Metroid Prime 2: Echoes
Template:Short description Template:Featured article Template:Use mdy dates Template:Main other{{#invoke:infobox|infoboxTemplate | child = | subbox = | bodyclass = ib-video-game hproduct {{#ifeq:|yes|collapsible {{#if:|{{{state}}}|autocollapse}}}} | templatestyles = Infobox video game/styles.css | aboveclass = fn | italic title =
| above = Metroid Prime 2: Echoes
| image = {{#invoke:InfoboxImage|InfoboxImage|image={{#invoke:WikidataIB |getValue|rank=best|P18 |name=image |qid= |suppressfields= |fetchwikidata=ALL |onlysourced=no |noicon=yes|Echoesboxart (Large).jpg}}|size=|sizedefault=frameless|upright=1|alt=Samus holds up her arm cannon. A large crosshair-like symbol stands over her cannon, and other icons from the gameplay are seen on the right side of the image. Behind the person, a bird-like creature on a white background and a creature with a big red eye on a black one. In the bottom of the image, the title "Metroid Prime" in front of an insignia with a metallic ball with a black core.|border=|suppressplaceholder=yes}}
| caption = {{#if:Echoesboxart (Large).jpg|North American and PAL region box art|North American and PAL region box art}}
| label2 = Developer(s) | data2 = Retro Studios
| label3 = Publisher(s) | data3 = Nintendo
| label4 = Director(s) | data4 = Mark Pacini
| label5 = Producer(s) | data5 = Template:Unbulleted list
| label6 = Designer(s) | data6 = Template:If first display both
| label7 = Programmer(s) | data7 = Frank Lafuente
| label8 = Artist(s) | data8 = Todd Keller
| label9 = Writer(s) | data9 = Template:If first display both
| label10 = Composer(s) | data10 = Kenji Yamamoto
| label11 = Series | data11 = Metroid
| label12 = Engine | data12 = Template:If first display both
| label13 = Platform(s) | data13 = Template:Unbulleted list
| label14 = Release | data14 = Template:Collapsible list
| label15 = Genre(s) | data15 = Acton-adventure
| label16 = Mode(s) | data16 = Single-player, multiplayer
| label17 = Arcade system | data17 = Template:If first display both
| data30 =
| below = Template:EditOnWikidata
}}Template:Main other{{#invoke:Check for unknown parameters|check|unknown=Template:Main other|ignoreblank=1|preview=Page using Template:Infobox video game with unknown parameter "_VALUE_"| alt | arcade system | artist | caption | border | child | collapsible | commons | composer | designer | developer | director | embedded | engine | fetchwikidata | genre | image | image_size | image_upright | italic title | modes | noicon | onlysourced | platform | platforms | producer | programmer | publisher | qid | refs | release | released | series | state | subbox | suppressfields | title | writer }}Template:Main other{{#if:Echoesboxart (Large).jpg|}}
Metroid Prime 2: Echoes is a 2004 action-adventure game developed by Retro Studios and published by Nintendo for the GameCube. The sequel to Metroid Prime (2002) and the first Metroid game with a multiplayer feature, Echoes was released in North America, Europe and Australia in 2004 and in Japan under the name Metroid Prime 2: Dark EchoesTemplate:Efn in May 2005.
The story follows bounty hunter Samus Aran after she is sent to rescue Galactic Federation Marines from a ship near Aether, a planet inhabited by a race known as the Luminoth. She discovers that the troops were slaughtered by the Ing, a hostile race that came from an alternate dimension of Aether. Samus must travel to four temples to ensure the destruction of the evil Ing, while battling them, wild creatures, Space Pirates, and her mysterious doppelgänger Dark Samus.
Retro sought to differentiate Echoes with a heavier focus on story-telling and new gameplay mechanics. Nintendo launched a viral marketing campaign that included several websites written as if taking place in the Metroid universe. The single-player mode was acclaimed for its graphics, atmosphere and music, though its steep difficulty and multiplayer mode were met less positively.
