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List of Metroid Prime version differences

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This page lists some of the differences between the PAL and NTSC versions of Metroid Prime, as well as some of the changes made to the New Play Control! and Metroid Prime Trilogy versions of Prime. The Metroid Prime Trilogy release uses the PAL version for most of the changes, (effectively retconning the NTSC changes) and contains additional differences.

Changes made to the original PAL versionEdit

  • The gate at the top of the Arboretum has a small gap at the top of it which can be traversed via the Morph Ball, but in the PAL, Players' Choice, and NTSC 0-01 versions, there is an invisible wall in its place.
  • In PAL and all other game versions you cannot combat dash off scan points as you can in NTSC 0-00.
  • In the PAL version, the narrator from the introduction returns to announce two area names when moving to and from the Tallon Overworld and the Impact Crater. They were removed in all Wii versions.
  • In the PAL version, if Samus defeats the Phazon Elite and leaves the room, the Artifact of Warrior does not disappear. In the NTSC Player's Choice version, the doors won't unlock until the Artifact is collected.
  • In the PAL version, Baby Sheegoths have more life.
  • After the battle with the Cloaked Drone in the Central Dynamo, the door behind the rubble locks until Samus gets the Power Bomb upgrade in every version of the game except the original NTSC version.
  • PAL versions credits are slightly different, where during the credits, holding down the analog stick does not make the credits go faster. In the Japanese version, the Japanese staff will be listed first.
  • The PAL version has a different, more intense Grapple Beam cutscene than the NTSC version.
  • The NTSC version only has one type of Missile ammunition that gives Samus five missiles while the PAL version has 3 different types, that restore 3, 5 and 10 Missiles.
  • The PAL and NTSC versions have different Phazon Suit cutscenes.
  • In the NTSC version, the Subchamber 3 and Subchamber 4 have the same tunnel grooves while the PAL version has different ones, Subchamber 3 has 2 grooves and Subchamber 4 has 1 groove.
  • In the PAL version, the Missile counter shows the amount of missiles Samus is capable of carrying (right number) and the amount she is carrying (left number), in the NTSC version, it only shows the amount of missiles Samus is carrying.
  • The PAL version has an animation for the title screen symbol (the Screw Attack symbol).
  • The Hunter Metroid in the Frost Cave is missing in the PAL version, but is back in Trilogy.
  • In the PAL version, the pause screen main menu has a counter to show how much percentage Samus has collected of Items and Scans.
  • In the PAL version some speed running techniques were disabled in an attempt to discourage it, such as the inability to lock onto the spidervine in Tallon Overworld to obtain the Space-Jump boots early.
  • NTSC and PAL games have different save formats. NTSC uses 1 save block while PAL uses 3.
  • Samus' suit gives more warnings in the PAL versions, such as "Data Received", when the hint system comes on and "Warning, poison gas detected" when she first enters the Ventilation Shaft.
  • In the PAL version when Samus loses her abilities aboard the Frigate Orpheon, a voice will dictate the names of the abilities she loses.
  • The warning noise Samus' suit makes when in close proximity to hazardous things differs in the NTSC and PAL versions.
  • The door to the Phazon Processing Center after the Omega Pirate takes longer to open in the PAL version so it dosen't crash like in the NTSC version.
  • In the PAL version after defeating the Omega Pirate, Fission Metroids will begin to appear in the Phazon Mines. Fission Metroids only appear in the Impact Crater in the NTSC version.
  • In the Ruined Shrine, there is a root that can help sequence break but it is removed in the PAL version so it is harder to get into the room above with the Boost Ball.
  • In the PAL version, it is possible to obtain the Missile Launcher upgrade prior to the battle with the Hive Mecha, due to the size of the area that triggers the start of the battle being considerably smaller in the PAL version.
  • In the PAL version, it is not possible to shoot the Conduit in the Ruined Courtyard without the Thermal Visor because it does not appear until Samus gets the thermal visor.
  • The scan point for the Hive Mecha is below the acid in the NTSC version.
  • In the Main Quarry, the Door at the top of the room is locked until Samus gets the Power Bomb in the PAL version.
  • The Ice Shriekbats don't disappear in the Ice Ruins West in the PAL version.
  • The Pirate Data and Chozo Lore are different in the PAL version. The Pirate Data specifically states that they never made any official contact with Metroid Prime.
  • The Flaaghra battle theme loops correctly in the PAL version.
  • The map displays a compass point in the PAL version.
  • The doors to Plasma Processing and Storage Depot B, where the Plasma Beam and Grapple Beam are kept, are covered with Bendezium, requiring a Power Bomb to get by in the PAL version.
  • Power Bombs can be used to destroy the Omega Pirate's armor in the PAL version.
  • During his boss fight, Meta Ridley performs ground-stomping attacks in the PAL version.
  • In the PAL version when Metroid Prime uses its green grapple beam attack on Samus, it will close its face, preventing harm to it. Also, when he charges across the room, she does not bounce out of the grooves.
  • The engine flare of Samus' ship as it enters space is improved in the PAL version.
  • A full image of Samus with or without her helmet depending on ending will appear on the Mission Final screen in the PAL version.

