Nintendo Metroid Prime
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Metroid Prime Trilogy: Collector's Edition [Wii Game]Developed by Retro Studios - Nintendo of America (2009) - Shooter - Rated Teen
Nintendo's stunning bounty hunter Samas Aran get the deluxe treatment in this compilation that includes Metroid Prime, Metroid Prime 2: Echoes, and Metroid Prime 3: Corruption. All three of the highly acclaimed games have been reformatted to fit wide-screen TVs, while the first two entries in the series (originally released for the GameCube) have received new Wii-specific control schemes. The "Collector's Edition" comes in a tin case and features special Metroid Prime Trilogy a... Read more
Details
Platform: Wii
Developer: Retro Studios
Publisher: Nintendo of America
Release Date: August 24, 2009
Controls: Joystick/Gamepad
UPC: 045496901677
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Manual
Preview of first few manual pages (at low quality). Check before download. Click to enlarge.
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Related manuals Nintendo Metroid Prime Hunters |
Nintendo Metroid Prime
User reviews and opinions
| qtmlr |
10:25am on Friday, September 17th, 2010 ![]() |
| Playing through the first two again recently, they are just as beautiful and atmospheric as when they first came out. | |
| pat donovan |
6:24pm on Thursday, May 13th, 2010 ![]() |
| I loved this game, simply because I was always a true fan of the first two on gamecube. You get to play 3 exelent games, this is a must have This title is unbelievably extraordinary. | |
Comments posted on www.ps2netdrivers.net are solely the views and opinions of the people posting them and do not necessarily reflect the views or opinions of us.
Documents

Nintendo of America Inc. P.O. Box 957, Redmond, WA 98073-0957 U.S.A.
www.nintendo.com
57099A
PRINTED IN USA
INSTRUCTION BOOKLET
PLEASE CAREFULLY READ THE SEPARATE HEALTH AND SAFETY PRECAUTIONS BOOKLET INCLUDED WITH THIS PRODUCT BEFORE USING YOUR NINTENDO HARDWARE SYSTEM, GAME CARD OR ACCESSORY. THIS BOOKLET CONTAINS IMPORTANT HEALTH AND SAFETY INFORMATION. IMPORTANT SAFETY INFORMATION: READ THE FOLLOWING WARNINGS BEFORE YOU OR YOUR CHILD PLAY VIDEO GAMES.
WARNING - Repetitive Motion Injuries and Eyestrain
Playing video games can make your muscles, joints, skin or eyes hurt after a few hours. Follow these instructions to avoid problems such as tendinitis, carpal tunnel syndrome, skin irritation or eyestrain: Avoid excessive play. It is recommended that parents monitor their children for appropriate play. Take a 10 to 15 minute break every hour, even if you don't think you need it. When using the stylus, you do not need to grip it tightly or press it hard against the screen. Doing so may cause fatigue or discomfort. If your hands, wrists, arms or eyes become tired or sore while playing, stop and rest them for several hours before playing again. If you continue to have sore hands, wrists, arms or eyes during or after play, stop playing and see a doctor.
WARNING - Seizures
Some people (about 1 in 4000) may have seizures or blackouts triggered by light flashes or patterns, such as while watching TV or playing video games, even if they have never had a seizure before. Anyone who has had a seizure, loss of awareness, or other symptom linked to an epileptic condition should consult a doctor before playing a video game. Parents should watch when their children play video games. Stop playing and consult a doctor if you or your child have any of the following symptoms: Convulsions Eye or muscle twitching Loss of awareness Altered vision Involuntary movements Disorientation To reduce the likelihood of a seizure when playing video games: 1. Sit or stand as far from the screen as possible. 2. Play video games on the smallest available television screen. 3. Do not play if you are tired or need sleep. 4. Play in a well-lit room. 5. Take a 10 to 15 minute break every hour.
WARNING - Battery Leakage
The Nintendo DS contains a rechargeable lithium ion battery pack. Leakage of ingredients contained within the battery pack, or the combustion products of the ingredients, can cause personal injury as well as damage to your Nintendo DS. If battery leakage occurs, avoid contact with skin. If contact occurs, immediately wash thoroughly with soap and water. If liquid leaking from a battery pack comes into contact with your eyes, immediately flush thoroughly with water and see a doctor. To avoid battery leakage: Do not expose battery to excessive physical shock, vibration, or liquids. Do not disassemble, attempt to repair or deform the battery. Do not dispose of battery pack in a fire. Do not touch the terminals of the battery, or cause a short between the terminals with a metal object. Do not peel or damage the battery label.
Samus Aran
One of the best bounty hunters in the galaxy. Her Power Suit has the ability to transform her into a Morph Ball.
Morph Ball
Control Modes
You can select either Stylus Mode or Dual Mode to play the game. Both modes support right- and lefthanded controls. You can change the control mode by selecting CONTROLS under OPTIONS (page 13). See pages 22-24 for additional control information.
Using the Nintendo DS
Metroid Prime Hunters uses two control modes. In this manual, the controls for the Stylus Mode are explained using the configuration for right-handed players.
Top Screen Power L Button SELECT START
Stylus Mode
Dual Mode
Buttons control the Attack and Move commands. The stylus handles all other controls.
Left-handed Stylus Mode A, B, X, or Y Buttons +Control Pad L Button R Button Touch Screen
Move Jump Boost Attack/Bomb Control Samus (see pages 22-24)
Pause Menu (During Adventure Mode)
R Button
Attack (Hold down for a Charge Attack) / Bomb
+Control Pad
X Button A Button B Button Y Button
In addition to Attack and Move commands, the A, B, X, and Y Buttons control the characters viewpoint (look up/down), direction, and jump commands.
Dual Mode Controls +Control Pad A, B, X, or Y Buttons R Button L Button Right-handed
Move Jump/Boost Attack/Bomb Viewpoint (change direction) Move Attack/Bomb Jump/Boost
Touch Screen
Select/Confirm in the menu Control Samus (see pages 22-24 for additional information)
Left-handed
Viewpoint (change direction)
If you close your Nintendo DS during a game, it will go into Sleep Mode to save battery life. Open the DS again to resume the game.
How to Use the Touch Screen
Perform actions in-game by moving the stylus across the Touch Screen. On the menu screen or in the Gunship (page 18), commands are selected in the following manner:
Selecting a Mode
To choose the game mode, select the Menu icon on the Touch Screen. If you select an icon with the +Control Pad, the icon will highlight, with the explanation displayed on the Top Screen. Tap on the icon to confirm your selection.
Starting the Game
Make sure the Nintendo DS is turned off before you begin. Insert the Metroid Prime Hunters Game Card into your Nintendo DS and press Power on the Nintendo DS system. Touch the Metroid Prime Hunters panel to begin the game. If you would like to use the Rumble Pak, insert the Rumble Pak into the Game Boy Advance Game Pak slot before turning the power on. When you turn on the Nintendo DS, the screen on the right will be displayed. After reading the message, tap on the Touch Screen to continue. Touch "Metroid Prime Hunters" on the DS Menu Screen to begin the game. *If you set your DS to Auto-Start mode, this step is not necessary. Please see the Nintendo DS hardware manual for details. Once the title screen is displayed, follow the instructions on page 12.
Selecting Various Menu Icons and Items
Tap on the icon or text to make your selection.
Scrolling/Switching Selection
Scroll through the text and switch selections by touching the icons below.
Screenshots surrounded by a blue frame are on the Top Screen, and screenshots surrounded by a red frame are on the Touch Screen.
