Register - Login
Views: 99829447
Main - Memberlist - Active users - Calendar - Wiki - IRC Chat - Online users
Ranks - Rules/FAQ - Stats - Latest Posts - Color Chart - Smilies
05-03-22 08:56:22 PM
Jul - The Cutting Room Floor - Anyone have the Metroid Prime 2 bonus disc? New poll - New thread - New reply
Pages: 1 2Next newer thread | Next older thread
Afti
Member
Level: 25


Posts: 72/114
EXP: 80130
For next: 9490

Since: 06-21-10


Since last post: 7.2 years
Last activity: 6.9 years

Posted on 07-22-11 10:01:36 PM Link | Quote
I'd like to do a page on that; it has some fairly substantial differences from the final, I understand. But in order to go about this I'd need to be able to get an ISO to comb through. Have gone through the usual channels trying to find one; no luck.

So- before I go buying one off some shady eBay seller to rip myself, does anyone have a copy of the bonus disc and the means to rip it?

I'm assuming that, this being an out-of-print free demo, this thread isn't crossing any boundaries. If it is, feel free to close it; no hard feelings.

____________________
Spectre
Random nobody
Level: 6


Posts: 1/5
EXP: 698
For next: 209

Since: 08-21-11


Since last post: 8.7 years
Last activity: 8.4 years

Posted on 08-21-11 02:12:16 AM Link | Quote
I've actually been meaning to register here for a while after having lurked the wiki for a while, but now I have a reason to speak up! I picked up a copy of the Bonus Disc the other day while shopping for a 0-00 USA Prime disc. After a quick playthrough, I've noticed a few differences between the demo and the final. Some of these differences include different inactive portal interactions -- the inactive portals in the demo don't affect you at all, allowing you to pass through and shoot through without reaction, while the portals in the final game sort of kick you back -- and a much more noticeable (and distracting) energized light field texture. There seem to be doors in the game that can be seen but not accessed due to you not having certain items you could use to get to them like the Screw Attack or the Spider Ball. Other doors that are within reach but clearly are not meant to be passed through as they aren't part of the demo are permanently locked. I tried looking into some codes for the game so I could perhaps attempt to reach some of these areas if the abilities themselves were present within the game, but there are virtually no resources for AR codes for the Bonus Disc and heck if I know how to make codes. I then tried to inspect the data within the game itself, but my drive doesn't seem to recognize the presence of the disc, and a cursory Google search for Gamecube inspection utilities was unhelpful. So I have the disc and I would be willing to prod through the data if I knew where to start.
Joe
Common spammer
🍬
Level: 111


Posts: 2261/3392
EXP: 14501938
For next: 366422

Since: 08-02-07

From: Pororoca

Since last post: 12 days
Last activity: 1 hour

Posted on 08-21-11 02:43:57 AM Link | Quote
Originally posted by Spectre
but my drive doesn't seem to recognize the presence of the disc,
This is intentional; basically no computer drives can read Gamecube disks.

It is possible to use a Wii to dump the disk to an SD card, and from there you could analyze the disk.

____________________
Spectre
Random nobody
Level: 6


Posts: 2/5
EXP: 698
For next: 209

Since: 08-21-11


Since last post: 8.7 years
Last activity: 8.4 years

Posted on 08-21-11 04:31:53 AM Link | Quote
Bingo. After some fiddling with my Wii putting CleanRip on it and coaxing it to read the disc, I've got a rip. The site CleanRip recommends to verify it seems to be down, so I have no clue if it's a good rip or not. It threw the following checksums at me:

Filename: P2ME01
Internal Name: Metroid Prime 2 Echoes Bonus Disc
MD5: 9F896293CE056A5675C4968CA6285FB6
SHA-1: DFBBAA44E5C8A1CF4CC9500C9F382F4F41C60503
CRC32: 2DB1D1B2
Version: 1.00
Verified: No

Now, once again, I have no clue where to start with extracting the data. What utilities are useful for this purpose?
Tanks

360? Yessum.
Level: 121


Posts: 4139/4170
EXP: 19809686
For next: 247010

Since: 07-10-07

From: VA

Since last post: 9.5 years
Last activity: 9.5 years

Posted on 08-21-11 04:40:39 AM Link | Quote
Give GCTool a shot.

____________________

Joe
Common spammer
🍬
Level: 111


Posts: 2262/3392
EXP: 14501938
For next: 366422

Since: 08-02-07

From: Pororoca

Since last post: 12 days
Last activity: 1 hour

Posted on 08-21-11 04:43:41 AM (last edited by Joe at 08-21-11 01:44 AM) Link | Quote
The only one I can think of is GC-Tool. Once you get the files out, you're pretty much on your own; I've never done anything with Gamecube games beyond ripping out the music.

Edit: beat me to it :|

____________________
Afti
Member
Level: 25


Posts: 77/114
EXP: 80130
For next: 9490

Since: 06-21-10


Since last post: 7.2 years
Last activity: 6.9 years

Posted on 09-03-11 10:14:58 PM Link | Quote
Once you've extracted them in GC-Tool, you can dump the .paks with mpakdump; mpxviewer kinda-sorta works for Echoes models, but the support is haphazard at best. Strings can be read without any work in a hex editor; they're not compressed until Prime 3.

Able to get videos of these things or the rip out here?

Inactive portal collision coming relatively late isn't surprising; it's actually possible to get stuck behind one in the Dark Torvus Bog in the final.

