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Metroid Prime

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This page details pre-release information and/or media for Metroid Prime.

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To do:
Add more information from Unseen64. This thread also has a ton of information and pre-release images.

Development initially began with a third-person prototype. Miyamoto suggested a first-person perspective instead.

Development Timeline#

1998

  • March 18 - IGN reports that Shigeru Miyamoto confirms a new Metroid title is in the works by an unspecified internal development team.1
  • September 21 - Retro Studios is founded.2
  • With the intention of making Retro affiliated with Nintendo, founder Jeff Spangenberg eventually convinces Nintendo of America to fund the studio.3

1999

  • Among numerous projects, Retro Studios begins one called Metaforce, previously colloquially known as Action-Adventure.4

2000

  • April - Shigeru Miyamoto visits Retro's office. He reportedly spends the most time with Metaforce, and apparently "wasn't too thrilled" overall.
  • May - James H. Dargie is recruited by Retro Studios. He ends up doing early work on Metroid Prime, creating numerous models, as well setting up UI and animation for models. As his time at Retro is short-lived, a lot of his work ends up getting done over by other artists.
  • "A few weeks prior to Space World 2000" - Nintendo grants the Metroid license to Retro. Gene Kohler has since speculated this move was in response to "the high quality art in addition to Retro's other strong development areas" shown through their other projects. The development of Metaforce is subsequently terminated.
  • August 23 - A 10-second FMV demo video of Samus running down a corridor is shown at Spaceworld 2000.5
  • November 15 - Retro Studios posts a job listing, specifically mentioning them as the company "rumored to be developing Metroid for Nintendo Gamecube".6
  • November 21 - Retro creates a new webpage that outright reveals them as developing a Metroid game.7

2001

  • February 15 - Retro Studios cancels two of their projects and lays off over 20 people to focus on Raven Blade, their RPG project, and Metroid Prime.8
  • May 17 - Metroid Prime, under its final title, is shown off in FMV form at E3 2001.9
  • July 11 - IGN reports on disappointment within Retro Studios over how Metroid Prime and Raven Blade are coming.10
  • July 19 - Retro Studios cancels Raven Blade and lays off 26 people to focus on Metroid Prime.11
  • August 22 - Miyamoto reports that development is "working pretty well", but that he's not satisfied enough to present a taste of gameplay at Spaceworld 2001.12

2002

  • January 18 - Reto Studios puts out a job listing for a Senior Game Programmer.13
  • May 20 - IGN reports that Metroid Prime is set to be playable at Nintendo's E3 2002 booth.14
  • October 29 - Build date of the first North American version.15
  • November 5 - Build date of the second North American version.
  • November 18 - Metroid Prime is released for GameCube in North America.16
  • December 19 - Build date of the Korean version.

2003

  • February 4 - Build date of the European/Australian version.
  • February 11 - Build date of the Japanese version.
  • February 28 - Metroid Prime is released for GameCube in Japan.17
  • March 10 - Build date of the North American Players' Choice version.
  • March 21 - Metroid Prime is released for GameCube in Europe.18
  • April 3 - Metroid Prime is released for GameCube in Australia.19

ZhayTee Demo Track#

A potential demo track created by ZhayTee. This was rejected for undisclosed reasons.

Kraid#

Kraid was originally set to make an appearance in Metroid Prime, but is only given a mention in the game's manual. He was completely removed from the final version. He was meant to show up in the Phazon Mines as a late-game boss, but was dropped due to time constraints concerning his implementation.

Ice Boss#

Watch on YouTube

Animations for a boss, titled 'IceBoss,' originally to be used in Phendrana Drifts. According to Retro Studios modeler Mike Sneath, this creature was one of the original enemies created for Metroid Prime, and it was cut since Nintendo thought it didn't fit in the Metroid world.

(Source: Unseen64)

Flying Creature#

Watch on YouTube

Animations for a flying creature that look similar to the Flying Pirates that are found in the final game. This could have been a Flying Pirate variant or an entirely different enemy.

