List of cut content in the Metroid series

This page lists content within the Metroid series that did not make it into the final version of the game it was intended for.
==Metroid==
*A Fake Ridley similar to Mini-Kraid was scrapped.
*Unused sprites exist showing Samus running to the left and the right, showing both sides of her body in detail. In the final game she only has one sprite facing in the same direction.
File:Unused alt tiles (Power Suit).png
File:Unused alt tiles (Justin Bailey).png
==Super Metroid==
*Three unused creatures named Stoke, Bang and Reflec were scrapped for unknown reasons. They can be accessed via hacking the SNES ROM using the game editor, SMILE.
*One room exists in Norfair, but was made inaccessible prior to the game's final release. The room, once again, can be accessed via SMILE. Upon using the Test feature, the room itself seems to be in Ridley's Lair, but the door cannot be accessed but can open, falling down the hole will either bring you to the top of the room or go through the door, revealing that it goes to the room with the Golden Pirates in the room before the elevator in Lower Norfair, however the player will get stuck and can't pause the game, resulting in restarting the game.
*An unused block, represented in SMILE by half a Ripper (and so nicknamed the "half-Ripper block"), which would block all movement from enemies and shots (except the Wave Beam) but could be passed through by Samus herself. Possibly unused due to making secret-hunting unnecessarily difficult, as the only way to discover this block would be to collide with it directly.
**Although this block is unused, there is a room in Lower Norfair that allows Samus and the Wave Beam to pass right through, but, when viewed with the X-Ray Scope, it still appears as a regular wall.
*The "Acid Statue Room" in Lower Norfair had its upper half change before the final game's release.
*During the Game Over sequence, Samus was briefly nude, with a voice by Minako Hamano, though these elements were reconsidered due to American sensitivity to nudity and the voice sounding too sexual.
*An unused options menu is accessible through a Game Genie code.
*Unused credits were discovered by hacking save states: Keiko Tamura, Takehiro Izushi, Isao Hirano, Kenichi Sugino, Ryoji Yoshitomi, Yoshinori Katsuki, Genji Kubota and Hiroshi Yamauchi. With the exception of Yamauchi, who was the executive producer, the precise order of these credits is unclear.
*Metroid larvae were present in Maridia at one point.
Unused options menu.png|Unused options menu.
Crateria called Surface on early map.png|Crateria was originally called the "Surface".Toad.T. "Service Center Update Feburary 1994 (Featuring Super Metroid and Sound Fantasy Beta Footage!)". YouTube. January 30, 2014. Retrieved June 28, 2022. (starts at 10:12)
==Metroid Fusion==
===E3 2001 video===
*The game possessed Game Boy Color-like graphics which were not well received.
*The Fusion Suit appeared to have a black color scheme similar to the Phazon Suit, as well as an Metroid Prime 2: Echoes and Metroid Prime 3: Corruption-style visor. It also possessed an antenna on the right shoulder, and the Arm Cannon was moved to the left hand, with an alternate arm cannon on the other, with three hooks on it. This was a Grappling Beam that homed in on enemies.
*Samus is also seen using a type of technology that allows her to walk on walls similar to the Spider Ball, as well as the Screw Attack in conjunction with the Space Jump. This gameplay element is similar to the Super Mario Galaxy pair of games, and may have been referenced in Metroid: Other M, as there are parts of the Cryosphere with zero gravity that can cause Samus to walk on the ceiling.
===Prerelease video 1===
*The game had a different Title Screen that resembled the final, although was not placed in a space background.
*A different health bar is shown on the top left corner of the screen along with a health counter, with up to 100 health per Energy Tank.
*A "Heart Monitor" is present beside the minimap, which may have been to warn Samus of the presence of X Parasites.
*The X themselves are colored purple and their sprites appear to have been reused from the Boyon from Super Metroid.
*Samus can be seen running from several Skrees, which do not appear in the final game. Their graphics also appear to have been reused from Super Metroid.
*The doors on the station are all silver and open automatically, much like that on Ceres Space Colony.
*Sidehoppers were originally colored red (considering they were seen in Sector 3, it is possible that this was to help it adapt to its surroundings).
*Uninfected Wavers in the background could enter the foreground when infected and mutated by X Parasites, much like the Hornoads from X Spawns in the final version.