____________________
Brag brag brag.
Spectre
Random nobody
Level: 6


Posts: 3/5
EXP: 698
For next: 209

Since: 08-21-11


Since last post: 8.7 years
Last activity: 8.4 years

Posted on 09-06-11 12:44:50 AM (last edited by Spectre at 09-05-11 09:53 PM) Link | Quote
I've prodded through a few of the files with a hex editor, but not extensively. I was able to get much more content by extracting the ISO, running the actual Metroid2_Demo TGC file through a GCM converter, and then extracting that. In the Videos directory of that extraction, there are several clips, although only a couple of them seem to have different content.

This intro clip seems to have a Missile Expansion instead of an Energy Tank at this location.
http://www.youtube.com/watch?v=6K9OGm2YDKw

And I'm not sure if this is new or not, but here seems to be an unfinished Wall Jump texture.
http://www.youtube.com/watch?v=nEunTLWItho

Just the demo end screen.
http://www.youtube.com/watch?v=8PtMa_Ked3A

The demo also contains a couple of what seem to be multiplayer background menu loops, despite not actually having multiplayer on the disc.

I've tried to get Dolphin up and running so I could try reverse-engineering some Echoes cheats to work on the demo (the actual demo disc outright crashes, but the extracted demo GCM seems to boot fine) but my computer chugs on Dolphin and it either crashes or runs unbearably slow. I've prodded through some textures with Mpxviewer, but I haven't seen anything really noteworthy. If I'm not mistaken, I think the title screen might use a slightly different audio track, but I'm not sure how to extract audio from the DSP streams on the disc, and I haven't verified it by playing through it again on the console yet.
Afti
Member
Level: 25


Posts: 78/114
EXP: 80130
For next: 9490

Since: 06-21-10


Since last post: 7.2 years
Last activity: 6.9 years

Posted on 09-06-11 09:22:11 AM Link | Quote
http://sourceforge.net/projects/vgmstream/

Use vgmstream to handle the DSP files.

Pickup tweaks and the Wall Jump wall texture are indeed new to me.

My machine can handle Dolphin well enough- Phenom II 1055T overclocked to 3.6 GHz, 4GB DDR3 1600, and a Radeon HD 5770. Can try to help you figure out where you're lacking?

____________________
Brag brag brag.
Spectre
Random nobody
Level: 6


Posts: 4/5
EXP: 698
For next: 209

Since: 08-21-11


Since last post: 8.7 years
Last activity: 8.4 years

Posted on 09-06-11 07:14:05 PM (last edited by Spectre at 09-06-11 06:07 PM) Link | Quote
I'm having no luck getting most of the DSP files working. The plugin is installed and shows up in Winamp, but Winamp continues to choke on the files. I found the older in_cube, but it returns garbage sound on all but a few of the files. There's no fix for getting Dolphin to run smoothly on this computer short of getting a new computer. I'm running a five-year-old laptop with a 1.66Ghz dual core and integrated video.
Afti
Member
Level: 25


Posts: 79/114
EXP: 80130
For next: 9490

Since: 06-21-10


Since last post: 7.2 years
Last activity: 6.9 years

Posted on 09-07-11 10:26:11 AM Link | Quote
Ack.

Guess I'm back to square one, then.

To eBay with me!

____________________
Brag brag brag.
Kargaroc
Member
Level: 16


Posts: 5/43
EXP: 17654
For next: 2602

Since: 08-09-11


Since last post: 6.3 years
Last activity: 5.2 years

Posted on 09-22-11 06:07:41 AM Link | Quote
Not sure if I should be posting in this, but my computer can run Dolphin well enough, and I would love to tear this game to paces.

Anyone willing to distribute this? Or is that against the rules?
Although, this being a out of print free demo, I doubt it would cause that much problems.
Abahbob

Red Paragoomba
Level: 18


Posts: 1/60
EXP: 27203
For next: 2694

Since: 12-15-12

From: Texas

Since last post: 6.7 years
Last activity: 5.3 years

Posted on 04-24-13 12:28:26 AM (last edited by Abahbob at 06-02-13 09:07:39 PM) Link | Quote
While I don't like bringing gravedigging an old topic, I think it's better than making a new topic, or just not posting anything. I've been going through this game a bit. It has some interesting things.

First, an older scan data list for creatures:



Amorbis
Amorbis 1
Amorbis 2
Aquatic
Atomic
Baby Blogg
Blogg
Bomb Guardian
Boost Guardian
Brizgee
Chykka
Chykka 1
Chykka 2
Chykka 3
Chykka 4
Commando Pirate
Contraption
Creatures
Crystallite
Dark Alpha Splinter
Dark Blogg
Dark Commando
Dark Flyers
Dark Flying Pirate
Dark Grenchler
Dark Metaree
Dark Metroid
Dark Predators
Dark Samus
Dark Samus 1
Dark Samus 2
Dark Samus 3
Dark Sentients
Dark Space Pirate
Dark Splinter
Dark Splinter
Dark Sporb
Dark Triclops
Dark Trooper
Darklings
Digital Guardian
Digital Guardian 1
Digital Guardian 2
Digital Guardian 3
Elite Pirate
Emperor Ing
Emperor Ing 1
Emperor Ing 2
Emperor Ing 3
Emperor Ing 4
Flying
Flying Pirate
GF Turret
Grapple Guardian
Grenadier Pirate
Grenchler
Ground
Guardians
Ing
Ing Swarm
Jump Guardian
Kenobite
Kralee
Krocuss
Large Flyers
Large Mech
Large Sub
Lumite
Manned Turret
Mechanoids
Mechlops
Medium Ing
Metaree
Metaree Swarm
Metroid
Minor Ing
Octopede
Pillbug
Pirate Turret
Pirates
Power Bomb Guardian
Predators
Puddlespore
Puffer
Rezbit
Sandworm
Sentient
Shredder
Shrieker
Small Flyers
Small Mech
Small Sub
Space Pirate
Spider Guardian
Splinter
Splitter
Sporb
Stationary Mech
Stone Toad
SubGuardians
Surface
Triclops
Tunnellers
Tunnels
Warrior Ing
Wisp Tentacle
Worker Splinter
Zoomer