(Source: Unseen64)

Metroid Prime 1-3: A Visual Retrospective#

To do:
Get a scan of the production map for Prime 1 and put it here. There's one in the TCRF discord.

An artbook released in October 2025 containing never before seen concept art and production maps for early versions of Metroid Prime 1 and 2. The world map for Prime 1 shows a lot of interesting details, explained below (Note, this analysis is based on the map as it appears in the book itself, not the community made high-res scan. Even if the text and details are hard to see in the book because of the printing, almost everything is possible to make out):

General: It is unknown what build of the game this map is from, but the world layout is overall very similar to the final. The Magmoor rooms are the only ones with substantially different placements, even the Overworld rooms separated by the Magmoor areas are roughly where they should be relative to the other Overworld rooms.

Map Legend:

  • Blue doors are said to require either power beam or phazon beam.
  • Missile doors (which are red instead of gray) are said to require 5 missiles (like in Super Metroid) instead of 1.
  • Plasma beam doors are colored orange instead of red.
  • Morph Ball doors appear orange like plasma beam doors.
  • "Phazon Door Membranes" requiring the phazon beam are mentioned, but none are placed on the map.
  • An icon for the Spazer beam is present in the legend, but not placed anywhere on the map.
  • The Phazon charge combo is present in the legend, but not placed anywhere on the map.
  • The plasma charge combo (flamethrower) is listed as the 3rd combo, with the ice charge combo (ice spreader) listed as the 4th; they're the other way around in the final game (power charge combo (super missile) and wave charge combo (wavebuster) are still combo 1 and 2, respectively).
  • The super missile and ice spreader are off to the side on the map instead of where they should be.
  • It's hard to see, but it appears the phazon combo is listed as charge combo 6 in the legend, skipping 5 (5 would presumably be for the Spazer beam. I swear, it looks like a 6 in the book).
  • A check for "use flamethrower" is present in the legend, but not placed anywhere on the map.
  • No missile or powerbomb expansions are marked out yet, only 2 energy tanks are marked, and only 4 artifacts are marked.

Frigate Orpheon (+ crashed frigate):

  • Named "Intro World".
  • Airlock (01_intro_hanger_connect) seems to be missing.
  • Deck Alpha Access Hall (00a_Intro_Connect in the final) is simply 00a_connect.
  • Emergency Evacuation Area (02_Intro_Epodroom) is named 02_Intro_escapepod here.
  • Deck Alpha Umbilical Hall (02_Intro_Epod_connect) is absent.
  • Map Facility (00b_Intro_Connect) is simply 00b_connect, and the map station is absent.
  • The basic connection hallways Deck Beta Conduit Hall (00c_Intro_Connect), Deck Beta Security Hall (00d_Intro_connect), and Deck Beta Transit Hall (00e_Intro_connect) are missing the "Intro" prefix (so 00c_connect, 00d_connect, and 00e_connect).
  • Biotech Research Area 1 (04_Intro_Specimen_Chamber) is 04_intro_specimen.
  • Cargo Freight Lift to Deck Gamma (06_Intro_Freight_Lifts) is 06_intro_freightlifts.
  • Reactor Core Entrance doesn't have the connected save station.
  • Reactor Core is not labeled as having the Parasite Queen as a boss (likely a mistake with the map)
  • Subventilation Shaft Section A and Subventilation Shaft Section B (00F_intro_begin and 00F_intro_end, respectively) are missing the "intro" prefix, so they are simply 00f_begin and 00f_end (Them being simple rectangles on the production map and not winding corridors is how they're shown in the production map of the final game, so that detail is just for the production maps).
  • The Main Ventilation Shaft is still split into 6 sections labeled A-F.
  • In Main Ventilation Shaft Section E, the exit tunnel is to the left of the piston instead of the right.
  • The door leading out of Biotech Research Area 2 is further down instead of being centered on the wall.
  • Connection Elevator to Deck Alpha (02_Intro_Elevator) connects directly to Emergency Evacuation Area, and Deck Alpha Mech Shaft (00h_Intro_mechshaft) is completely absent. It's worth noting that the unusable elevator in the final version of Emergency Evacuation Area has the same exact design as the elevator in Connection Elevator to Deck Alpha, and the hallway in the beta production map connects to Emergency Evacuation Area roughly where the elevator is. All this suggests Samus was to leave through the Emergency Evacuation Area during the escape sequence.
  • The crashed ship is a separate area in this version and not part of Tallon Overworld (similar to how the Wrecked Ship in Super is its own area).
  • Main Ventilation Shaft Section C is instead an elevator to Tallon Overworld here. The accompanying elevator in Tallon Overworld is still behind the Frigate Crash Site.
  • The part of Main Ventilation Shaft Section A that connects to Cargo Freight Lift to Deck Gamma is blocked off, and the hallway is extended to the Reactor Core. This would make it so the positions of these rooms relative to the Reactor Core are consistent between the original and crashed versions, instead of the crashed versions inexplicably shifting over to be near the Reactor Core like they do in the final. (This detail is curiously present on the production map for the final game, too)
  • Every room in the crashed frigate, even the small connecting hallways, require the thermal visor to progress through, instead of just the main rooms.
  • An important pickup is marked to be placed in the Reactor Core post crash, but nothing is placed in the room in the final.
  • There is no Gravity Suit check here.
  • The crashed Freight Elevator to Deck Gamma has a spiderball check here, while the spiderball is not required in this room in the final.
  • The crashed Biotech Research Area 1 has an energy tank placed in it here, when there are no items in the final.
  • Connection Elevator to Deck Beta is turned into Transport to Phazon Mines East after the crash here.

