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===The Worm===
===The Worm===
[[File:Meta Ridley mp1 Screenshot 05.png|thumb|200x200px|Meta Ridley in battle.]]
[[File:Metroid Prime mp1 Artwork 1.jpg|right|thumb|250px|Artwork of Samus engaging Metroid Prime.]]
After collecting all twelve artifacts, Samus travels to the temple the Chozo built, the [[Artifact Temple]] hovering above the impact crater. There she uses the artifacts to unseal the crater. However, before she can enter the crater, Ridley, now rebuilt with Pirate Technology as [[Meta Ridley]], arrives and damages the temple. Samus and Ridley begin to fight. After Samus deals enough damage to Ridley, the Chozo temple reacts, firing a laser directly at Ridley's chest. This knocks him into the abyss below.  
After collecting all twelve artifacts, Samus travels to the temple the Chozo built, the [[Artifact Temple]] hovering above the impact crater. There she uses the artifacts to unseal the crater. However, before she can enter the crater, Ridley, now rebuilt with Pirate Technology as [[Meta Ridley]], arrives and damages the temple. Samus and Ridley begin to fight. After Samus deals enough damage to Ridley, the Chozo temple reacts, firing a laser directly at Ridley's chest. This knocks him into the abyss below.  


With Ridley defeated, Samus enters the impact crater with the help of some Chozo Ghosts that had not been contaminated by Phazon. Here she discovers Metroids and the presence of [[Orange Phazon]], a substance that the scan visor identifies as 86% more mutagenic than normal Phazon. [[File:Metroid Prime mp1 Screenshot 02.png|thumb|left|250x250px|Metroid Prime in battle.]]In a room deep within the impact crater, Samus finally faces the Worm, source of all Phazon in the planet, [[Metroid Prime (specimen)|Metroid Prime]]. Due to its Phazon exposure, Metroid Prime has become more powerful than anything Samus had yet encountered on Tallon IV. It has the ability to attack with diverse weapons, and is able to shield itself from all of Samus's weapons. However, it is not capable of shielding from all weapons simultaneously, so Samus is able to damage it by switching weapons repeatedly. When Samus has depleted all of the creature's health, Metroid Prime falls to the lowest chamber of the Impact Crater.
With Ridley defeated, Samus enters the impact crater with the help of some Chozo Ghosts that had not been contaminated by Phazon. Here she discovers Metroids and the presence of [[Orange Phazon]], a substance that the scan visor identifies as 86% more mutagenic than normal Phazon.  
 
In a room deep within the impact crater, Samus finally faces the Worm, source of all Phazon in the planet, [[Metroid Prime (specimen)|Metroid Prime]]. Due to its Phazon exposure, Metroid Prime has become more powerful than anything Samus had yet encountered on Tallon IV. It has the ability to attack with diverse weapons, and is able to shield itself from all of Samus's weapons. However, it is not capable of shielding from all weapons simultaneously, so Samus is able to damage it by switching weapons repeatedly. When Samus has depleted all of the creature's health, Metroid Prime falls to the lowest chamber of the Impact Crater.


