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15 Things YOU DIDN'T KNOW About Metroid Prime

Mar 26, 2024
The 20th anniversary of Metro Prime is here and what better way to celebrate than to have one of the game's developers releasing interesting triviers of the game. Zoid Kirsch has been posting new Metroid information until the anniversary and these are up next, number one. the doors take a while to load due to the unloading of the next room. I'm sure everyone who played Metro Prime realized that when you shoot the door, it can take a while before the door opens. This is because only two rooms are loaded at a time. The one you are currently in and the room you are entering is so that the game does not overload, causing the race to be slow or potentially crash.
15 things you didn t know about metroid prime
When there are rooms with multiple doors, you may also notice that only one door can be opened at a time, which is the reason above to allow the game to run as optimally as possible number two: the static interrupt screen inflicted by the bamboos. is processed by the game's own software instead of using the texture, displaying static noise when Samus is hit by the Scada Bamboo or Pulse Bamboo. In reality, the game software created the image, what this means is that instead of using an image to create this image, it was the game that represented the bits and bytes of the software on the screen.
15 things you didn t know about metroid prime

More Interesting Facts About,

15 things you didn t know about metroid prime...

The reason this is used is because the GameCube only had 24 megabytes of RAM. So if the developers used an image or something

know

n as a texture, the static screen will appear blurry instead of the crisp look we have today. Red number three equals damage because GameCube doesn't have shaders, the developers use the tev also

know

n as texture environment unit to mix colors and that's why they use the tev to make anything Samus hits turn red to hit the player a feedback that they are doing damage to the enemy block and bosses, this is why when you attack an enemy and it doesn't turn red it means you are not doing any damage Zoid Kirsch kept this consistency to help players understand what is happening number four an open source compression library gave us bigger and better rooms, this one is a little harder to follow but with the image provided by Zoid   Kirsch it is easier to understand so here we are going to look at the image above when you load a room behind the door, it is loading a compressed version which includes the geometric texture models and game data, but the game then also needs to load a decompressed version of the room, but instead Instead of replacing the memory block used by the compressed room, the uncompressed room uses another slot of the GameCube's memory because the GameCube only has 24 megabytes of RAM, this was too expensive.
15 things you didn t know about metroid prime
Looking at the image below to make a larger room, the developers license and open the compression library that helped with memory fragmentation to allow the decompression room to override the compressed coffee. This resulted in the game having more Rams to play. and therefore allowing larger runes to be created number five Metro Prime went gold in mid-October, what this means is that the game is ready for production and distribution before its official release on November 18, 2002 Zoid on the day he appeared on a poster and had everyone sign the poster to commemorate the day the game went gold.
15 things you didn t know about metroid prime
His signature is located right above Santa's head. Zoid seems to be very proud of what they created that day and rightly so, as the Metro word game is to this day considered the best 3D Metroid game. and a contender for best Metroid game of all time alongside Super and their recently released Dread number six, saving the game only requires 50 bytes total. How do they do it well? It is through the layers of the world, as described by Zoid Kirsch. These layers determine if something will be in the game world the next time you load the game file, like a switch, if it is on it will be in the game world, but if you pick something up that switch will be turned off and the next Maybe it won't be there, there will be over 100.
Worlds and everything from boss to items to artifacts are tied to world layers and usually cost around a bit considering all layers. It only costs 50 bytes to save the game. A GameCube memory card weighs 8 kilobytes, which means you can have 160 different ones. save the file for Metro Prime on the GameCube memory card, theoretically number seven, the developers had to put the GameCube in a freezer to test the bug, surely after Prime told Nintendo Retro Studio that they had sent a defective batch of GameCubes that, curiously, had defective chips. The bad GameCubes only affect Metro Prime, where all the animated objects were scared, so why did it only affect Prime?
It's because Metro Prime overworked the CPU, it was running too fast. Nintendo had a development kit that had the same problem, but in order to see The problem was that the development kit was very cold, so they did what anyone would do: they put the GameCube in a freezer for 15 minutes to test new codes. and fix it, rinse it and repeat it. Why was the game running so fast? Most GameCube games used a cache dma locked to read and write, but Metro Prime's design used cache dma locked to read in dala and the correct collection channel to overcome it.
What does this all mean? I have no idea, but more or less the game runs a little faster with Jack Mackie's technique, they finally inserted nops into the code to slow the game down enough without affecting game performance, since people with a lot defective Nintendo GameCubes and the older Metro Prime disc, Nintendo would send them the new game disc with its updated version. No, so the game can run perfectly normal. Number eight, there were three technical reasons why there are elevators in the game. Elevators have been around in Metroid since the first game and have become a staple of the series, so it's probably no surprise that they include elevators in Prime as well, but they're also there to help the game provide a more enjoyable experience. fluid and immersive for the player.
How the elevator may look like it connects two spaces, but it's actually a pre-rendered cutscene, a very fancy loading screen, and what it's doing behind the scenes is that it takes Samus to a different world map because each world map has sizes that operate with floating point precision and if Samus moves too far from the origin point, movement will begin as the valley between her and the origin is too large, another reason is that the retro sound bank used Muzi It could stream sound effects, so when you enter each world map, a sound effect is loaded into the game.
The final reason is for fragmentation purposes every time. elevator scene happens, the game is clearing the ramp to free space number 9. Dynamo Central Powerbomb Maze has 300 different scenes. Lloyd Kirsch wrote a program for the maze that would generate a random maze and threw all the random generating mazes he chose 300 scenes that required at least 75 of the maze to be traversed at number 10 the snow in vendrana drift had to be redone the snow that falls in fendrana drift would have looked a lot more different if the developers