*Samus can be seen in a room that does not appear in the final game (though can be accessed by hacking), using a Power Bomb to destroy differently colored zombie Researchers. Worthy of note is that unlike the final game, the explosion does not suck in X.
*Samus can be seen killing several Hornoads with what may be the Spazer Beam or an early Plasma Beam.
*The Yameba were colored yellow and purple rather than blue and green.
*When exiting the Starship, a message saying "STAR SHIP" will appear. This does not happen in the final game.
*The Ladders, Geron Air Systems, and Blast Shields have different sprites.
*The Missiles have different sound effects.
*Samus can be seen Wall Jumping in an unknown location.
*In the final scene, the ladders again possess different sprites, and Samus can be seen in a location that may be the Main Deck, either after Neo-Ridley's chamber or on the way to Arachnus. Several small, round glowing objects can be seen in different places.
*The code contains an unused sprite of the Yard's shell from Super Metroid.
===Prerelease video 2===
*The Speed Booster has a different sound effect.
*Elevator shafts have different sprites.
*Navigation Rooms resemble Recharge Stations and feature the touch sensitive platform in Save Stations.
*A large Data Room can be seen, though the final game features smaller ones.
*Samus can be seen fighting Arachnus in a much larger arena than the final game, taking place presumably in Sector 1.
*The SA-X is present, and its sprites appear to be directly based on the Super Metroid Varia Suit sprite art.
*The SA-X's Ice Beam resembles the Spazer Beam, and makes a different sound when it freezes Samus.
*Rather than the Casual Outfit, Samus is wearing a blue dress with red shoes when she dies.
===Unused content===
*An unused platform sprite appears multiple times in the object list.
*The SA-X has an unused walking animation.
*Text in the game's data mentions the Ice Beam's properties to freeze enemies. The text was most likely scrapped due to only having the Ice Beam for one situation only.https://tcrf.net/Proto:Metroid_Fusion/0911_Prototype#Text_During_Gameplay
*Multiple unused Adam scripts. Some of the unused or unintended scripts can still be accessed via Debug Menu.https://tcrf.net/Proto:Metroid_Fusion/0911_Prototype#Adam.27s_Script
*Multiple unused rooms can be accessed via hacking. This includes test rooms and unused boss rooms used for testing purposes (see here).
*Despite being unused, the unused Docking Bay room was slightly redesigned from pre-release images, with a doorway leading left to an unused hall which leads into the Docking Bay shaft (Samus will spawn inside a wall if the left hallway door is entered, as both the doorway and its loading zone is not present). A Save Station can also be spawned in the unused Docking Bay room via hacking.https://tcrf.net/Metroid_Fusion#Early_Hangar_Room Its unique background also goes unused as it is only used in this room, however the top half of it was used and looped in some of the other rooms seen in the final builds of Fusion (specifically the Docking Bay Shaft and Maintenance Bay in Sector 4 (AQA)).
====Scrapped enemies====
Skrees (which were shown in trailers) and Geegas exist as enemies in the game's data, behaving much like their non-X counterparts. Worthy of note is that the Skree's main attack no longer killed them. They would quickly burrow out of the ground from under Samus and launch back up to the ceiling, to repeat the attack. Geegas also spawned from the ground, though this may be due to a lack of Air Holes in the game. Sprites were also found for a type of wasp nest and a green, gaseous entity. Kago spawns also exist in the game's coding. A hack in 2016 has reprogrammed these creatures back into the game, as mostly functioning enemies.https://www.youtube.com/watch?v=T7wNVyeFMqs&feature=youtu.be&ahttps://www.youtube.com/watch?v=gTO0V5b0Lq8&t=68s
==Metroid Prime==
*The title theme was different in an earlier version. Kenji Yamamoto also recorded a different title theme before the final version, which has not been released.Kiwi Talkz. "#112 - Clark Wen Interview (Metroid Prime, Sound Design, Kenji Yamamoto, Mixing, SFX, Game Audio )". YouTube. October 23, 2021. Retrieved April 24, 2022. (starts at 17:37)
*Samus Aran could have had dialogue in Metroid Prime, and Retro Studios ran tests, but decided it did not suit the game. Recordings from at least a dozen actresses were sent to the audio lead, Clark Wen for consideration, including from Gabrielle Carteris.