Echoes received several video game industry awards and spots on "top games" lists by Nintendo Power and IGN. More than 1.10 million copies were sold worldwide.<ref name=":0"/> In 2009, an enhanced version was released for Wii in Japan and as part of Metroid Prime: Trilogy internationally.
GameplayEdit
Metroid Prime 2: Echoes is an adventure game "with heavy action elements and an emphasis on complex puzzle-solving" in which the player controls the Samus Aran from a first-person perspective.<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref><ref name="gamespot" /> It takes place in an open-ended world with interconnected areas.<ref name="eurogamer" /><ref name="NWR" /><ref name="IGN" /> Gameplay involves solving puzzles to uncover secrets, platform jumping, and shooting enemies. Progress requires both dimensions to be explored, using power-ups that Samus acquires over time. Equipment players collect include the Screw Attack, which allows Samus to somersault in midair and off certain surfaces, and new beam weapons that have limited ammunition.Template:Efn
The head-up display simulates the inside of Samus' helmet and features a radar, map, missile ammunition meter and health meter.<ref>Template:Cite book</ref> Several visors are available, and each performs a different function. One, also seen in the previous game, is a scanner that searches for enemy weaknesses, interfaces with mechanisms such as force fields and elevators and retrieves text entries from certain sources. The others reveal and highlight interdimensional objects or cloaked enemies, and create a visual representation of sound.<ref>Template:Cite book</ref>
Echoes features the parallel dimensions Light Aether and Dark Aether; changes in either dimension often reflect changes in the other. Although the maps in both dimensions have the same general layout, rooms often vary in their designs, creatures, and objects. Dark Aether's atmosphere is caustic and damages Samus' Power Suit, requiring the player to move between "safe zones" that allow Samus' health to slowly regenerate. Safe zones are either permanent, or need to be activated by firing certain beam weapons at force field generators.<ref>Template:Cite book</ref> Power Suit upgrades can reduce or nullify damage caused by the atmosphere.<ref>Template:Cite book</ref>
Echoes also features a multiplayer mode that allows up to four players to engage in combat using a split screen. It has six arenas and two modes: Deathmatch, in which players attempt to kill their opponents as many times as possible within a set amount of time; and Bounty, which focuses on collecting coins that injured characters drop.<ref name="IGN Multiplayer">{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> Multiplayer in Echoes features the same control scheme as the single-player mode, including the lock-on system for circle strafing while targeting.<ref>Template:Cite book</ref>
SynopsisEdit
SettingEdit
Echoes takes place on Aether, a planet inhabited by a race known as the Luminoth. The Luminoth lived peacefully, protecting the planet's natural energy, which they call the "Light of Aether". Five decades before the game's events, a Phazon meteor collides into the planet and leaves a scar, causing environmental damage and splitting the planetary energy. The split creates another world in an alternate dimension, Dark Aether, a mirror version of Aether that is dark, arid, and has a poisonous atmosphere.<ref name="Anhur">Template:Cite video game</ref> Dark Aether becomes home to the Ing, cruel shapeshifting creatures who intend to destroy the Luminoth, and are able to possess bodies of the living, the dead, and the artificially intelligent beings. Eventually, the Ing and the Luminoth engage in a war over the planet's energy Template:Em dash whichever race controls it is capable of destroying the other, since if one world gains control over all of the planet's energy, the other will perish.<ref name="ONPG pages 11 to 102">Template:Cite book</ref>
Around this time, Space Pirates set up a base on Aether after detecting the mutagenic substance Phazon on the planet. The Pirates had previously tried to weaponize the substance after it contaminated the planet of Tallon IV, but their efforts were thwarted by the bounty hunter Samus Aran.Template:Efn A Galactic Federation Marine Corps patrol ship encounters one of the Pirates' supply ships leaving the planet and an altercation follows. Both ships suffer heavy damage, and after the Federation loses contact with the Marines, they call Samus to investigate.<ref name="ONPG pages 11 to 102" />