Tallon Overworld/Magmoor Caverns:

  • Simply called "Overworld" here.
  • Magmoor Caverns was indeed part of Tallon Overworld in this build of the game.
  • The general starting area of Tallon Overworld (Landing Site and Tallon Canyon, using the boost ball in Tallon Canyon to reach an alternate route to get the space jump boots behind the landing site) is present in this version.
  • The naming convention of the connection hallways is different, being Over_hall_[letter], instead of 00[letter]_over_hall in the final. Many of the letter designations remain, some seem to be repurposed, but those related to Magmoor halls seem to have been removed.
  • The Landing Site has a Chozo Artifact, and the path to the Artifact Temple requires the space jump here and is behind a missile door.
  • Temple Hall (00j_over_plaza_hall) and Temple Lobby (07_over_Stonehenge_hall) are absent, only Temple Security Station (00j_over_hall) is present, known here as Over_hall_J.
  • The Artifact Temple seems to be mostly incomplete, as it's only known as Over_area07 here. No artifacts or bosses are present, but it still seems to be set up to be an elevator to the Impact Crater.
  • The door to the Root Cave from Root Tunnel is still a missile door, and the plasma beam door at the top of Root Cave still needs the X-Ray visor to get to here. However, the plasma beam door leads to a removed Over_hall_N and a completely removed elevator to Phendrana Drifts. As such, the Arbor Chamber is completely absent here.
  • Waterfall Cavern (00a_over_hall) still has a missile door at the end, but it leads to a Magmoor section instead of the Frigate Crash Site.
  • Transport Tunnel B (00o_over_hall) is present, but leads directly to the other Magmoor section instead of an elevator to Magmoor.
  • There are 2 Magmoor sections in this build of the game, one to the east of the landing site and one to the west.
  • The western Magmoor section consists of Twin Fires (08_Over_muddywaters_A), Over_hall_P (removed), Monitor Station (09_Over_monitortower), Over_hall_Q (removed), a DIFFERENT Phendrana Drifts elevator (Would be Transport to Phendrana Drifts South instead of Phendrana Drifts North). Over_hall_R (removed), Magmoor Workstation (10_Over_1Alavaarea), Over_hall_S (removed), and Transport to Phazon Mines West (different internal name but leads to the same place as the final.)
  • The eastern Magmoor section consists of Lava Lake (11_Over_muddywaters_B), Over_hall_B (repurposed to Overgrown Cavern), Fiery Shores (12_Over_fireshores), Over_hall_C (removed), Geothermal Core (13_Over_burningeffigy), Over_pickup_Ice (seems to be an early version of Warrior Shrine, which is 09_Lava_pickup), Over_hall_D (repurposed to Transport Tunnel E), and Triclops Pit (14_Over_magdolitepits).
  • The layout of some of the rooms appear to be different:
  • Monitor Station appears to be flipped vertically, Magmoor Workstation doesn't have the door leading to Transport to Phendrana Drifts South, the door leading to (what would be) Workstation Tunnel is an ice beam door instead of a blue door, proto-Workstation Tunnel doesn't have a powerbomb check, Geothermal Core appears to have a completely different layout, and Triclops Pit has 2 missile doors.
  • Over_pickup_Ice, like the Warrior Shrine, has a powerbomb check that leads to a morphball tunnel connecting to Fiery Shores. However, despite its name suggesting it was to have the Ice Spreader, it instead has the Wavebuster (this is likely an error.)
  • Many of the side rooms (Storage Cavern, Plasma Processing) are absent.
  • The southern missile door in Triclops Pit leads to Over_hall_H (removed) and the Frigate Crash Site (06_Over_crashedship). The room layout as a whole seems very different:
  • There's only 2 doors, and the southern door leading to the crashed frigate is not an ice beam door.
  • The Thermal Visor is found here, and this door, the next door in Over_hall_I (removed), and even the elevator to the crashed frigate all need the thermal visor to progress.
  • The eastern missile door in Triclops Pit leads to Over_hall_E (removed) and Great Tree Hall (04_Over_treeroom). The layout is slightly different:
  • The ice beam door to the north still leads to Transport Tunnel D (00f_over_hall) and Transport to Chozo Ruins South (different internal name but leads to the same place).
  • There is a spiderball check to the south leading to Life Grove Tunnel (00g_over_hall), but it connects via a morphball tunnel instead of an ice beam door. Life Grove Tunnel still has the power bomb check.
  • The Life Grove (05_Over_xrayroom) is present and implemented, with the xray visor and using power bombs to reveal the room is larger than it appears.
  • A small room off to the side (likely the Great Tree Chamber) is present, but it is unnamed and simply has a question mark in it. The devs likely hadn't figured out what to put here yet.
  • Transport Tunnel E isn't located here, and the Transport to Phazon Mines East is part of the crashed frigate.