Main Menu
On the title screen, tap the Touch Screen to view the main menu. Select a game mode or the Options icon by tapping once.
Options
Change in-game settings here. After you have made your selections, tap on the checkmark icon to save your preferences.
Menu Window Save Icon Mode Icon Return Icon
Tap on this icon to return to the previous page.
AUDIO CONTROLS CREDITS
Choose between Stereo, Surround, or Headphone sound. Volume levels for sound effects and background music, and mic sensitivity can be adjusted here. Set the in-game controls (page 9) and the sensitivity of the Stylus here. You can also invert the up/down perspective controls by turning LOOK INVERT on. Look at the people responsible for Metroid Prime Hunters. If you have a DS Rumble Pak inserted in your DS, you can turn the Rumble Feature on or off.
Adventure Mode (Pages 14-31)
Control Samus Aran in this single-player adventure.
RUMBLE PAK
Multiplayer Mode (Pages 32-51)
Up to four players can play multiplayer by using Multi-Card Play, DS Download, or Wi-Fi communication. By tapping on , you can exchange your Hunter License automatically with other nearby players who have also activated this feature (page 44).
SHOW MY STATS ON Decide whether or not you would like your online game statistics and NINTENDOWIFI.COM Hunters License (page 42) to be viewable at www.NintendoWiFi.com.
ERASE ALL DATA
After selecting this option, tap on the confirmation screen to erase all saved data and records (see page 19 for saving). Any data you erase is gone forever, so please be careful.
About Octoliths -How to advance in the gameLike Samus, six other bounty hunters are exploring the Tetra galaxy seeking out the Octoliths. If one of these Hunters defeats you in battle, you may lose any Octoliths youre carrying. If this happens, you must battle that Hunter again to reclaim your Octoliths.
What is Adventure Mode?
This story mode places you in the action as you battle enemies and solve puzzles as the main character, Samus Aran. Visit various planets and space stations within the Alimbic Cluster and gather all the Octoliths to acquire the ultimate power within.
Select the destination
Starting Adventure Mode
Select Adventure Mode from the main menu to begin.
Use the Tetra Galaxy Scan screen (page 16) to select a planet or space station. After selecting a planet or space station, use all the abilities at your disposal (pages 22-31) to find an Octolith. Once you have obtained an Octolith, return to Samus's Gunship to continue on to your next destination.
Select a File
When playing for the first time, select one of the three files (A, B, or C) available. Your game will be saved to the file you select. After selecting a file, you can delete or copy the data to another file. Note that once you delete saved data, it is gone forever (see page 19 for information on saving). View Unlocked Cinematics.
Explore
Acquire Octoliths
Game Over
If your remaining energy hits zero, the game ends. Select Continue to resume from the last checkpoint.
Select a Destination
From the Tetra Galaxy Scan screen, select a planet or a space station to explore (page 16).
Tetra Galaxy Scan Screen
On the Top Screen, you can view the Tetra Galaxy from inside your Gunship. The Tetra Galaxy map appears on the Touch Screen. Select the location you want to visit here.
Change Ordinate Axis Slide the stylus up and down on the Ordinate Axis or use the +Control Pad to change the vertical line.
Change Abscissa Axis Slide the stylus right and left on the Abscissa Axis or use the +Control Pad to change the horizontal line. 1
About the Tetra Galaxy
There are two planets and two space stations within the Alimbic Cluster in the Tetra Galaxy.
Celestial Archives
This space station was badly damaged by an unkown object and is currently in very unstable condition.
Alinos (The Volcanic Ruin)
Destination Name After selecting a destination, its name will appear on the Top Screen. 4 Land Ship
This planets ultra-high temperature once provided power for an Alinos city. In the ruins, visible reminders of their civilization can still be seen.
Vesper Defense Outpost
Tap Land Ship to land at the selected destination.
Opposing Hunter at this destination
If your opponent has an Octolith, this will also be displayed.
This small base once operated as a refueling station. It has been abandoned for a long time. A toxic fuel leak has frozen over the station.
Arcterra (The Ice Cave)
Selecting a Destination
Using the stylus, adjust the Ordinate and Abscissa Axes to select a planet or space station. Once LAND SHIP is displayed, touch the icon to visit the destination.
This planet is located at the farthest reaches of the Tetra Galaxy. Arcterra is a barren and frozen world with caves and underground catacombs.
Inside the Gunship
When you visit a space station or planet you have already been to, or when Samus goes back inside her ship, this screen will appear. Inside the Gunship, your energy and ammo will automatically be replenished.
Current Status
This screen displays your current number of Energy Tanks (page 21), Sub-weapon selection (pages 26-27), and current location.
Logbook
With the Logbook, you can check the information you scanned with the Scan Visor (page 24) and Samuss equipment status. Tap on the Category icon, then select the item you want to view.
Category and Scanning Percentage Data List Scroll Icon
Scroll through the data list with the up and down arrows.
Category Icon
The number below the category indicates the scanning percentage average.
Gunship Screen Menu WEAPON SELECT OPTIONS SAVE GAME LOGBOOK EXIT SHIP LAUNCH SHIP
View all currently available Sub-weapons. Change the game's control scheme (page 9). Save your game progress. View previous logbook entries. Exit the Gunship and resume exploration. Stop exploring and return to the Tetra Galaxy Scan screen.
How to read the Category Icons Review messages left by the Alimbics. LORE E BIOFORM OBJECT EQUIPMENT
Data about enemies you have scanned. Information about various mechanisms and objects. Information about Samuss equipment.
Portals and Returning to the Gunship
If you activate a Portal while exploring, you can use it to return to a location near the Gunship. This comes in handy when you want to save your progress.
Saving Data
Select SAVE GAME on the Gunship screen to save your Adventure Mode game progress. Your Options settings will be saved at the same time.
In right-handed Dual Mode (page 9), the X Button and the B Button look up and down, and the Y Button and the A Button turn you left and right. In left-handed Dual Mode, press up and down on the +Control Pad to look up and down, and press left and right on the +Control Pad to turn left and right.
Normal
Switching Visor Types
Touch and hold the Visor icon to change the Top Screen to the Scan Visor view. Tap the icon again to switch back to the Combat Visor.
Viewing the Map
Press START to display your current location in the 3-D map on the Top Screen. Use the stylus to manipulate the 3-D map.
Door/Entrance/Exit
While using the Scan Visor, you cannot use weapons.
Samuss Location
Samus's location is displayed in red.
Using the Scan Visor
When the Scan cursor appears on the screen, hold the L Button to scan an object. Once scanning is complete, information on the object will be displayed on the Touch Screen. Tap OK when you have finished reading. If there is any important information, that information will be entered into the Logbook (page 19). Certain mechanisms found in the game can be activated by scanning them.
Sight Window
Scan various organisms and objects that appear in this window.
Symbols on the Map
Review various features, including door types, compatible weapons, etc.
Press START to return to the default screen.
QUIT Icon
Touch here to abort the game and return to the title screen. Your progress will not be saved.
Opening Locked Doors
Scan Cursor
This cursor indicates an object you can scan.
Locked doors can be opened by shooting them with the appropriate weapon. Scan the door with the Scan Visor to determine which weapon to use.
When using left-handed controls (page 9), press the R Button to scan.
Switching Sub-weapon Types -Weapon ActionsSamus can use up to six types of Sub-weapons, as well as the Power Beam and Missile. Touch and hold the Sub-weapon Switch icon to see the list of Subweapons, then slide the stylus to the desired weapon. Lift the stylus from the screen to replace the current Sub-weapon with the Sub-weapon you chose.
