the cutting room mirror

Metroid Prime

This article has a talk page!
view on tcrf.net

Metroid Prime signaled the return of Metroid after being dormant for 8 years since the release of Super Metroid (save for its featuring in the Super Smash Bros. series). When Prime was first announced, gamers were met with a wave of nostalgia, which was quickly tempered with trepidation, as Prime was set to be a 3D first-person adventure.

Luckily, those fears were quelled upon release, with Prime becoming critically acclaimed, and it became a fan favorite when gamers found that the core feel and essence of Metroid was intact.

It was later ported to the Wii in 2009, and a remastered version was released in 2023 for the Nintendo Switch.

Unused Layers#

Many rooms have unused object layers that are never enabled for one reason or another.

To do:
Get pictures/video of most of these.

World

Room

Layer Name

Contents

Space Pirate Frigate

Exterior Docking Hangar

Crates

A bunch of crates sitting around that don't drop anything.

Space Pirate Frigate

Emergency Evacuation Area

Music Test

Empty.

Space Pirate Frigate

Connection Elevator to Deck Alpha

Don't Load

Some particle effects and a couple objects that would have faded out the music when the item loss cutscene started.

Space Pirate Frigate

Biotech Research Area 2

don't load

A platform on the opposite end of the grapple pit that would have allowed you to cross the room without using Grapple Beam.

Space Pirate Frigate

Biohazard Containment

Music Test

Empty.

Space Pirate Frigate

Reactor Core

Not Loaded

Camera hints in the entrance hallway.

Space Pirate Frigate

Cargo Freight Lift to Deck Gamma

Not Loaded

Camera hint that activates near the big door at the bottom of the room.

Space Pirate Frigate

Reactor Core Entrance

Not Loaded

Empty.

Chozo Ruins

Training Chamber

2nd Pass Enemy

Empty.

Chozo Ruins

Magma Pool

poison

An alternate style for the room, with poison water instead of lava. The water has fish swimming around in it. There's other effects present as well like gnat swarms.

Chozo Ruins

Tower of Light

2nd Pass

Two Puddle Spores in the water at the bottom of the tower.

Chozo Ruins

Sun Tower

Don't load

An unused cinematic with the camera panning around behind Samus, who's standing at the bottom of the tower.

Chozo Ruins

Hive Totem

2nd pass

War Wasps spawning from the statue mouths on either side of Hive Mecha.

Chozo Ruins

Sunchamber

Easy Flaahgrah Killer

Empty. Likely used to contain an insta-kill trigger for Flaahgra, used during debugging, similar to the Thardus and Omega Pirate ones.

Chozo Ruins

Sunchamber

Don't Load

An extra "fake bomb slot" trigger that hurts Flaahgra near the entrance of the room. There's also a counter and a relay on this layer; unsure of their purpose.

Chozo Ruins

Crossway

Don't Load

Empty.

Chozo Ruins

Elder Hall Access

2nd Pass

Empty. The scarabs are on a layer called "1st Pass", so they were probably intended to be swapped out with other enemies at one point.

Chozo Ruins

Reflecting Pool

2nd Pass enemies

Empty.

Phendrana Drifts

Transport to Magmoor Caverns West

REMOVE THE SPIKES!!!!

Two breakable ice spikes blocking the door out that have a random chance of spawning.

Phendrana Drifts

Shoreline Entrance

HIDE THE SPIKES!!

Lots of breakable ice spikes lining the hallway. Again, they all have a random chance of spawning.

Phendrana Drifts

Phendrana Shorelines

Don't Load

Ice debris next to the missile expansion alcove. This seems to indicate the ice was originally going to break when you destroy it, rather than slowly melting like it does in the final game.

Phendrana Drifts

Ruins Entryway

DO NOT LOAD!!!!

A fully-grown adult Sheegoth. Given the room is really small, it's pretty easy to guess why this was disabled.

Phendrana Drifts

Plaza Walkway

Don't load

Some objects being held up by the pillars near the door to Ice Ruins East, forming a small structure with a ceiling. There's a trigger that makes the structure collapse when you walk in.

Phendrana Drifts

Ice Ruins Access

Atomics

Empty. The contents were probably moved to the Default layer, since that layer has Atomics (Bombus) on it.

Phendrana Drifts

Ice Ruins Access

platformers

Empty. The contents were probably moved to the "Don't load" layer.