didn

't care about the game's falling snow being generated via a random number generator or RNG, so the first version of the snow RNG looked a little more empty since the snow curl the team

didn

't like the first version at all, so they improved it through a linear generator.
Testing of the 11th conventional generator near the end of the development cycle will improve visual cues near the end of Metro Prime development. Friends of the developers families were brought to play the game without any guide or help or as they call it white. Paper Tests It was with these tests that the developer was able to provide visual quality of life cues, such as larger spotlights in the area so the player knows where to go next. An example is the bridge leading to the Arboretum, apparently the two back steps were almost the same color, so it was difficult for test players to know where to go.
Sending test players couldn't see and after the developers saw that they were getting lost, they changed the texture of the platform and improved the lighting in the area next time. They brought in a new set of test players and were able to immediately find steps number 12. If you have to go fast with the morph ball, you should look at these laws that are there to prevent Sandus from falling through the void much like normal. doors, the transform wall doors are made to prevent standards from moving on to the next area before they finish loading, but initially they weren't there, the developers expected players to take their time in the tunnel so that the The next room could be loaded, but they thought wrong because some testers shoot bullets through the tunnel and, of course, Sams falls into the void forever.
That's why we now have the doors in place. Number 13, machine gun jump, is an advanced mechanic that was probably unintentional, but for those looking for a guide or a quick run. The previous game is most likely familiar with this trick, usually when the player locks onto a target, followed by a jump. Thanos will jump to the side and surround the group of him blocked, but by abusing the mechanics and against the code, Sanders will be unlocked from the target and the side. jumping in a straight horizontal line, this technique allowed the player to acquire the space jump early, as the machine gun jump provides more horizontal cover than a normal jump.
Unfortunately, the space jump shortcut was removed from the Prime Trilogy version of the game because they patched the straight line. Jumping to the 14th scan viewer, all devices ran at 60 frames per second by using certain techniques or design. Metro Prime 4 has four visors, the first is the combat visor for you, so they had to make sure it worked smoothly. The second is the scanning visor, which allows Samus to scan multiple objects and environments to obtain information about the world. They removed the projectile from the gun and the lights from this scope. Then we have the thermal scope which is used to find heat signatures to find enemies and objects alike.
They removed the static light map. World Lighting to keep up with performance and finally we have the X-ray viewer which helps Sanders locate enemies and invisible objects and also see behind walls. The way they make it work optimally is that Visa runs at a lower resolution and is a little blurry compared to the others, but most surprising of all is the fog you see, which actually serves to obscure the surroundings. , so the game does not need to render distant objects, allowing the game to run well. The 15th developer, Zoid Kirsch, revealed a lot of collection of Metro Prime and Metro Fusion on his Twitter page Zoid Kirsch posted a collection of memories and it is full of many collectibles, some I have, like the figure and the badge, others, like the sunglasses I've been looking for forever.
Go to his Twitter page and check it out. I have a link in the description and with that, that's the end of the video. How many of these did you know? If you know 15 out of 15, you've probably followed Sword Twitter too, but for those who don't. Don't let me know which one you knew or didn't know, but for now I have to go, don't forget to like and subscribe to the video if you liked it, bye for now.

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