Charge Attack
Press the L Button to fire a weapon. Some weapons can be charged for more powerful attacks. To charge your weapon, hold down the L Button and then release to fire a devastating Charge Attack. Except for the Power Beam, Charge Attacks consume more ammo than regular attacks.
L Button
Weapon Types
You can earn up to six different Sub-Weapons as you progress through the game.
Power Beam
Power Beam has a limited offensive capability, but it has excellent rapid-fire ability.
Switching the weapon of choice
Tap on the Beam icon to switch your weapon to the Power Beam. Tap on the Missile icon to switch to the Missile, and tap on the Sub-weapon icon to switch to the Sub-weapon.
Power Beam Icon Missile Icon Sub-weapon Icon Sub-weapon Switch Icon
Missile
The Missile is more powerful than the Power Beam, and is capable of Charge Attacks. Samuss Missiles have homing capability; its Charge Attack enhances the homing feature.
Battlehammer
Sub-weapon
The Battlehammer is a heavy-duty mortar-type weapon with moderate firing speed. The Battlehammer has no Charge Attack, but the rapid-fire attack more than makes up for it.
Default Screen
The default screen displays Samuss point of view. Please see page 30 for how to view the screen while Samus is in Morph Ball form.
Judicator
The Judicator shoots energy that has been super-cooled to temperatures approaching absolute zero. If the beam hits hard ground, it will bounce around the environment. Normal attacks shoot a single shot while the Charge Attack shoots three shots simultaneously.
About Items
Some items can be found by defeating enemies, and some are hidden in various locations in the world. Draw Energy Balls, Missiles, and Universal Ammo packs toward you by charging your weapon (page 26).
Energy Ball (S: Red, M: Blue:, L: Yellow) Missile (S, L)
Volt Driver
The Volt Driver shoots high-velocity, rapid-fire energy blasts with a very high hit probability. This weapons Charge Attack launches an aerobomb that moves slowly toward its target. If the aerobomb strikes the target, it causes tremendous damage.
Magmaul
Restores Samuss energy. (S: 30, M:60, L:100)
UA/Universal Ammo (S, L)
Restores ammo for the Missile. (S: 5, L:10)
Energy Tank
The Magmaul shoots projectiles of superheated magma. When charged, its projectiles become wider and explode on impact.
Shock Coil
Restores ammo for the Sub-weapon. (S: 10, L: 25)
Missile Expansion
Samus gains an extra energy tank.
UA Expansion
The Shock Coil fires charged blasts of high-density neutrinos in concentrated bursts, sending multiple concussive waves toward its target. This weapon possesses no Charge Attack. Press and hold the L Button to fire the beam continuously.
Imperialist
Max Missile number increases by 10.
Sub-Weapon Octolith
Max ammo for the Subweapon increases by 30.
The Imperialist is ideal for sniping. It fires a thin, powerful laser over long distances. Press the R Button to turn on the zoom feature, which increases the hit probability and power.
Samus earns a new Sub-weapon.
A mystery item that holds the key to ultimate power.
Use the L Button while using the left-handed control mode (page 9). You can zoom in if you double-tap the Sub-weapon icon (page 21) or with the SELECT Button if using Dual Mode controls.
-Morph Ball Actions-
Press the +Control Pad or slide the stylus on the Touch Screen to move the Morph Ball in any direction.
Morph Ball Screen
By tapping on the Alt-Form Icon, Samus transforms herself into the Morph Ball and the viewpoint will switch to a third person view. If you tap on the icon again, Samus will return to her normal form.
Boost Ball
Quickly slide the stylus in any direction on the Touch Screen to activate the Boost in that direction. This allows the Morph Ball to move at a higher speed for a short time. You can also boost by charging the R Button (L Button in left-handed control modes).
BOOST Icon While boosting, the Boost icon will blink.
Bombs Up to three Bombs can be deployed at once.
Press the L Button to release a bomb. If you place the Morph Ball on top of the Bomb before it explodes, the impact of that explosion will propel the Morph Ball into the air.
Select Your Hunter -Single-Card Play Double-tap on the Hunter you wish to use for the battle. Wait for the other players to select their Hunters. In Single-Card play, Samus is the only selectable character.
Hosting a Game
To host a Single-Card game with up to four players, select Single-Card Play from the Multiplayer Mode. In this mode, the player with the game card will be the host and set the game rules. Everyone else will be guest players. Please read DS Download Play on page 55 before you play.
Start the Battle
When everyone has made their selection, you can start the game. If you are playing a team battle, divide players into teams by touching the color bar. Tap on START GAME to begin the battle.
Select an Arena
Select the Arena and the settings you would like to use for the game (pages 48-49). Only the Battle game mode is available with Single-Card Play. When you have finished choosing your settings, touch the in the lower right corner.
When You're the Guest
If you are a guest player, you can select only Samus as your Hunter. Once the download is completed, wait for the host player to start the game.
The downloaded game will be deleted once you turn off the power.
For Players With the Game Card 32
If you are a guest player and you have a copy of Metroid Prime Hunters, you can join a multiplayer game following the steps on (pages 34-35). You can select any of the available Hunters. Your game results will be saved to your Hunters License (page 42).
Select Your Hunter -Multi-Card Play To play a multiplayer game, each player must have a Nintendo DS and a Metroid Prime Hunters Game Card.
All Players
Tap twice on the Hunter you would like to play. If you dont have enough players to join the game, the host can add a BOT (computer-controlled character) to play against. Tap on the and select the characters to add to your battle. The host player can also play this mode with all-BOT players for additional hunting practice.
Creating/Joining a Game
The player who selects the CREATE GAME option hosts the game and determines the game criteria. The other players must select the hosts name in the JOIN GAME box to enter the hosted game.
Add Bot
Change BOT Difficulty Change the difficulty of the Bot by tapping on the icon. One = easy Two = normal Three = hard
Select Game Mode
Host Only
The host selects a game mode from the seven modes available (pages 48-49).
Select the Stage
The host selects the Arena and game rules used for the game (pages 48-49). After the selections have been made, touch the checkmark in the lower-right corner of the screen.
For additional information on the Nintendo WFC, setting up your Nintendo DS, or a list of available internet hotspots, visit www.nintendowifi.com (USA, Canada and Latin America) or call 1-800-895-1672 (USA/Canada only).
Find Game
Use the FIND A GAME option to connect to Nintendo Wi-Fi Connection and play against gamers from all over the world (page 48). You cannot edit the Point Goal, Time Limit, or Team Play settings in a FIND GAME battle. Also, only Battle Mode is available. Set the Criteria Select a specific region and opponent ranking to search for opponents. After you have selected your criteria, select SEARCH FOR GAME. After players meeting your criteria have been found, the game will advance to the Hunter selection screen.
Select the Hunter Tap on the Hunter you want to play, then tap again to confirm your selection.
Charge A
Select the Stage Each player helps choose which stage to play. Make your selection and tap on to confirm. Once everyone has made a selection, the Arena will be decided by majority vote. If multiple choices receive the same number of votes, the Arena will be selected randomly from the choices. Once the Arena is selected, the battle will start automatically.
Register your opponent in the RIVALS roster
Criteria To find an opponent from anywhere in the world, select WORLDWIDE. If you want to limit the search to North America, select LOCAL REGION. OPPONENT RANK Use MATCH MY RANK to find opponents similar to your skill level. REGION Any players that you play against through "FIND GAME" may be added to your RIVALS roster from the Results screen. Tap on the players ADD RIVAL icon, then select either QUIT or PLAY AGAIN. If that player also tapped on the ADD RIVAL icon, then each of you will be registered to your opponents RIVALS roster.
