Metroid: Other M

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Metroid: Other M
Metroid Other M.jpg
Developer(s) Nintendo, Team Ninja, D-Rockets
Publisher(s) Nintendo
Series Metroid
Platform(s) Wii
Release date(s) NA August 31, 2010
JP/AUS September 2, 2010
EU September 3, 2010
Genre(s) Action-adventure, Third-person shooter
Mode(s) Single-player
Input methods Wii Remote
Compatibility 5Stars5.pngEdit rating: Metroid: Other M
See also...

Dolphin Forum thread
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Metroid: Other M is a video game for the Wii developed by "Project M", a team consisting of staff members from Nintendo, Team Ninja, and D-Rockets. It was announced by Nintendo of America president and CEO Reggie Fils-Aime and a trailer was briefly shown during the Electronic Entertainment Expo 2009. The game features gameplay in both first- and third-person perspectives. Fils-Aime stated that Metroid: Other M would "take you deeper into Samus's story", and also noted that the game would be a return to the style of the traditional series as opposed to the Prime series, though the game would have a "harder edge".


There are no reported problems with this title.


Remove 4:3 Borders

When the Wii Aspect Ratio is set to 4:3, the game will remain in 16:9 with black borders on the top & bottom added as the game was designed for 16:9 only. The following codes will expand the vertical FOV in-order eliminate the black borders to display the screen in 4:3 (if set on the Wii settings), but the HUD including FMVS remain stretched on 16:9.


04103f94 C0A28B10
C2103F7C 00000002
C2228B10 EFB100B2
60000000 00000000
C213EB88 00000005
2C000000 4082000C
60000001 48000008
60000002 98028BEF
C8828E58 60000000
60000000 00000000
C213ECF0 0000000D
886D9042 2C030000
40820028 3E803F40
92828B10 3E803F80
92828B0C 38600001
986D9042 38600000
98620000 48000030
8A628BEF 2C130001
41820008 98620000
88620000 2C030000
4182FFC4 3E803F80
92828B10 3E803F80
92828B0C 886D9042
60000000 00000000


This title does not need non-default settings to run properly.

Version Compatibility

The graph below charts the compatibility with Metroid: Other M since Dolphin's 2.0 release, listing revisions only where a compatibility change occurred.

5.0-21736 (current)
2.0 (r5384)
Compatibility can be assumed to align with the indicated revisions. However, compatibility may extend to prior revisions or compatibility gaps may exist within ranges indicated as compatible due to limited testing. Please update as appropriate.


This title has been tested on the environments listed below:

Test Entries
Revision OS CPU GPU Result Tester
r6154 Windows 7 AMD 965 Phenom II X4 @ 3.4 GHz ATI Radeon HD 5770 Metroid: Other M GAMEPLAY on Dolphin Emulator (720p) dolphinemulator
r6546 Ubuntu 10.10 Intel Core i7-920 NVIDIA GeForce GTX 260 Freezes after the screen saying to hold the remote on the side.
r6580 Ubuntu 10.10 Intel Core 2 Duo 6400 ATI Radeon HD 4850 Freezes after the screen saying to hold the remote on the side.
r6580 Windows 7 AMD Phenom II X4 965 BE ATI Radeon HD 5850 Running smooth (still playing game with no problems).
r6816 Ubuntu 10.10 Intel Core i7-720QM NVIDIA GeForce GTX 360M Freezes after the screen saying to hold the remote on the side.
r6861 Windows 7 AMD Athlon II 640 @ 3.3 GHz ATI Radeon HD 5570 SFX and Graphics of in game cutscenes are heavily out of synch because of speed limitations. In-Game is very playable.
r7121 Ubuntu 10.10 Intel Core i7-920 NVIDIA GeForce GTX 260 Perfect.
r7121 Ubuntu 10.10 Intel Core 2 Duo 6400 ATI Radeon HD 4850 Perfect.
r7440 Mac OS X 10.6.7 Intel Core i7 ATI Radeon HD 5750 Perfect=Use captions to fix the "ok looking good" problem and to be able to use HLE emulation sound throughout the game.
3.0 Windows 7 AMD Phenom II X6 1100T AMD Radeon HD 6850 Almost perfect, Frames at 55-60 with DX11, some slows but very playable, still playing the game. Aldaris
r7670 Windows 7 Intel Core i5-2500K @ 4.1 GHz AMD Radeon HD 6850 Runs at 100%. Slight Wii Remote lag and control lag in 3rd person mode. Full-charging gun will cause a millisecond delay in framerate. MegaJump
r7696 Windows 7 Intel Core i5-2500K @ 3.3 GHz AMD Radeon HD 6950 Perfect. Locked at 60FPS in DX11 with AA Samples 8 (quality 16), AF x16, and Internal Resolution x4 (2560x2112), at 1920x1080.
3.0-191 Windows 7 Intel Core 2 Duo 960 AMD Radeon HD 5870 Crash at end of the second cutscene (i.e. post training). Kolano
3.0-201 Windows 7 Intel Core i5-2500K @ 3.3 GHz NVIDIA GeForce GTX 560 Ti DX9, 4x Native, no AA. 60FPS at almost all times, very light framerate stuttering at times. Cutscenes become slightly out of sync with audio depending on length. Strange shadow problems in certain lighting, shadows extend outward from Samus for brief moments, no combination of settings fixes shadow issue. Very playable, no crash at Sector 2 elevator, subtitles were needed to fix "Okay looking good" problem. Helvetica
3.0-586 Windows 7 AMD Athlon II X3 450 @ 3.4 GHz AMD Radeon HD 6670 Can't pass through Training Room (still can move, but nothing happens). Faefdsedf
3.0-801 Windows 7 Intel Core i5-3570K @ 4.2 GHz NVIDIA GeForce GTX 550 Ti Use LLE Backend, this will let you play the game, the only downside is the power needed for run it. cloudalmasai
3.5-1351 Windows 7 Intel Core i3-2100 @ 3.1 GHz AMD Radeon HD 5850 Stable between 31-60FPS using DirectX 9. No audio or visual defects. Serris
4.0 Windows 8.1 Intel Core i3-4130 @ 3.4 GHz Intel Graphics 4400 A little slow for most of the game, to Charge Beam, cause a lot of lag.

When turning the camera at an angle that appears big part of the stages, there is a drop in FPS with DirectX 9, the game lag when using something for the first time after starting the game, little red dots appear in green lights of Power Suit. With OpenGL, the game does not lag as much as DX9, and red points doesn't appear. Small bug with certain effects.

4.0-46 Windows 7 AMD FX 8350 @ 4 GHz AMD Radeon HD 7750 All perfect, but in animation scenes or opening doors, the game drops 20/30FPS, then return to normal, it's a bit annoying. Angel X
5.0 Windows 10 Intel Core i5-6200U @ 2.4 GHz NVIDIA GeForce 940M On all default settings the game is totally playable; increasing resolution output or adding anti-aliasing drops frames; framerate will occasionally dip without any explicit reason; it happens sometimes, but not all the time, when going through doors, charging a full beam, or dropping a bomb. Game remains playable despite these minor quips. Also, during pre-rendered cutscenes, certain shots are not pre-rendered, rather are real-time, and these shots are totally bloomed out of existence, washed out into just a few colours, and no change in graphics settings affected this one way or another. Skyfellow

Gameplay Videos