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Metroid Prime Remastered for Windows 0.1.5

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@drakolordx7 drakolordx7 released this 02 Nov 16:47
· 1 commit to main since this release

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.log now 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.