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Metroid Prime Remastered for Windows 0.1.5
Pick the game's language, Free lock-on by default, fewer freezes with Reflex, consistent jump height at any frame rate, Morph Ball on Shift and a save-slot hover fix, in the Metroid Prime Remastered PC port. Released 2026-11-02.
Install
Download mpr-0.1.5-windows-x64.zip below and unzip it over your old folder; your settings and saves stay. You can also unzip it into a new folder and run setup again, as the README describes.
SHA-256 of the zip: a05b38b7a565010e0ec216f79d21e08bbdea4228f20bd0ab5f55330e9ecf3159
Language
The game now starts in your Windows display language if it has it, and in English otherwise. To pick a different one, open the launcher's Extras tab and set Game language. All 13 of the game's languages are there, and the change applies the next time the game starts. (#1)
Free lock-on by default
Lock-on now uses Free mode unless you change it. The lock starts as before, then you keep control of the view with the mouse or right stick while the gun and reticle stay on the target. If your settings were still on the old default (Classic), they switch to Free once. If you want the game's original lock-on back, set Lock-on camera to Classic at the top of the launcher's Controls tab; that choice is kept from then on.
Controls
Left Shift now also enters Morph Ball, next to Left Ctrl and C. Older settings files get the new key once, unless Shift is already bound to something else. The "Steady view" option is now called "Steady camera" and its description says what it does: walking bob and gun sway no longer shake the view.
On the save slot screen, hovering with the mouse used to leave every slot it crossed lit up. Now only the slot under the pointer is highlighted, and the arrow keys move on from there.
Jump height
v0.1.4 listed this as a known issue: when the frame rate was uneven during a jump, Samus could go up to about 3% higher than on the console. The game caps how fast she can rise, but it only checks that cap at the start of each frame. In the frame where the jump's push ends partway through, part of the gravity for that frame was lost. On the console every frame is 1/60 s, so this never happens there.
Now that frame ends at the speed the cap allows, and gravity applies for the rest of it. Running jumps also keep the right forward speed. We measured a standing jump at 60, 144 and 240 fps caps, and with frames forced to alternate between 7 and 17 ms. Every run peaked at the console height, within 0.1%.
It's on by default. To get the old behaviour, set [physics] jump_fix = 0 in mpr.ini in the game folder.
Fewer freezes
With NVIDIA Reflex on, the game could stop for up to a tenth of a second while you turned, whenever the graphics thread fell behind. It now waits at most a few frames before moving on. This should also help with the uneven mouse feel some players reported. Mouse input was always 1:1 in our tests, so the spikes are the likely cause. If you want to change the limit, set [latency] max_wait_ms in mpr.ini (0, the default, picks it from your frame cap).
Known issues
- Short hitches still happen when you enter a new area, while its textures are being prepared.
- Some players hear muddy or crunchy audio. The audio output never runs dry in our tests, so we're still looking for the cause.
mpr.lognow records the audio output's counters every minute, so please attach it if you report this. - The rest of the v0.1.4 list still applies, except for the jump height.
Reporting bugs
Open an issue and attach mpr.log from the run where the problem happened. Never attach game files, your dump or your keys.
Metroid Prime Remastered for Windows 0.1.4
Morph Ball camera control and more glow colour for the Metroid Prime Remastered PC port. Released 2026-10-25.
In the Morph Ball, the mouse and right stick now turn the game's own camera, so the ball rolls the way you look. The glow colour tweak now also covers the last suit lights it missed.
Install
Download mpr-0.1.4-windows-x64.zip below and unzip it over your old folder; your settings and saves stay. You can also unzip it into a new folder and run setup again, as the README describes.
SHA-256 of the zip: f06b99d1098dac03993eb1486d081091cf8d995414c39e733968bc4a17955c34
Morph Ball camera
Until now the mouse only turned the picture in the Morph Ball, while the game kept steering by its own camera. Holding forward after a turn could roll the ball in circles. Now a left or right turn moves the game's camera to the other side of the ball and keeps it there, so the ball rolls toward what you see. Up and down raise and lower the view between just above the floor and almost overhead. Rooms with a fixed or scripted camera keep it.