This is missing a lot of entries from the old list on the retail disc, with the only differing entry being that in this list "Splitter" is a single entry, where as later it is referred to as "Splitter Body" and "Splitter Head".

Also, an older Research/Inventory list:



Annhilator Beam
Annhilator Bomb
Armor
Beam Weapons
Biology
Bomb Systems
Boost Ball
Charge Beam
Charge Combos
Combat Visor
Dark Beam
Dark Bomb
Dark Suit
Dark Visor
Dark Webbing
Darkburst
Echo Visor
Engineering
GF Bridge
GF Gate 6
GF Gate 7
GF Shield
Grapple Beam
Gravity Boost
Imploder
Light Beam
Light Bomb
Light Suit
Lightblast
MB Cannon
Missile Launcher
Missile Systems
Morph Ball
Morph Ball Bomb
Morph Ball Systems
Morph Balls
Movement Systems
Pirate Skiff
Power Beam
Power Bomb
Research
Samus Ship
Sand Grass
Scan Visor
Screw Attack
Security
Seeker Missile Launcher
Space Jump Boots
Spider Ball
Super Missile
Technology
Varia Suit
Vehicles
Visors
Weapon Systems
Webbing


Again, no new entries.

Looking through NoARAM.pak, there are a bunch of unused scan data entries. One example is the Dark Triclops. I'm not sure if the scan data exists on the retail game, but it is an unused enemy that is on the old scan data list:




Morphology: Dark Triclops
Darkling possessed hunter-gatherer. Symbiotic possession increases target durability. Heavy yield light-based attacks are recommended when engaging target.
The small stature and earthmoving power of a Triclops makes it a valuable infiltration agent for the Ing. Already quite durable, the addition of an Ing parasite makes the creature even harder to destroy



Note: I haven't yet had time to look through all of the entries for other enemies, if I can get conformation that there isn't actual scan data for other unused enemies I'd be glad to get all the scans.

Here's where it gets REALLY good. Information about the missing light, dark, and annihilator bombs.



The &push;&main-color=#FF6705B3;Dark Bomb&pop; combines the power of the Dark Beam with that of the Power Bomb.

When in Morph Ball Mode, press &image=SA,3.0,0.6,0.85,2A13C23E,CD7B1ACA; to select the Dark Beam, then press &image=SI,1.0,0.68,EA2A1C5C; to drop a Dark Bomb.

&push;&main-color=#FF6705B3;Samus's Notes:&pop;
Dark Bombs release a field of dark matter tendrils when they detonate. These tendrils can entangle and hinder enemies.

Dark Bombs are not effective against &push;&main-color=#FF6705B3;Denzium&pop;


(Found in 0_ce14d6c5.STRG of NoARAM.pak)




The &push;&main-color=#FF6705B3;Light Bomb&pop; combines the power of the Light Beam with that of the Power Bomb.

When in Morph Ball Mode, press &image=SA,3.0,0.6,0.85,2A13C23E,12A12131; to select the Light Beam, then press &image=SI,1.0,0.68,EA2A1C5C; to drop a Light Bomb.

&push;&main-color=#FF6705B3;Samus's Notes:&pop;
Light Bombs do not detonate on release. They explode when an enemy enters their detection radius, or when another Light Bomb goes off.

Light Bomb explosions are white-hot, and can set enemies on fire.

The brilliance of Light Bomb explosions can blind and stun Dark creatures.

The Light Bomb is not effective against &push;&main-color=#FF6705B3;Denzium&pop;


(Found in 0_2571e5ba.STRG of the extracted NoARAM.pak)




The &push;&main-color=#FF6705B3;Annihilator Bomb&pop; is a potent explosive, combining the Power Bomb with the energies of the Light and Dark Beams.

When in Morph Ball Mode, press &image=SA,3.0,0.6,0.85,A9798329,2A13C23E; to select the Annihilator Beam, then press &image=SI,1.0,0.68,EA2A1C5C; to drop an Annihilator Bomb.

&push;&main-color=#FF6705B3;Samus's Notes:&pop;
When an Annihilator Bomb detonates, it emits a cloud of Light and Dark energy particles. These deadly particles will seek all enemies within a radius.

The Annihilator Bomb is not effective against &push;&main-color=#FF6705B3;Denzium&pop;


(Found in 0_14d50889.STRG of NoARAM.pak)

Sorry for not knowing how to format these entries correctly, I'm not sure how to handle the button information.

