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** A UsefulNotes/GameBoyColor version called ''Metroid II'' was planned but never saw the light of day. A [[https://lostmediawiki.com/File:MetroidIIDX-ClubNintendoArticle.jpg mock-up]] image appeared in the German ''Club Nintendo'' magazine, as the room shown does not appear in the game).

to:

** A UsefulNotes/GameBoyColor Platform/GameBoyColor version called ''Metroid II'' was planned but never saw the light of day. A [[https://lostmediawiki.com/File:MetroidIIDX-ClubNintendoArticle.jpg mock-up]] image appeared in the German ''Club Nintendo'' magazine, as the room shown does not appear in the game).



** Developer Creator/MercurySteam originally pitched two other projects: an original ''Metroid'' UsefulNotes/WiiU game that [[https://www.youtube.com/watch?v=yoV5SbM_V8M would have been a first-person adventure]] similar to the ''VideoGame/MetroidPrimeTrilogy'' and a [[https://shinesparkers.net/mercurysteam-originally-pitched-metroid-fusion-remake/ remake of Metroid Fusion]] for the Nintendo 3DS. The former was rejected due to Nintendo having no interest in a home console installment at the time, and the latter was passed over due to Sakamoto believing that ''Metroid II'' would benefit more from being remade.

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** Developer Creator/MercurySteam originally pitched two other projects: an original ''Metroid'' UsefulNotes/WiiU Platform/WiiU game that [[https://www.youtube.com/watch?v=yoV5SbM_V8M would have been a first-person adventure]] similar to the ''VideoGame/MetroidPrimeTrilogy'' and a [[https://shinesparkers.net/mercurysteam-originally-pitched-metroid-fusion-remake/ remake of Metroid Fusion]] for the Nintendo 3DS. The former was rejected due to Nintendo having no interest in a home console installment at the time, and the latter was passed over due to Sakamoto believing that ''Metroid II'' would benefit more from being remade.



** Retro wanted to include ''VideoGame/SuperMetroid'' as a secret EmbeddedPrecursor, but Nintendo shot it down because they lacked an in-house way to emulate [[UsefulNotes/SuperNintendoEntertainmentSystem SNES]] games on the [=GameCube=]. While it was possible with third-party software, they they didn't want to deal with any potential legal issues. The settled with adding the original ''VideoGame/Metroid1''.

to:

** Retro wanted to include ''VideoGame/SuperMetroid'' as a secret EmbeddedPrecursor, but Nintendo shot it down because they lacked an in-house way to emulate [[UsefulNotes/SuperNintendoEntertainmentSystem [[Platform/SuperNintendoEntertainmentSystem SNES]] games on the [=GameCube=]. While it was possible with third-party software, they they didn't want to deal with any potential legal issues. The settled with adding the original ''VideoGame/Metroid1''.



** After completing ''Metroid Prime 2'', the studio wanted to experiment with other Nintendo franchises, including ''Franchise/TheLegendOfZelda''. ''Metroid Prime 3'' was [[https://youtu.be/oKs_Oyfuyuc?t=1058 made at Nintendo's insistence]], as Iwata wanted a ''Metroid'' title at launch in order to showcase the UsefulNotes/{{Wii}}'s capabilities

to:

** After completing ''Metroid Prime 2'', the studio wanted to experiment with other Nintendo franchises, including ''Franchise/TheLegendOfZelda''. ''Metroid Prime 3'' was [[https://youtu.be/oKs_Oyfuyuc?t=1058 made at Nintendo's insistence]], as Iwata wanted a ''Metroid'' title at launch in order to showcase the UsefulNotes/{{Wii}}'s Platform/{{Wii}}'s capabilities



* A ''Metroid'' installment for the UsefulNotes/Nintendo64 was considered, but ultimately scrapped due to Yoshio Sakamoto being uncomfortable with 3D game design and Nintendo's R&D1 team having no interest in making 3D games. An unknown third-party studio was asked to create the game, but they rejected it on the basis that ''Super Metroid'' was a ToughActToFollow.

to:

* A ''Metroid'' installment for the UsefulNotes/Nintendo64 Platform/Nintendo64 was considered, but ultimately scrapped due to Yoshio Sakamoto being uncomfortable with 3D game design and Nintendo's R&D1 team having no interest in making 3D games. An unknown third-party studio was asked to create the game, but they rejected it on the basis that ''Super Metroid'' was a ToughActToFollow.



