my umbrella goes directly to Bankai
hi.
i made this thread to put in all the stuff concerning the Wii port of mp1 and the differences it brings to the table with the new controls.
major edit: here's the lists
game name:
(japan): [Wii de Asobu] Metroid Prime
(America/Europe): [New Play Control] Metroid Prime
original version developer: Retro Studios
wii version developer: Retro Studios
release dates:
japan: february 19th, 2009
america: august 24th, 2009 (trilogy)
europe: september 4th, 2009 (trilogy)
Major gameplay changes:
- aiming is done with the Wii's pointer function. feels exactly like in metroid prime 3. you can change sensitivity and stuff.
- lock-on free-aim is still there and acts the same as in mp3. this time, when you have it off, the enemies' weak points are targeted automatically and the bosses can be beaten like in the GC version.
- spring ball feature added to the morph ball. you get it once you obtain bombs.
- beam selection is done the same way as visor selection. hold + and point towards a region of the screen to change beam.
- you can swap the functions of + and - in the menu if you like to select beams with - more.
- charge beam's charge speed and fire rate has been increased to mp3's level. fire charged shots faster now.
- missiles are mapped to control pad down. contrary to popular belief, the missiles and missile combos are easy to fire with that configuration.
- earn orange tokens by defeating bosses and gray tokens by completing certain areas/meeting certain conditions. use them to unlock stuff like art galleries and soundtracks.
- new difficulty setting: "normal" is a new and easier mode for newcomers. "veteran" is the normal mode from the GC version.
- "hard/Hyper" difficulty is unlocked once you beat the game in veteran and is the same as hard mode in the GC version.
- scans carry over now like in mp3. you can now scan everything and keep all scans in a single file for new games. this also makes scan-visor events instant since all scan points are now "pre-scanned".
Cosmetic Changes:
- cutscenes are cropped to fit 16:9 when playing on widescreen TVs. they are intact on 4:3 TVs.
- bloom lightning was added to several places. the most noticeable place is the morph ball and in phendrana drifts.
- the arm cannon moves around like in mp3 when you aim but there's a weird opening near the tip when you are using plasma (they didn't texture that area since it was impossible to see in the GC version)
- Fusion Suit is unlocked once you beat the game once and it can be turned on permanently, unlike the GC version where it resets each time you power off/reset. get orange tokens to "purchase" it.
- screen shot tool from mp3 makes a return. get orange tokens to unlock it. use d-pad up to take a screenshot and send it to the wii message board.
- loading is faster overall.
- 480p is (will be) possible in PAL version. (the original NTSC versions had it but GC component cables were almost impossible to find)
- the little things that popped up at the sides of the visor when you held R in the GC version are always present here.
- Samus puts her hard in the arm cannon randomly when you are still like how she did when you held R in the GC version. there's no added effect to her jumps because of this though.
Gameplay changes that affect sequence breaking and speed running (the average gamer doesn't care about these, unlike the other changes)
- Scan Dashes are dead
- Combat Dashes are like in mp3. no extra distance at all by releasing Z (no more SJF).
- no more L-Lock jumps. there's no difference when you move the arm cannon during a jump and you can't lock it down like in the GC version (you need grapple now for several places, can't escape x-ray room without fighting the ghosts).
- instant unmorphs can be done in some places but they changed it in others.
- infinite bomb jump is gone. you can't climb suntower anymore with it.
- double bomb jumps work the same (great tree hall bars can be bypassed) but the triple bomb jumps might not because of the change in bomb physics.
- instant scans allow for faster travel in some rooms.
- spring ball makes some morph ball puzzles much faster (energy tank in magmoor, water tank in phazon mines)
- using the spring ball in tunnels makes the morph ball faster.
- Ice + Missile combo no longer kills Ice Pirates.
-gravity suit has to be gotten now since underwater ghettos are weaker (needs more testing but looks bad already) Gravity is Skippable thanks to a trick that involves rolling against the wall and boosting as soon as the ball rises enough for the boost to reach the ledge just before the room with the artifact.
- the boost ball trick doesn't work with Meta Ridley anymore. prepare for long fights.
- X-Ray without spider and Plasma without spider are still possible. for plasma you need to be careful with the standable ledges but you can make it to the upper platforms.
Glitches that weren't fixed/changed/removed:
- BSJs are still possible. the SSJ (spring space jump) variant also works (check the sequence breaks vid for it).
- Ghetto jumps are intact. you can do sequence breaks that are possible with them.
- Rapid Fire Missiles are still possible but only with the old method that involved pressing missile-beam-missile buttons fast due to the lack of the C-Stick.
- that glitch where you charge a beam and switch to the power beam while releasing A and then shoot it to see a fake charge shot still works.
