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Suit-matched morph balls, the full Flaahgra theme, a beam-stacking option, much lower memory use on Android, and fixes for savestates, PAL menus and doors.
You need your own disc image: Metroid Prime USA (GM8E01, revisions 1.00, 1.01 and 1.02) or the experimental PAL release (GM8P01). No disc image or game assets are included.
What changed
Remastered visuals
- Remastered particle effects now evaluate their spawn tables, random values, movers, selectors, cones, rotations, swooshes and blend modes as the Switch game does, instead of approximating them. Gravity and wind on about 310 effects now push down instead of sideways, and the Wave Beam's charge bolts point forward out of the cannon.
- The Power Beam's charged-release flash faces forward, and with rapid charge a Power shot releases at the same moment as in Prime.
- "Full import (no reuse)" next to the Remastered Import button converts everything again instead of reusing the previous import.
- The Remastered effects are re-imported once on the first start.
Gameplay
- Gravity and Phazon Suit morph balls, and a Power Suit spider ball, are generated from your disc, so the ball matches the suit instead of reusing the Power or Gravity look. (Useful for randomizer)
- New setting "Stack beams" (
stack_beams, off by default): every shot also fires the projectiles of every other beam you own, at the slowest owned beam's rate. - Full Flaahgra theme: the USA discs cut it to 36 seconds. Pick a PAL, JP or Trilogy disc you own (F1 > Settings > Audio), or run the PAL language import, and the whole 114-second track plays.
- Increaseed max FOV to 120.
- Archipelago: after dying, most pickups you already checked don't respawn.
- Remastered movement: an L-strafe jump into a steep slope no longer hovers on or climbs the face.
Controls
- Gyro (#118): Recalibrate counts down 5 seconds so you can put the pad down; auto-calibrate can be Off, Always or Only in menus; a new bindable "Reset aim" recentres the pointer and levels the camera; the look stick turns the camera again while gyro drives the pointer.
- PAL disc: the Morph Ball tutorial's X prompt now shows your controller's button (#160).
Savestates
- Loading a state in Magmoor's Geothermal Core with the platforms raised keeps them raised and keeps the ceiling (#161): rooms are rebuilt with the script layers they were spawned with.
- A door saved open opens its room again after loading, and closes and reopens normally.
Menus
- PAL disc: the file select and the no-memory-card main menu open the right entries; Fusion, Options and the gallery no longer open each other (#152).
Performance and memory
- Android devices with under 4 GB of RAM build pipelines on first use instead of at startup, unused pipelines are freed over a session and when Android asks for memory, and the GPU's recycled memory is handed back. Together with BC1 uploads of opaque textures and smaller frame buffers, this fixes the slowdowns and crashes over long sessions (#162).
- Android asks for the panel's top refresh rate on the game surface too, so 120 Hz phones that stayed at 60 Hz can run at 120 (#159).
Fixes
- The Wave Beam's charge sound no longer loops forever after pausing while charging with mouse aim.
Issues addressed
- #118 Improved gyro aiming support (follow-ups)
- #152 Main menu bug (PAL)
- #159 Android stuck at 60 Hz even when forcing high Hz in the OS
- #160 Incorrect icon for the action button when unlocking the Morph Ball
- #161 Geothermal Room bug
- #162 Random crash
Downloads
| Platform | File | Notes |
|---|---|---|
| Linux | MetroidPrime-x86_64.AppImage |
chmod +x, then run |
| Linux | MetroidPrimePort.flatpak |
flatpak install --user ./MetroidPrimePort.flatpak |
| Linux | metroid-prime-port-0.30.0-linux-x86_64.tar.gz |
Bare binary and licences; OpenSSL 3 required |
| Windows | metroid-prime-port-0.30.0-windows-x86_64.zip |
Unzip; Visual C++ redistributable required |
| macOS | metroid-prime-port-0.30.0-macos-arm64.zip |
Very experimental; Apple Silicon, macOS 13+ |
| Android | metroid-prime-port-0.30.0-android-arm64.apk |
Signed update; arm64-v8a, Android 9+ |
Licence
MIT covers this project's own work, not Nintendo's game code under src/ and include/. See LICENSE and NOTICE. Metroid Prime is a Nintendo trademark; this project is unaffiliated with Nintendo and Retro Studios.