ADD RIVAL
If the other player didnt tap on your ADD RIVAL icon, then that player will not be added to your RIVALS roster.
Friends and Rivals
You can only play with the players you registered as FRIENDS or RIVALS. When you tap on the CREATE GAME icon, you can create a game as the host. You cannot choose FRIENDS or RIVALS if you do not register them.
Available Games
The hosts name will be displayed. Tap on the name to join in.
Choose a Hunter
Tap on the Hunter you want to use for the battle, then tap again to confirm. Wait for the other players to select their Hunters.
Online Info
Number of the FRIENDS and RIVALS players currently online.
View Create Game
Tap to switch to the FRIENDS and RIVALS screen. This will show those FRIENDS and RIVALS currently online.
Once you have at least two players in the game, the host can close the invitation and start the battle. If you want to play a team battle, divide players into separate teams. Tap on START GAME to begin.
Send a Message to a Friend/Voice Chat
Send a message
Select Game Conditions
The host player has the ability to restrict players who can join the game. If you dont want rivals to join the game, select NO on RIVALS. If you dont want your friends to join, select NO on FRIENDS.
If players are on your FRIENDS roster, the icon on the left will be displayed after all players have selected their Hunter. If you tap on this icon, the keyboard (page 45) will be displayed and friends can exchange messages before beginning a game.
These messages will be shown to everyone on your FRIENDS roster.
Voice Chat
Game Mode and Stage Set up
Select the game mode you would like to play from the seven available game modes (pages 48-49). Then, choose the Arena and game conditions you would like to use (pages 48-49).
If the icon on the left is displayed on the screen, press the X Button to chat with other FRIENDS using Voice Chat. As with sending a message, you can only chat with people on your FRIENDS roster.
To protect your privacy, do not give out personal information such as last name, phone number, birth date, age, e-mail or home address when communicating with others.
Edit Friends and Rivals
On the Edit screen, you can review other players information and add to or edit your FRIENDS and RIVALS rosters. The FRIENDS and RIVALS rosters are displayed on the Touch Screen.
Data Lock Switch
You can register up to 60 players on your FRIENDS and RIVALS rosters. If you register more than 60 players, the oldest players data will be deleted. If you want to make sure a player will not be deleted, tap the icon on the left of the players name to lock that player's data. You can lock up to 57 players.
Lock Status
Unlock Status
Player Name and Rank
Your Name FRIENDS Roster RIVALS Roster Add FRIENDS (page 44) Delete Player (page 45)
A player's ranking is decided by previous battles results. This ranking indicates the players skill level (with five stars being the highest ranking). The color of the frame around the players name indicates the player's region (North American version: Blue, Japanese version: Red, European version: Green).
FRIENDS and RIVALS
FRIENDS
Ranking Points and Next Round
Displays current RANK POINTS and how many points are needed to reach NEXT RANK.
Players can play FRIENDS AND RIVALS battles (pages 40-41) as well as exchange messages (page 41) with other friends. How to register a FRIEND
RIVALS
1. Play Multi-Card Play (pages 34-35). 2. Input a FRIEND CODE to register that player (page 44).
Player Information
Switch the display by pressing the L or R Button.
Battle rivals in the FRIENDS AND RIVALS mode.
About the Hunter License
The Hunter License is your own personal game profile. Various information is stored here, including your favorite weapon and game mode, number of wins, and total hours played. How to register a RIVAL
1. Register the player after a completed FIND GAME battle (page 38). 2. Register the player after a completed FRIENDS AND RIVALS battle. 3. Exchange information using the RIVAL RADAR feature (page 44).
Registering a FRIEND
Delete a name from the roster
Select the player you want to delete from the roster, then tap on DELETE PLAYER to delete the data. On the confirmation screen, tap the icon.
Select ADD FRIEND in order to register a friend. Enter your friends FRIEND CODE on the screen displayed on the right, then tap on to confirm. When this is complete, enter your friends name. A FRIEND CODE is the 12-digit code automatically assigned to you when you first connect to Nintendo Wi-Fi Connection.
Decide when you would like to meet up with your friend online, then connect to Nintendo Wi-Fi Connection. Registration will automatically take place. If you connect to Nintendo Wi-Fi Connection at different times, only the person who was connected later will be registered. The first person must connect again to be registered.
How to use the Keyboard
Your Personal FRIEND CODE Give your personal FRIEND CODE to your friend when you want to register him/her on your FRIENDS roster.
While using this weapon, Traces body will be invisible as long as he remains stationary.
Changes character to Alt-Form to quickly destroy its enemies by touching them.
Take this back to the goal or base to earn points.
Alt-Form: Triskelion
Sylux is a resourceful tracker, and a deadly sharpshooter who harbors an intense hatred for the Galactic Federation and for Samus Aran for assisting the Galactic Federation in the past.
Trace is a Kriken, one of the most hated and feared races in the galaxy. His quest for ultimate power consumes him, and his every thought is bent toward bringing supremacy to the Krikens and honor to himself.
Alt-Form: Lockjaw
WEAVEL
This cybernetic warrior is part of a Space Pirate special unit. Badly injured in a past battle with Samus Aran, Weavels body has been reconstructed and fused with a Power Suit. The rebuilt Weavel has become a formidable and ferocious warrior.
KANDEN
A lab experiment gone awry, Kanden was created to be the ultimate soldier, immortal and relentless. He is a ferocious, deadly and dangerously unpredictable Hunter. To prove himself as the finest bounty hunter of them all, he now seeks to attain the ultimate power.
Alt-Form: Halfturret 52
Alt-Form: Stinglarva 53
Noxus is a member of the Vhozon, a proud and reclusive race. He is determined to get the ultimate power first to prevent it from falling into the hands of lawbreakers or the unworthy. This section explains how to establish a link for DS Download Play.
What you need:
Nintendo DS systems Metroid Prime Hunters Game Cards 1 per player 1
What to Do (For the Parent Unit)
1. Make sure that all DS systems are turned off, then insert a Metroid Prime Hunters Game Card into your unit. 2. Turn on the power for all systems. The DS Menu Screen will appear. 3. Touch the Metroid Prime Hunters panel. 4. Follow the instructions on page 32.
Alt-Form: Vhoscythe
Steps - All systems excluding P1
1. Turn on the power of all the systems. The DS menu screen will appear. 2. Touch the DS Download Play panel. The Game List Screen will appear. 3. Touch the Metroid Prime Hunters panel. The Download Confirmation Screen will appear. 4. When the correct software appears, touch Yes. The parent unit will then start the download process. 5. Next, follow the instructions on page 32.

OFFICIAL NINTENDO POWER PLAYER'S GUIDE
AVAILABLE AT YOUR NEAREST RETAILER! WWW.NINTENDO.COM
Nintendo of America Inc. P.O. Box 957, Redmond, WA 98073-0957 U.S.A. www.nintendo.com PRINTED IN USA
49492A
INSTRUCTION BOOKLET
WARNING: PLEASE CAREFULLY READ THE PRECAUTIONS BOOKLET INCLUDED WITH THIS PRODUCT BEFORE USING YOUR NINTENDO HARDWARE SYSTEM, GAME DISC OR ACCESSORY. THIS BOOKLET CONTAINS IMPORTANT SAFETY INFORMATION.
