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Proto:Metroid Prime 2: Echoes

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This page details one or more prototype versions of Metroid Prime 2: Echoes.


To promote Metroid Prime 2: Echoes, Nintendo began to distribute copies of Metroid Prime that included a disc with a demo of Metroid Prime 2: Echoes.

Unused Rooms

The demo follows the same room order as the E3 demo, which is completely different than the final game. This is most likely just for the demo and not signs of an older design, as room numbers are out of order and videos of the game dating before the demo are in the final order. The available demo ends when you enter the light portal in Feeding Pit, while the E3 demo goes through that portal and continues on to Dark Samus. Because of this, there are 7 rooms that go unused in the demo. The rooms are Biostorage Station, Security Station A, Bioenergy Production, Ventilation Area B, Save Station C, Sand Processing, and Main Reactor. Defeating Dark Samus in Main Reactor causes the game to crash.

Cinematic Placeholder

Prime2Demo-cinematic placeholder.png

By enabling a disabled layer in Sand Processing, it is possible to activate an unfinished cutscene, which drains the sand from the room to allow access to a missile upgrade.

Demo Ending

After completing the demo, it plays a different version of the "Mission Final" screen. The music is brighter, and in place of the completion percentage and time it only says "Mission Complete".

Removed Weapons

The Imploder is the Annihilator Charge Combo. It sends a blast of entangling dark matter, which then implodes in a burst of whitehot energy.

Samus's Notes:
Imploder costs 10 Missiles to fire, along with Light and Dark ammo.

The Imploder is most effective against multiple targets in an area.

The Imploder was an earlier Annihilator Charge Combo, which was replaced by the Sonic Boom. The description for it is different from the Sonic Boom, where the Sonic Boom would instantly travel to its target and create an effect looking like a shattered pane of glass. It is worth noting that the combo costs 10 dark and light beam ammo as well. The Sunburst and Darkburst both cost the respective 10 dark or light beam ammo, as well as 10 missiles. The final game requires 5 missiles and 30 of the corresponding ammo type.

Music

The demo has audio tracks in three different formats: the first is very similar to the first game's DSP and the three files that use it (dark.dsp, first-ruins.dsp and ridley.dsp) are all tracks from Metroid Prime, and are unused in the demo.

The second is used only by samusjak.rsf and samusjak_edit.rsf, the "Record of Samus" themes from Primes 1 and 2 respectively.

Tracks using the third format (the one actually used in the demo) are listed below.

darkworld_1.dsp

This track is unused in the demo and has no counterpart in the final game. It features the Dark Aether themes' characteristic moaning and percussion from Dark Agon Wastes. It's either an early Agon Wastes theme, or a generic (possibly placeholder) track for all Dark Aether regions before they were given unique BGMs.

DarkWorld_sand.dsp

Dark Agon Wastes, indistinguishable from the final version: the file size discrepancy between the demo and final is due to a brief silent interval prepended to the final version.

e3-landing.dsp

Used in the demo's landing site. An early, minimalistic variation of heishi32.dsp, which in the final game is used in Hive Tunnel and Command Chamber.

introtemp.dsp

Part of "Prologue" from Metroid Prime, except it starts in the middle of the track, and loops.

lst_c_trooper_00.dsp

A dialogue sequence intended for the 'last stand' cutscene.

METROIDPRIME2.dsp

An early version of the title screen BGM. While not present in the final game's files, this mysteriously reappeared unused on the Trilogy disc as METROIDPRIME2_32.fsb.

multiplay9.dsp

The multiplayer version of the menu music which has different mixing: the bass is almost inaudible, and the choir is quite loud.

opening-cine3-1.dsp

The music track (minus sound effects) of the cutscene openPartOne.thp.

pirates_kyu.dsp

pirates_kyu-3-32.dsp is the final game's Space Pirate battle music. This earlier version has different percussion around 1:15.

prime2.dsp

Despite its potentially misleading title, this is actually "VS. Metroid Prime (Head)" from the first game with different mixing (i.e. louder).

sand_soto.dsp

The Agon Wastes theme. It's almost the same as the final, except the looping bug is different (less noticeable here).

templeamb.dsp

5.5s of quiet wind.

thardus.dsp

Thardus's theme from Metroid Prime, as you probably guessed. This version fades out near 1:25-1:30 only to return suddenly to its regular volume.

The remaining tracks elevator.dsp, recharge.dsp, ruins-naka.dsp and toujou.dsp are respectively the elevator room, missile station, "Chozo Ancient Ruins", and Samus appearance fanfare from Metroid Prime.

Early Luminoth Texture

MP2Demo EarlyLuminothTxtr.png

An E3 trailer shows a Luminoth featuring this "dark" Luminoth texture. Although this texture exists, there is no model present in the demo. It has been specifically stated that this was an older design.

Early Annihilator Charge Beam

It seems that at some point, the Annihilator Beam's charge shot was changed. It's possible it was too similar to the Light Beam's charge shot or was too hard on the hardware, as it causes a significant amount of lag.