PlotEdit
While looking for the Marines near Aether, Samus' ship is damaged by severe lightning storms from the planet. Said storms have caused electromagnetic interference that prevented the Marines from communicating with the Federation. Samus finds the troops dead and surrounded by hive creatures called Splinters. The deceased Marines suddenly rise and attack her, apparently possessed, and she fights them off. Samus then encounters her evil doppelgänger, Dark Samus, for the first time, and after a small skirmish Dark Samus jumps through a portal. Samus decides to follow her through it and ends up on Dark Aether, a vile trans-dimensional duplicate of Aether, where she is attacked by a group of dark creatures called Ing, who capture Samus and after stealing the weapons from her suit, throw her back through the portal.<ref name="ONPG pages 11 to 102" />
Upon returning to Aether, Samus learns that the Marines were attacked and killed by Ing-possessed Splinters, and decides to enter a nearby alien temple structure to look for clues.<ref name="ONPG pages 11 to 102" /> When she reaches the structure, she meets U-Mos, the last remaining sentinel of the Luminoth,<ref name="U-Mos 1">Template:Cite video game</ref> an alien race that have fought against the Ing for decades and are now on the verge of defeat.<ref name="U-Mos 2">Template:Cite video game</ref> He tells Samus that after a meteor struck Aether, it created "Dark Aether", from which the Ing spawned.<ref name="U-Mos 3">Template:Cite video game</ref> He also tells Samus that the Ing have taken virtually all of the 'Light of Aether', the entire collective planetary energy for Aether that keeps the planet stable, and begs her to retrieve it,<ref name="U-Mos 4">Template:Cite video game</ref> for if either world gains control over all of this energy, the other will perish.<ref name="U-Mos 5">Template:Cite video game</ref> To reclaim the parts of Aether's energy taken by the Ing, she makes use of an energy transfer module, which the Ing that possessed the Alpha Splinter she fought just before the structure just so happened to have.
Samus goes to three regionsTemplate:Em dashthe Agon Wastes, a parched, rocky, desert wasteland region; Torvus Bog, a drenched swamp area that houses a partially submerged hydrosubstation; and the Sanctuary Fortress, a high-technology cliffside fortress built by the Luminoth filled with corrupted robots that serves as the Ing hive in Dark AetherTemplate:Em dashto retrieve the Light of Aether and return it to the Luminoth temples. Samus fights Space Pirates, Dark Samus, and monstrous Ing guardians on her mission. After Samus retrieves three pieces of the Light of Aether, she enters the Ing's Sky Temple and faces the Emperor Ing, the strongest Ing who guards the remaining Light of Aether. Samus defeats the creature and retrieves the last remaining energy, causing Dark Aether to become critically unstable and begin to collapse, but her path out of the temple's gateway is blocked by a horribly altered and unstable Dark Samus. After defeating her foe in the final battle, Samus is surrounded by a group of Warrior Ing desperate to save their world and their lives; she escapes to Aether through a newly revealed portal just before Dark Aether and the Ing disappear forever.<ref name="ONPG pages 11 to 102" />
Returning to U-Mos, Samus finds that the Luminoth were in a state of hibernation but have now awakened. After a brief celebration, Samus leaves Aether in her repaired gunship.<ref name="ONPG pages 11 to 102" /> If the player completes the game with all of the items obtained, Dark Samus is shown reforming herself above Aether.<ref name="IGN Guides - Secrets">{{#invoke:citation/CS1|citation |CitationClass=web }}</ref>
DevelopmentEdit
After the success of Metroid Prime, Nintendo asked Retro Studios to produce a sequel. They decided against recycling the features of the first game, and instead used new sound models, weapon effects, and art designs.<ref name="interview" /> They also implemented the Screw Attack and wall jumping features seen in previous Metroid games, which were not incorporated in the first Prime due to time constraints.<ref name="post-game">{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> Another element considered for the previous game was the multiplayer component.<ref name="gama">{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> Since the game was a first-person adventure and its deathmatch mode could not easily replicate other shooting games, Retro just tried to "make a multiplayer experience that fans of Metroid games would instantly know and recognise".<ref name="post-game"/>