Phendrana Drifts

Ice Ruins Access

Don't load

Three Crystallites crawling up the walls, evenly spaced through the tunnel.

Phendrana Drifts

Chozo Ice Temple

Don't Load

Empty.

Phendrana Drifts

Canyon Entryway

atomics

Empty. Contents were probably moved to the Default layer.

Phendrana Drifts

Canyon Entryway

Crawlers

Empty. Contents were probably moved to the "Don't load" layer.

Phendrana Drifts

Canyon Entryway

Don't load

Two Crystallites crawling up the walls of the tunnel.

Phendrana Drifts

Chapel of the Elders

NOA Demo

Empty.

Phendrana Drifts

Ruined Courtyard

Don't Load

Water splash effects that would've activated while the lower half of the room was filling with water.

Phendrana Drifts

Specimen Storage

2nd Pass Enemy

Empty.

Phendrana Drifts

Specimen Storage

Dont Load

Music change triggers.

Phendrana Drifts

Research Entrance

Core Mechanics

Empty.

Phendrana Drifts

Research Entrance

3rd Pass - Elite

An Elite Pirate in the middle of the room, not in a stasis tube. There's a few unused Elites like this in several rooms in the labs; it seems they were probably originally intended to spawn here after you first encountered them in the Phazon Mines.

Phendrana Drifts

Quarantine Cave

Cine Test

Empty. There's a trigger on Thardus's layer called "Trigger Thardus Death Cinema Test" that might've activated whatever used to be on this layer.

Phendrana Drifts

Quarantine Cave

Do Not Load

Two damageable triggers. The first one kills Thardus instantly, while the second one enrages him.

Phendrana Drifts

Research Lab Hydra

3rd pass Enemy - Elite

Another Elite Pirate standing in the middle of the room, no stasis tube.

Phendrana Drifts

Frost Cave Access

Don't Load

A few Ice Burrowers around the area that normally has Ice Beetles in it.

Phendrana Drifts

Control Tower

3rd pass enemy - Elite

Another Elite Pirate in the middle of the room.

Phendrana Drifts

Control Tower

Test Layer

Empty.

Phendrana Drifts

Control Tower

Don't Load

Empty.

Tallon Overworld

Temple Hall

1st pass

Empty. Interestingly, the Seedlings and the Tangle Weeds are on a layer called "2nd pass", even though they're there from the beginning of the game.

Tallon Overworld

Frigate Crash Site

Don't load

Three Space Pirate corpses in the water.

Tallon Overworld

Temple Lobby

Don't Load

Four Shriekbats on the ceiling.

Tallon Overworld

Artifact Temple

Temp- Death

Trigger that instantly starts Ridley's death cutscene when you walk into it.

Tallon Overworld

Artifact Temple

Don't load

Empty.

Tallon Overworld

Main Ventilation Shaft Section B

2nd pass scripting

Empty.

Tallon Overworld

Main Ventilation Shaft Section B

Don't Load

Empty.

Tallon Overworld

Main Reactor

test

Empty.

Tallon Overworld

Reactor Access

1st pass enemies

Strangely enough this layer doesn't actually have any enemies in it. It does have a bunch of refill pickups and a pickup generator, though.

Tallon Overworld

Reactor Access

2nd pass enemies

Empty.

Tallon Overworld

Reactor Access

Don't Load

A Space Pirate corpse in the next room over that activates when the door opens.

Tallon Overworld

Cargo Freight Lift to Deck Gamma

Don't Load

Empty.

Tallon Overworld

Biohazard Containment

Don't Load

Features dead creatures in stasis in the tubes lining the walls, like they were in the original room. A lot of the tubes have little shards of glass that can be broken. There's also an extra Space Pirate corpse in the water.

Tallon Overworld

Biotech Research Area 1

don't Load

Two Aqua Drones.

Tallon Overworld

Great Tree Hall

Gate Solved

Empty.

Tallon Overworld

Life Grove

2nd Pass Enemies

Eight Aqua Reapers surrounding the underwater spinner.

Phazon Mines

Quarry Access

2nd Pass Turrets

Empty.

Phazon Mines

Main Quarry

3rd pass enemies

Empty.

Phazon Mines

Main Quarry

METROIDS

Empty.

Phazon Mines

Main Quarry

Don't Load

An extra Space Pirate with a patrol path pacing up and down the ramp, and another one that seems like it would have spawned after lowering the gate. There's also some other objects scattered around for AI navigation.

