Metroid Prime 2: Echoes (GC)

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Metroid Prime 2: Echoes
Metroid Prime 2: Echoes
Developer(s) Retro Studios
Publisher(s) Nintendo
Series Metroid, Metroid Prime
Platform(s) GameCube
Release date(s) NA November 15, 2004
EU November 26, 2004
AUS December 2, 2004
JP May 26, 2005
Genre(s) First-person action-adventure, First-person shooter, Action-adventure
Mode(s) Single-player, Multiplayer (4)
Input methods GameCube Controller
Compatibility 4Stars4.pngEdit rating: Metroid Prime 2: Echoes (GC)
GameIDs G2MJ01, G2ME01, G2MP01
See also...

Trilogy Version
Dolphin Forum thread
Open Issues
Search Google
Search Wikipedia

Metroid Prime 2: Echoes, known as Metroid Prime 2: Dark Echoes (メトロイドプライム2: ダークエコーズ Metoroido Puraimu Tsū: Dāku Ekōzu) in Japan, is a first-person, action-adventure video game developed by Retro Studios and published by Nintendo for the GameCube. It is the seventh published game in the Metroid series and a direct sequel to Metroid Prime.

Like it's predecessor, Metroid Prime 2: Echoes takes place in an open-ended world with interconnected regions, revolving around solving puzzles to uncover secrets, platform jumping, and shooting enemies. Echoes features parallel dimensions gameplay, Light Aether and Dark Aether, where changes in either dimension often reflect changes in the other. Dark Aether's atmosphere is caustic and damages Samus' Power Suit, requiring the player to move between designated "safe zones" that allow Samus' health to be regained slowly.

An updated version exists for the Wii as part of the Metroid Prime: Trilogy.


Shader Generation Stuttering and the Black Bar

This game suffers from severe stuttering during shader generation. Because of the differences between how the Gamecube works compared to personal computers, whenever something uses the Gamecube's GPU, Dolphin must generate a shader to emulate it on a PC GPU. Shader generation causes a slight emulation delay while it's being created, so Dolphin caches these shaders in its shadercache folder to help keep things smooth. Most games don't care about this and play fine, but with this game, the shaders are so massive that they cause a significant delay, which creates a hard stutter and desyncs the GPU and CPU threads. The game freaks out over this desync, creating a black bar at the bottom of the screen, which takes up 15% of the screen space and "squishes" the game in the remaining space. The black bar will remain there from then on whether stuttering continues or ceases. Going into new areas or showing new effects will cause the stutter and black bar, as well as going in and out of fullscreen and even taking a screenshot. Building up a shadercache of an area helps, but it will still stutter and desync if a new effect or region is loaded.

There is no solution at this time. Playing with Dual Core disabled or using Sync GPU Thread are the only solutions currently available, and both result in a significant performance hit. See issue 4336 and issue 5185.


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 is present whenever the HUD is on screen. There is no fix for this problem.

Broken Scan Visor

If 'Skip Destination Alpha Pass' is turned on, the scan visor will display nonsensical data and fail to work. Running the game without this option fixes the problem.

Refraction Slowdown

Refraction effects, such as raindrops on Samus' visor, cause slowdown in OpenGL. Even the strongest computers are affected by this issue, and there is no solution with the OpenGL backend at this time. D3D is not affected by this problem in this game. Fixed by 4.0-5124.


No configuration changes are known to affect compatibility for this title.

Version Compatibility

The graph below charts the compatibility with Metroid Prime 2: Echoes since Dolphin's 2.0 release, listing revisions only where a compatibility change occurred.

5.0-14191 (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 Version CPU GPU Result Tester
r1943 Windows Intel Core i7-920 @ 4GHz nVidia GeForce GTX 285 Metroid Prime 2 on Dolphin 1943 (Emulator) - High Quality (Normally running on 45-60 FPS!!!)
r6569 Windows 7 x64 AMD Phenom II X2 550 @ 3.1GHz ATI Radeon HD 4850 Playable: 30-60 FPS with OpenGL plug-in and Recommended Configuration
r7346 Windows 7 x64 Intel Core 2 Quad Q6700 @ 2.66GHz nVidia GeForce 8800 GTS Playable: 30-60 FPS with DX9 plug-in and Recommended Configuration. Just like Metroid Prime 1, if there are too many enemies, you will occasionally have some slowdown, especially since EFB copy to RAM is REQUIRED for the scan visor, which is an essential part of the game. Essentially runs flawlessly as of r7346. ShobuPrime
r7436 Windows 7 x64 AMD Phenom II X4 955 @ 3.8GHz ATI Radeon HD 4650 Playable: Runs fine except for occasional loading pauses and the scan visor. Using slightly tweaked config based off of recommended config. MechWarrior001
r7661 Windows 7 x64 Intel Core 2 Quad 9550 @ 3.2GHz AMD Radeon HD 6950 Perfect thanks to Dolphin DX 11 renderer without any issues and with the scan visor fully functional. 60FPS all the time. Xenon
^3.0 Windows 7 x64 AMD Phenom II X6 1100T AMD Radeon HD 6850 Perfect, just some slows when rain drops or water on the visor,audio some times crashes, graphics are clean and perfect Aldaris
4.0-256 Windows 7 x64 Intel i5 2500k @ 4.3GHz AMD Radeon HD 7950 Near perfect. Some slowdown when jumping out of shallow water, or looking up at open sky, but neither are significant issues due to their rarity. The green dot and black bar bugs persist, but I've yet to encounter flickering or micro-stutter.
4.0-1192 Windows 7 x64 AMD Athlon X4 640 @ 3.15GHz nVidia GeForce 9800 GT Playable to completion with near-perfect emulation. Noticed some sound glitches when fighting Warrior Ing. Slowdown to ~20 FPS when viewing map and during water splash effect. (Dual core/HLE/DX11/No enhancements) Durandal
4.0-1720 Windows 7 x64 Intel Core i7-2600k @ 4GHz nVidia GeForce GTX 660 Crippling lag with water splashes seems to have been lessened quite a bit, now either causes minimal frame drops or none at all (Thank god, as I was in the Bog at this point); the same can be said for raindrops. Black bar issue appears to happen immediately, though, compared to some of the earlier revisions and the game still refuses to launch with "Sync GPU Thread" enabled. Game otherwise runs quite smoothly with no noticeable/reproducible issues TehGuy

Gameplay Videos

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