The staff opted for a more immersive storyline, with more cut scenes and a plot that focused less on the Space Pirates and Metroids of other Metroid games.<ref name="interview">{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> The theme of light and dark originated from "something that everyone understands: the conflict between good and evil".<ref name="dark">{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> Senior designer Mike Wikan said: "We wanted a push and pull, the whole game is pushing and pulling you back and forth between the dark and the light. It ended up being that we wanted something that would feed into that dichotomy, that conflict between the two, and how the player's basic abilities reflect that".<ref name="dark" /> The developers sought advice from the producers of the Nintendo game The Legend of Zelda: A Link to the Past, which also used the theme of parallel worlds.<ref name="gama"/>
For Dark Samus, Retro wanted to create a character that was similar to Samus and be the same size, as opposed to the enormous monsters of Metroid Prime. One inspiration was a boss battle in Metroid: Zero Mission in which Samus fights a mirror image of herself. The developers considered Dark Samus a "natural choice" because it fit in well with the "dramatic feel of dark and light".<ref name="1up">{{#invoke:citation/CS1|citation |CitationClass=web }}</ref>
Whereas Metroid Prime was intended to familiarize players with the control scheme, Retro made Echoes more challenging.<ref name="1up"/> They targeted more hardcore audience, making the player "always worried about his health",<ref name="gama"/> and added more unique boss fights.<ref name="1up" /> Two bosses were made more difficult in the final days of development following a request by producer Kensuke Tanabe to "make it tighter". Wikan regretted this decision, and when adapting the game for compilation Metroid Prime: Trilogy took the opportunity to make those battles easier.<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> The developers found it more difficult to develop than they had expected, and Retro president Michael Kelbaugh said: "We wanted to expand and add to the title, and not just slam out a sequel. Nintendo doesn't do things that way".<ref name="gama"/> Some features, such as a hidden version of Super Metroid (1994), were canceled for lack of time.<ref name="post-game"/> Tanabe later said that Echoes was only about thirty percent complete three months before the deadline Nintendo had set for a 2004 holiday release.<ref name="iwataasks">{{#invoke:citation/CS1|citation |CitationClass=web }}</ref>
The music was composed by Kenji Yamamoto. The themes used for areas on Dark Aether are dark variations of the themes used for the same areas on Light Aether. Some remixes of music from the previous Metroid games were also used, with the escape theme being a remix of MetroidTemplate:'s "Escape" theme, the "Hunters" multiplayer theme taking on Super MetroidTemplate:'s "Upper Brinstar" theme, and the theme for the underwater Torvus region, the "Lower Brinstar" theme from the same game.<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref>
ReleaseEdit
Metroid Prime 2: Echoes was released for the GameCube in North America on November 15, 2004, Europe on November 26, and in Australia on December 2.<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> The PAL version lacked the standard 50 Hz mode, and offered 60 Hz mode only.<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref><ref>Template:Cite book</ref> In Japan, it was released on May 26, 2005 as Metroid Prime 2: Dark Echoes.<ref name="IGN - Metroid Prime 2 Dated in Japan">{{#invoke:citation/CS1|citation |CitationClass=web }}</ref><ref name="Famitsu">Template:Cite magazine</ref>
MarketingEdit
