![]() ![]() Don't worry, I'm not actually shouting this information at you. You wont get those for Prime 1 and 2 if you play them on the GC. Also, the Wii version incorporates an achievement-esque system that was apparently in Metroid Prime: Corruption (I had no idea, I'm only up to Echoes), so when you do things like defeat bosses, 100% explore areas and such, you'll get a little achievement, which you can then use to buy things like artwork, soundtracks and other stuff like that from the main menu. But whatever, you arn't gonna notice that! Also, 3 games for the price of 1! Also, widescreen, whereas the Gamecube ones will stretch weirdly on widescreen TVs. Changing weapons is real quick, though I guess it's almost instantaneous with a gamepad. There is no real motion-control jank that might be expected from lesser games. My experience? The controls are fantastic. As I recall, the issue was that the write gather pipe on these broken CPU’s wouldn’t stall when it was full or properly report its status, so we had to keep inserting NOPs in the code to slow it down just enough to stop stalls from happening, but not so much to slow down the game.I am playing through them on the Wii right now, having never played them on the Gamecube. Most of the Nintendo samples used the locked cache for both read and write, so my method was a bit faster. Techy stuff: Our skinning used the locked cache DMA to read in data and the write gather pipeline to write it out. ![]() We literally were running the kit from the break room freezer to the TV, and loading save games as fast as possible to as many places as possible in 15 minutes, then trying new code, re-freezing, and back. So we literally had to put the kit in the freezer, test the game for 15 minutes tops, then start all over. Even weirder was to see the problem, the kit had to be cold. The sequel to Metroid Prime puts you in the role of bounty hunter Samus Aran once again. Even worse, we had to burn disks for this kit. If we didn’t slow it down enough, it would glitch. We couldn’t detect the CPU, and if we slowed it down too much, the game’s framerate would tank. I’ll get into the techy reasons later, but the point was we needed to actually slow down some of our code, because it was running too fast for these CPUs to handle! We needed to be able to test this, but Nintendo only had one dev kit with this CPU. We saw videos and it was clear what was going on.Īll animated objects were freaking out. In Metroid Prime, youll play the role of this bounty hunter and view the world through her visor, which displays information ranging from current energy levels to ammunition. “Shortly after Prime shipped, Nintendo told us that a “bad batch” of GameCube CPU’s shipped, and apparently Prime was the only game that misbehaved on them. Kirsch says it was an experience they will never forget. The team had to run the kit between the Retro Studios break room freezer to the TV, and loading save games as fast as possible to as many places as possible in just 15 minutes, then trying new code, re-freezing, and back. To get it to work correctly it needed to be very cold so they had to put the kit into a freezer and then they could test the game correctly for 15 minutes max then restart the process again. ![]() Nintendo had distributed a batch of bad GameCube CPUs and they didn’t perform correctly and Retro’s code was running too fast for the aforementioned GameCube CPU to handle. Senior Engineer, Zoid Kirsch, who recalled having to put a GameCube development kit in the break room freezer in order to solve a frustrating issue with the game. It's one of the best games on any platform this year, and, for good measure, it's also the best game yet in Nintendo. One of these developers is former Retro Studios Let's get right to the point: Metroid Prime is the best GameCube game to date. The Metroid Prime franchise is celebrating its 20th anniversary and game developers have shared stories about their time creating the GameCube masterpiece. ![]()
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