Changes made to the Wii versionsEdit

  • The game has a control scheme similar to that of Metroid Prime 3: Corruption. The Spring Ball is also included and can be used by flicking the Wii Remote up, but only once you have collected the Morph Ball Bomb ability.
    • Due to the availability of the Spring Ball, some Morph Ball platforming passages become easier (or even safer) to navigate than in the GameCube version. For example, the Transport Tunnel A in Magmoor Caverns contain some blocks in the lava in front of a ledge that would give way and cause Samus to fall (and scorch herself) after they are hit with two Morph Ball bombs, which would punish those who didn't properly use the Morph Ball bombs to jump in the GameCube version, but can be easily bypassed with the Spring Ball in the Wii version.
  • The game supports 16:9 widescreen.
  • There are three difficulty levels, Normal, Veteran and Hypermode. The Normal difficulty is a new, easier difficulty, while Veteran reproduces the Normal difficulty in the original GameCube release, and Hypermmode reproduces the Hard difficulty in the original GameCube release, which is only available after finishing the game once on either Normal or Veteran difficulty.
  • Some boss battles are significantly more difficult, especially when free-aim is enabled by default. For example, the Hive Mecha boss fight can be difficult with the free-aim feature, as the player may often not have enough time to properly orient the pointer and turn around to get a fix on its weak point. This same feature makes it difficult to land ranged shots on the Omega Pirate's Phazon armor, or hit Meta Ridley's mouth in the second phase when his health is low.
  • Bonus material is unlocked by collecting and spending Credits throughout the game.
  • The Screen-Shot Tool from Corruption can be unlocked and used.
  • The Fusion Suit is unlocked with the credits system after finishing the game, and costs one Orange Credit and two Silver Credits to unlock.
  • The Charge Meter that fills up as the Charge Beam is being charged is removed.
  • Metroid is no longer available as an unlockable bonus.
  • During the Orpheon's self-destruct sequence, the tutorial prompt for the Grapple Beam that should show up in Biotech Research Area 2 is missing, due to an apparent bug.
  • The Chozo Lore, though based on the PAL version, is slightly altered. Notably, the Chozo describe the Phazon corrupting the planet at a much quicker pace, which is more consistent with the rapid effects seen in Corruption. The 12 Chozo Artifacts are also mentioned more prominently.
  • The Scan Visor's reticule is more reminiscent of Corruption.
  • When starting from a previous save, Logbook scans will be retained.
  • When a scan is recorded in the Logbook, the words "Recorded to Logbook", from Prime's sequel can be heard.
  • The suit doesn't speak as often in the North American version, as it will only say, "Data Received" and "Recorded to Logbook". Also, the suit will say "Heat level critical" if Samus enters Magmoor Caverns without the Varia Suit and likewise loses Energy from the high temperature.
  • During the boss fight against Hive Mecha, the doors will lock, even as the acid water rises, to fully prevent players from trying to escape the Hive Totem until the battle is finished.
  • Bloom-lighting has been added throughout the game (most noticeably during the Thardus battle)
  • Textures and shadows are sharper and clearer.
  • Particle effects on the Charge Beam, frost forming on the Ice Beam, and water ripple effects were removed.
  • Doors open much faster, with no likelihood of crashing.
  • The Scatter Bombu in the Research Access no longer have electrical sparks coursing over them.
  • Ice Troopers can no longer be shattered with a Missile after being frozen with the Ice Beam.
    • Pirate Troopers and Fission Metroids are especially a little more difficult to defeat in this version, as they can only be defeated by a different beam, and beam-switching in this version requires the player to hold down a button and point to the correct Beam icon before being able to attack a certain kind of Pirate Trooper or Fission Metroid, which is slower than flicking the C Stick to change Beams in the GameCube version.
  • The spinning GameCube in the options menu is changed to a Wii.
  • The names of the beams won't show up on the Map screen legend until the beam is acquired.

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