Next up: Old music. Of the list on the MP2 tcrf page of music that was taken off of the disc, e3-landing.dsp, pirates_kyu.dsp, and recharge.dsp all exist in the demo. The following is a list of audio files that are on the demo that have different names than those on the retail, which may or may not actually be different files or be early versions.




dark.dsp
darkworld_1.dsp
e3-landing.dsp
elevator.dsp
first-ruins.dsp
introtemp.dsp
lst_c_trooper_00.dsp
METROIDPRIME2.dsp
multiplay9.dsp
opening-cine3-1.dsp
pirates_kyu.dsp
prime2.dsp
recharge.dsp
ridley.dsp
ruins-naka.dsp
samusjak.rsf
samusjak_edit.rsf (samusjak_edit.dsp exists on the final)
templeamb.dsp
thardus.dsp
toujou.dsp



One last thing. A friend of mine was going through and doing some editing all the items into their inventory using Cheat Engine and they got an... odd ability. Essentially, you lock onto an enemy, jump into the air and change into morph ball. You then fly towards the enemy in a "shinespark" like motion. I don't have the video he made of it, as it wasn't of too high quality so he didn't save it, I also don't have the specific address to enable it, although it shouldn't be too hard as the inventory's memory region is near the current missile count. I'll look for it more later, right now I'm busy digging into these files. Well, I hope this was enough to spark some interest in others, there has to be more in this. Since I'm not quite sure if this actually qualifies as a proto, googling the term "Metroid Prime 2 Demo Disc NTSC" should help you find an iso.

Edit: Decided to get those enemy scans after all. Sadly they don't exist for all the enemies on the scan list.



Morphology: Dark Sporb
Darkling possessed carnivorous plant.
Symbiotic merger enhances power of this enemy. Weakness to dark energy gone, replaced by weakness to light energy.
Eager to possess new bioforms, a number of darklings seized the chance to take the thorny Sporb as a host. It has proven to be a good match, as Sporb and Ing have similar temperaments. The Dark Sporb loses its weakness to dark energy, gaining a vulnerablity to pure light energy instead.

Morphology: Triclops
Hard-shelled creature with powerful jaws.
Uses mandibles to grab small objects. Target is vulnerable to concussive blasts.
The Triclops is a hunter-gatherer. It collects small creatures and bits of foodstuff, then deposits them elsewhere for later consumption. The hard tripartite mandibles it uses to move earth and rock are quite strong and difficult to escape once ensnared.

Morphology: Dark Aerotrooper
Darkling possessed airborne Pirates.
Symbiotic possession brings more strength and power. Target is susceptible to light-based attacks.
The vicious Aerotroopers are easily possessed by darklings, who feed off of their cruel natures. Dark Aerotroopers relish their speed and power, often losing themselves in the thrill of the hunt. The added strength gained from possession makes them more confident and aggressive in battle, making an already difficult opponent that much harder to vanquish.

Morphology: Dark Shriekbat
Darkling cavern dweller.
Presence of symbiote increases durability of target. Use high-damage or light-based attacks when targeting this creature.
Darkling Shriekbats prefer the cooler climates found on Dark Aether, gaining strength from the lack of pure light and heat. Though more durable, they still explode on impact when performing an assault run on an enemy.

Morphology: Kenobite
Wall-walking hunter-gatherer
Wall-crawling telekinetic; uses its power to acccurately guide acidic projectiles at enemies. Vulnerable to concussive blasts.
The Kenobite prowls tunnels and caverns, using telekinesis to keep itself attached to the walls and ceilings. In combat, it will fire acid-filled globes, guiding them telekinetically toward the target. The creature is quite strong, and can only be dislodged by concussive blasts. Dying Kenobites explode in a burst of acidic fluids, a last strike at their victorious foe.

Morphology: Zoomer
Armored nomadic scavenger.
Spines on creature can cause minor damage. Shell vulnerable to attack from multiple weapon systems.
A basic nerve center located directly above the Zoomer's mandibles detects nutrients. Sharp spines protect it from casual predators, but the lack of a reinforced carapace makes the Zoomer vulnerable to any indirect attacks.



Also, I found an entry for the Imploder, probably an earlier name of the Sonic Boom, as there is no data over it.



The &push;&main-color=#FF6705B3;Imploder&pop; is the &push;&main-color=#FF6705B3;Annihilator&pop;Charge Combo. It sends a blast of entangling dark matter, which then implodes in a burst of whitehot energy.

&push;&main-color=#FF6705B3;Samus's Notes:&pop;
Imploder costs 10 Missiles to fire, along with Light and Dark ammo.

The Imploder is most effective against multiple targets in an area.

MUGEN-tan
Member
Level: 27


Posts: 77/150
EXP: 113783
For next: 2376

Since: 11-01-11


Since last post: 4.0 years
Last activity: 1.7 years

Posted on 04-24-13 07:00:25 AM Link | Quote
Originally posted by Abahbob

Next up: Old music. Of the list on the MP2 tcrf page of music that was taken off of the disc, e3-landing.dsp, pirates_kyu.dsp, and recharge.dsp all exist in the demo. The following is a list of audio files that are on the demo that have different names than those on the retail, which may or may not actually be different files or be early versions.