Chozo Ruins:

  • Properly named here.
  • The biggest difference in layout is the loop connecting the hive totem and sunchamber is absent, as is the elevator to Magmoor.
  • The Ruins Entrance (0q_connect_tunnel) is absent, instead there's Ruins_Hall_A.
  • Main Plaza has the grapple point from the Training Chamber path.
  • The Vault (4_maproom_D) contains the Wave Beam, and it is located behind a space jump check.
  • Plaza Access (0s_connect_tunnel) is also absent, with Ruins_Hall_C in its place.
  • The rooms all leading to Hive Totem are in place, complete with the save station off the ruined nursery and map station behind a missile door off the ruined gallery. Hive Totem has the missile launcher, but the room layout seems slightly different on account of there being no rooms behind it.
  • The path to the Ruined Shrine is behind a missile door and the Ruined Shrine still has the morph ball and spiderball check to the purple door leading to the Tower Of Light. However, the doesn't appear to be a boost ball check.
  • Some of the hallways are unnamed in the map, but are assumed to be the same as the final.
  • The rooms with "Connect" in their file names are missing the "tunnel" suffix, however the letter designations still match with the final.
  • A cut morph ball tunnel (Ruins_Hall_B) connected to the Ruined Shrine leads to a removed elevator to Phendrana Drifts north (this elevator in Phendrana connects to Magmoor instead).
  • The Tower of Light is present, but has a completely different name (14_Tower_of_Light instead of 14_tl_base01 in the final). It also holds the flamethrower instead of the wavebuster.
  • The Tower Chamber is present, but named differently (Ruins_pickup_tower instead of 14_tl_room01_02 in the final) and it doesn't have an item marked for it.
  • Ruined Fountain Access (Generic_z03) doesn't have a morphball check.
  • Magma Pool is present, but named slightly different (6_Grapple_Gallery instead of 06_grapgallery). It has the grapple check leading to the purple door to training chamber, but the door is in the middle of the wall instead of near the end. The room is also not marked as being superheated, meaning it likely still uses the unused poison water layer.
  • Training Chamber is present, but has a different name (7_RuinedRooftop instead of 7_ruinedroof) and it has a completely different layout. The entrance is on the side wall near the front instead of centered on the front wall, and the exit morphball tunnel is off to the side instead of centered (the tunnel is positioned like this on the layout map for the final game, too). The tunnel also has a powerbomb check instead of a boostball check.
  • Piston Tunnel is named 1a_Morphballtunnel instead of 1a_morphballtunnel2.
  • Sunchamber (22_flaahgraChamber) is present, and Flaaghra is present and gives the Varia suit. The room has no 2nd exit on account of the later rooms being missing.
  • Gathering Hall is named 10_Energy_Core_Entrance instead of 10_coreentrance.
  • Watery Hall still has the charge beam, but the morphball tunnel next to it connects back to the entrance of the room. Dynamo Access also seems to be missing, as the morphball tunnel connects directly to Dynamo.
  • There is no spiderball check for entering the Furnace Proper.
  • Furnace has an energy tank here like in the final.
  • Crossway Access West is shown to connect to furnace near the right wall instead of the left (this is also in the layout map for the final game). The room also appears to have a power bomb check near the door, and the door is a Plasma Beam door.
  • The Hall of the Elders has the artifact but no dedicated chamber for it. It still has the missile recharge station off to the side.
  • All of the doors in the Reflecting Pool need the boost ball to get, like in the final, but the door to the Antechamber also needs spiderball. Antechamber still has Ice Beam.
  • Savestation 3 doesn't have a morph ball tunnel leading to an elevator behind it.
  • Transport Access South (known as 0j_connect here) connects to Burning Trail, where it's known as 23A_Burning_Trail here (it's known as 23_lava_BurningTrail in the final). The door at the end leads to Transport to Tallon Overworld South, like in the final game (different internal name but leads to the same place).