*Phendrana Drifts had a different theme than the original.
*The opening cutscene's music had changed to a more classic Metroid-sounding melody than before.
*Rippers were intended to appear, but were replaced by Gliders. Their model remains present in the game's data, and can be restored into the game via hacking.
*The Arm Cannon formations for the Ice Beam and Wave Beam were different in an earlier version of Prime. They can be seen in the gallery below. They were modeled by Chris Voellmann and skinned by Gene Kohler.
*An enemy similar to a Kihunter was scrapped.
*Maggot-like creatures appear in Impact Crater and Nintendo concept art and have an unused scan image.
*Kraid was scrapped as a boss in an unknown area of the Phazon Mines due to time constraints.
*An animation of a large creature was present on the website for Derek Bonikowski, and in concept art by Greg Luzniak. The file name of the video referred to it as "IceBoss". Its name was later revealed to be Sabergauth.
*The game was planned to be a third-person shooter at first. The HUD and Samus's Arm Cannon looked different.
*A vertical platforming shaft had to be removed due to the change from third to first-person perspective.DidYouKnowGaming? "Metroid Prime Devs Share Secrets (EXCLUSIVE)". YouTube. April 17, 2022. Retrieved May 9, 2022.
*The Parasite Queen was originally to be fought in a more open arena, where it would crawl on walls and floors.
*An unused monologue by a female voice narrating the events of Metroid was to be heard during the intro. According to Clark Wen, it was recorded by Nintendo EAD, who asked him to implement it in the game, but then asked for its removal as they disliked it.
:*Interestingly, some of the dialogue was reused in Super Smash Bros. Brawl for the song Opening/Menu (Metroid Prime), now rerecorded by Jay Ward.
*Artwork released in the Metroid Prime Trilogy art booklet shows different beam formations, the classic beam symbols (a creature holding a ball with the first letter of the beam's name) would be used instead of capsules containing energy, another type of Charge Meter and the Spazer Beam was also shown.
*The Gunship was originally known as the "Stealth strike corvette" rather than the Hunter-class name used ingame.
*A suit with a purple and greenish color scheme has been found in the game's data, later confirmed to be an unused version of the Phazon Suit.
*Metroid Prime and Metroid Fusion: Prima's Official Strategy Guide contains a lot of artwork that is not present in the game's gallery. Some of it consists of species not seen in the game, such as a green Shriekbat that may have been intended to be a Skree, a mechanical Puddle Spore, a green Sentry Drone, an X-ray of a lizard-like creature, and a red Shriekbat.
*Thardus was originally meant to be in a "large lava pit arena" in the Magmoor Caverns before it was changed to the Phendrana Drifts Quarantine Cave due to time constraints.
*Concept artwork of Samus depicts her Varia Suit in its appearance in later Prime games, suggesting that it may have been a scrapped design that was later revisited.
*Phazon's origin was explained in an unused image as being the physical energy of the Metroids Samus killed on her Zero Mission. In actuality, it originates from the sentient planet Phaaze.
File:Chomper Fish unused scan.jpg|Chomper Fish in the Phendrana Drifts have an unused scan image.
File:Mp crater maggots.jpg
File:Crater_style_guide_color.jpg
File:Maggot scan image.png
File:Honeycomb unused scanpic.png|A scan image of a honeycomb-like object is present in a collection of scan panels in concept art. What it corresponds to, if anything is unknown.
File:Original origin of Phazon.png|The original origin of Phazon.
Gene Kohler Samus weapons.png|Original Arm Cannon configurations.
Metroid Prime scrapped platforming section.png|The removed platforming section.
===Samus expressions===
There are a number of unused animations for Samus making various facial expressions in the HUD. The purpose of these animations and whether they were intended to be seen is unknown.
File:B eyesleft face.gif|Looking to the left.
File:B eyesright face.gif|Looking to the right.
File:B anger face.gif|Angry. In cutscenes where Samus interacts with enemies, she has a similar expression on her face (unless she is wearing the Fusion Suit).
File:B smile face.gif|Smiling. The disproportion is likely the result of a lack of bones in the mouth area, since the focus when Samus's face is visible is mostly on her eyes.