Phazon Mines

Waste Disposal

Dont' Load

Empty.

Phazon Mines

Security Access A

Don't Load

A Drone patrolling the hallway.

Phazon Mines

Ore Processing

Don't Load

Empty.

Phazon Mines

Ore Processing

Music OLD

Two music objects that would've played pir_yoin (Space Pirate ambience) and pir_isogi (Space Pirate battle theme).

Phazon Mines

Mine Security Station

Metroids

Empty. Contents were probably moved to the "Don't Load" layer.

Phazon Mines

Mine Security Station

Don't Load

Contains some Metroids and a couple Space Pirates. There's also some shields blocking off every exit from the room, and some animation objects for moving them into place and back out.

Phazon Mines

Mine Security Station

Trooper cinematic

Empty. Contents were probably moved to the "1st Pass Scripting" layer.

Phazon Mines

Research Access

Single Enemy

Empty.

Phazon Mines

Security Access B

2nd Pass

Empty.

Phazon Mines

Elite Research

Don't load

Four Metroids on the second level. There's also a light fader and music objects for pir_isogi and pir_yoin.

Phazon Mines

Elite Control Access

Don't Load

Two Plated Puffers in the middle of the hallway.

Phazon Mines

Elite Control

3rd metroid pass

Two Hunter Metroids, one at the bottom of the room and one at the top. There's also a light fader.

Phazon Mines

Elite Control

load_memory_test

Empty.

Phazon Mines

Elite Control

Don't load

Some cameras for a small unused cinematic, with the camera focusing on something that doesn't exist in front of the computer consoles behind the force field on the bottom floor.

Phazon Mines

Phazon Processing Center

Don't Load

Empty.

Phazon Mines

Omega Research

3rd metroid pass

Two Metroids on the bottom level of the room.

Phazon Mines

Omega Research

don't load

Six regular Space Pirates; there's two by each door, with the two near the map station hanging from the ceiling.

Phazon Mines

Processing Center Access

1st Pass

Empty.

Phazon Mines

Processing Center Access

2nd Pass

Empty.

Phazon Mines

Processing Center Access

Don't load

Three invisible Pulse Bombus in the Phazon-covered section of the hallway.

Phazon Mines

Dynamo Access

1st Pass Enemies

Empty.

Phazon Mines

Dynamo Access

Debris

Empty.

Phazon Mines

Elite Quarters

Cull

Empty.

Phazon Mines

Elite Quarters

Don't Load

Empty.

Phazon Mines

Elite Quarters

Easy Omega Killer

Has a damageable trigger that insta-kills Omega Pirate.

Phazon Mines

Central Dynamo

Irving

Empty. The layer name likely refers to engineer Irving Mah.

Phazon Mines

Central Dynamo

Don't Load

Two Hunter Metroids.

Phazon Mines

Central Dynamo

Amanda

Empty. The layer name likely refers to designer Amanda Rubright.

Phazon Mines

Elite Quarters Access

2nd Pass Enemy/Beta Drone

Empty, but the layer name is a pretty good indicator of what probably used to be here.

Phazon Mines

Metroid Quarantine B

Don't load

Contains two extra Metroids and a regular Space Pirate next to the Phazon pit; the pirate is attacked by the Metroids as you enter the room. There's also some camera objects for an unused cinematic behind the force field, with the camera focusing on the two glass tubes (one of which has a missile expansion).

Phazon Mines

Metroid Quarantine A

Don't load

Interestingly, this layer has Phazon-themed Blastcaps on it, which aren't normally found anywhere in the game. There's also respawning Metroids in the Phazon pit.

Phazon Mines

Fungal Hall B

DON'T LOAD

Two respawning Metroids and a second Glider.

Phazon Mines

Fungal Hall Access

Don't Load

A Space Pirate on the upper ledge; it's activated by a trigger next to the lower door, so it probably would've appeared if you entered the room backwards.

Phazon Mines

Fungal Hall A

Don't Load

Two respawning Metroids patrolling the lower half of the room.

Magmoor Caverns

Lava Lake

Don't load

A couple of the platforms on the side of the room with the Artifact have Zoomers crawling on them.

Magmoor Caverns

Lava Lake

2nd pass - Pirates

Two Flying Pirates on the side of the room with the Artifact.