Originally posted by Code

dark.dsp
darkworld_1.dsp
e3-landing.dsp
elevator.dsp
first-ruins.dsp
introtemp.dsp
lst_c_trooper_00.dsp
METROIDPRIME2.dsp
multiplay9.dsp
opening-cine3-1.dsp
pirates_kyu.dsp
prime2.dsp
recharge.dsp
ridley.dsp
ruins-naka.dsp
samusjak.rsf
samusjak_edit.rsf (samusjak_edit.dsp exists on the final)
templeamb.dsp
thardus.dsp
touhou.dsp




Touhou much?
Abahbob

Red Paragoomba
Level: 18


Posts: 6/60
EXP: 27203
For next: 2694

Since: 12-15-12

From: Texas

Since last post: 6.7 years
Last activity: 5.3 years

Posted on 04-26-13 09:20:04 PM (last edited by Abahbob at 04-29-13 04:34:51 AM) Link | Quote
I'm fairly interested in the Audio folder, as only some of the .dsp files can be played. The headers of the playable files are most similar to the Metroid Prime 1 header. A decent list of .dsp headers can be seen at http://www.hcs64.com/files/dspheaders.txt. The only .dsp files that vgmstream can play are dark.dsp, ridley.dsp, and first-ruins.dsp. I'll try to get the others to load in-game, but I have no idea of any alternative.

EDIT: In FrontEnd.pak, there is a string for "Morphball Racing". After looking through all the files, sadly there is only 1 mrea file, and there is a model for the preview for Sidehopper Station, but no other maps. I guess we won't have morphball racing
Abahbob

Red Paragoomba
Level: 18


Posts: 10/60
EXP: 27203
For next: 2694

Since: 12-15-12

From: Texas

Since last post: 6.7 years
Last activity: 5.3 years

Posted on 04-30-13 03:28:37 AM (last edited by Abahbob at 05-24-13 05:13:47 AM) Link | Quote
Finally got that morphball shinespark thing working
Also, simple annihilator charge beam difference

FrontEnd.pak seems to have all of the multiplayer stuffs, and it seems to have most of the assets that would be required for it to work, although I don't know about any code for it. It probably works if we could get the main menu to open.

There are also .PART (particle effects) files for laying and explosions of dark, light, and annihilator bombs, would be interesting to look into.

Edit: Shit, I think I'm gonna have to go through all the logbooks. Pretty interesting scan of Dark Samus (2?). Interesting part bolded:


Morphology: Dark Samus
Reborn, enhanced, and vengeful.
Variable beam system and enhanced Boost attacks added to arsenal. Stealth field generator present in armor.
Tactical scans have identified several new battle systems in the armor of Dark Samus. She now wields a potent variant of your Charge Beam with Wave, Ice, and Plasma settings. Her Boost attack has been augmented, and the ability to render herself invisible is present as well. Bioscans suggest that Dark Samus can reform her body short of total atomic disruption. Extreme caution recommended.



Edit 2: I refuse to triple post. Found the early luminoth texture in the demo, but this one is much larger. 512x512 instead of 128x128.
Afti
Member
Level: 25


Posts: 112/114
EXP: 80130
For next: 9490

Since: 06-21-10


Since last post: 7.2 years
Last activity: 6.9 years

Posted on 07-02-13 02:58:56 AM (last edited by Afti at 07-02-13 05:39:23 AM) Link | Quote
Whoa; this was unexpected.

So, apparently Chykka, Dark Samus II, and Emperor Ing at the very least got their fights simplified some time before release?

Couple that with a ton of cut enemies and combat mechanics.

I'm really wondering how rushed this game was.

edit: oh shit, I didn't realize how old that post was; I kinda vanished for a while, sorry. Uh, lemme try to dig something up so that I can justify this post?

well, if nothing else, here's the old Spider Guardian scan date, revealing its (stupid) original name



Morphology: Spiderling
Spider Ball Powered Darkling.
Creature uses Spider Ball to cling tightly to walls. Disruption of local magnetic field can dislodge it, exposing it to attack.
This darkling Pillbug has absorbed the power of the Spider Ball. It can travel over magnetically-charged surfaces at will; removing the charge will cause it to fall, exposing its vulnerable belly. Before that, its exoskeleton will be impervious to any attack.


More interesting: sounds kinda like a Quad? Describes a fight that's not like anything in the final game, though. I'm pretty sure that the enemy described here is what turned into the Quad, but it's certainly shifted more than a bit from the original plans.

Except, uh, the Quad scans are present as Splitters? I don't know; I'm confused.


Mechanism: Ingkiller
Rogue Termination drone.
Powerful security unit armed with beam weapons. Target limbs to disable them and damage the unit.
The Ingkiller was designed to protect points of entry within the Luminoth Fortress from the Ing; it now seeks to eliminate all living things. Its four attack limbs can be disabled, forcing it to use a secondary beam attack to defend itself. The beam system requires sensor updates to function; a vulnerable detection unit will extend periodically to search for targets. Destroy it to take the beam offline.


Oh, and another old guardian entry - Jump Guardian. Which, apparently, came after you got the Light Beam.


Morphology: Jump Warrior Ing
Space Jump Powered Ing.
Powerful metamorph with enhanced jump abilities. Vulnerable to Light Beam attacks.
This Warrior Ing has absorbed the power of the Space Jump Boots. It can leap incredible distances and heights, and uses this ability to great effect in battle. As with all Ing, they are fearful of pure light energy. Use this to your advantage.


Speaking of things with funky names, the logbook entry for Metroid calls them Alpha Metroids. No, it doesn't describe actual Alphas.

edit:

...0_98a748c4.STRG in NoARAM.pak is, uh, interesting. As in "holy shit, how many versions of the Emperor Ing fight did they go through" interesting.