The creature then leaves its exoskeleton and reveals its essence and true form. In this form it becomes completely immune to all of Samus's weapons and also has the ability to cloak itself in the visible, infrared, and x-ray portions of the electromagnetic spectrum. The creature also releases Metroids to aid it in battle. This form generates pools of liquid Phazon as waste while attacking. By absorbing the Phazon and firing it out of her [[Arm Cannon]], Samus is able to damage Metroid Prime.
The creature then leaves its exoskeleton and reveals its essence and true form. In this form it becomes completely immune to all of Samus's weapons and also has the ability to cloak itself in the visible, infrared, and x-ray portions of the electromagnetic spectrum. The creature also releases Metroids to aid it in battle. This form generates pools of liquid Phazon as waste while attacking. By absorbing the Phazon and firing it out of her [[Arm Cannon]], Samus is able to damage Metroid Prime.
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*[[Tallon IV]]
*[[Tallon IV]]
**[[Tallon Overworld]]
**[[Tallon Overworld]]
** [[Chozo Ruins]]
**[[Chozo Ruins]]
**[[Magmoor Caverns]]
**[[Magmoor Caverns]]
**[[Phendrana Drifts]]
**[[Phendrana Drifts]]
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During the entire [[Nintendo 64]] period, many fans awaited for a new ''Metroid'' game, but no Metroid game was released on the console, as [[Shigeru Miyamoto]] stated that Nintendo wasn't able to "come out with any concrete ideas" for a ''Metroid'' game during that era.<ref name=":8">IGN Article "Metroid Prime Roundtable QA" 15/11/2002. https://www.ign.com/articles/2002/11/15/metroid-prime-roundtable-qa?page=2</ref>
During the entire [[Nintendo 64]] period, many fans awaited for a new ''Metroid'' game, but no Metroid game was released on the console, as [[Shigeru Miyamoto]] stated that Nintendo wasn't able to "come out with any concrete ideas" for a ''Metroid'' game during that era.<ref name=":8">IGN Article "Metroid Prime Roundtable QA" 15/11/2002. https://www.ign.com/articles/2002/11/15/metroid-prime-roundtable-qa?page=2</ref>
[[File:Metroid-Prime-2000-Spaceworld-Teaser-Samus-Design.jpg|left|thumb|180x180px|Teaser from Spaceworld 2000]]
[[File:Metroid-Prime-2000-Spaceworld-Teaser-Samus-Design.jpg|left|thumb|180x180px|Teaser from Spaceworld 2000]]
[[Retro Studios]] was created in October 1998 as a second party studio, by an alliance between Nintendo and the former Iguana Entertainment (developers of ''Turok'') founder Jeff Spangenberg.<ref name=":10">Nintendo Insider "A Retrospective: The Story of Retro Studios" 17/12/2004 (archived on the Internet Archive) https://web.archive.org/web/20090108184220/http://www.n-sider.com/contentview.php?contentid=267&page=1</ref><ref name=":11">The Escapist "Metroid Primed" 04/04/2006 (archived on the Internet Archive) https://web.archive.org/web/20070916040041/http://www.escapistmagazine.com/articles/view/issues/issue_39/235-Metroid-Primed</ref>  Retro established its offices in Austin, Texas in June 1999.<ref name=":11" /> That year, the studio started working on four different projects simultaneously for the [[Nintendo GameCube]],<ref name=":10" /> one of which was a first person shooter.<ref name=":12">IGN " A Space Bounty Hunter In Texas" 29/08/2009. https://www.ign.com/articles/2009/08/29/a-space-bounty-hunter-in-texas</ref>
[[Retro Studios]] was created in 1998, by an alliance between Nintendo and the former Iguana Entertainment founder Jeff Spangenberg. Retro established its offices in Austin, Texas in 1999. That year, the studio received five game ideas for the [[Nintendo GameCube]]. Later on, the five game ideas were all left in favor of one game: the new ''Metroid'' title.  Nintendo members, such as Shigeru Miyamoto, Kensuke Tanabe and Kenji Miki, as well as Metroid designer [[Yoshio Sakamoto]], communicated with the Texas-based studio through emails, monthly phone conferences and personal gatherings.<ref name=":8" /> The game was originally envisioned as having third-person perspective gameplay, but this was changed to a first-person perspective after Miyamoto intervened, overhauling nearly everything already in development. Miyamoto said that the new perspective would benefit the visor.  