* During the development of the UsefulNotes/{{Wii}}, [[https://www.nintendolife.com/news/2021/07/nintendo_leak_reveals_scrapped_wii_games_including_a_metroid_title_from_intelligent_systems one of the games planned for the console]] was an Creator/IntelligentSystems developed ''Metroid'', though the only information currently known is that, had it completed production, it would have released sometime after ''VideoGame/MetroidPrime3Corruption''.

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* During the development of the UsefulNotes/{{Wii}}, Platform/{{Wii}}, [[https://www.nintendolife.com/news/2021/07/nintendo_leak_reveals_scrapped_wii_games_including_a_metroid_title_from_intelligent_systems one of the games planned for the console]] was an Creator/IntelligentSystems developed ''Metroid'', though the only information currently known is that, had it completed production, it would have released sometime after ''VideoGame/MetroidPrime3Corruption''.
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Updated link that had become outdated


** A UsefulNotes/GameBoyColor version called ''Metroid II'' was planned but never saw the light of day. A [[https://lostmediawiki.com/File:ClubNintendo4.98de.jpg mock-up]] image appeared in the German ''Club Nintendo'' magazine, as the room shown does not appear in the game).

to:

** A UsefulNotes/GameBoyColor version called ''Metroid II'' was planned but never saw the light of day. A [[https://lostmediawiki.com/File:ClubNintendo4.98de.com/File:MetroidIIDX-ClubNintendoArticle.jpg mock-up]] image appeared in the German ''Club Nintendo'' magazine, as the room shown does not appear in the game).
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* [[https://www.ign.com/articles/2012/12/28/whatever-happened-to-the-metroid-movie In the mid-2000s]], the rights to produce a ''Metroid'' film were acquired by director Creator/JohnWoo and intended for release in 2006, but the studio immediately ran into hurtles regarding the story. Specifically, the film was intended to be an OriginsEpisode for Samus, but Samus had no real character to speak of, and Nintendo, much more cautious about film adaptations after the tremendous failure of ''Film/SuperMarioBros1993'', did not want another studio to be the one to answer the questions about Samus' origins and personality. The fact that Nintendo could not provide many answers about the main character, [[NoOriginStoriesAllowed nor wanted the producers to answer the questions themselves]], rather obviously made it difficult for development to continue, and the rights eventually lapsed.
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* A ''Metroid'' installment for the UsefulNotes/Nintendo64 was considered, but ultimately scrapped due to Yoshio Sakamoto being uncomfortable with 3D game design and Nintendo's R&D1 team having no interest in making 3D games. An unknown third-party studio was asked to create the game, but they rejected it.

to:

* A ''Metroid'' installment for the UsefulNotes/Nintendo64 was considered, but ultimately scrapped due to Yoshio Sakamoto being uncomfortable with 3D game design and Nintendo's R&D1 team having no interest in making 3D games. An unknown third-party studio was asked to create the game, but they rejected it.it on the basis that ''Super Metroid'' was a ToughActToFollow.

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didn't make complete sense to ask for this page cut, so copied over the What Could Have Been from every other Metroid page


* In the first ''[[VideoGame/Metroid1 Metroid]]'', Samus originally had several detailed animations that were eventually scrapped due to limited file size, but the final game still retains unique sprites for Samus facing left and right hidden in the code. The game itself uses mirrored sprites.
* Prior to the [[VideoGame/MetroidSamusReturns 2017 remake]] of ''VideoGame/MetroidIIReturnOfSamus'', Nintendo played around with the idea a few times:
** There was possibly a full-color version of ''VideoGame/MetroidIIReturnOfSamus'' planned for the Game Boy Color (which had a [[https://lostmediawiki.com/File:ClubNintendo4.98de.jpg mock-up]] image in the German ''Club Nintendo'' magazine, as the room shown does not appear in the game).
** Some Retro Studios staff also considered remaking it at one point as a side project.

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!!Video Games
[[foldercontrol]]
[[folder:Mainline Games]]
* In the first ''[[VideoGame/Metroid1 Metroid]]'', ''VideoGame/Metroid1'':
**
Samus originally had several detailed animations that were eventually scrapped due to limited file size, but the final game still retains unique sprites for Samus facing left and right hidden in the code. The game itself uses mirrored sprites.
sprites.