Phendrana Drifts:

  • Known as "Ice World" here.
  • The layout is almost identical to the final, with all the rooms in place. The only notable differences are with elevators and a few side rooms.
  • The northern most elevator connects to Chozo Ruins instead of Magmoor.
  • All of the connection halls are missing the "ice" prefix in their names, the letter designations seem to match up with the final.
  • Phendrana Shorelines has a grapple point near the door to Ice Ruins West (this grapple point is also on the production map for the final game).
  • The path to the Ice Temple has a gravity suit check instead of a space jump check.
  • The save station off of Phendrana Shorelines is still called Save Station B.
  • The Chozo Ice Temple has the Plasma Beam where the artifact would be in the final.
  • Chapel Tunnel (00p_ice_connect) is unnamed here.
  • The Chapel of the Elders is present but very incomplete. It's named "Old Ruins Room", is labeled as being a copy of Ruins 4_maproom_D (vault) and has a question mark in it. It also has an artifact in it that's not there in the final.
  • The morphball alcove in Ice Ruins East that requires the spiderball to get to leads to a removed room (bluehall_01) and a completely removed elevator to Tallon Overworld.
  • Everything related to the path to the Boost Ball is properly implemented.
  • The doors in Courtyard Entryway are plasma beam doors instead of blue doors.
  • Ruined Courtyard appears to be rotated 90 degrees clockwise here compared to the final. The door leading to Specimen Storage is still a wave beam door, but it needs the thermal visor to open. The door leading to Thardus is also a wave beam door and it does not need the thermal visor. The relative paths to Specimen Storage and Save Station A are swapped.
  • Mapstation_Ice and Savestation_Ice_A are properly a map and save station, respectively. In the final game, the room names are the same but their contents are swapped.
  • Specimen Storage has 2 names: 00j_connect (the final name is 00j_ice_connect) and bluehall_15.
  • The Observatory doesn't have the Super Missile in it.
  • Save Station D (pickup01) is a non-save energy recharge station, the only one in the game. The door is also purple instead of a missile door.
  • Control Tower (08_Ice_Ridley) still has Ridley's boss fight in this version, along with the artifact. Interestingly, Ridley is labeled as boss 5, meaning the player would've had to trek all the way over here to fight him after beating Kraid in Phazon Mines.
  • There is a small side room in the north east corner connected by a plasma beam door that is not present in the final. It's labeled as "command / detox chamber ?", suggesting Retro was throwing stuff at the wall to see what stuck. In the final game, there's a small section of floor jutting out in this corner behind the wall, which is where the door to this room would've likely been.
  • The Research Core contains no items.
  • The door to Pike Access is a purple door instead of a white door.
  • Quarantine Access (00r_ice_connect) seems to be missing. Instead, bluehall_05 is present.
  • The elevator to Magmoor is before the Quarantine Cave instead of after.
  • North Quarantine Tunnel (00s_ice_connect) is also missing. The morphball tunnel present has 2 names: 00c_connect and 2_ice_morphtunnel, neither of which are used anywhere in the final.
  • Quarantine Cave's layout appears to be rotated 90 degrees clockwise compared to the final. The morphball tunnel leading to Quarantine Monitor is instead the main entrance, Quarantine Monitor (which is unnamed here) is connected via a plasma beam door, and there are no grapple beam checks.
  • South Quarantine Tunnel (00q_ice_connect) is also absent.
  • Transport Access (00h_connect) is not accessed via a white door.
  • The layout of the Phendrana Drifts depths area (the sequence leading to the Gravity Suit) appears to be almost the same as in the final.
  • Storage Cave (pickup02) has a missile recharge station instead of an artifact, and is accessed via a purple door.

