Metroid Prime (Metroid Prime: Trilogy)

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Metroid Prime
MetroidPrimeTrilogy.jpg
Developer(s) Retro Studios
Publisher(s) Nintendo
Series Metroid
Platform(s) Wii
Release date(s) Original release
NA November 17, 2002
JP February 28, 2003
EU March 21, 2003
AUS April 3, 2003
Metroid Prime: Trilogy
NA August 24, 2009
EU September 4, 2009
AUS October 15, 2009
Genre(s) First-Person Action Adventure
Mode(s) Single-Player
Input methods Wii Remote + Nunchuk
Compatibility 4Stars4.pngEdit rating: Metroid Prime (Metroid Prime: Trilogy)
Playable
See also...

GameCube Version
Wii Version
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Metroid Prime: Trilogy is an action-adventure video game compilation developed by Retro Studios and published by Nintendo for the Wii video game console. It features Metroid Prime, Metroid Prime 2: Echoes, and Metroid Prime 3: Corruption on a single dual-layer disc.

Metroid Prime in Trilogy has been updated with many features from Metroid Prime 3, such as its aiming system, bloom rendering, 16:9 aspect ratio, and reduced difficulty level (to play the original difficulty, play "veteran" instead of normal). The update also has higher resolution textures, and uses Trilogy's menus, save system, achievements, and unlockable soundtracks.

Game Pages

This page should be used for specific issues with the Metroid Prime sub-game of Metroid Prime: Trilogy. For other Metroid Prime: Trilogy games or launcher information, please see the following pages.

Problems

Performance

Performance in general seems reduced compared to the game's GameCube counterpart. This may be related to the higher resolution textures and various new screen effects added for the Trilogy versions.

Audio Issues

Several sound effects don´t play appropriately, and sometimes music stops playing. DSP LLE fixes the sound effect problems, but unfortunately BGM may still stop; and once it stops it requires a full emulation reset to recover. This issue also appears to cause stuttering when using LLE. See issue 5563.

Wiimote Lag

The game may experience a small amount of Wii Remote lag. Use "Alternate Wiimote Timings" in the game settings to correct it.

Visors

The Heat Visor will only work if EFB to Ram is enabled. Unlike the original Prime releases, Trilogy does not have EFB to Ram enabled by default in the GameINI, and must be set manually.

Black Bar

Whenever Dolphin has trouble with the game and flickers, from a loading hiccup to taking a screenshot, a black bar will appear on the bottom of the screen, taking up 15% of the screen space and "squishing" the game in the remaining space. This occurs in all graphics backends, and there is no known solution. See issue 5574.

Correct emulation
Black bar and squishing

Bloom Offset

Like Prime 3 and all the Trilogy games, Prime 1 Trilogy has bloom offset problems. Fortunately, it is not very noticeable with this game. There is no known solution to this issue. See issue 5573.

Example of the bloom offset

Dot

When playing above 1x Native internal resolution, there is a dot in the center of the screen. It's small and easy to ignore, but it's always there. There is no fix for this problem.

The dot, zoomed in 8x

Configuration

Only configuration options for the best compatibility where they deviate from defaults are listed.

Audio

Config Setting Notes
DSP Emulator Engine LLE Helps with sound problems

Version Compatibility

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

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5.0-21270 (current)
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Δ
Δ
Δ
Δ
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.

Testing

This title has been tested on the environments listed below:

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Test Entries
Revision OS CPU GPU Result Tester
r7689 Windows 7 x64 Intel Core i5-2500K @ 4.4GHz nVidia GeForce GTS 250 Close to perfect -> constant 60FPS, 1280x720, 3xNative textures and DSP-HLE sound (still must use dol swap though) Zlutz
r7714 Windows 7 x64 AMD Phenom II X4 980 @ 4.2GHz nVidia GeForce 8800 GT DX9, 1.5x Resolution, 4x SSAA, 8x AF runs at 90-100%. HLE works with little to no issues. Use Accurate VBeam Emulation for a nice speedup. Very well emulated in current versions. MUST use dol swap to get working. Keller999
3.0-694 Windows 7 x64 AMD Phenom II X6 1090T @ 3.2GHz AMD Radeon HD 6870 For any Resolution up to 2.5x, any AA up to max, any AF up to 8x: With EFB->Texture, runs at ~30-45fps. With EFB->RAM, runs at ~7-10fps. EFB->RAM needed for X-Ray Visor, otherwise it's just a white screen. Thermal Visor works fine with EFB->Texture. No other settings seem to have any real effect on the framerate, although enabling Accurate VBeam Emulation in the properties does provide a speedup on the map screen, from ~10fps OGL and ~20fps DX9/11 to ~45fps with any settings.

(x64 Release, git master rev bfde41895f52 + ES_LAUNCH rev 52def7cebd32, compiled w/ MS VS 2010.)

eyeonus
3.0-766 Windows 7 x64 Intel Core i7-3770k @ 4.4GHz AMD Radeon HD 6970 DX11 at 1900x1200 (using internal resolution auto, 4xAA), game completed averaging 50-60fps, except for areas where X-Ray visor is required: EFB>RAM must be used, decreasing performance to 30-40fps. Recommend using save-states to switch EFB>RAM off except when x-ray visor is used (not very often). Other slowdowns common when entering/existing water, likely due to visor droplet effect. "Accurate V-Beam" in right-click options provides noticeable speedup in large rooms. DSP-HLE works fine, except for very occasional loss of BGM (can be resolved by save/load or reset); DSP-LLE does not drop BGM but instead causes crackling and clicking sounds whenever framerate drops below 60. OpenMP texture decoder and disable fog/pixeldepth recommended for slight speedup, no ill effects observed. DOL swap still required to run. anon

Gameplay Videos

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