Morphology: Emperor Ing
Ruler of the Ing Horde.
Target has absorbed large amounts of Phazon. Unstable biostructures detected; target crystalling masses to damage enemy.
Bioscans indicate that this is the eldest, strongest Ing in the Horde, the alpha and the omega. It has absorbed enormous amounts of Phazon into its body, energizing and mutating it in the process. Strangely, some of the Phazon has become unstable as a result; target clusters of crystallized Phazon to damage the enemy with feedback from their destruction.


So, not only is there a version that got pared back from its original (very long, presumably, given how long the fight already runs) form to produce the present version - and that late enough that the initial US release has the wrong scan data! - but there's apparently this one as well.

I wonder if there's anything left of this version of the fight?

Oh, no, wait. Look what I found at 0_80a9b07d.STRG. It's not a different Mutated Emperor Ing, it's just a completely cut phase of the fight. The current version (or at least what they cut to produce the current version) was still there at the time.


Morphology: Emperor Ing
Mutated Ruler of the Ing Horde.
Further phazon mutation has occurred. Ability to form protective energy barriers in place. Opposite-polarity beam attacks will breach them. Once the barriers are down, target exposed weak areas to inflict damage.
Further exposure to Phazon has mutated the Emperor Ing. It is now capable of shielding its vulnerable areas with energy barriers. Beams of opposite polarity can damage these barriers, however. Heavy damage to the barriers will cause them to drop, exposing the creature's weak spots. Target the weak spots to immobilize and damage the enemy.


Early Emperor Ing! A boss's boss! A boss's boss's boss! A boss that apparently had like thirty different phases! Gee, I wonder why they changed that?

Also, the chrysalis only had 8 weak points.

Also, you know why the Boost Guardian is such an asshole? Because, apparently, it wasn't what they were originally planning for that fight. 0_29f9d821.STRG:


Morphology: Boostlet
Boost Powered Inglet.
Boost Ball ability grants great speed to enemy. Lure it into destroying crystals in area; the energy within will damage the creature.
This Inglet has absorbed the power of the Boost Ball. It is capable of energizing its body and boost-blasting it toward its enemies as a weapon. The presence of the Boost Ball has made the Inglet nigh-invulnerable; only pure light energy can damage it now. Expose the creature to pure light to destroy it.


In general, Metroid Prime 2 really should've gotten a traditional Nintendo Delay.

Hey, guess what?


Morphology: Emperor Ing
Unstable Ing Biomass."Central "heart" mass is vulnerable to attack. A sonic disruption field is fouling your lockon sensors. Recommend Echo Visor for targeting."
Phazon disruption has left the Emperor Ing an unstable mass of biomatter. Its "heart" is vulnerable to attack, though it scrambles most lock-on systems. It emits a high-frequency signal, however - the Echo Visor can detect this. Engage the "heart" to damage the enemy while evading attack from its minions.


0_18c767d3.STRG has a scan for yet another cut Emperor Ing phase! Haha, what the fuck. I seriously think they left more of this fight on the cutting room floor than they included in the final game.
Celice
Member
Level: 31


Posts: 98/196
EXP: 178036
For next: 7327

Since: 10-24-10


Since last post: 5.7 years
Last activity: 3.9 years

Posted on 07-02-13 09:14:42 AM Link | Quote
The changing/resonating shields and beam weapons showed up in the DS Metroid Prime game; I wonder if it was related to some of these Ing choices?
Gamma
Member
Level: 26


Posts: 110/135
EXP: 98245
For next: 4030

Since: 08-06-11


Since last post: 6.0 years
Last activity: 5.6 years

Posted on 07-02-13 02:44:17 PM Link | Quote

Mechanism: Ingkiller
Rogue Termination drone.
Powerful security unit armed with beam weapons. Target limbs to disable them and damage the unit.
The Ingkiller was designed to protect points of entry within the Luminoth Fortress from the Ing; it now seeks to eliminate all living things. Its four attack limbs can be disabled, forcing it to use a secondary beam attack to defend itself. The beam system requires sensor updates to function; a vulnerable detection unit will extend periodically to search for targets. Destroy it to take the beam offline.


I'm wondering if this is an early version of the Caretaker Class Drone, which has this final Scan Log:


The Caretaker drone was designed to protect and maintain an experimental energy chamber. It uses electrically charged limbs to perform its duties. The drone requires sensor updates to fight: a vulnerable detection unit will extend periodically to search for targets. Destroying this unit would weaken its combat ability.


If it's not, the Ingkiller sounds like a mix of enemies. Specifically, the Quads (with the four attack limbs), Quadraxis (with the "beam system requires updates to function"), and the Caretaker Class Drone ("vulnerable detection unit"). It could be a completely new enemy.

It's likely an early version of the Caretaker, though.


Morphology: Emperor Ing
Ruler of the Ing Horde.
Target has absorbed large amounts of Phazon. Unstable biostructures detected; target crystalling masses to damage enemy.
Bioscans indicate that this is the eldest, strongest Ing in the Horde, the alpha and the omega. It has absorbed enormous amounts of Phazon into its body, energizing and mutating it in the process. Strangely, some of the Phazon has become unstable as a result; target clusters of crystallized Phazon to damage the enemy with feedback from their destruction.


Huh. Sounds bland, actually. But the "target clusters of crystallized Phazon" bit is interesting. Throughout the Prime series, you typically need to overcharge Phazon with... more Phazon. Maybe you were to get the Phazon Beam before the final Dark Samus battle?