Phazon Mines:

  • Properly named here.
  • The overall layout is roughly the same as the final, but it seems to be mostly incomplete. None of the rooms have unique names; all of the large rooms are just "Mines_Area[number]" (many large rooms are still simply called "[number]_mines" in the final), the connection halls are "Mines_Hall_[letter]" instead of "00[number]_connect", and the pickup rooms are unnamed and mostly in slightly different positions.
  • Most of the doors in levels 1 & 2 are plasma beam doors, and most of the doors in level 3 are ice beam doors.
  • All of the letter designations for the "Mines_Hall_[number]" halls match up with their corresponding rooms in the final, however Mines_Hall_Q (which would be 00q_Mines_connect in the final) is missing from the final, as it's used here as a connector hall to a completely removed elevator to the Impact Crater.
  • Storage Depot B still contains the grapple beam and is still connected to Ore Processing (though its position is different), and the grapple points on either side of Waste Disposal are present. There is, however, no spiderball check for getting the grapple beam.
  • There is no powerbomb check in Maintenance Tunnel (Mines_Hall_G, 00g_Mines_Connect in the final) and it's not labeled as a morph ball tunnel.
  • Map Station Mines is connected to Omega Research differently, and it's behind a grapple beam check instead of a power bomb check.
  • The powerbombs are located where Save Station Mines B would be off of the Central Dynamo, instead of within Central Dynamo itself.
  • The upper exit of Metroid Quarantine A is behind a grapple beam check instead of an x-ray visor check.
  • Savestation Mines B is off of Fungal Hall B and is not a missile station (the room is still called 00_Mines_Savestation_B in the final game).
  • There is no save station off of Metroid Quarantine B, and the entrance to Elite Quarters access is behind a power bomb check.
  • Kraid is listed as the boss of Elite Quarters instead of Omega Pirate, and he gives the Phazon Suit but not the Phazon Beam (likely a mistake with the map).

Impact Crater:

  • Known as "Crater" here.
  • Has 2 elevators instead of 1, one to phazon mines and the other to the Artifact Temple (the one connected to the Artifact Temple is incorrectly labeled as going to phazon mines too, but it has the proper letter designation of J as in the final).
  • It's likely that very little work has been done on the Impact Crater in whatever version of the game this map is from, as it seems at this point they still only had the idea that the final boss was located here. The fact it has 2 elevators, both of which seem intended to be accessed late in the game, suggests the area was going to be more expansive and the player would've had to visit it multiple times. This matches up with dev comments on the area, and how it was worked on mostly in the final months of development.