Strange Boostball Attack

As an extra function of having the Boost Ball, targeting an enemy close to you and morphing causes Samus to instantly morph and shoot towards the enemy. Although you do have to be close to an enemy, it made it possible to reach higher ledges that should normally be inaccessible and would be easily exploitable. This may have been why it was removed.

Removed Enemies

Morphology: Dark Sporb
Darkling possessed carnivorous plant.
Symbiotic merger enhances power of this enemy. Weakness to dark energy gone, replaced by weakness to light energy.
Eager to possess new bioforms, a number of darklings seized the chance to take the thorny Sporb as a host. 
It has proven to be a good match, as Sporb and Ing have similar temperaments. 
The Dark Sporb loses its weakness to dark energy, gaining a vulnerablity to pure light energy instead.
Morphology: Triclops
Hard-shelled creature with powerful jaws. 
Uses mandibles to grab small objects. Target is vulnerable to concussive blasts.
The Triclops is a hunter-gatherer. It collects small creatures and bits of foodstuff, then deposits them elsewhere for later consumption.
The hard tripartite mandibles it uses to move earth and rock are quite strong and difficult to escape once ensnared.
Morphology: Dark Triclops
Darkling possessed hunter-gatherer.
Symbiotic possession increases target durability. Heavy yield light-based attacks are recommended when engaging target.
The small stature and earthmoving power of a Triclops makes it a valuable infiltration agent for the Ing.
Already quite durable, the addition of an Ing parasite makes the creature even harder to destroy.
Mechanism: Ingkiller
Rogue Termination drone.
Powerful security unit armed with beam weapons. Target limbs to disable them and damage the unit.
The Ingkiller was designed to protect points of entry within the Luminoth Fortress from the Ing; it now seeks to eliminate all living things.
Its four attack limbs can be disabled, forcing it to use a secondary beam attack to defend itself.
The beam system requires sensor updates to function; a vulnerable detection unit will extend periodically to search for targets.
Destroy it to take the beam offline.
Morphology: Chykka Swimmer
Swimming Insectoid Guardian.
Target has entered a state of frenzy. Evasive action recommended.
The Chykka has been temporarily disabled by your attacks. Evasive action recommended. 
Target has become enraged and entered a state of frenzy. Collision-based attacks are likely.
Morphology: Dark Aerotrooper
Darkling possessed airborne Pirates.
Symbiotic possession brings more strength and power.  Target is susceptible to light-based attacks.
The vicious Aerotroopers are easily possessed by darklings, who feed off of their cruel natures. 
Dark Aerotroopers relish their speed and power, often losing themselves in the thrill of the hunt. 
The added strength gained from possession makes them more confident and aggressive in battle, making an already difficult opponent that much harder to vanquish.
Morphology: Dark Shriekbat
Darkling cavern dweller.
Presence of symbiote increases durability of target. Use high-damage or light-based attacks when targeting this creature.
Darkling Shriekbats prefer the cooler climates found on Dark Aether, gaining strength from the lack of pure light and heat.
Though more durable, they still explode on impact when performing an assault run on an enemy.
Morphology: Kenobite
Wall-walking hunter-gatherer
Wall-crawling telekinetic; uses its power to acccurately guide acidic projectiles at enemies. Vulnerable to concussive blasts.
The Kenobite prowls tunnels and caverns, using telekinesis to keep itself attached to the walls and ceilings.
In combat, it will fire acid-filled globes, guiding them telekinetically toward the target.
The creature is quite strong, and can only be dislodged by concussive blasts.
Dying Kenobites explode in a burst of acidic fluids, a last strike at their victorious foe.
Morphology: Zoomer
Armored nomadic scavenger.
Spines on creature can cause minor damage. Shell vulnerable to attack from multiple weapon systems.
A basic nerve center located directly above the Zoomer's mandibles detects nutrients.
Sharp spines protect it from casual predators, but the lack of a reinforced carapace makes the Zoomer vulnerable to any indirect attacks.

Early Names

Creatures
Demo Final
Spiderling Spider Guardian
Jump Warrior Ing Jump Guardian
Boostlet Boost Guardian
Powersporb Power Bomb Guardian
Grenchgrappler Grapple Guardian
Bombdigger Bomb Guardian
"Steadfast" class Guardian Quadraxis
Steadfast Head Module Shielded Head Module
Splitter Quad Main Body
Splitter Microfactory Quad Command Module
Dark Commando Dark Pirate Commando
Stone Guardian Watchdrone

GFMC Task Force

Many of the names of soldiers in the GFMC Task Force Herakles are different in the demo. The names match up with names of developers, which can be seen in the credits.

Soldier Developer
LCDR M Pacini Mark Pacini
1LT K Deckard Karl Deckard
GSGT M Wikan Mike Wikan
LCPL T Chauviere Ted Chauvière
PFC D Zoid David 'Zoid' Kirsch
PFC T Ivey Tom Ivey
PFC J Behr Jason Behr
PFC K Pearson Kynan Pearson
PFC N Trahan Nick Trahan
PFC R Harris Ryan Harris
PFC M Cheng Michael Cheng
PFC C Sbrogna Chip Sbrogna