File:B smirk face.gif|Smirking.
File:B squint face.gif|Squinting.
File:B surprise face.gif|Surprised.
==Metroid: Zero Mission==
*The code contains a left out Crocomire sprite, which can still be accessed by hacking the ROM, though it has no death sequence and is seemingly unfinished. Curiously, its death flag remains within the game.
*Two debug features are also present within the code. It was originally intended that the ability to toggle items on and off would return from Super Metroid. The second is where Red Hatches were vulnerable to five Missiles rather than one in the final game as in previous games.
*The game's art style was originally a "cartoony" version similar to the original Metroid.https://www.youtube.com/watch?v=RExHUXbFt5E
*Two prototype builds exist for the game, both identically similar except for the earlier build containing some sort of side-meter used for unknown monitoring purposes. Within the prototypes exist a functional Debug Menu with the ability to toggle items, inventory amounts and suits, as well as an Event Checker list.
**Similar to Fusion, Reserve Tanks are listed as an item but their function remains unused in the Debug Menu.
*Unused Gravity Suit on the basic Power Suit as well as a standard yellow Fully Powered Suit. Sprites exist within the data of the game but are inaccessible through any normal means for unknown reasons. They can be accessed via the use of an Item Toggle patch.
==Metroid Prime 2: Echoes==
*The Data Network itself within the Metroid Prime 2: Echoes Bonus Disc has a slightly different appearance than in the final game. Notably, many Logbook and Inventory entries have slightly or much altered text. For many models, items or creatures from Metroid Prime are used as placeholder models. (see below)
*Multiple unused creatures, including some from Metroid Prime. Most creatures were to be dark variants of standard creatures seen in-game. Many are simply listed in files (with some containing associated Logbook data) and it is currently unknown which creatures can be reloaded back into the game.https://tcrf.net/Metroid_Prime_2:_Echoes#Unused_Enemies. Much of the unused creatures are listed in an unused Data Network menu within the Metroid Prime 2: Echoes Bonus Disc and can be seen via external hacking of the Bonus Disc. Additionally, there is minor changes to some creatures' Logbook entries when compared to the final (see each individual creature for further information).
**Scan data and a model for an Mk III Shield exist in the Bonus Disc data.
**Darkling Swarm is present as a Logbook entry but is unscannable in the final. It is currently unknown if Logbook data still exists within the final game.
**Ingsmasher uses a different texture than the final. The early texture is a similar color scheme seen on both the E3 Luminoth and the Pirate Commandos of the Bonus Disc (black with yellow-orange).
**Webling and Dark Webbing exist in the Logbook, however their scan entries are blank. The Dark Webbing (known as Webling in the final) still can be scanned within the Bonus Disc.
**Dark Samus 2's Bonus Disc scan references utilizing her Phazon Beam with Wave, Ice and Plasma settings. These three beams from Prime do not make an appearance in Echoes. Dark Samus's model also appears slightly different , namely around the shoulders.
**Emperor Ing's scans feature a somewhat different fight than in the final. Curiously, its Mutated Form (known as Emperor Ing 4 in the Bonus Disc) retains its development logbook entry. This entry was updated in Metroid Prime Trilogy.
*Similar to the aforementioned, there are minor changes to Samus's Inventory entries as well. The inventory also includes several unused Power Bomb combos planned (see below). Most if not all images use the Varia Suit item model from Prime as a placeholder model.
*Likewise, there are minor changes to the Space Pirate Logs entries, with the Artifact of Chozo being used as a placeholder model for the hand models seen in the final. In one of the entries, it mentions Dark Samus attacking the Gunship, an encounter that otherwise never occurs in the final game.
*Most of the soldiers of GFMC Task Force Herakles had very different names. Some of these beta names were references to the names of Retro Studios employees. The Bonus Disc's Logbook contains slightly more Trooper Logs than in the final, with some Logs also having minor changes (in the final game, many of the bodies are unidentifiable). The Artifact of Truth is used as a placeholder model for the Marine symbol/chestplate model shown in the final. There also appears to be an unused NonComs branch within the Data Network consisting of four members.