Magmoor Caverns

Triclops Pit

Don't Load

A rock wall blocks the short path in the morph ball tunnel, which would've had to be destroyed with bombs. There's also a Grisby on one of the platforms leading to Monitor Station.

Magmoor Caverns

Monitor Station

Don't load

Two Magmoors in the lava, and some flame jets on the center platform.

Magmoor Caverns

Transport to Tallon Overworld West

Hint Layer

Empty.

Magmoor Caverns

Geothermal Core

Don't Load

Three Puffers floating around the bottom of the room.

Magmoor Caverns

Magmoor Workstation

2nd pass scripting

A pickup generator and some health/ammo refills. Of note is that the triclops and Flying Pirates are on a layer called "1st pass scripting". Additionally, there's two unused SpecialFunctions on the default layer next to the energy tank that are set up to disable the 1st pass layer and enable the 2nd pass (which is labelled "Second Pass enemies"), but they aren't hooked up to anything so they never activate. It's probably a safe guess that originally getting the energy tank would trigger a swap-out of the enemies in the room.

Magmoor Caverns

Magmoor Workstation

Dont Load

Two PlayerActors in the little scan alcoves for the energy tank puzzle; Samus was probably originally intended to appear in the cutscenes after you scan each panel.

Impact Crater

Phazon Core

Don't Load

Empty.

Impact Crater

Crater Tunnel B

Don't load

Contains a Phazon-themed Burrower, another enemy that doesn't appear anywhere in the game. There's also a Lumigek swarm.

Impact Crater

Subchamber Two

Provoke Metroid Prime

Trigger at the entrance of the room that activates Metroid Prime. This seems to be activated by the end of the cinematic on the used layer.

Impact Crater

Subchamber Two

Not Loaded

A couple camera hint triggers at either end of the room.

Ending

Monoliths and Ridley

Empty. Leftover from the original Artifact Temple.

Ending

Got Artifact 2

Leftover from the original Artifact Temple.

Ending

Got Artifact 3

Leftover from the original Artifact Temple.

Ending

Got Artifact 4

Leftover from the original Artifact Temple.

Ending

Got Artifact 5

Leftover from the original Artifact Temple.

Ending

Got Artifact 6

Leftover from the original Artifact Temple.

Ending

Got Artifact 7

Leftover from the original Artifact Temple.

Ending

Got Artifact 8

Leftover from the original Artifact Temple.

Ending

Got Artifact 9

Leftover from the original Artifact Temple.

Ending

Got Artifact 10

Leftover from the original Artifact Temple.

Ending

Got Artifact 11

Leftover from the original Artifact Temple.

Ending

Got Artifact 12

Leftover from the original Artifact Temple.

Ending

Totem

Empty. Leftover from the original Artifact Temple.

Ending

Cinematics

Empty. Leftover from the original Artifact Temple.

Ending

temporary

Empty. Leftover from the original Artifact Temple.

Ending

Music Decrement Thardus

Empty. Leftover from the original Artifact Temple.

Ending

Music Increment Thardus

Empty. Leftover from the original Artifact Temple.

Ending

Temp- Death

Empty. Leftover from the original Artifact Temple.

Unused Text#

Chozo Lore#

An unused variation of the Chozo Lore Log Book entry "Binding" exists in the game's textual data in which the Cipher is broken and the Chozo Artifacts have been scattered across the planet by the Space Pirates.

"Binding" - Unused

"Binding" - Used

Chozo script translated.

The Chozo Cipher, the congregation of Artifacts that held the Great Poison at bay, is broken now. Fearful of the potential within the small statues, the invaders known as Space Pirates tried to destroy them, only to fail in every attempt. Instead, they have scattered what they could not break across the planet, hiding the Artifacts far from one another, knowing that their reunion could spell disaster for their dark designs. They are right to fear them. Great power sleeps inside these tokens; we Chozo built our temple, the Cradle, to draw its strength from their communal energy. If they could be gathered together once again and replaced in the Cradle, then hope might bloom again in this suffocating land.

Chozo script translated.

The congregation of Artifacts that hold the Great Poison at bay still hold strong. Fearful of the potential within the Artifact Temple, the invaders known as Space Pirates tried to destroy it, only to fail in every attempt. We scattered the Artifacts across the planet for their protection, and only a few have fallen into invader hands. Failing to understand them, they now seek to unmake them. Again, they fail. They are right to fear these things. Great power sleeps inside them. Prophecy calls for their union, come the day that the unholy Worm is met by the great Defender. We can only hope the Artifacts are not destroyed by the invader, for then all will be lost. So, we do what we can to preserve the Artifacts, and to guide the Newborn to them. Time wanes with our souls, yet hope remains.