Also, I'm glad that they dropped the different names for the guardians and just went to "Boost Ball Guardian," "Jump Guardian," ect.
Spectre
Random nobody
Level: 6


Posts: 5/5
EXP: 698
For next: 209

Since: 08-21-11


Since last post: 8.7 years
Last activity: 8.4 years

Posted on 08-07-13 02:29:40 AM Link | Quote
Seems to be missing trooper logs. There are 21 that I found, only 12 are accessible in-game. In addition, many trooper names changed.

Personal Log Entry: PFC J. Flamme
Data transferred to your Logbook for further review.
Wish these damn things would get it over with. You want some? Come get some! Otherwise, get the hell out of my face.



Personal Log Entry, SPC B. Campbell
Data transferred to your Logbook for further review.
The sarge says these "splinters" remind him of some killer bug he saw on Devon III once. All I know is the damn things are fast and take a lot to drop. Pretty soon we'll have to go to bayonets. Everyone's low on ammo...even Klatt, and he's the stingiest grunt I know.



Personal Log Entry, LCPL T. Chauviere
Data transferred to your Logbook for further review.
The gas system is in place. I hope we have enough to get rid of all of these things. Everyone's low on ammo, and it looks like we're stuck here for some time. If this doesn't work, we're finished.



Personal Log Entry: CDR B. Gordon
Data transferred to your Logbook for further review.
Down to the five of us. Ivey's "phantom gunship" set down a while ago - it's not one of ours, and it's definitely not a Space Pirate boat. Whoever's in that ship is in for a treat, that's for sure. Hope they do better than we did here.



Personal Log Entry, PFC M. Cheng
Data transferred to your Logbook for further review.
I think Pearson's losing it. He talks to himself all the time, and he won't sleep. He almost shot me on watch the other night...thought I was one of those things. I talked to the doc about taking him off the line, and he told me we need all the help we can get. That's true, but if he goes berserk and kills a bunch of us, that won't be very helpful.



Personal Log Entry, PFC S. Dudley
Data transferred to your Logbook for further review.
I'm beginning to think it was a real bad idea coming down here. Reevs is right, this hive is just one of many. It's stupid to stir a hornet's nest, especially if you plan on sleeping under it. I'd rather take my chances on the surface, back at the ship...or out in that desert, with the Space Pirates.



Personal Log Entry, LCPL J. Klatt
Data transferred to your Logbook for further review.
Man, I hope this is the only breeding ground for these things. If there's more, we're in big trouble. We had a hard enough time taking this one out of commission; I almost ran out of ammo. I never run out of ammo!



Personal Log Entry, SGT E. Monz
Data transferred to your Logbook for further review.
I swear I've seen these bugs before. There was an infestation on Devon III back when I was a green private; it took 2 cycles to cleanse the place. If these are the same bug, we're gonna need bigger guns. Bigger guns, and a lot more guys.



Personal Log Entry, PFC C. Sbrogna
Data transferred to your Logbook for further review.
Last night at chow, Angseth starts talking about some bounty hunter and how she blew up a planet full of Space Pirates. I told her I didn't believe in fairy tales like that, and she took it personal. I just find it hard to believe that one person took out an entire Space Pirate base, that's all. But if she wants to believe in this Samus, or Bigfoot, or Santa Claus, she can.



Personal Log Entry: SPC D. Senge
Data transferred to your Logbook for further review.
The enemy keeps making raids, stealing what isn't bolted down. What they want with our gear, spare parts, and mess kits escapes me. What matters is that they've taken the parts we need to fix the engines. Unless we get them back, we're trapped on this hellhole.



Personal Log Entry, SPC M. Angseth
Data transferred to your Logbook for further review.
This is ridiculous. I can outshoot half the men here, and I'm stuck on monitor duty. I didn't join up to stare at a holoscreen! This wouldn't happen to Samus Aran...she'd be out there taking care of business, not pushing buttons and sending reports.



Personal Log Entry: PFC R. Harris
Data transferred to your Logbook for further review.
This bridge should be secure. The only person able to operate it was that alien that came down here earlier, and it's dead. Just as well; the last thing we need is another way those things can get to us and attack.



Personal Log Entry, PFC J. Behr
Data transferred to your Logbook for further review.
The lieutenant thinks he's found a chamber the hostiles use as a breeding ground. He's taking us there to wipe it out, to take out their ability to replace their lost forces. Maybe we'll gain some ground after that's done.



Personal Log Entry, GSGT M Wikan
Data transferred to your Logbook for further review.
There's something wrong with the lock systems in this section. They've failed twice, locking us out until someone came along to let us in. If it happens again while we're playing 'bait' for those things...well, at least we'll go out fighting, instead of hiding in the control area.



Personal Log Entry: CAPT S. Griffin
Data transferred to your Logbook for further review.
We'll be making our stand here, in the hive. The engineer tells me there's no way we'll get the ship's engines online, and atmospheric interference is scrambling our distress beacon. If anyone reads this, know that we did our duty and fought well.



Personal Log Entry, LCDR M Pacini
Data transferred to your Logbook for further review.
There's a new type of Splinter coming through the hive. It's darker, covered with some sort of protective substance. They're definitely more aggressive, and harder to kill than those previously encountered. These may be the warriors of the species, rather than the workers we're ran into so far.



Personal Log Entry, PFC N Trahan
Data transferred to your Logbook for further review.
Senge lost the bet, so he switched watch duty with me. I figure this section is nice and safe and boring, which suits me just fine. Let those other pugs guard the hot-zone, I...hold on.... hey! Halt! ...no! Hel--



Personal Log Entry, PFC K. Pearson
Data transferred to your Logbook for further review.
I hear.