* Prior to the [[VideoGame/MetroidSamusReturns 2017 remake]] of ''VideoGame/MetroidIIReturnOfSamus'', Nintendo played around with the idea a few times:
''VideoGame/MetroidIIReturnOfSamus'':
** There was possibly a full-color A UsefulNotes/GameBoyColor version of ''VideoGame/MetroidIIReturnOfSamus'' called ''Metroid II'' was planned for but never saw the Game Boy Color (which had a light of day. A [[https://lostmediawiki.com/File:ClubNintendo4.98de.jpg mock-up]] image appeared in the German ''Club Nintendo'' magazine, as the room shown does not appear in the game).
** Some Retro Studios staff also considered remaking it at one point as a side project.



** Samus' death animation was going to be a little more mature -- when the suit exploded, she was supposed to have been naked and would have screamed in agony. However, the developers felt that went way too far; they removed the scream and gave Samus clothing.
** Data for the Long Beam as an unlock can be found in ''Super Metroid'', but in the final game, Samus has it from the start.
* There were discussions about possibly making a "Metroid 64" for the Nintendo 64, but production never got any further than a few vague pie-in-the-sky ideas. According to one interview by Creator/YoshioSakamoto, Nintendo approached at least one company with a concept - said company turned it down due to fears that [[ToughActToFollow it couldn't live up to]] ''Super Metroid'''s standards.
* {{Creator/DIC}} pitched a ''Metroid'' cartoon, with concept art that featured a ''male'' Samus Aran with black hair and a glass helmet that left no ambiguity to his gender. It doesn’t appear the pitch ever got past the concept art however.

to:

** Samus' death animation was going to be a little more mature -- when the suit exploded, she was supposed to have been naked and would have screamed in agony. However, In an interview, the developers felt stated that went way too far; they removed the scream and gave briefly considered having Samus clothing.
be naked in her death animation, but quickly scrapped the idea.
** Data Minako Hamano, the secondary composer for the Long Beam as an unlock can be found in ''Super Metroid'', but in ''Metroid'' series alongside Music/KenjiYamamoto, originally did the final game, voice for Samus has when she dies. However, Yamamoto stated [[http://www.metroid-database.com/features/super-metroid-development-team-interview/ it from the start.
had to be dropped]] because her voice sounded ''too sexual''.

* There were discussions about possibly making a "Metroid 64" for the ''VideoGame/MetroidFusion'':
**
Nintendo 64, but production never got any further than a few vague pie-in-the-sky ideas. According to one interview by Creator/YoshioSakamoto, Nintendo approached at least one company with a concept - said company turned it down due to fears that [[ToughActToFollow it couldn't live up to]] ''Super Metroid'''s standards.
* {{Creator/DIC}} pitched
didn't plan on developing a ''Metroid'' cartoon, game for the GBA originally, with concept art the title only entering production following the extremely positive Western reaction to the ''VideoGame/MetroidPrime'' Spaceworld 2000 trailer.
** The 2001 E3 preview, at
that featured point simply titled ''Metroid IV'', looked quite different and had several gameplay mechanics that didn't make it into the finished game, including it apparently taking place on a ''male'' moving space ship rather than a station, and Samus Aran having the ability to walk on walls.

* ''VideoGame/MetroidZeroMission'':
** Artistically, ''Zero Mission'' was originally designed with [[https://www.youtube.com/watch?v=RExHUXbFt5E a cartoony look]] that resembled a more detailed version of the original game's graphics. The design team later changed it to the mostly realistic-looking version it is now, after deciding a game with more realistic graphics would do better in North America, [[GermansLoveDavidHasselhoff where the franchise is more popular]].
** [[VideoGame/SuperMetroid Crocomire]] can be found in the game's files, seemingly indicating that he was going to be included in the game (and the game was meant to tie into ''Super Metroid'' more), but was ultimately cut. Interestingly enough, the Crocomire sprite here lacked the rough skin traditionally found on Crocomire, indicating that the player would damage Crocomire due to in-game events.
** Also from ''Super'', they initially had the ability to turn certain items on and off. This was later cut for unknown reasons, but sprites for every possible loadout still exist in the game's code.

* ''VideoGame/MetroidOtherM'':
** At GDC 2010, Sakamoto admitted that, due to his demand for a single Wii Remote control scheme and his inexperience with 3D game design, one of his initial ideas was to make 2D sidescroller like previous entries (though the way he phrased it had people believe [[http://web.archive.org/web/20190218161412/https://kotaku.com/metroid-other-m-might-have-been-on-rails-if-not-for-t-5491158 he wanted to make it a rail shooter]]).