WARNING - Electric Shock
To avoid electric shock when you use this system: Use only the AC adapter that comes with your system. Do not use the AC adapter if it has damaged, split or broken cords or wires. Make sure that the AC adapter cord is fully inserted into the wall outlet or extension cord. Always carefully disconnect all plugs by pulling on the plug and not on the cord. Make sure the Nintendo GameCube power switch is turned OFF before removing the AC adapter cord from an outlet.
IMPORTANT SAFETY INFORMATION: READ THE FOLLOWING WARNINGS BEFORE YOU OR YOUR CHILD PLAY VIDEO GAMES
WARNING - Seizures
Some people (about 1 in 4000) may have seizures or blackouts triggered by light flashes, such as while watching TV or playing video games, even if they have never had a seizure before. Anyone who has had a seizure, loss of awareness, or other symptom linked to an epileptic condition should consult a doctor before playing a video game. Parents should watch when their children play video games. Stop playing and consult a doctor if you or your child have any of the following symptoms:
Convulsions Altered vision Eye or muscle twitching Involuntary movements Loss of awareness Disorientation
CAUTION - Motion Sickness
Playing video games can cause motion sickness. If you or your child feel dizzy or nauseous when playing video games with this system, stop playing and rest. Do not drive or engage in other demanding activity until you feel better.
CAUTION - Laser Device
The Nintendo GameCube is a Class I laser product. Do not attempt to disassemble the Nintendo GameCube. Refer servicing to qualified personnel only. Caution - Use of controls or adjustments or procedures other than those specified herein may result in hazardous radiation exposure.
To reduce the likelihood of a seizure when playing video games:
1. 2. 3. 4. 5.
Sit or stand as far from the screen as possible. Play video games on the smallest available television screen. Do not play if you are tired or need sleep. Play in a well-lit room. Take a 10 to 15 minute break every hour.
CONTROLLER NEUTRAL POSITION RESET If the L or R Buttons are pressed or the Control Stick or C Stick are moved out of neutral position when the power is turned ON, those positions will be set as the neutral position, causing incorrect game control during game play.
WARNING - Repetitive Motion Injuries
Playing video games can make your muscles, joints or skin hurt after a few hours. Follow these instructions to avoid problems such as Tendinitis, Carpal Tunnel Syndrome or skin irritation: Take a 10 to 15 minute break every hour, even if you don't think you need it. If your hands, wrists or arms become tired or sore while playing, stop and rest them for several hours before playing again. If you continue to have sore hands, wrists or arms during or after play, stop playing and see a doctor.
To reset the controller, release all buttons and sticks to allow them to return to the correct neutral position, then hold down the X, Y and START/PAUSE Buttons simultaneously for 3 seconds.
L Button
R Button
Control Stick
C Stick
The chozo
The Chozo. Over millennia, this bird-like race of creatures made incredible technological and scientific leaps. Traveling at will through space, they built many marvels across the universetechnological wonders of unfathomable complexity and cities unmatched in beauty. They shared their knowledge freely with more primitive cultures and learned to respect and care for life in all its forms. Even as their society reached its technological peak, however, the Chozo felt their spirituality wane. Their culture was steeped in prophecy and lore, and they foresaw the decline of the Chozo coinciding with the rise of evil. Horrified by the increasing violence in the universe, they began to withdraw into themselves, forgoing technology in favor of simplicity. Tallon IV was one of several refuges they builta colony bereft of technology, built of natural materials and wedded to the land and its creatures. The years passed, and in time a great meteor crashed into Tallon IV, sending a massive spume of matter into the atmosphere and impregnating the land with a cancerous element known as Phazon. This element immediately sank into the earth and water, poisoning life wherever it bloomed. Most plants and animals died, while others mutated into hideous forms. The Chozo called upon all of their knowledge and technology to control the power of the Phazon, but their efforts were doomed to fail. All they could do was build a temple over the crater at the impact site, separate the Phazon core, and seal it away. Believing that someday a savior would return to the planet, the Chozo left for an unknown destination, leaving behind nothing but engraved accounts of their time on Tallon IV.
THE space Pira tes
The Space Pirates were interstellar nomads, technologically dvanced in both space travel and weaponry. When they plundered the Metroid population that had been discovered by the Galactic Federation n SR388, they recognized in them massive military and energy resource otential. They immediately invaded the nearby planet of Zebes, wiping ut all life (including most of the indigenous Chozo) and building a masve network of research facilities below the planet's surface. Deep below the surface of Zebes, the Space Pirates researched Metroids for many years, even as a young girl orphaned by their raid on he neighboring planet K-2L was growing up among the Chozo. Trained s a warrior and infused with Chozo blood, Samus Aran donned a Chozomade Power Suit and cut a swath through the Space Pirates operation, estroying everything in her path, including the gargantuan mainstays of he Space Pirate army, Ridley and Kraid. She eventually made it to the ore of their base, destroyed ll the Metroids she saw, nd seemingly blew up he Mother Brain. But the Space Pirates were far from finished. They immediately split their survivors into two main camps. One headed to Zebes to begin rebuilding their ravaged facility and resuscitating Mother Brain, Ridley, and Kraid. The second set out in search of a planet with powerful energy resources. They didn't search far before they discovered Tallon IV, which was still emanating huge pulses of energy from the Phazon contained beneath the Chozo temple. Entranced by the massive potential of the strange mutagen, they immediately moved in, retrofitting their laboratories, transporters, and life-support systems into the Chozo Ruins. As the Space Pirates mined the Phazon and experimented with it, they found that its capacity to mutate was unlike anything they'd ever seen, and they promptly started combining it with indigenous life-forms. They refined their operation; powering their machinery with thermalpowered engines sunk in the molten depths of Tallon IV, they drove deep mineshafts and mined more and more Phazon, shipping it to their two main labs in the Phendrana Drifts, where sub-zero temperatures made specimen containment safer. Research leaped forward: by harnessing Phazon's power, they were able to create untold horrors that soon patrolled the dark caverns below Tallon IV's crust. The Space Pirates also transported many species to their orbiting ship for zero-G Phazon experiments, unaware that Samus Aran had finally tracked their ship to its low orbit. As they continued with their unnatural experiments, Samus sped toward Tallon IV, preparing to wipe them out once and for all.
the adventure begins
et your Metroid Prime Game Disc in the Nintendo GameCube and close he Disc Cover, then turn on the POWER Button. When the title screen ppears, press start to continue to the Main Menu.
Options
From the pause screen, press the L Button to customize many features of your game-play experience. You can also access the Options screen from the Main Menu before you start your game.
Getting St arted
efore playing, you must first create a Metroid Prime save file. You need to have a Memory Card inserted in slot A with at least blocks of free space on it in order to create file for Metroid Prime. Please refer to the Nintendo GameCube instruction booklet pages 18-20) for instructions on how to ormat, copy, and erase Memory Card files. this is your first time playing, select one of he NEW GAME files and press the A Button. When the words START and OPTIONS appear, elect START and press the A Button to begin. you have a previously saved game file, simly choose that file to continue from your last ave point. n order to save your progress through Metroid Prime, you must find Save Rooms ocated throughout Tallon IV's many regions. When you find one of these rooms, enter the aving apparatus. When asked if you want to ave, choose YES and press the A Button. All f your progress up to that point will then be aved to the Memory Card in Slot A.
Main Menu
displa y
Adjust Samus's visor opacity, her helmet opacity, and the HUD lag time.
Sound Title Screen
Adjust the brightness and dimensions of the game play screen.
Controller
Adjust the volume of the music and sound effects, or select between Mono, Stereo, and Dolby Surround modes.