It's on by default. To get the game's own camera back, untick "Mouse and right stick turn the morph ball camera" on the launcher's Controls tab or the F1 page, or set [mouse] ball_camera = 0 in controls.ini. [mouse] ball_sensitivity (0.1 to 20, default 2, on the same scale as aim) sets the speed. Older files with morph_yaw and morph_pitch still load.
Glow colour
- The Gravity Suit's shoulder stripes and the Phazon Suit's red shoulder and chest lines now take the glow colour too.
- The Power Suit's visor and chest light were already covered; we've now checked them on screen.
Fixes
- The opening cutscene skip now only skips the ship landing, never another hangar cutscene that starts in its first seconds.
- Write tracking for the GPU memory copies is faster. Write faults that belong to something else are now passed on at once instead of waiting.
- The morph ball's glow colours now change only between frames, so a colour can't be read half-changed.
High refresh rate check
We timed running, jumping, rolling and turning in real play with the frame rate capped at 60, 120, 144 and 240. Running, turning and the Morph Ball match at every cap, within a fraction of a percent. Aim and camera update on every rendered frame.
Known issues
The v0.1.3 list still applies. One more: a jump can go up to about 3% higher than normal when the frame rate is uneven during the jump, for example when frames swing between 6 and 16 ms. At a steady frame rate the difference is around 1% or less. A fix is planned.
Reporting bugs
Open an issue and attach mpr.log from the run where the problem happened. Never attach game files, your dump or your keys.
Metroid Prime Remastered for Windows 0.1.3
Colour tweaks for Samus in the Metroid Prime Remastered PC port. Released 2026-10-25.
You can now recolour Samus's suit, arm cannon and glow live in game, from black to anything else. All of it is optional and off by default.
Install
Download mpr-0.1.3-windows-x64.zip below and unzip it over your old folder; your settings and saves stay. You can also unzip it into a new folder and run setup again, as the README describes.
SHA-256 of the zip: 9365444c51eb56ac9e2dfe9381d30efa2697e0199627a69b289169475cc57121
New optional tweaks
They're on the launcher's Tweaks tab and the F1 page, and in controls.ini under [tweaks]. Each has a reset button, and changes show up in game within a second or two.
- Suit colour. Repaints the painted parts of the suit for all four suits, keeping their shading and detail. The morph ball follows it. Visor, lights and glow strips keep their own colours.
- Arm cannon colour. The same for the arm cannon's shell.
- Glow colour. One colour for the suit's lights and visor, the arm cannon's lit panels, the charge glow and the morph ball's glow stripes and trail. Each part can also have its own colour, or keep the game's.
Other changes
- The code is now split into a reusable base and a Metroid-specific part, so other Switch games can be built on the same base.
- Fixed a test-mode clock bug that could stop New Game loading in scripted test runs. Normal play was never affected.
Known issues
The v0.1.2 list still applies. The Gravity Suit's shoulder stripes keep their cyan glow. The suit and arm cannon colours don't apply on graphics chips that read the game's ASTC textures directly (some Intel integrated graphics); NVIDIA and AMD cards are fine.
Reporting bugs
Open an issue and attach mpr.log from the run where the problem happened. Never attach game files, your dump or your keys.
Metroid Prime Remastered for Windows 0.1.2
Faster rendering and new optional tweaks for the Metroid Prime Remastered PC port. Released 2026-10-25.
Big open areas run 20 to 70 percent faster on the graphics card. New optional tweaks skip the opening cutscene, speed up the menus and recolour Samus's glow. A guard also covers a rare crash in Magmoor Caverns.
Install
Download mpr-0.1.2-windows-x64.zip below and unzip it over your old folder; your settings and saves stay. You can also unzip it into a new folder and run setup again, as the README describes.