Comments from Former Dev#

Posted here https://www.facebook.com/photo?fbid=245201103649924 on 2021-04-14:

[An image about Metroid Prime Trilogy]

Eric Imse
If it ever comes to Switch, I’d love to give it another play through! My steelbook Wii game has no Wii to play it on currently... 😢

Michael Wikan
That would take a lot of effort, so I am pretty skeptical it will happen. It was straightforward to update MP1 and 2 to Motion controls, but converting MP3 to normal controls would be a herculean effort, as it is scripted very specifically using volumetric triggers to detect the motion in precise manners to do specific switches, and the bosses are tuned to take into account the ease of gestural aiming.

Eric Imse
Michael Wikan It was listed ages ago on GameStop or some site and was then removed, so I think it is probably coming. Plus the Switch does have gyro metric controls so it wouldn’t be too difficult I would think. But I could be wrong. 🤷🏼‍♂️ We shall see!

Michael Wikan
Eric Imse i built all those games, lol, and the gyro can't do it. I suspect that old GameStop listing was an error or prank.

Eric Imse
Michael Wikan Seriously? You’re a current/former Retro employee? Very cool. But also a bummer if what you say is true. My hopes have been up for nothing these past years... 😢

Michael Wikan
Eric Imse i was a lead designer on all 3 original games, ran the Trilogy compilation project, was a lead designer on Donkey Kong Country Returns. The biggest issue is Retro no longer has functional editor tools to work with the Prime code base, so everything has to be "brute force" hard coded. Rebuilding the hundreds of interaction sets in MP3 alone, not to mention retuning the game play to take in the slower engagement pacing of conventional controls would probably take a year with a 4-5 person team full time by itself.

Eric Imse
Michael Wikan Wow! It’s a pleasure to meet you, sir! Thanks so much for your time with those games - they’re beloved by many, myself included. 😊

Michael Wikan
Eric Imse thanks for the kind words!

Eric Imse
Michael Wikan Thanks for the insight and pulling back the curtain a bit!

Mario González
Michael Wikan ok but where is our MP4? I only bought the Switch for that game lol and thank you for the trilogy of masterpieces

Michael Wikan
Mario González it's in production, lol, I'm not working for Retro since I shipped Donkey Kong Country Returns. Why it's taking so long, I couldn't tell you.

References#


  1. One Ticket to Zebes, Please - IGN↩︎
  2. @RetroStudios - "Congratulations to Retro Studios 20 year anniversary in gaming! Here’s to many more!" - 6:02 AM · Sep 21, 2018↩︎
  3. A Retrospective: The Story of Retro Studios - IGN↩︎
  4. Metroid Prime Was Once A Third-Person Shooter About Eugenics | Nintendo Life↩︎
  5. cube.ign.com: Metroid Cubed↩︎
  6. Metroid What? - IGN↩︎
  7. Retro Inadvertently Confirms Metroid - IGN↩︎
  8. Retro Regroups - IGN↩︎
  9. E3: Metroid Prime Direct Feed Video - IGN↩︎
  10. Metroid, Raven Blade Blues - IGN↩︎
  11. Raven Blade Killed, Retro Lays off 26 - IGN↩︎
  12. Spaceworld 2001: Metroid Prime Progress Report - IGN↩︎
  13. Retro Studios Still Hiring - IGN↩︎
  14. E3 2002: First Look: Nintendo's Booth - IGN↩︎
  15. Metroid Prime version numbers↩︎
  16. | Metroid Prime - Games - Nintendo |↩︎
  17. METROID OFFICIAL SITE - metroid.jp↩︎
  18. Metroid Prime Bundle for Europe Revealed - Gamecube Video Game News - PAL Gaming Network↩︎
  19. Metroid Prime Release Date Revealed! - Gamecube Video Game News - PAL Gaming Network↩︎