim.bin

A leftover model from First Hunt. As in that build, it has an animation file but no animations. MPH balljumpray.png
brain_unit3_c2_Model.bin An unused model similar to unit3_brain_Model, which is used in VDO. MPH brainunit3c2.png
ElectroField1_Model.bin

ElectroField1_Anim.bin

ElectroField1_Collision.bin

An unused grid of electrical arcs. MPH ElectroField1.png
Generic_Power_mdl_Model.bin

Generic_Power_Anim.bin

An unused model with broken textures. MPH GenericPower.png
Generic_Scanner_mdl_Model.bin

Generic_Scanner_Anim.bin

An unused variant of the scanner model. MPH GenericScanner.png
Generic_Switch_mdl_Model.bin

Generic_Switch_Anim.bin

Generic_Switch_Collision.bin

An unused variant of the switch model. MPH GenericSwitch.png
gorea_gun_Model.bin

gorea_gun_Anim.bin

An unused model with an opening/closing animation. MPH goreagun.png
Guardbot01_Dead_Model.bin A static version of the Voldrum enemy's model. MPH Guardbot01Dead.png
Guardbot02_Dead_Model.bin A static version of the gun-less Voldrum enemy's model. MPH Guardbot02Dead.png
Ice_Power_mdl_Model.bin

Ice_Power_Anim.bin

An unused model with broken textures. MPH IcePower.png
JumpPad_Alimbic_Model.bin

JumpPad_Alimbic_Anim.bin

An unused jump pad model. MPH JumpPadAlimbic.png
JumpPad_Ice_Model.bin

JumpPad_Ice_Anim.bin

An unused jump pad model. MPH JumpPadIce.png
JumpPad_IceStation_Model.bin

JumpPad_IceStation_Anim.bin

An unused jump pad model. MPH JumpPadIceStation.png
JumpPad_Lava_Model.bin

JumpPad_Lava_Anim.bin

An unused jump pad model. MPH JumpPadLava.png
JumpPad_Station_Model.bin

JumpPad_Station_Anim.bin

An unused jump pad model. MPH JumpPadStation.png
Lava_Power_mdl_Model.bin

Lava_Power_Anim.bin

An unused model with a missing texture. MPH LavaPower.png
Lava_Scanner_mdl_Model.bin

Lava_Scanner_Anim.bin

An unused variant of the scanner model. MPH LavaScanner.png
platform_Model.bin

platform_Collision.bin

An unused platform left over from First Hunt, but with an updated artstyle. MPH platform.png
Psychobit_Dead_Model.bin A static version of the Psycho Bit enemy's model. MPH PsychobitDead.png
Ruins_Console_mdl_Model.bin

Ruins_Console_Anim.bin

Ruins_Console_Collision.bin

An unused variant of the console model. MPH RuinsConsole.png
Ruins_Monitor_mdl_Model.bin

Ruins_Monitor_Anim.bin

Ruins_Monitor_Collision.bin

An unused variant of the monitor model. MPH RuinsMonitor.png
Ruins_Power_mdl_Model.bin

Ruins_Power_Anim.bin

An unused model. MPH RuinsPower.png
Ruins_Scanner_mdl_Model.bin

Ruins_Scanner_Anim.bin

An unused variant of the scanner model. MPH RuinsScanner.png
Ruins_Switch_mdl_Model.bin

Ruins_Switch_Anim.bin

Ruins_Switch_Collision.bin

An unused variant of the switch model. MPH RuinsSwitch.png
Switch_mdl_Model.bin An unused switch model. MPH Switch.png
unit1_mover1_model.bin

unit1_mover1_anim.bin

unit1_mover1_collision.bin

An unused platform model for Alinos. MPH unit1mover1.png
unit3_pipe1_Model.bin

unit3_pipe1_Anim.bin

unit3_pipe1_Collision.bin

An unused moving tube model for VDO. MPH unit3pipe1.png
unit3_pipe2_Model.bin

unit3_pipe2_Anim.bin

unit3_pipe2_Collision.bin

An unused moving tube model for VDO. MPH unit3pipe2.png
unit4_platform1_model.bin

unit4_platform1_collision.bin

An unused platform model for Arcterra. MPH unit4platform1.png
brain_unit3_c2
(unused)
unit3_brain
(used)
MPH brainunit3c2.png MPH unit3brain.png

Unused Textures

Filename Info Textures Models
Guardian_pal_01_Tex.bin

(also duplicated in pal_02-04)

This file has 8 textures, but only the two neutral ones are used. Guardians do appear which use elemental weapons, but they still use the neutral texture.

unused textures

Ice, Electro, Magma, Neutral.

Textured models.
Guardian_pal_Team01_Tex.bin An early Electro texture for the Guardians. Unused texture. Textured model.
Guardian_pal_Team02_Tex.bin An early Magma texture for the Guardians. Unused texture. Textured model.

Unused Music

Present in the SDAT file.