*A trailer from E3 2003 features Samus in her Prime style of Varia Suit being attacked by a cloaked Pirate Trooper in a scene unused in the game.https://www.youtube.com/watch?v=McEY_XMoiys
*The Metroid 1.5 design document shows many of Retro Studios' early ideas.
*The Metroid Prime 2: Echoes Bonus Disc has an alternate version of Record of Samus. Similarly, the Moth Temple theme also sounds slightly different than in the final.
*Dark, Light and Annihilator Bombs were intended Charge Combos for Power Bombs.https://tcrf.net/Metroid_Prime_2:_Echoes#Removed_Upgrades
*A unique Beam display and Beam Ammo meter(s) can be seen in Morph Ball mode off-screen, and can only properly viewed using Camera modding. In the demo, Samus can switch beams while in Morph Ball mode, which is seen on the unused Morph Ball Beam display itself. Doing so will have Samus automatically switch Beams when unmorphing. In the final game, the beam switching in Ball mode was removed despite the icons and meters remaining. It is believed these icons and meters were associated with the unused Power Bomb charge combos mentioned in the Bonus Disc's Inventory. Curiously, both the demo and final games use early beta icons of the Beams for this display, which have a slight update overall. The Morph Ball's Annihilator Beam icon can be seen via hacking the weapon itself and it is an entirely different icon not seen anywhere else, vastly different from the normal form's Beam icon. This unused display and meter is also present in multiplayer mode.https://metroid.fandom.com/wiki/Charge_Combo?so=search#Bomb_Combos
*In addition to the above meters and icons, the Mini-Map is also displayed off-screen. This however could be due to gameplay purposes, as the Map can still be accessed in-game. Both the mini-map and the unused beam icons and meters can be repositioned via modding.
*A darker version of the Elite Quarters theme and a darker, slower version of Vs. Meta Ridley were scrapped.http://tcrf.net/User:Abahbob/mp2d#Music
*The appearance and function of the Disruptor was changed in the final version, and it was initially called Sonic Boom, which became the name of the Annihilator Beam's Charge Combo. Similarly, the Charge Combo had a slightly different function overall seen in the Bonus Disc.
*Curiously, the beta Sonic Boom's properties were not removed in the Metroid Prime 2: Echoes Multiplayer mode. This was likely an oversight as the Sonic Boom can only be accessed in multiplayer via hacking.
*An attack with the Boost Ball where Samus would jump twice in the air, morph and charge at enemies (similar to Sonic the Hedgehog) was scrapped.
*The Barriers seen in the demo are absent in the final.
*Unused text refers to scrapped power-ups in Multiplayer mode.https://tcrf.net/Metroid_Prime_2:_Echoes#Unused_Multiplayer_Powerups
*A "Morph Ball Racing" mode is mentioned in unused text in the game's data. Jack Mathews said this mode was cut to spare efforts for the main multiplayer mode, and that it was not very compelling.
*An even earlier screenshot shows different icons for the Light and Dark beams, with the ammo meter's appearance being different also.
*The Attract mode in the Bonus Disc features Expansions in different locations shown than from the final. The Missile Expansions are also using Prime's appearance.
*Despite being unused, a different Multiplayer Results Screen is present within the Bonus Disc.
*Model data can be found of a Prime Space Pirate Arm. It was stated that a Space Pirate was once suggested to be playable in multiplayer. 
*An uncompressed Galactic Federation trooper model also exists within the data. Curiously, it contains Morph Ball data, suggesting a Marine was at one point planned to be playable. All of its data was removed in the final game, however data strings of information in the final still allude to the data's removal.
===E3 2004 trailer===
*As this game was still early in development, much of Prime's assets were still being used or were acting as placeholders at the time.
*Samus' model from Prime was still being used during development. This is still the case in the Bonus Disc, where certain scenes would produce oddities in Samus's model if the Dark Suit or Light Suit were obtained via hacking.
**The Missile Launcher's configuration was reusing the one from Prime, in that four sections split from the nozzle of the Arm Cannon.
*A Pirate Trooper, when frozen, would not be surrounded in a purple sheen and Entangler particles; rather, a shell of ice like in Metroid Prime. The Pirate would also be frozen to the floor, with the ice on the floor remaining after death.
*A multiplayer stage with lava was depicted, with a strange pillar coming out of the lava.