SHA-256 of the zip: 147ca822ca2756a021534131b59196c3bfc13f8c7968acb3c06dc613ff7f3305
Faster rendering
Draws now read the game's vertex and constant data from copies in video memory instead of over the PCIe bus, and render passes no longer wait on each other when they don't need to. On an RTX 3080 the frame rate went up in every open scene we measured, at 1080p, 1440p and 4K. The table shows 1440p:
| Scene | Before | After (1440p) |
|---|---|---|
| Tallon Overworld, canyon | 135 fps | 175 fps |
| Tallon Overworld, gully | 143 fps | 248 fps |
| Chozo Ruins, fountain | 112 fps | 149 fps |
| Phendrana Drifts, shore | 79 fps | 117 fps |
The copies use up to 2 GB of extra video memory: a quarter of what the card has, capped at 2 GB, and none on cards under 4 GB. You can turn both changes off on the launcher's Display tab or the F1 page ("Faster GPU memory", "Fewer GPU pipeline waits"). We checked them over 95 area loads in all seven worlds.
New optional tweaks
All off by default. With them off the game plays exactly as before. They are on the launcher and the F1 page, and in controls.ini under [tweaks].
- Skip the opening cutscene. A new game starts in the Frigate hangar about 2 seconds after you pick it, in the state the full cutscene leaves you in. It uses the game's own cutscene skip. Every other cutscene plays as usual.
- Skip the title's intro movie.
- Faster menus. The title, main menu, save slots and options run 1 to 4 times faster (2 by default), and the transition movies between them are shortened.
- Glow colour. One RGB colour, with a reset button, for the morph ball's glow stripes, trail and light, and the arm cannon's charge glow. The colour multiplies the game's own glow, so the yellow charge mixes with it. The arm cannon's lit panels and the suit's lights don't change yet.
Also new: a "Steady view" checkbox in the controls settings (off by default). With it on, gun sway and the walking bob move only the gun, not the view.
Fixes
- A guard against a rare crash in the Magmoor Caverns workstation, where the game could ask for a scene object's bounds before its model had loaded.
- 85 arm cannon effect shaders that were missing from the shader pack are now included.
- Several small fixes found by a static analyser: a race when waking waiting threads, memory unmapping, and settings parsing.
Known issues
The v0.1.1 list still applies. The glow colour doesn't reach the arm cannon's panels or the suit yet.
Reporting bugs
Open an issue and attach mpr.log from the run where the problem happened. Never attach game files, your dump or your keys.
Metroid Prime Remastered for Windows 0.1.1
Bug-fix release for the Metroid Prime Remastered PC port. Released 2026-10-24.
The main fix is a memory leak: v0.1.0 used 3 to 4 GB more memory every hour and was stopped by its own memory guard after about 70 minutes of play. Controller look is fixed too, and it has new settings.
Install
Download mpr-0.1.1-windows-x64.zip below and unzip it over your v0.1.0 folder, or into a new folder and run setup again as described in the README. Unzipping over the old folder keeps your settings and saves.
SHA-256 of the zip: 66e45797ff72e489309f202f67affe1d33ee1e3c328a2aa43b5f125d2dec0589
Fixes
- Memory leak: copies of render targets that the game samples while drawing to them were never freed. They are now released once nothing uses them, and a 2-hour test run stays flat at about 4.5 GB of memory and 2.5 GB of video memory.
- Finished threads are released instead of piling up, and the memory guard no longer counts video memory as system memory on graphics cards with their own memory.
- Controller: looking up and down with the right stick now works, including together with mouse aim.
- Controller and gyro look now turn at the same speed at any frame rate (tested at 30 to 240 fps).
- Gyro aiming works in Hybrid mode, and the free lock-on eases in stick movement instead of jumping.
- Button icons switch to the controller as soon as you use it.
New settings
In controls.ini, section [pad]: right_deadzone, invert_y, look_sens, and ball_orbit (turn the morph ball camera with the right stick). HELP.txt in the zip lists them.
Known issues
The v0.1.0 list still applies, except for the right-stick fix above. The Parasite Queen fight at the end of the Frigate was checked in a scripted run and can be won. The escape and the rest of the game after it have not been played through yet.