Choose to play with standard control or a reversed Y-axis. You can also turn the Rumble feature on or off and reverse the visor/beam configuration.
Progressive Scan Mode
This game can be set to display a higher resolution image on TVs that support progressive scan mode (EDTV, HDTV). In order to use the progressive scan mode, you need a TV that can accept this type of input (see your TV operation manual) and a Nintendo GameCube Component Video cable (available only through Nintendo. Visit www.nintendo.com or call 1-800-255-3700). To activate the progressive scan mode, press and hold the B Button while the Nintendo GameCube logo is being displayed until the message "Display in Progressive Scan mode?" appears. Select YES to activate the mode.
Save Room
Please note that on some TVs, activating the progressive scan mode will set the format of the image to a wide-screen (16:9) format.
Erasing Files
you want to erase a file, select Erase from the bottom of the screen, hoose the file you want to erase, then press the A Button. Remember: nce you erase a file, you can never recover it, so be careful!
CONTROLS
L BUTTON
Lock onto enemies Scan objects in Scan Mode (see page 18) Use Grapple Beam (see page 23)
R BUTTON Z BUTTON
Call up map (see page 24) Look around Aim (with Control Stick) Activate Spider Ball in Morph Ball mode (see page 21)
ST ART/PAUSE
Pause the game and view Samuss databanks (see page 24)
Y BUTTON
Fire Missiles Lay Power Bombs in Morph Ball mode (see page 21)
X BUTTON
Switch between standard and Morph Ball modes
A BUTTON
Fire beam weapon Lay Bombs in Morph Ball mode (see page 20)
B BUTTON
Jump Activate Boost Ball in Morph Ball mode (see page 21) Dash sideways while locked-on (see page 23)
+ Control Pad
Switch visors (see page 18)
Select beam weapon (see page 17)
Move Samus Look around Aim (with the R Button)
POWER SUIT INTERFACE
amus's Power Suit is technologically complex, but all of its agnostic functions are projected on the inside of the visor for asy access. Knowing the status of the suit at all times may make he difference between survival and failure, so its important to nderstand every part of the readout.
This area shows a small section of the current map. If you press the Z Button, you'll call up the full-screen map (see page 24).
The wedge at the top of the circular radar display is Samus's field of vision. Enemies within the radar's range appear as orange dots.
Energy Reserves
The numeric display and horizontal gauge track the amount of energy in Samus's Energy Tank. The highlighted squares above the main energy gauge indicate Energy Tanks that Samus has in reserve.
T argeting reticule
This reticule will automatically track enemies or scan points. By pressing the L Button, you will lock onto whatever point is currently highlighted. Bear in mind that the reticule will change in appearance depending on which visor Samus is currently using (see page 18).
Threa t assessment
This gauge warns Samus of nearby environmental dangers. It rises in accordance with the proximity of the threatwhen the threat is extremely near, the word "Warning" will appear. If Samus is actually being injured by the hazard, the word "Damage" will appear.
Missile Reserves
The vertical gauge and numeric display track the number of Missiles Samus has in reserve. When Samus's Missiles are armed, this display glows more brightly.
Visors
The symbols here correspond to Samus's different visors. Each one is mapped to a direction on the + Control Padsimply press the + Control Pad in the appropriate direction to select that visor (see page 18).
Beam Weapons
The symbols here represent Samus's different beam weapons. Each one corresponds to a direction on the C Stick press the C Stick in the appropriate direction to select that weapon (see page 17).
Armor & Armaments
s Samus delves deeper into the Space Pirates' operation, she'll find ower-ups that improve both her arsenal and her suit. Every power-up she nds will help her access something new in the vast regions of Tallon IV, so emember areas where she can't progress and return once she's gained ew abilities. Pay special attention to the colors of closed doors, as they hould help you determine what weapons you need to use to open them.
power Beam
This is Samus's standard beam, which you can fire continuously by rapidly tapping the A Button. As with all beam weapons, the Power Beam becomes much stronger once Samus finds the Charge Beam power-up. Once Samus has found the Charge Beam, press and hold the A Button to charge up her shot, then release the A Button to fire a powerful blast.
Power Beam
power suit
amus's standard Power Suit was built pecifically for her by the Chozo people. It s integrated with her body, acting as a sort f second skinnot only does it provide hielding in battle and augmented physical trength, but its life-support systems allow er to survive in water and even space without additional equipment.
W ve Beam a
The Wave Beam fires three oscillating waves of energy. As with the other beam weapons, the Wave Beam is especially effective against certain enemies and can be powered up once Samus finds the Charge Beam. The Wave Beam also features a limited homing effect.
Power Suit Wave Beam
V aria suit
nce Samus finds the Varia Suit, she will be ble to survive extremely high temperatures ke those found in the fiery depths of Magmoor Caverns.
Ice Beam
The Ice Beam has a slower rate of fire than the Power Beam, but it makes up for this flaw with its ability to immobilize enemies briefly with a layer of ice. Some enemies are particularly vulnerable to this weapon, so experiment with it. The Ice Beam may destroy weak enemies rather than freezing them.
Varia Suit Ice Beam
Gra vity suit
he Gravity Suit upgrades Samus's suit even more. It negates the effects of water, allowing Samus to move and jump normally even while ubmerged.
Plasma beam
The most powerful beam weapon in Samus's arsenal, the short-range Plasma Beam launches streams of molten energy that can ignite some enemies and melt ice. Like all beam weapons, the Plasma Beam can combine with Missiles for a high-powered combo attack once Samus finds its combo power-up (see page 22).
Gravity Suit Plasma Beam
Behind the Visors
amus's most important tool is her suit, and it can provide her with a ealth of information by interfacing with various visors. Samus will start he game with twothe standard Combat Visor and the Scan Visorbut ventually she'll use four, each of which can be accessed easily by ressing different directions on the + Control Pad.
thermal Visor
Once Samus finds the Thermal Visor, she can track enemies using their heat signatures. Not only does this visor help locate enemies hidden in dark areas, but it can also be used for acquiring alternate targets on enemies. A thermal scan can often find a hidden weak spot on an otherwise difficult enemy. Not only that, but thermal scans show other clues that the naked eye can't discern; if you run into a dead end, try scanning the entire area with the Thermal Visor equipped.
Comba Visor t
his default visor is standard for battle and provides Samus with all the eneral information she needs (see pages 14-15).
Thermal Visor
Scan Visor
When Samus uses the Scan Visor, a magnifying eticule will appear in the center of her visor. his reticule picks out anything that can be cannedfrom creatures to computer termialsand shows it as an orange or red ymbol. If you press and hold the L Button while locked onto one of these symbols, the can Visor will download information. Once it's one downloading, the visor will display message.
Searching for Clues
x-Ra Visor y
esides using the Scan Visor to solve puzzles, nd enemies' weak spots, and unlock various reas in the game, Samus will also frequently ownload pieces of information that can be ored in her Log Book. These can be accessed y pressing START/PAUSE during game play ee page 25) and include creature morpholoes, Space Pirate logs, Chozo literature, and much more.
After Samus tracks down the X-Ray Visor, she'll be able to peer through walls to find hidden passages and even see invisible objects. This visor also helps track any enemies that use optical camouflage to render themselves invisible to the naked eye. As with the Thermal Visor, the X-Ray Visor can often identify alternate means of attacking foes.
X-Ray Visor
Log Book
Tracking the Invisible
The Morph Ball
s Samus explores, she'll run into many areas that are too small for her o navigate. Once she finds the Morph Ball, however, she'll gain the ower to roll herself up into an armored ball that can fit in small tunnels nd drains. As she finds additional power-ups, she'll expand on the abilies at her disposal while in Morph Ball mode.