Phazon Combo#

It seems that the Phazon Beam originally functioned a lot differently. In 500ec6a0.STRG, the string table file for the inventory screen, in a list of Samus's inventory items, there's a string that simply reads "Phazon Combo". Other evidence pointing to the existence of a Phazon Beam combo includes the presence of a Charge Beam sound effect for the Phazon Beam (see below) and that weapon vulnerability data for enemies and objects includes a slot for a fifth beam combo. The generic placeholder name suggests it was cut before being properly named.

An updated version of the inventory STRG file on the Metroid Prime 2 demo disc has this string named "PhazonBeamCombo".

Placeholder Scans#

To do:
Get pictures/videos.

For some reason, Elite Quarters has a couple placeholder scans that have nothing to do with the object they're attached to. The first one is used by Omega Pirate himself; it's the scan that shows up if you scan his projectile attacks, which you can actually see in-game:

This is an Elite Space Pirate
Elite Space Pirate description 2
Elite Space Pirate description 3
Elite Space Pirate description 4

The second one is present on all of the Phazon healing nodules that appear while Omega Pirate is in one of the Phazon pools:

This is a Spank Weed
Spank Weed description 2
Spank Weed description 3
Spank Weed description 4

A third placeholder scan is present in Tower of Light, on the unused layer with Puddle Spores on it:

This is a Puddle Spore
Alpha Puddle Spore description 2
Alpha Puddle Spore description 3
Alpha Puddle Spore description 4

Internal Enemy Names#

A lot of enemies go by different names internally than what's actually shown in-game.

Alternate

Final

NewIntroBoss

Parasite Queen

PuddleToadGamma

Stone Toad

FireFlea

Plazmite

Metaree

Shriekbat

SpankWeed

Reaper Vine

Ripper

Glider

JellyZap

Jelzap

Babygoth

Baby Sheegoth

Eyeball

Eyon

Magdolite

Magmoor

SnakeWeedSwarm

Tangle Weed

ActorContraption

Incinerator Drone

AtomicAlpha

Pulse Bombu

AtomicBeta

Scatter Bombu

ChubbWeed

Blastcap

GarBeetle

Plated Beetle

Some of them are the names of Super Metroid enemies; this is mostly explained by Shinesparkers' interview with senior artist Mike Sneath, who explains that the creature designs that were done in the first year of development were based on Super Metroid, before Nintendo decided to scrap everything and have Retro work on more original creatures. What seems likely is that some of the work that was done was kept, but the enemies were renamed. One of them even still has its original assets present on the disc.

Mike Sneath: The entire first years worth of characters I modelled for the game were cut. At first we were making all the enemies looking just like the old Metroid 2D enemies. Nintendo, later decided that they wanted the enemies to have a new look so we scrapped all of those creatures. These weren’t just models that were scrapped but these were enemies that had a full set of animations and some even had AI programmed. I’m actually very glad Nintendo made that call because I think the newer designs that Jones and Keller came up with was a big improvement over the original 2D designs.

Unused Scan Images#

Shinespark.png

A scan image of what seems to be a Shinesparking Samus. According to an interview with Retro Studios, the Speed Booster (and by extension the Shinespark) were planned to appear in Prime, but due to difficulty implementing them they were scrapped.

MP-SpringballScan.png

Similarly, scan images exist for the Spring Ball (as can be seen in the scan image collage in the concept art gallery). Samus would later acquire this ability in the Trilogy/Wii de Asobu version of the game alongside the Bomb upgrade.

MP-RipperScan.png

A Ripper, an unused enemy.

MP-PhendranaFishScan.png

A small fish critter. Several of these creatures can be found throughout the Phendrana region, notably in Phendrana Canyon, where three of them, barely visible, can be scanned without image underneath the ice ramp; and in Research Lab Hydra, where an unfrozen specimen can be found sitting on a table next to some explosive crates.

Unused Audio#

To do:
Get the file/data location for the Suit Voice Clip.

Samus Monologue#

Present in the ISO is this narration that may have been meant to be originally meant to be used in the opening sequences to provide backstory. One likely reason for its exclusion is that Nintendo didn't want to have Samus truly speak to the player, instead remaining a silent protagonist.