Nintendo launched several websites to initiate a viral marketing campaign for Echoes,<ref name="fake">{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> with inspiration drawn from Halo 2Template:'s alternate reality game I Love Bees.<ref name="bounty"/> The websites included Luminoth Temple, an Internet forum; Channel 51, a conspiracy theory website that featured grainy QuickTime videos of Metroid Prime 2 as if it were footage of extraterrestrials;<ref name="fake"/> Orbis Labs, which sold a "self-contained armored machine" called "Battle Sphere", similar to the Morph Ball;<ref name="fake"/> and Athena Astronautics, which advertised sending women into space, featured a blog,<ref name=bees /> and offered job positions for bounty hunters on Monster.com. Athena Astronautics gave a random selection of 25 people who replied to the offer an "interactive training manual", which was in fact a free copy of Metroid Prime 2: Echoes.<ref name="bounty">{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> A promotional game disc was also released leading up to the game's launch, containing a brief demo and trailers for the game, as well as an interactive Metroid timeline.<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref>
A Metroid-related spoof of "I Love Bees" appeared online in October 2004, to which Nintendo reacted by stating that it was not involved with it. The campaign featured similarly named domain names such as ilovebeams.com, which each had an image of Samus with the caption: "All your bees are belong to us. Never send a man to do a woman's job".<ref name=bees>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref>
Re-releasesEdit
Echoes was re-released in Japan in 2009 for the Wii console, as part of the New Play Control! series. It has revamped controls that use the Wii Remote's pointing functionality, similar to those of Metroid Prime 3: Corruption.<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> The credit system from Corruption is also included to unlock the original bonus content, as well as the ability to take snapshots of gameplay.<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> The difficulty of the boss battles in Echoes was also lowered.<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> The Wii version of Echoes was released in North America and Europe on August 24 as part of the compilation Metroid Prime: Trilogy, which also includes Metroid Prime and Metroid Prime 3: Corruption. Both Prime and Echoes contain all of the enhancements found in their Japanese New Play Control! counterparts.<ref name="mptrilogy">{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> The compilation was re-released on the Wii U's Nintendo eShop on January 29, 2015.<ref name="WiiU-eShop-EG">{{#invoke:citation/CS1|citation |CitationClass=web }}</ref><ref name="WiiU-eShop-IGN">{{#invoke:citation/CS1|citation |CitationClass=web }}</ref>
ReceptionEdit
CriticsEdit
In December 2019, review aggregator GameRankings ranked Metroid Prime 2: Echoes as the ninth best GameCube game and the 281st best game of all time.<ref name=gr>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> Comparing it to Metroid Prime, GameSpotTemplate:'s Brad Shoemaker said that Echoes was as good as its predecessor, and delivered everything he expected.<ref name=gamespot>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> IGNTemplate:'s Matt Casamassina called the gameplay "superb" and "nearly flawless",<ref name=IGN>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> and Vicious Sid of GamePro praised Echoes as "an extraordinary return to form".<ref name=gamepro>Template:Cite magazine</ref> Echoes was considered one of the best single-player experiences on the GameCube by Kristan Reed of Eurogamer, who also considered the story to be "intricately designed and elaborately constructed into a coherent environment".<ref name=eurogamer>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> GameSpot and IGN praised the campaign as a lengthy and rewarding adventure and appreciated the minimum 20 hours required to complete the game.<ref name=gamespot /><ref name=IGN /> The game was considered suitable for players of any age by Computer and Video Games, which called Echoes essential for anyone who owned a GameCube.<ref name="cvg">{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> The theme's dynamics between dark and light was lauded by GamePro, along with the "simple, quirky, and ridiculously addictive" multiplayer mode.<ref name=gamepro />
EchoesTemplate:' graphics and design received significant praise; GameSpot considered it some of the best on the GameCube,<ref name=gamespot /> and IGN called it "gorgeous" and "one of the prettiest GameCube titles".<ref name=IGN /> The GuardianTemplate:'s Nick Gillett found the game entertaining and stated that its maps, terrain, and bestiary made for an amazing epic space adventure.<ref>Template:Cite news</ref> Bryn Williams from GameSpy complimented the game's controls and level design, commenting that the game was challenging but fair.<ref name=gamespy>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref>