The Boost Ball
The Boost Ball accelerates the Morph Ball. Once Samus finds this power-up, press and hold the B Button to build up a speed boost. When you release the B Button, Samus will accelerate in the direction she is rolling. This is especially useful for boosting up the sides of half-pipe areas.
Getting Rolling
When Samus rolls into the Morph Ball, the amera will pull back out of the visor view nd display a third-person perspective. sing the Control Stick, you can roll the Morph Ball in whichever direction you hoose. Bear in mind that gravity will affect he Morph Ballyou'll need to tilt the Control tick farther while rolling up inclines.
Power Bombs
Power Bombs are super-powered bombs that will affect everything within a certain distance of their explosions. Unlike ordinary Bombs, these are limited in number, and Samus will have to replenish them herself by defeating enemies and collecting Power Bomb capsules. Some structures can be destroyed only by Power Bombs.
Boost Ball
Morph Ball Mode
Power Bomb
amus will be vulnerable when she first gets he Morph Ball, but she'll soon find Bombs to rm herself. Samus has an unlimited number f these energy-based explosives, but she can nly drop three at a time. Bombs can be used o destroy weak walls as well as enemies.
Bombing Walls
The spider Ball
Once Samus finds the Spider Ball, she can magnetically attach herself in Morph Ball mode to specific magnetic tracks that run throughout Tallon IV's environments. To activate the magnet, simply press and hold the R Button. The Morph Ball will stay fixed to the track as long as you hold the R Buttontilt the Control Stick to move along the track and release the R Button when you wish to drop off the track. You can propel yourself upward by laying Bombs while attached to a track.
Spider Ball
By positioning the Morph Ball directly over a Bomb, you can propel the Morph Ball up into the air, effectively jumping short distances. Try varying the timing as you drop Bombs to reach even greater heights.
Bomb Jump
Power-ups & power moves
here are many other power-ups strewn across the world of Metroid rime, and all of them will play vital roles in Samus's quest. Scan every oom for possible power-upsvery often, you'll need to solve a puzzle to each a specific power-up. You'll also want to practice some advanced moves that will help you progress through the game.
The Sp ace Jump
The Space Jump upgrade will activate boosters on Samus's suit, enabling her to jump a second time while airborne. Once she's found the upgrade, make Samus jump once by pressing the B Button, then press it a second time while she is in the air to jump a second time and get to previously unreachable areas.
Space Jump
Energy T anks
amus starts her adventure with minimal nergy reserves. For every Energy Tank she racks down, however, her maximum energy eserve will grow by 100 units. The number of ighlighted squares above the energy gauge t the top of Samus's Combat Visor display ndicates how many full tanks she has in eserve.
The Grapple Beam
After she tracks down the Grapple Beam, Samus will be able to latch onto specific energy nodes with an energy beam from her left arm. The icon above a node will brighten when it is in range; simply press and hold the L Button to latch onto it with the Grapple Beam. Tilt the Control Stick to vary your swinging angle, then release the L Button at the top of Samus's swing to launch into the air.
Grapple Node
Energy Tank
Missiles & missile combos
nce Samus arms herself with Missiles, fire hem by pressing the Y Button. Keep an eye ut for Missile Expansions; for every one of hese Samus finds, her Missile arsenal will row by five. Missiles will home in on hatever Samus locks on, and they can also e used to blow up hatch locks and destroy pecific types of impediments. To replenish amus's Missiles, collect Missile capsules om fallen enemies and crates.
Grapple Beam
Adv anceD Ba ttle T actics
Samus has a wealth of weapons and moves at her disposal, and you'll have to practice with all of them if you hope to keep her alive. One of the most important battle tactics is using the L Button to lock onto targets. If you press and hold the L Button without targeting anything, you will be able to strafe side-to-side by tilting the Control Stick.
Missile
Super Missile Combo
Every beam weapon can be combined with Missiles to perform a super combo once Samus has found that beam weapon's combo power-up. To use a combo, charge up your beam weapon all the way by pressing and holding the A Button. Then, without releasing the A Button, press the Y Button. Bear in mind that combos drain your Missile reserves. Some obstructions can be destroyed only by specific combo attacks.
Lock-On Orbiting
However, if you press and hold the L Button while targeting an enemy, you will then circle around your lock-on point by tilting the Control Stick. Additionally, you can perform a quick dash move while orbiting a targetsimply tap the B Button while locked-on to leap sideways. Once Samus finds the Space Jump Boots, she can perform a double-dash by tapping the B Button twice. Using these moves will be key to surviving battles with the many enemies Samus will face.
samuss Da abanks t
amus's suit can store a huge quantity of data that will help her along er journey. Most information, with the exception of the map, can be ccessed by pressing START/PAUSE during game play. Once the nventory screen appears, you can use the L and R Buttons to view the ptions screen or the Log Book screen.
The Log Book
As you play through the game, be sure to scan anything and everything. Very often you'll learn a crucial bit of information by scanning an enemy or downloading one of the many research logs located around the Space Pirates' operation. To view information that you have downloaded to your Log Book, press START/PAUSE and access the Log Book by pressing the R Button. From there, select the data you want to view and press the A Button to access your databanks.
y pressing the Z Button during game play, you an call up a three-dimensional map display of he region Samus is currently in. Unless amus has downloaded the full map for that articular region by finding a Map Room, the nly areas that will appear will be ones that he has explored already. Once she downloads he map, however, rooms she has explored will low orange while those yet to be explored will ppear without color. he colored dots on the map are exitsthe olors indicate which weapons will open the oors. Samus herself will appear as an arrow ointing in the direction she currently faces. ou can zoom in or out with the L and R uttons, move around with the C Stick, or otate the 3-D display with the Control Stick. o view the World Map, press the A Button. o toggle the map key on and off, press the Button.
Log Book Entry
Map Download
Pira te Da a t
The Space Pirates have documented their research on Tallon IV, and Samus will frequently find entire log entries that offer glimpses into the insidious operation.
Chozo Lore
Fragments of Chozo lore are spread around the ruins of their civilization, waiting to be translated by Samus. Their insights may shed light on the mystery of the Phazon.
Crea tures
Whenever Samus scans an enemy, she will download valuable information regarding weak points and behavioral patterns, as well as visual diagnostics of the creature's form.
Research
Many items will help Samus in her quest, and scanning them will provide brief informational data for later study.
Reading the Map
nventory
rom this screen, you can view Samus and ead additional information about Samus's urrent state, from the details of her powerps to the abilities of her weapons. Simply elect what you want to learn about and ress the A Button to bring up an nformational display.
Inventory Screen
Artifacts
This section of the Log Book tracks twelve Artifacts left behind by the Chozo. Without all twelve of these Artifacts, Samus cannot succeed in her mission.
A LINK TO Metroid FUsion
Connect to your game boy Adv ance! you use a Nintendo GameCube Game Boy dvance cable to connect Metroid Prime with a ompleted Metroid Fusion Game Pak, you'll unlock omething special. If you connect a Metroid Fusion ame Pak to a completed Metroid Prime game, oull unlock a second secret. Follow the instrucons below to link the two games together and refer o the CONFIDENTIAL insert included with your ame Disc for further instructions. NOTES ON LINKING The following circumstances might cause a communication error or erase the data you saved on your Game Boy Advance: 1. A cable other than the Nintendo GameCube Game Boy Advance cable is used. 2. Theres a Game Pak other than Metroid Fusion in the Game Boy Advance. 3. There is a loose connection. 4. The Nintendo GameCube Game Boy Advance cable, Game Boy Advance, and Nintendo GameCube are not connected properly. 5. The Nintendo GameCube Game Boy Advance cable is pulled out while exchanging information. 6. The power on the Nintendo GameCube or Game Boy Advance is turned off while exchanging information or the GameCubes RESET Button is pressed. Do not connect a Game Boy Advance cable or a Game Boy Advance you won't be using. The Nintendo GameCube Game Boy Advance cable will operate as long as it is connected to Socket 2, 3, or 4.