*A Pirate Trooper, when frozen, would not be surrounded in a purple sheen and Entangler particles; rather, a shell of ice like in Metroid Prime. The Pirate would also be frozen to the floor, with the ice on the floor remaining after death.
*In the fight at Mining Station A, the Pirate Troopers there would first be possessed by Ing rather than the Portal Terminal in the final game. The Door leading to Central Station Access within the former room appears unfinished, displaying what seems to be the open sky.
*In both E3 and the Bonus Disc's Attract mode, the Sacred Bridge has the Kinetic Orb Cannon's Terminal located underneath the center of the Gate.
*A black Luminoth was seen in the Portal Terminal. Textures for this design still exist within the data of the final game.
*Samus would have had the Dark and Light Beams during the first Dark Samus battle.
*Some of the E3 images and scenes shown were later updated for the Bonus Disc's Attract mode. These include the Dark Pirate Trooper encounter, the Dark Samus battle, and the Seeker Missile demonstration in Sacred Bridge.
Dark Beam Freeze E3 2004.png|E3 screenshot of a Pirate Trooper frozen by the Dark Beam.
Mining Station A Dark Pirate E3 2004.png|E3 screenshot of Mining Station A.
Sacred Bridge Dark Visor E3 2004.png|E3 screenshot of Sacred Bridge.
Bonus Disc Unused Ammo Icons & Meter with Map Relocation.png|The unseen Ammo meter, Beam icons, and Map repositioned in Morph Ball mode from the Bonus Disc.
Sonicboom Effect Multiplayer.png|The beta Sonic Boom being used in the final game's multiplayer mode.
Bonus Disc Galactic Trooper Model.png|Uncompressed Galactic Federation Trooper model in the Bonus Disc.
==Metroid Prime Hunters==
*An interview stated that segments where Samus could fly her Gunship were considered, but this did not happen due to pacing issues.:File:Nintendo Power Issue 202 (April 2006) 0052.jpg
*As evidenced by its file name "PowerBomb_Model", the Trocra was originally intended to be a Power Bomb, although this was scrapped for unknown reasons.
*Sylux,http://tcrf.net/images/3/3e/MPH-SEQ_INTRO_SYLUX.ogg Trace,http://tcrf.net/images/a/a4/MPH-SEQ_INTRO_TRACE.ogg Noxus,http://tcrf.net/images/f/f6/MPH-SEQ_INTRO_NOXUS.ogg Weavelhttp://tcrf.net/images/0/09/MPH-SEQ_INTRO_WEAVEL.ogg and the Guardianshttp://tcrf.net/images/1/1d/MPH-SEQ_INTRO_GUARDIAN.ogg all have unused introduction music.
*A sickly-colored Ithrak was scrapped.
*A creature called Temroid (as named in the game's files) goes unused. It only contains the base model file, no associated animations. It crashes the game if hacked back in, but further hacking can prevent crashing and make the creature killable. 
*Certain animations had much more precision to them than what is seen in the final game.
*In an interview with Shinesparkers, Richard Vorodi indicated there were unused names and designs for the Bounty Hunters by the end of development. He declined to share any of them, however, except to say that Noxus was originally called "Nox"."At the end of Hunters there were a bunch of unused names for the hunters. Sometimes we came up with names betters suited for them as they evolved, or other issues prevented us from using them. We had some neat ones. Maybe one day those names will get dusted off and used again along with the unused Hunter designs!" Interview: Richard Vorodi, Shinesparkers, 2020-08-06. Retrieved on 2020-08-06.
Samus beta animation MPH.gif
Kanden beta animation MPH.gif
Noxus beta animation MPH.gif
Weavel beta animation MPH.gif
Gorea beta animation.gif
===Prerelease videos===
*A very early trailer for the game at E3 2004 shows a HUD and Arm Cannon much closer in resemblance to that of the mainline Prime series, including a Beam Select on the right. Gameplay was on the bottom screen and the map on the top screen, and it was possible to lock-on to other players. The environment in the trailer appears to have been based on the Sidehopper Station level in the Metroid Prime 2: Echoes Multiplayer mode.https://www.youtube.com/watch?v=KmmnxIrLkf0 More early footage, starting at 3:02, can be viewed here.