A major criticism of Echoes focused on the game's high difficulty, with Game Informer declaring that "not only are the boss fights unforgiving, the environment is sometimes difficult to follow".<ref name="GI">Template:Cite magazine</ref> Some reviewers found it difficult to search for the Sky Temple keys. GameSpot criticized this mechanism and called it "a scavenger hunt much tougher than the rest of the game",<ref name="gamespot"/> and 1UP.com said that the only purpose it served was to artificially extend the game's length.<ref name="1up_review">{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> The game's multiplayer mode was also considered by some to be unsatisfying. GameSpy called it a "secondary feature",<ref name="gamespy" /> The AgeTemplate:'s Jason Hill called it "bland and dull"<ref name="the age">Template:Cite news</ref> and Eurogamer said that the single-player features did not translate well to that mode.<ref name=eurogamer /> Game Informer criticized the multiplayer mode because of its inclusion of the lock-on mechanism, considering it a feature that made multiplayer too simple.<ref name=GI />
IGN was critical of EchoesTemplate:' graphics and noted that the textures sometimes blurred when viewed up close, and the frame rate occasionally decreased. Publications including IGN and The Independent considered the gameplay too similar to Metroid Prime,<ref name=IGN /><ref>Template:Cite news</ref><ref>Template:Cite news</ref> while GamePro was unhappy that the game did not have a customizable control scheme.<ref name=gamepro /> Computer and Video Games and The Age were disappointed that Echoes was not as innovative in terms of gameplay as Metroid Prime.<ref name="cvg" /><ref name="the age" /> The AgeTemplate:'s review also found the control scheme "unwieldy" and the difficulty "unforgiving".<ref name="the age" /> Serge Pennings of The Observer noted there were too few opportunities to save the game while playing,<ref>Template:Cite news</ref> an aspect X-Play also criticized by saying that most of the game's difficulty was "because the save system is poorly implemented and downright cheap".<ref name="xplay">{{#invoke:citation/CS1|citation |CitationClass=web }}</ref>
AwardsEdit
Echoes won an award in almost every category it was nominated for at the 2004 Nintendo Power Awards,<ref>Template:Cite magazine</ref> and won awards for Best GameCube Game of 2004 from IGN,<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> Electronic Gaming Monthly,<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> and GameSpy.<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> The game was a finalist in GameSpotTemplate:'s 2004 "Best Action Adventure Game" category across all platforms.<ref name=bestworst2004>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref><ref name=bestworst2004-win>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> During the 8th Annual Interactive Achievement Awards, Echoes received nominations for "Console First-Person Action Game of the Year", and outstanding achievement in "Art Direction" and "Visual Engineering".<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> It was rated the 174th best game made on a Nintendo system in Nintendo PowerTemplate:'s Top 200 Games list,<ref>Template:Cite magazine</ref> the 74th best game by GameFAQs users,<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> the 15th best GameCube game by IGN,<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> and the 13th best by GameSpy.<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref>
SalesEdit
Echoes sold 470,000 copies in North America in December 2004.<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> It was the ninth-best-selling game in its debut month in Japan with 16,105 copies sold, ranking it behind Yu Yu Hakusho Forever and Hanjuku Hero 4: 7-Jin no Hanjuku Hero.<ref name="Media Creates - May 23 to May 29, 2005">{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> By August 2009, 800,000 copies had sold worldwide.<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> The game ultimately sold more than 1.10 million copies worldwide.<ref name=":0">Template:Cite book</ref>
NotesEdit
ReferencesEdit
External linksEdit
- Channel 51, Orbis Labs and Athena Astronautics websites at the Internet Archive
- Template:Usurped at the Metroid Database
Template:Metroid series Template:Retro Studios Template:Authority control Template:Portal bar