In April 2000, Miyamoto, [[Satoru Iwata]], and Tom Prata from Nintendo of America visited Retro studios whom held a conference reporting progress on the four projects they were working on, but the results were disappointing. After returning to the hotel lobby, Miyamoto "all of a sudden" suggested Retro work on a new ''Metroid'' game; he had seen the first-person engine they were making, and thought they were fit to make a new ''Metroid'' game, and Miyamoto himself stated that he thought the were capable of making the next ''Metroid'' game before that.<ref name=":8" /><ref name=":12" /> Thus, three games were canceled to establish focus on Prime, and in 2001, the fourth other project (an RPG called Raven Blade) was canceled, so that ''Prime'' would be the only game in development.<ref name=":1">IGN from 20/07/2001 "Raven Blade killed, Retroy lays off 26". https://www.ign.com/articles/2001/07/19/raven-blade-killed-retro-lays-off-26</ref><ref>Article from Nintendo World Report on 25/07/2001 "First EVER Raven Blade IN GAME!". http://www.nintendoworldreport.com/news/6257/first-ever-raven-blade-in-game</ref> The first glimpse of the game was seen in a ten second video at SpaceWorld 2000 for the unveilling of the GameCube.<ref name=":3">SpaceWorld 2000 Metroid Teaser. https://www.youtube.com/watch?v=-BYmrQmmHuE</ref> At that point, the game was still in very early pre-production, and the developers scrapped whatever assets they had in order to make the video.<ref name=":9">Archive of the unseen, concept and beta footage for Metroid Prime on the site Unseen64. https://www.unseen64.net/2008/04/08/metroid-prime-gc-beta/</ref> In February 2001, it was announced that the game would be in firs person, which triggered fan outrage,<ref name=":8" /><ref name=":5" /> upon which Nintendo clarified that it was a first person adventure rather than a first person shooter.<ref name=":7" /> It wasn’t until E3 2001 in May that the game was officially announced and footage was shown, with the title of the game being revealed: ''Metroid Prime''.<ref name=":4">E3 2001 Trailer. https://www.youtube.com/watch?v=hwW8fpECZn8</ref>  
The game was directed by [[Mark Pacini]]. Pacini states that they tried to make the game so that the only difficult parts would be boss battles, so players would not be "afraid to explore", because "the challenge of the game was finding your way around". In 2000, three games were canceled to establish focus on Prime, and in 2001, the fourth other project (an RPG called Raven Blade) was canceled, so that ''Prime'' would be the only game in development.<ref name=":1">IGN from 20/07/2001 "Raven Blade killed, Retroy lays off 26". https://www.ign.com/articles/2001/07/19/raven-blade-killed-retro-lays-off-26</ref><ref>Article from Nintendo World Report on 25/07/2001 "First EVER Raven Blade IN GAME!". http://www.nintendoworldreport.com/news/6257/first-ever-raven-blade-in-game</ref> The first glimpse of the game was seen on the ten second video at SpaceWorld 2000,<ref name=":3">SpaceWorld 2000 Metroid Teaser. https://www.youtube.com/watch?v=-BYmrQmmHuE</ref> where nitpicks of other games such as Mario and Zelda were also shown. At that point, the game was still in very early pre-production.<ref name=":9">Archive of the unseen, concept and beta footage for Metroid Prime on the site Unseen64. https://www.unseen64.net/2008/04/08/metroid-prime-gc-beta/</ref> It wasn’t until E3 2001 that the game was officially announced, and the title of the game was revealed: ''Metroid Prime''.<ref name=":4">E3 2001 Trailer. https://www.youtube.com/watch?v=hwW8fpECZn8</ref>
 
The game was directed by [[Mark Pacini]]. Pacini states that they tried to make the game so that the only difficult parts would be boss battles, so players would not be "afraid to explore", because "the challenge of the game was finding your way around".<ref name=":13">EDGE "Interview with Retro Studios" 26/12/2007 (archived on the Internet Archive) https://web.archive.org/web/20120426181922/http://www.edge-online.com/features/interview-retro-studios</ref> Nintendo members, such as Shigeru Miyamoto, Kensuke Tanabe and Kenji Miki, as well as Metroid designer [[Yoshio Sakamoto]], communicated with the Texas-based studio through emails, monthly phone conferences and personal gatherings.<ref name=":8" /><ref name=":13" /> Jeff Spangenberg left Retro on May 2nd 2002 due to running a website involving sexual activities off the company's servers, with Michael Kelbaugh, the former head of Q&A and product testing at Nintendo of America, replacing him.<ref name=":12" /> 


