Metroid Prime 3 Prototype Gameplay
Just wanted to provide a better quality video of the Metroid Prime 3 prototype. I turned off all the debug info in the debug menu to remove some of the clutter caused by it.
You'll need a special version of Dolphin that allocates 128 MB of RAM. You can find one here: http://assemblergames.com/l/threads/dolphin-4-0-3573-128mb-patch-for-the-metroid-prime-3-prototype.54049/
If you want to try this with the latest Dolphin build, change the REALRAM_SIZE variable in the file Memmap.h of the source code from 0x1800000 to 0x8000000.
A quick Google search should find you the prototype ISO itself.
As far as controls are concerned, it goes like this using a GameCube controller:
R Button: Fires Beam
Z Button: Fires Missiles
L Button: Lock on
B Button: Jump
Y Button: Uses Grapple Lasso. Pull back on the Control Stick to pull off objects when Lasso is attached to an object.
X Button: Toggles Morph Ball.
A Button: Lays bombs in Morph Ball. Interacts with objects.
C-Stick: Looks around. Note: Y-Axis is inverted and there is no option to change it.
Control Stick: Moves.
Right D-Pad: Cycles between Visors. Combat, Scan, and Command Visors are present and working. X-Ray can be enabled in the debug menu, but isn't implemented (just turns the HUD red).
Down D-Pad: Brings up the map.
Start: Shows Debug Menu
Up D-Pad: Toggles Free Camera
Y+A Button: Enables Hyper Mode (not enabled by default, but can be with the give everything cheat in the debug menu. I'll have a video later showing Hyper Mode off)
Notes about this:
-This seems to be a very early version of the E3 2006 version.
-The prototype stops right before the Ridley fight. After the cutscene with Ridley plays, it immediately teleports you back to the Generator room and the generator doesn't activate.
-Plasma and Nova Beams are present, but incomplete (graphics and fire effects aren't implemented, but increased damage output is)
-A "HyperShot" is present that isn't in the final game. This is just an easier rapid-fire function with two different modes for pushing the fire button rapidly or holding it down after pressing it a few times.
-Ice Missiles are present and function (including freezing enemies), though with incomplete graphics.
-Hyper Mode is present as well, and functions slightly differently from the final version. Another video showcasing Hyper Mode will come later.
-All visors are present, though the X-Ray visor isn't implemented. It just turns the HUD red.
-The Scan Visor is really wonky. You have to press R (NOT A. The game lies about that) to scan an object and you have to keep the cursor on the object for the duration of the scan (you can also lock on to it, but the lock on doesn't trigger scanning like in the final).
-The game doesn't pause when the scan text appears, even with the option for that enabled in the debug menu.
-Several places in the debug menu mention a multiplayer mode, though no such mode can be enabled nor was a multiplayer mode planned for Corruption. Maybe a leftover from Echoes?
-Samus's animations are directly taken from Echoes, likely as a placeholder until the new animations for her that are present in the final were created.
-Apologies for the beam charging sound looping endlessly after the 7 minute mark., This is a prototype and was a bug that I encountered. There's nothing I can do about it.
Computer specs:
Intel Core i7-4770K @ 4.2ghz
Cooler Master Hyper 212 EVO CPU Cooler
ASRock Z87-Extreme3
16GB DDR3-1600 RAM
250GB Samsung 850 EVO SSD + 4TB Toshiba X300 7200rpm HDD
3GB NVIDIA GeForce GTX 780
Windows 10 Pro x64
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