The narration at the beginning of the Metroid Prime track in Super Smash Bros. Brawl is based on this.

Suit Voice#

Intense heat readings detected behind this door.

This message, which appears in text form in the final game, was apparently intended to be voiced as well. Interestingly, this voice clip is unfiltered unlike the others.

Phazon Charge Beam#

A Charge Beam sound effect for the Phazon Beam exists in an AGSC file labeled PhazonGun (c2c1b6fe.AGSC). In the final game, the Phazon Beam can't be charged; holding A simply rapid-fires it.

Unused Samus Grunts#

In the MiscSamus folder are three unused grunt noises for Samus. The first likely would have been used for jumping, while the other two would have been used when she lands from a certain distance. Like the opening monologue, these go unused in the final version, where she only grunts after landing from a long distance.

These voice clips are also present in the second Prime game, albeit also unused in that game as well.

(Source: Original TCRF research)

Unused Textures/Models#

Early Phazon Suit#

An early, unused Phazon Suit design is present in Metroid1.pak, thanks to a couple PlayerActor objects in Exterior Docking Hangar using the wrong ANCS file. It's quite radically different from the final Phazon Suit design. According to Mike Sneath (Senior Artist), this is the reason why it was cut:

Yes you are right that is what was another version of the Phazon Suit which was done by another artist Gene Kohler. Gene made all the suits with the only exception being the black phazon suit. That suit you mentioned was cut because if I remember the Art Lead Todd Keller didn't feel the suit felt evil enough. That was the whole idea about liquid Phazon is that it transforms things into being aggressive and destructive and Todd wanted that to be reflected in how the suit look. That is all I can remember with regards to that suit you mentioned and I hope I got the story right on that as it was a long time ago but I believe that is why it got cut.

Unused Morph Ball Design#

An unused Morph Ball design is also present in TestAnim.pak as an unused material set on the Spider Morph Ball model. While it's not 100% concrete, it's very likely that this morph ball was meant to go with the unused Phazon Suit design.

Ripper#

A fully-textured model present in Phendrana Drift's files as well as the Phazon Mines. The Ripper was an enemy in Metroid and Super Metroid that could be frozen and then used as a platform. It's likely a leftover from early in development, when Retro based most of the enemy designs based on Super Metroid creatures; most of these were changed into more original creatures at some point, although many are still referred to internally by Super Metroid enemy names (such as Shriekbats being referred to as Metarees, and Magmoors being referred to as Magdolites). In the case of the Ripper, it was eventually replaced with the Glider, with the hook on the bottom being used as a grapple point. However, it was never removed from the Glider's ANCS file, which meant it accidentally got included on-disc; it also means it can easily be swapped back in-game by changing an object property on the Gliders!

Super Metroid#

The Super Metroid.

This texture can be found in every Metroid* pak. It's technically used by an FRME file, although it never seems to appear in normal gameplay. Unknown what its purpose is or why it was removed.

References#


  1. Games | Retro Studios | A Nintendo Game Development Partner↩︎
  2. 메트로이드 프라임 - 나무위키. " 2003년 2월 14일[1]" "[1] 대원씨아이에서 미국판으로 발매되었다. 재미있게도 박스아트 형식은 일본판 기반이지만 일러스트는 미국판 기반이다."↩︎
  3. | Metroid Prime - Games - Nintendo |↩︎
  4. GET ‘PRIMED’ FOR THE HOLIDAYS—METROID IS BACK! Nintendo.ca :: Press Release↩︎
  5. Nintendo-Juegos-NGC-Metroid Prime. "Lanzamiento: Noviembre 18, 2002"↩︎
  6. 2005年12月以前発売の任天堂ソフト. "メトロイドプライム 発売日:2003年2月28日"↩︎
  7. Metroid Prime Bundle for Europe Revealed - Gamecube Video Game News - PAL Gaming Network. "The game is scheduled to hit Europe shores on March 21st."↩︎
  8. www.NINTENDO.se. "Releasedatum 2003-03-21"↩︎
  9. Metroid Prime Release Date Revealed! - Gamecube Video Game News - PAL Gaming Network. "Clear your calender and set your alarms for Thursday April 3rd 2003 - Metroid® Prime, featuring heroine Samus Aran, will be landing on retail shelves nationwide."↩︎
  10. | Nintendo |. "18 de Nov. de 2002"↩︎