Music in ''Prime'' was the only part of the game that was completely done in Japan. Composer [[Kenji Yamamoto]] returned to compose the music for the game, assisted by Kouichi Kyuma. Some of the game’s soundtrack were remixes from previous titles. Yamamoto said that the reason to do so was that he wanted, "to satisfy old ''Metroid'' fans. It’s like a present for them." Music such as the one found in the Tallon Overworld is a remix of the Brinstar theme found in the original [[Metroid (game)|Metroid]] game, the music found in the Magmoor Caverns is a remix of the Lower [[Norfair]] region in [[Super Metroid]]. Tommy Tallarico Studios aided in developing the sound effects, though by the time [[Clark Wen]], the audio lead for ''Metroid Prime'' and ''Prime 2'', was hired, they were no longer involved with the project.<ref name=":0">Interview with Clark Wen for Shinesparkers. https://shinesparkers.net/interviews/clark-wen/</ref> Only one or two sound effects were done, but Wen liked them and so left them as is.<ref name=":0" /> None of the Tommy Tallarico Studios employees are listed in the credits for ''Metroid Prime''.
Music in ''Prime'' was the only part of the game that was completely done in Japan. Composer [[Kenji Yamamoto]] returned to compose the music for the game, assisted by Kouichi Kyuma. Some of the game’s soundtrack were remixes from previous titles. Yamamoto said that the reason to do so was that he wanted, "to satisfy old ''Metroid'' fans. It’s like a present for them." Music such as the one found in the Tallon Overworld is a remix of the Brinstar theme found in the original [[Metroid (game)|Metroid]] game, the music found in the Magmoor Caverns is a remix of the Lower [[Norfair]] region in [[Super Metroid]]. Tommy Tallarico Studios aided in developing the sound effects, though by the time [[Clark Wen]], the audio lead for ''Metroid Prime'' and ''Prime 2'', was hired, they were no longer involved with the project.<ref name=":0">Interview with Clark Wen for Shinesparkers. https://shinesparkers.net/interviews/clark-wen/</ref> Only one or two sound effects were done, but Wen liked them and so left them as is.<ref name=":0" /> None of the Tommy Tallarico Studios employees are listed in the credits for ''Metroid Prime''.
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''Metroid Prime'' has 9 different versions, outside of the 2023 remaster:
''Metroid Prime'' has 9 different versions, outside of the 2023 remaster:


*3 American versions for the GameCube
* 3 American versions for the GameCube
* 3 international versions on GameCube, for PAL regions (Europe/Australia), Japan and Korea
* 3 international versions on GameCube, for PAL regions (Europe/Australia), Japan and Korea
*3 versions for Wii as part of ''Metroid Prime Trilogy'' for Japanese, NTSC-U and PAL territorites
* 3 versions for Wii as part of ''Metroid Prime Trilogy'' for Japanese, NTSC-U and PAL territorites


===GameCube===
=== GameCube ===


====America====
==== America ====
The original American version is labelled USA 0-00 and is the first build of the game to be officially released. It was completed on October 29th 2002.<ref>The Cutting Room Floor, entry on version differences for Metroid Prime https://tcrf.net/Metroid_Prime/Version_Differences</ref>
The original American version is labelled USA 0-00 and is the first build of the game to be officially released. It was completed on October 29th 2002.<ref>The Cutting Room Floor, entry on version differences for Metroid Prime https://tcrf.net/Metroid_Prime/Version_Differences</ref>


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The North American Player's Choice release was the last revision of the game on GameCube, called USA 0-02, and was finalized on March 10th 2003. It also came with the ''Metroid Prime'' Bonus Bundle, which included a silver GameCube and a ''Metroid Prime 2'' demo disc. This version fixes multiple bugs that made several sequence break and speedrun tricks possible in previous versions, many of which were transferred from the PAL/Japanese version to USA 0-02.<ref name=":2">The Cutting Room Floor, entry on version differences for Metroid Prime https://tcrf.net/Metroid_Prime/Version_Differences#USA_0-02</ref>
The North American Player's Choice release was the last revision of the game on GameCube, called USA 0-02, and was finalized on March 10th 2003. It also came with the ''Metroid Prime'' Bonus Bundle, which included a silver GameCube and a ''Metroid Prime 2'' demo disc. This version fixes multiple bugs that made several sequence break and speedrun tricks possible in previous versions, many of which were transferred from the PAL/Japanese version to USA 0-02.<ref name=":2">The Cutting Room Floor, entry on version differences for Metroid Prime https://tcrf.net/Metroid_Prime/Version_Differences#USA_0-02</ref>