- Secret Worlds are still around as long as you can reach them. navigating them seems to be the same as before.
here's the token list for anyone who is lost:
10 orange tokens:
parasite queen
hive mecha
incinerator drone
flaahgra
sheegoth
thardus
phazon elite
omega pirate
meta ridley
metroid prime
16 gray tokens:
12 artifacts
beat the frigate
get 100% scans
get 100% items
get 50% scans
here's a vid with some of the SBs that are still possible.
here's the Meta Ridley fight vid.
here's the vid with the Metroid Prime fight.
more differences are around but these lists cover the more glaring ones (as of may 30th).
june 20th edit: added the european release date.
july 27th edit: updated some changes with recent finds and fixed a few typos.
july 31th edit: added the unchanged glitches list.
october 10th edit: added the token list.
i made this thread to put in all the stuff concerning the Wii port of mp1 and the differences it brings to the table with the new controls.
major edit: here's the lists
game name:
(japan): [Wii de Asobu] Metroid Prime
(America/Europe): [New Play Control] Metroid Prime
original version developer: Retro Studios
wii version developer: Retro Studios
release dates:
japan: february 19th, 2009
america: august 24th, 2009 (trilogy)
europe: september 4th, 2009 (trilogy)
Major gameplay changes:
- aiming is done with the Wii's pointer function. feels exactly like in metroid prime 3. you can change sensitivity and stuff.
- lock-on free-aim is still there and acts the same as in mp3. this time, when you have it off, the enemies' weak points are targeted automatically and the bosses can be beaten like in the GC version.
- spring ball feature added to the morph ball. you get it once you obtain bombs.
- beam selection is done the same way as visor selection. hold + and point towards a region of the screen to change beam.
- you can swap the functions of + and - in the menu if you like to select beams with - more.
- charge beam's charge speed and fire rate has been increased to mp3's level. fire charged shots faster now.
- missiles are mapped to control pad down. contrary to popular belief, the missiles and missile combos are easy to fire with that configuration.
- earn orange tokens by defeating bosses and gray tokens by completing certain areas/meeting certain conditions. use them to unlock stuff like art galleries and soundtracks.
- new difficulty setting: "normal" is a new and easier mode for newcomers. "veteran" is the normal mode from the GC version.
- "hard/Hyper" difficulty is unlocked once you beat the game in veteran and is the same as hard mode in the GC version.
- scans carry over now like in mp3. you can now scan everything and keep all scans in a single file for new games. this also makes scan-visor events instant since all scan points are now "pre-scanned".
Cosmetic Changes:
- cutscenes are cropped to fit 16:9 when playing on widescreen TVs. they are intact on 4:3 TVs.
- bloom lightning was added to several places. the most noticeable place is the morph ball and in phendrana drifts.
- the arm cannon moves around like in mp3 when you aim but there's a weird opening near the tip when you are using plasma (they didn't texture that area since it was impossible to see in the GC version)
- Fusion Suit is unlocked once you beat the game once and it can be turned on permanently, unlike the GC version where it resets each time you power off/reset. get orange tokens to "purchase" it.
- screen shot tool from mp3 makes a return. get orange tokens to unlock it. use d-pad up to take a screenshot and send it to the wii message board.
- loading is faster overall.
- 480p is (will be) possible in PAL version. (the original NTSC versions had it but GC component cables were almost impossible to find)
- the little things that popped up at the sides of the visor when you held R in the GC version are always present here.
- Samus puts her hard in the arm cannon randomly when you are still like how she did when you held R in the GC version. there's no added effect to her jumps because of this though.
Gameplay changes that affect sequence breaking and speed running (the average gamer doesn't care about these, unlike the other changes)
- Scan Dashes are dead
- Combat Dashes are like in mp3. no extra distance at all by releasing Z (no more SJF).
- no more L-Lock jumps. there's no difference when you move the arm cannon during a jump and you can't lock it down like in the GC version (you need grapple now for several places, can't escape x-ray room without fighting the ghosts).
- instant unmorphs can be done in some places but they changed it in others.
- infinite bomb jump is gone. you can't climb suntower anymore with it.
- double bomb jumps work the same (great tree hall bars can be bypassed) but the triple bomb jumps might not because of the change in bomb physics.
- instant scans allow for faster travel in some rooms.
- spring ball makes some morph ball puzzles much faster (energy tank in magmoor, water tank in phazon mines)
- using the spring ball in tunnels makes the morph ball faster.
- Ice + Missile combo no longer kills Ice Pirates.
-
- the boost ball trick doesn't work with Meta Ridley anymore. prepare for long fights.
- X-Ray without spider and Plasma without spider are still possible. for plasma you need to be careful with the standable ledges but you can make it to the upper platforms.
Glitches that weren't fixed/changed/removed:
- BSJs are still possible. the SSJ (spring space jump) variant also works (check the sequence breaks vid for it).
- Ghetto jumps are intact. you can do sequence breaks that are possible with them.
- Rapid Fire Missiles are still possible but only with the old method that involved pressing missile-beam-missile buttons fast due to the lack of the C-Stick.
- that glitch where you charge a beam and switch to the power beam while releasing A and then shoot it to see a fake charge shot still works.
- Secret Worlds are still around as long as you can reach them. navigating them seems to be the same as before.
here's the token list for anyone who is lost:
10 orange tokens:
parasite queen
hive mecha
incinerator drone
flaahgra
sheegoth
thardus
phazon elite
omega pirate
meta ridley
metroid prime
16 gray tokens:
12 artifacts
beat the frigate
get 100% scans
get 100% items
get 50% scans
here's a vid with some of the SBs that are still possible.
here's the Meta Ridley fight vid.
here's the vid with the Metroid Prime fight.
more differences are around but these lists cover the more glaring ones (as of may 30th).
june 20th edit: added the european release date.
july 27th edit: updated some changes with recent finds and fixed a few typos.
july 31th edit: added the unchanged glitches list.
october 10th edit: added the token list.
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