Wha you need: t Nintendo GameCube system Game Boy Advance system Metroid Prime Game Disc Metroid Fusion Game Pak Nintendo GameCube Game Boy Advance cable Memory Card How to connect 1. Follow the instructions on page 10 to start the game. 2. When the title screen appears, select Metroid Fusion Connection Bonuses and press the A Button. 3. Select which feature you wish to access and press the A Button. 4. Insert your Metroid Fusion Game Pak Use the diagram above to coninto the Game Boy Advance then nect your Game Boy Advance to connect it to Socket 2, 3, or 4 on the Nintendo GameCube using a Nintendo your Nintendo GameCube. GameCube Game Boy Advance cable. 5. On the Game Boy Advance, press and hold START and SELECT and turn the power ON. 6. You are now ready to begin the data link.
CREDITS
Retro Studios
XECUTIVE PRODUCER eve Barcia RODUCER ichael Mann EAD DESIGNER ark Pacini ENIOR DESIGNERS arl Deckard Mike Wikan ESIGNERS ason Behr aul Reed EAD ENGINEER ark Johnston ECHNICAL LEAD ENGINEERS ack Mathews Andy ONeil ENIOR ENGINEERS ark Haigh-Hutchinson avid Zoid Kirsch NGINEERS d Chauviere Steve McCrea ving Mah Kai Martin ex Quinones Marco Thrush kintunde Omitowoju EAD ARTIST dd Keller ENIOR ARTISTS ike Sneath ARTISTS Chuck Crist Andrew Jones Ryan Powell Luis Ramirez Alejandro Roura LeRoy Strauss ANIMATORS Derek Bonikowski Stephen Zafros AUDIO LEAD Clark Wen SOUND DESIGNERS (CONTRACTORS) Frank Bry Crispin Hands Ken Kurita-Ditz Kristoffer Larson PRODUCTION ASSISTANT Ryan Harris SPECIAL THANKS Al Artus George Thomas Tian Lim Carl Mueller Don Hogan Gene Kohler Elizabeth Pugh Danny Richardson Elben Schafers
EXECUTIVE PRODUCER Satoru Iwata PRODUCERS Shigeru Miyamoto COPRODUCERS Kensuke Tanabe Dax Pallotta COORDINATION Risa Tabata MUSIC Kenji Yamamoto MUSIC (ASSISTANT) Kouichi Kyuuma CONNECTIVITY PROGRAMMING Tomohiro Kawase Hideaki Shimizu TECHNICAL SUPPORT Hironobu Kakui Yoshihito Ikebata Yoshito Yasuda SUPERVISOR (SAMUS MODEL) Tomoyoshi Yamane Chiharu Sakiyama SPECIAL THANKS Takehiro Izushi Takahiro Harada Hiroyuki Kimura Akiko Miyano
PRODUCER (NOA) Jeff Miller TRANSLATOR/BILINGUAL COORDINATORS Tim O'Leary Kiyohiko Ando Scot Ritchey TESTING/COORDINATOR Michael Leslie EDITOR Leslie Swan WRITER/EDITOR Nate Bihldorff TESTING DIRECTOR Michael Kelbaugh TESTING MANAGER Kyle Hudson TESTING SUPERVISOR Eric Bush TESTING PROJECT COORDINATOR Thomas Hertzhog TESTING Marc Doyal Shane Lewis Kathy Huguenard Tim Casey Jack Smart
Kenji Miki
Akira Otani
Tony Giovannini Amanda Rubright
Kerry Anne Odem Eugene Kwon Greg McBride Dante Treglia
ADDITIONAL CONTRIBUTORS Scott Johnson Rick Kohler Martin L'Heureux Frank Lafuente Tom Papadatos Audrey Peterson
Yoshio Sakamoto Takao Sawano Masashi Goto Super Mario Club
Jason Mahaffa Michael Chipman Jim Holdeman Nicko Gonzalez Melvin Forrest
Chris Voellmann
TESTING TECHNICIANS Chris Needham David Hunziker SPECIAL THANKS Tatsumi Kimishima Mike Fukuda Kamon Yoshimura Chris Campbell Tom Eberspecher Jim Wornell
Important
Warranty & Service Information
WARNING: Copying of any Nintendo game is illegal and is strictly prohibited by domestic and international intellectual property laws. Back-up or archival copies are not authorized and are not necessary to protect your software. Violators will be prosecuted. This Nintendo game is not designed for use with any unauthorized copying device or any unlicensed accessory. Use of any such device will invalidate your Nintendo product warranty. Nintendo (and/or any Nintendo licensee or distributor) is not responsible for any damage or loss caused by the use of any such device. If use of such device causes your game to stop operating, disconnect the device carefully to avoid damage and resume normal game play. If your game ceases to operate and you have no device attached to it, please contact Nintendo Customer Service (see below). The contents of this notice do not interfere with your statutory rights. This booklet and other printed materials accompanying this game are protected by domestic and international intellectual property laws.
For further information or assistance, please contact: Nintendo Consumer Service www.nintendo.com NINTENDO or call 1-800-255-3700 PRODUCER ECUTIVE PRODUCER (U.S.Iwata Canada) and Shigeru Miyamoto toru
-PRODUCER nsuke Tanabe USIC nji Yamamoto NNECTIVITY PROGRAMMING mohiro Kawase Hideaki Shimizu PERVISOR (SAMUS MODEL) moyoshi Yamane Chiharu Sakiyama ODUCER (NOA) ff Miller ANSLATOR/BILINGUAL COORDINATOR m O'Leary Kiyohiko Ando ot Ritchey ITOR slie Swan STING DIRECTOR chael Kelbaugh Akira Otani COORDINATION Risa Tabata MUSIC ASSISTANT Kouichi Kyuuma TECHNICAL SUPPORT Hironobu Kakui Yoshito Yasuda SPECIAL THANKS Takehiro Izushi Takahiro Harada Hiroyuki Kimura Akiko Miyano TESTING/COORDINATOR Michael Leslie WRITER/EDITOR Nate Bihldorff SPECIAL THANKS Tatsumi Kimishima Kamon Yoshimura Tom Eberspecher
Yoshihito Ikebata
Mike Fukuda Chris Campbell Jim Wornell
Technical specifications
Full description
Nintendo's stunning bounty hunter Samas Aran get the deluxe treatment in this compilation that includes Metroid Prime, Metroid Prime 2: Echoes, and Metroid Prime 3: Corruption. All three of the highly acclaimed games have been reformatted to fit wide-screen TVs, while the first two entries in the series (originally released for the GameCube) have received new Wii-specific control schemes. The "Collector's Edition" comes in a tin case and features special Metroid Prime Trilogy art book. ~ All Game Guide
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1. Metroid Prime
2. Nintendo Metroid Prime 3 Corruption T Shirt 3XL
3. Metroid Prime Orange Gunship Statue
4. Metroid Prime Hunters
5. Metroid Prime Hunters First Hunt
6. Metroid Prime 3: Corruption