====Europe/Japan====
==== Europe/Japan ====
When ''Metroid Prime'' was being localized for a European market, alterations were made to the [[Scan Visor]] logs and other in-game text, substantially altering the plotline.<ref>The Cutting Room Floor, entry on text differences for Metroid Prime https://tcrf.net/Metroid_Prime/Text_Differences</ref> These logs are the basis for the ones used in the Japanese version Plus, the European version has a language select menu and the Japanese version uses a different font exclusive to it.<ref name=":6" /> Furthermore, Samus' suit has more voice lines, such as when recording a new entry in the log book or when receiving a hint.<ref>Metroid 2002, showcase of the suit voices in the different versions http://www.metroid2002.com/version_differences_suit_voice.php</ref>
When ''Metroid Prime'' was being localized for a European market, alterations were made to the [[Scan Visor]] logs and other in-game text, substantially altering the plotline.<ref>The Cutting Room Floor, entry on text differences for Metroid Prime https://tcrf.net/Metroid_Prime/Text_Differences</ref> These logs are the basis for the ones used in the Japanese version Plus, the European version has a language select menu and the Japanese version uses a different font exclusive to it.<ref name=":6" /> Furthermore, Samus' suit has more voice lines, such as when recording a new entry in the log book or when receiving a hint.<ref>Metroid 2002, showcase of the suit voices in the different versions http://www.metroid2002.com/version_differences_suit_voice.php</ref>


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The European version has an external narrator for the first and last cutscene that monologues in English.<ref>Metroid 2002 site, showcase of the differences in the intro. http://www.metroid2002.com/version_differences_intro.php</ref><ref>Metroid 2002 site, showcase of the differnces in the endings. http://www.metroid2002.com/version_differences_ending.php</ref> If played in a language other than English, the narration will be accompanied by translated subtitles. Meanwhile, the Japanese version also narrates the name of a location on Tallon IV when they are first entered, each time the player loads a save, in addition to the narration in the opening and ending cutscenes. The names are told in English, though they use the Japanese names and not the English names (ie Phendrana Drift is called "Ice Valley" and Magmoor Cavern is called "Lava Cavern").<ref>Metroid 2002, showcase of the differences between area voices. http://www.metroid2002.com/version_differences_area_voice.php</ref>
The European version has an external narrator for the first and last cutscene that monologues in English.<ref>Metroid 2002 site, showcase of the differences in the intro. http://www.metroid2002.com/version_differences_intro.php</ref><ref>Metroid 2002 site, showcase of the differnces in the endings. http://www.metroid2002.com/version_differences_ending.php</ref> If played in a language other than English, the narration will be accompanied by translated subtitles. Meanwhile, the Japanese version also narrates the name of a location on Tallon IV when they are first entered, each time the player loads a save, in addition to the narration in the opening and ending cutscenes. The names are told in English, though they use the Japanese names and not the English names (ie Phendrana Drift is called "Ice Valley" and Magmoor Cavern is called "Lava Cavern").<ref>Metroid 2002, showcase of the differences between area voices. http://www.metroid2002.com/version_differences_area_voice.php</ref>


===Wii===
=== Wii ===
The Wii received an updated port of ''Metroid Prime'' as part of ''Metroid Prime Trilogy'' in all regions, or as a standalone game in Japan. This port includes every change from the GameCube PAL and Japanese versions, and comes with updated controls using the Wiimote pointer like in [[Metroid Prime 3: Corruption]]. Notably, the retconned plotline introduced in the international releases of ''Metroid Prime'' is kept, even in the American version of ''Trilogy''.
The Wii received an updated port of ''Metroid Prime'' as part of ''Metroid Prime Trilogy'' in all regions, or as a standalone game in Japan. This port includes every change from the GameCube PAL and Japanese versions, and comes with updated controls using the Wiimote pointer like in [[Metroid Prime 3: Corruption]]. Notably, the retconned plotline introduced in the international releases of ''Metroid Prime'' is kept, even in the American version of ''Trilogy''.


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[[Category:Games]]
[[Category:Games]]
[[Category: Metroid Prime]]
[[Category: Metroid Prime]]
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