Personal Log Entry, PFC D. Zoid
Data transferred to your Logbook for further review.
I managed to get the door systems up and running, though the control systems look a little skittery...like most of the security around here. My kid brother could probably hack most of our locks. Fortunately, the Splinters aren't as smart as my kid brother.



Personal Log Entry, 1LT K. Deckard
Data transferred to your Logbook for further review.
Our Command and Control chamber is secured. We are awaiting reinforcements and supplies. A few hostiles managed to escape; hopefully they won't come back with friends.



Personal Log Entry: PFC T. Ivey
Data transferred to your Logbook for further review.
I thought I saw a blip on the long-range scanner this morning. It hasn't worked well since the attack, but I could swear I saw a Gunship of some kind dropping into N-space. Could be backup...or another... incoming! Incoming! IN---(transmission ends)


Super Missile mentions an ore called Kelbium.

Super Missiles can destroy objects made of Kelbium.


Light Beam, Zafrite.

The Light Beam can be used to melt and destroy certain materials, especially Zafrite.


Here's your Watchdrone and Quad.

Morphology: Stone Guardian
Animated rock sentry.Indestructible, but irritated by bright light. Target can be herded out of place by exposing it to light.Stone Guardians were placed in front of key areas by the Ing to hinder Luminoth armies. The creatures are indestructible and reluctant to move, but can be forced into quitting their posts by exposing them to bright, pure light. Once the light fades, the creature will return to its original resting site.



Mechanism: Splitter
Rogue Combat Drone.Main Body specializes in close-combat. Command Module relies on ranged attacks. Beam shield can be breached by opposite-polarity systems.The Splitter drone is formed of two components; the quadruped Main Body and the flying Command Module. These units can function independently, or linked together, as the need arises. The Main Body uses melee attacks in battle, where the Command Module relies on ranged beam weapon attacks. The Splitter can generate a powerful Beam Shield to protect itself. Opposite polarity beams can penetrate this shield, however.


More beta-name bosses.

Morphology: Bombdigger
Bomb-dropping Darkling.Enemy is utilizing your Morph Ball Bomb unit. Target its eyes to weaken and damage it.This darkling Sandigger has absorbed the ability to generate Morph Ball Bombs. It can throw Bombs with considerable accuracy, and frequently lays a spread of Bombs in its wake. As with normal Sandiggers, its eyes are its only vulnerable spot. Target them to neutralize and terminate this enemy.



Morphology: Grenchgrappler
Grapple Beam Powered Darkling.Target uses Grapple Beam ability to capture prey. Back-shell is vulnerable to concussive blasts. Remove it to reveal a weak spot.This darkling Grenchler has absorbed the power of the Grapple Beam. It will fire the beam to snare potential meals and pull them into it's waiting jaws. As with a normal Grenchler, only the pain center beneath its detachable back-shell is vulnerable to weapon fire. Detach the shell, then target the pain center to defeat the creature.



Morphology: Powersporb
Power Bomb-dropping Darkling.Target can generate and fire high-yield explosives at will. Only massive kinetic damage will damage this enemy.This darkling Sporb has absorbed the ability to generate Power Bombs. It can fire these dangerous weapons instead of the venomous needles it normally shoots. The energies of the Power Bomb weapon have made it all but invulnerable. Tremendous kinetic damage will override the protective field, however.



Mechanism: "Steadfast" class Guardian
Rogue High Security Drone.Armored mechanoid armed with beam and missile systems. Leg joints are vulnerable to attack.The Steadfast Guardian unit has went rogue and entered the service of the Ing. Its primary weapon system fires destructive Matter-Antimatter blasts. It uses a powerful missile battery for long-distance attacks. The Steadfast is incredibly durable and well-armored, but its leg joints are vulnerable. Damaging these joints will disable the unit, rendering it immobile.



Mechanism: Steadfast Head Module
Command Module of the Guardian unit.Highly mobile and well-armed. Four weak points on hull detected; target them with concussive blasts to damage the unit.The Steadfast's Head Module is highly mobile and well-armed. Four points of structural weakness have been located on its hull; Morph Ball Bombs can cause damage to these areas. Scans indicate that the Spider Ball can attach to the Module's outer hull.


Missing Chykka bits.

Morphology: Chykka Swimmer
Swimming Insectoid Guardian.Target has entered a state of frenzy. Evasive action recommended.The Chykka has been temporarily disabled by your attacks. Evasive action recommended. Target has become enraged and entered a state of frenzy. Collision-based attacks are likely.



Morphology: Dark Chykka
Dark Energy-charged Flying Guardian.Target is charged with dark energy. Most of its body is immune to damage, save for the lower eggsac. Avoid attacks by target's offspring swarms.The Chykka has recovered, and energized its body with Dark energy. This energy has rendered most of the creature immune to attack, including its wings. Tactical scans indicate that its eggsac is vulnerable, however. Target it to damage the creature.
Pages: 1 2Next newer thread | Next older thread
Jul - The Cutting Room Floor - Anyone have the Metroid Prime 2 bonus disc? New poll - New thread - New reply


Rusted Logic

Acmlmboard - commit 47be4dc [2021-08-23]
©2000-2022 Acmlm, Xkeeper, Kaito Sinclaire, et al.

36 database queries, 11 query cache hits.
Query execution time: 0.097194 seconds
Script execution time: 0.071832 seconds
Total render time: 0.169026 seconds