Entrance Themes

Filename Hunter Audio
SEQ_INTRO_SYLUX Sylux
SEQ_INTRO_TRACE Trace
SEQ_INTRO_NOXUS Noxus
SEQ_INTRO_WEAVEL Weavel
SEQ_INTRO_GUARDIAN Guardian

Unused entrance themes for individual bounty hunters.

MENU_1

An unused menu theme based on the menu theme from the First Hunt demo.

Unused Text

GameMessages.bin contains unused messages that do not appear at any point in the game, some of which hint at abandoned story elements.

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.

The text above is most likely referring to the Delano 7, Sylux's ship.

WARNING:\
subspace intercepts suggest the presence of bounty hunters in ALIMBIC territory.
GUNSHIP TRANSMISSION\
warp signatures of at least four bounty hunter vessels confirmed.
GUNSHIP TRANSMISSION\
analysis of telepathic transmission from TETRA GALAXY complete. unable to validate any source of ULTIMATE POWER.
GUNSHIP TRANSMISSION\
origin of telepathic message identified as prisoner GOREA. threat analysis: strategic lure for an unwitting liberator.
GUNSHIP TRANSMISSION\
GOREA must not escape. all measures necessary to contain this threat are authorized.
top screen\
various hostile forces in pursuit of $ULTIMATE POWER.$ $EXTREME CAUTION$ is advised.
SCAN FIRST TO PICK UP\
GUNSHIP TRANSMISSION\
WARNING! unidentified vessel detected in docking bay alpha seven. $EXTREME CAUTION$ is advised.
FORCE FIELD CANNOT BE DEACTIVATED WITH THAT WEAPON\
SAVE STATION\
would you like to save your progress?
GUNSHIP TRANSMISSION\
sensors detect the proximity of an ALIMBIC ARTIFACT.

Invalid Log Entry

MPH Unused Log Entry.png

The improperly formatted message "This object has no entry in the log book" will appear when the Scan Visor analyzes an entity without a valid scan ID. This is not normally visible during gameplay because objects without valid IDs cannot be scanned.

"Music Test" Titles

Within BGMSELECTLIST.DAT is a list of track titles for the game's sound test in the Options menu. These titles, however, aren't shown in-game whatsoever.

TITLE MENU RESULTS CELESTIAL_GATEWAY ALINOS_GATEWAY VESPER_GATEWAY ARCTERRA_GATEWAY 
SHADOWS ENEMIES THE_ARCHIVES PURSUIT KANDEN FOREBODING CRETAPHID AFTERMATH ESCAPE ALINOS 
SPIRE SLENCH THE_OUTPOST GUARDIANS SYLUX DESOLATION ARCTERRA NOXUS TRACE THE_ELDERS DEMON_SPAWN 
SPACE_DECAY WATCHING WEAVEL GOREA HUNTERS GOREA_RETURNS

Unused Rooms

Filename Info In-game name (English) In-game name (French) In-game name (German) In-game name (Italian) In-game name (Japanese) In-game name (Spanish) Image
unit1_b2_model.bin Early Processor Core biodefense chamber 06 chambre de biodefense 06 abwehrkammer 06 camera di biodifesa 06 第六宝物守護室 cámara de biodefensa 06 u1_b2
unit2_b2_model.bin Early Stasis Bunker biodefense chamber 05 chambre de biodefense 05 abwehrkammer 05 camera di biodifesa 05 第五宝物守護室 cámara de biodefensa 05 u2_b2
unit3_b1_model.bin Early Head Shot biodefense chamber 03 chambre de biodefense 03 abwehrkammer 03 camera di biodifesa 03 第三宝物守護室 cámara de biodefensa 03 u3_b1
unit3_b2_model.bin Early Fuel Stack biodefense chamber 08 chambre de biodefense 08 abwehrkammer 08 camera di biodifesa 08 第八宝物守護室 cámara de biodefensa 08 u3_b2
unit4_b1_model.bin Early Sanctorus biodefense chamber 04 chambre de biodefense 04 abwehrkammer 04 camera di biodifesa 04 第四宝物守護室 cámara de biodefensa 04 u4_b1
unit4_b2_model.bin Early Sic Transit biodefense chamber 07 chambre de biodefense 07 abwehrkammer 07 camera di biodifesa 07 第七宝物守護室 cámara de biodefensa 07 u4_b2

In the following six videos, player spawns and a handful of other entities (such as jump pads) have been edited in order to make the rooms playable.

Test Level

The game's binary contains two room definitions for alternate versions of a test level called Level TestLevel and Level AbeTest. The entity and nodedata files referenced by the definitions are present on the cartridge, but other files are missing. If the model, texture, and collision files from the First Hunt test level are ported over, the level can be loaded and the new objects clearly fit the layout of the original First Hunt room.

"AbeTest" likely refers to Masamichi Abe, the director of Metroid Prime Hunters' development at Nintendo Software Technology.

Filename Oddity

The model used by the enemy Trocra is named PowerBomb_Model.bin. There are no Power Bombs in the game, but this indicates they were present at one point in development and had their model repurposed as an enemy.