*Prerelease videos shows Samus in the single-player game with the Morph Ball's boost meter turned sideways.
*Similar videos also showed Samus collecting a Missile Expansion by performing a Bomb Jump in the Frost Labyrinth, though it was replaced with a Shield Key in the final version.
File:MPH E3 2004 screenshot 1.png|E3 2004.
File:MPH E3 2004 screenshot 2.png
File:Frost Labyrinth Beta Missile Expansion.PNG|Samus collects a Missile Expansion in the Frost Labyrinth, as seen in one of the prerelease videos. Note the sideways boost meter.
===Unused text===
WARNING: hostiles detected.OCTOLITHS are likely to be heavily guarded. proceed with caution.
WARNING:long-range sensors detect warp signatures of stealth-class spacecraft approaching the ALIMBIC sector.
WARNING:subspace intercepts suggest the presence of bounty hunters in ALIMBIC territory.
GUNSHIP TRANSMISSIONwarp signatures of at least four bounty hunter vessels confirmed.
GUNSHIP TRANSMISSIONanalysis of telepathic transmission from TETRA GALAXY complete. unable to validate any source of ULTIMATE POWER.
GUNSHIP TRANSMISSIONorigin of telepathic message identified as prisoner GOREA. threat analysis: strategic lure for an unwitting liberator.
GUNSHIP TRANSMISSIONGOREA must not escape. all measures necessary to contain this threat are authorized.
top screenvarious hostile forces in pursuit of $ULTIMATE POWER.$ $EXTREME CAUTION$ is advised.
SCAN FIRST TO PICK UP
GUNSHIP TRANSMISSIONWARNING! unidentified vessel detected in docking bay alpha seven. $EXTREME CAUTION$ is advised.
FORCE FIELD CANNOT BE DEACTIVATED WITH THAT WEAPON
SAVE STATIONwould you like to save your progress?
GUNSHIP TRANSMISSIONsevere timefield disruption detected in the vicinity of the $ALIMBIC CLUSTER.$
GUNSHIP TRANSMISSIONsensors detect the proximity of an ALIMBIC ARTIFACT.
===E3 2004 demo===
*An early form of the Stasis Bunker is the only map playable in the E3 2004 multiplayer demo of Hunters as "MAP - 01".United Games Videos: Metroid Prime Hunters, Nintendo DS, E3 2004 Video The same room is also appeared in Metroid Prime Hunters: First Hunt and the final version, and is named as "e3level" in the game's code, which was originated from the E3 demo.
*On screens that prompt the player to "Touch here to return to the title screen" and "Touch here to start", unknown planets are shown.
*The "Player Log-on" screen looks similar to the Inventory screen in Metroid Prime.
*The bottom of the top screen shows messages during the match, such as "Warning : Energy Low", "Player 1 was killed by Player 3", "You eliminated Player 3", and "You were decimated by Player 1".
==Metroid Prime 3: Corruption==
*Rundas was first known as "Rundus" and his voice was different than the final version of the game.
*In the original trailer, the Meta Ridley fight was shown to have more Energy Tanks during E3 but was deducted in the final version. It also shows the Hunters in peril while being corrupted after being fired upon by Dark Samus; however, this scene was scrapped for unknown reasons.
*Storyboards show that the Game Over was going to be in the vein of Super Metroid, Metroid Fusion and Metroid: Zero Mission, in which Samus' suit explodes/dissipates.
*Artwork released with the Metroid Prime Trilogy art booklet shows a fourth corruption stage, that heavily resembles Dark Samus.
*Artwork also shows Samus with a damaged suit, missing her helmet and one of her Varia Suit's shoulder pads.
*A leaked prototype of Corruption, dated from March 2, 2006, was developed to run on GameCube SDK units with additional RAM. Oddly, the game's introduction can be played with a GameCube controller. The prototype includes several debug options.http://tcrf.net/Proto:Metroid_Prime_3:_Corruption
*There are a number of unused Logbook entries, including lore that is only available in German.
*Amanda Rotella shared a render of a plant-like creature that is not seen in the game, and is likely unused.