Reporting bugs
Open an issue and attach mpr.log from the run where the problem happened. Never attach game files, your dump or your keys.
Metroid Prime Remastered for Windows 0.1.0
First public release of the Metroid Prime Remastered PC port. Released 2026-10-24.
This is an early version. The game runs and is playable from the title screen through the Frigate Orpheon and into the first part of Tallon IV, but most of the game has never been played through. Expect bugs and please report them.
Install
- Download
mpr-0.1.0-windows-x64.zipbelow, unzip it into a folder with a short path (for exampleD:\Games\MPR), and runmpr_launcher.exe. - Press "Set up game files...", pick your own dump of Metroid Prime Remastered version 1.0.0 (
.nsp,.xci,.nszor.xcz) and yourprod.keys, and press Start setup. It takes about 5 minutes on a 16-core PC. - Let the launcher prepare shaders (a few minutes), then press Play.
You need Windows 10 (1903 or later) or Windows 11 (64-bit), a GPU with Vulkan 1.3 and about 14 GB of free disk space. No game files are included. HELP.txt in the zip lists the controls, the settings and the fixes for common problems.
SHA-256 of the zip: c3e8969bc88ea25c7004f883ca66fb1b72f062841ef5bcea540f1e275e33d53a
What works
- Title screen, New Game, the opening cutscene, the Frigate Orpheon and the landing on Tallon IV, with the HUD, lighting, fog, bloom, movies and sound. The route from New Game through the first Frigate force fields to the Chozo Ruins' Main Plaza has been played by hand.
- An automated check loads all 275 areas of the game. All of them load and draw without the colour noise that earlier builds had.
- Saving, loading, pause, map, morph ball, charge shots and missiles were checked on keyboard and mouse and with controller input.
- Launcher with display, mouse, keyboard, controller and button icon settings. Any resolution and aspect ratio, including ultrawide, with the HUD kept in a 16:9 frame on narrow screens. Frame rate limits up to 240 and uncapped. Physics at 120, 144 and 240 fps match 60 fps within about half a percent in tests.
- Mouse and keyboard play with raw mouse aim, mouse control in the menus, the pause screen and the map, and button icons that follow the device you use.
- HDR10, a low latency mode (NVIDIA Reflex) and an FPS counter (F2) are in the launcher. FSR 1 upscaling can be turned on in
controls.ini([upscale] mode = fsr1). - Two optional settings, both off by default and both on the Controls tab: a free lock-on that lets you move the view while the target stays on screen, and a setting that stops the gun's idle and walking motion from moving the camera.
Known issues
- Only the start of the game has been played by hand. Later areas load but nobody has played them through, so a story blocker could be hiding in them.
- Some wall monitors on the Frigate show static instead of their screen graphics. Report other visual problems with a screenshot.
- With a controller, looking up and down with the right stick does not work yet (left and right does). This is being fixed.
- Tested on one PC: an NVIDIA GeForce RTX 3080 (driver 617.42) on Windows 11. AMD and Intel GPUs have not been tried, and a few GPU tests differ from the reference on an Intel UHD 770. Reports are welcome.
- Not tested with a physical controller (only through SDL's virtual gamepad), on a real HDR display, in exclusive fullscreen on a real display (Windows refused it in the test setup, so the game falls back to borderless), or with Alt+Tab and mouse capture on a real display.
- The first minutes after a driver update can stutter until shaders are prepared again (Extras tab, "Prepare shaders").
- Rare crashes were seen twice in room-loading sweeps (a Magmoor Caverns area and the Frigate air lock) and did not repeat.
- XCI, NSZ and XCZ support is tested on built test files only, not on a real cartridge dump. Only the original version 1.0.0 base game works; updates are not supported.
- Windows limits a file's full path to 260 characters. Keep the game folder path under about 180 characters.
- There is no FSR 3, DLSS or XeSS yet (FSR 1 only). AMD Anti-Lag 2 has never been run.
Reporting bugs
Open an issue and attach mpr.log from the run where the problem happened. Never attach game files, your dump or your keys. The README has the details.