==Metroid: Other M==
*D-Rockets was said to have been working on a cutscene for two months before it was eventually cut in favor of a gameplay action.http://www.nintendoworldreport.com/news/23944/sakamoto-hayashi-and-kitaura-discuss-other-m "Kitaura said that there were times when his team would work on a cutscene for two months straight, only to have it scrapped and replaced with an in-game action."
*The Queen Metroid does not have her signature head-lunge attack from Metroid II: Return of Samus. Concept art for her seems to indicate that it was once planned.
*In an early trailer for Metroid: Other M shown during E3 2009, Samus is seen fighting a Zebesian with no cybernetic enhancements, though these are never seen in game.
*In the same trailer, Samus is seen having a total Missile count of 105, though in game the most Missiles Samus can have is 80.
*Concept art seems to depict the Dragotix with a tongue as well as a smaller offspring; though neither are ever seen ingame, artwork of MB also has unused designs of her hairclip.
*A demo version of Other M featured in the 2010 editions of Game Developers Conference and Nintendo Media Summit has a different font in the game's subtitles, unlike those found in the final version.
*There is a rather large amount of unused dialogue in the game's data. Some of it features the characters uttering "What the hell" and "Damn it!".http://tcrf.net/Metroid:_Other_M#Unused_Text
==Metroid Prime: Federation Force==
*The Rohkor Beetle was originally named Goliath Beetle.Metroid Prime: Federation Force E3 Trailer
*Pirates were originally named Base Troopers.
*Ice Titans were originally named Ice Beasts.
*M04: Containment was originally titled A-2 Lost World.
*Ice Geemers were originally named Geemers.
*M10: Black Hole was originally titled C-3 Island.
*Trooper were originally named Melee Troopers.
*Dropships were originally written as Drop Ships.
*Elite Pirates were originally named Elite Base Troopers.
*Flying Pirates were originally named Jetpack Troopers.
*General Alex Miles originally referred to the Pirate Warship as a Space Pirate heavy-assault ship.
==Metroid: Samus Returns==
* There is unused text indicating a tutorial for the Spider Boost.
==Metroid Dread==
*Unused text exists in the Japanese localization, which appears to summarize the content of cutscenes, including details that are implied but not confirmed. For instance, there is a short summary that confirms Raven Beak was impersonating ADAM throughout Samus's mission. It is possible that this text was provided by Nintendo when dictating the story to MercurySteam, who would then create cutscenes based on the content of the text."DIAG_ADAM_FINAL_PH_PAGE_05" - サムス、アクセスルームのモニターを破壊する。 ミッション冒頭に意識を失ってからこれまで話してきたアダムは本物ではなく、レイヴンビークだったのだ。 ("Samus destroys the access room monitor. The Adam that she's spoken to since she lost consciousness at the beginning of the mission wasn't the real thing, it was Raven Beak.") Retrieved from https://tcrf.net/Metroid_Dread
*There is a version of the fake ADAM's final speech to Samus, but recited by Raven Beak in Chozo rather than any real-world language.https://tcrf.net/Metroid_Dread#Unused_Sounds_(SPOILERS)
*Raven Beak X's dialogue has unused English subtitles. This includes subtitles (string name CAPTION_COMMANDERX_PAGE_03) for an unused line, wherein he says "There is no power without sacrifice."
*Corpius has unused internal resources, such as a model and sound effects (designated "scorpius_hitmask", "scorpius_breakmask", and "scorpius_regeneratemask"), for a protective mask that Samus would presumably destroy in their battle.
*There are sound files for usage of Lightning Armor and Beam Burst, though it's possible they are leftovers from the game engine for Metroid: Samus Returns.
*The game's files include textures for creatures such as Automper, Hybrid PV5, Shineon, Swifter, Aberration02, and Abberation03, which do not have associated models and do not appear in-game.
*The Goliath has an unused death animation, in which it slumps to the ground before disintegrating.Eon Enigma (EonEnigma23). "Mostly unused death animation???" 14 November 2021 7:27 a.m. Tweet. https://twitter.com/EonEnigma23/status/1459859702750138377
==Metroid Prime Remastered==
* There are a large number of unused scans, seemingly dating back to the original Metroid Prime.
==References==
ru:Список неиспользуемых элементов в серии Metroid
Beta elements in the Metroid series
Category:Unused Content