* ''VideoGame/MetroidSamusReturns'':
** Developer Creator/MercurySteam originally pitched two other projects: an original ''Metroid'' UsefulNotes/WiiU game that [[https://www.youtube.com/watch?v=yoV5SbM_V8M would have been a first-person adventure]] similar to the ''VideoGame/MetroidPrimeTrilogy'' and a [[https://shinesparkers.net/mercurysteam-originally-pitched-metroid-fusion-remake/ remake of Metroid Fusion]] for the Nintendo 3DS. The former was rejected due to Nintendo having no interest in a home console installment at the time, and the latter was passed over due to Sakamoto believing that ''Metroid II'' would benefit more from being remade.

* ''VideoGame/MetroidDread'':
** The Nintendo DS version of the game. The game was in development on-and-off throughout the lifespan of the system, the first attempt being in 2005 and the second being in 2008. The second attempt resulted in a prototype that was allegedly shown behind closed doors to Nintendo of America staff at E3 2009, only for it to be once again cancelled due to Sakamoto still being dissatisfied with the project.
** [=MercurySteam=]'s initial vision for ''Dread'' was quite lofty. When beginning production in 2018, the game's team had planned for twice as many bosses and a whopping ''120'' cinematics, all of which had to be cut down through development to avoid crunch while still meeting the deadline imposed by Nintendo. This may explain the suspiciously empty top-right corner of the map, the lack of a fourth Aeion ability, and the rushed pacing towards the story's climax.
** The Special Edition artbook contains some interesting unused designs, such as a Network Station sphere that forms the old Adam's ''face'' to speak to Samus, biomechanical E.M.M.I.s with nightmare-inducing cyborg body horror, and a [[spoiler:Kraid]]
with black hair scales and a glass helmet that left no ambiguity to his gender. It doesn’t appear the pitch ever got past the concept art however.an impressively muscular build.
[[/folder]]

[[folder:Prime Games]]



** An [[https://www.youtube.com/watch?v=2wLmK7zEeac early prototype]] of the game was developed for the UsefulNotes/NintendoGameCube, and was intended to have (among other things) a third-person perspective, a different character model for Samus, no loading buffers and a different HUD. The prototype was all but scrapped by Shigeru Miyamoto after its public debut at Spaceworld 2000, ostensibly because controlling in third-person was too difficult, and the game was reworked to use a first-person perspective.
** There was intended to be another boss in the game - "Meta" Kraid. The design of the character got far enough that he was modeled and skinned, but time constraints prevented him from being included in the final version. (The developers claim that the beta model seen above was not replaced by the Omega Pirate, despite the model shown in the boss arena from the Phazon Mines.) To date, Kraid's only 3D appearances have been in the ''VideoGame/SuperSmashBros'' series and ''VideoGame/MetroidDread''.
** An early version of the Ripper was also intended to be in the game, but was also scrapped.
** Samus was originally intended to be voiced (probably by Creator/JenniferHale, though details are sketchy), but this was scrapped and Samus remained mute for the duration of the game. The only hint of this narration is [[https://www.youtube.com/watch?v=pxf-i0QRUUo an alternate opening sequence]] that is still present on the game files, where Samus narrates her experiences up to the beginning of the game. Interestingly, this narration script was partially used in the Opening/Menu remix in ''VideoGame/SuperSmashBrosBrawl'', albeit with different (male) voice actor.
** Another WhatCouldHaveBeen comes from all the games Nintendo cancelled so Retro would only focus on that game (including the RPG ''Raven Blade'', which could fill a gap in the [=GameCube=]'s library of said genre). Additionally, all of the ''Prime'' games have unlockable concept art, which contains many different designs and concepts, though opinions differ on what would have been better or worse.
* ''Metroid Prime 1.5'' was a scrapped sequel to Metroid Prime, conceived around the time the original game was wrapping up production. An [[http://metroid.wikia.com/wiki/Metroid_1.5 early pitch document]], written by level designer Tony Giovannini, detailed possible ideas for the game:
** The game would've started with Samus's ship being sucked into an enormous alien warship, which was headed towards a peaceful alien planet, intent on conquering it for slaves and resources.
** Early parts of the game would mostly feature mechanical enemies, but later on, genetic experiments would be added to the mix. This would include the "Humetroid", a half-human, half-Metroid hybrid assassin, as well as two different mutated Space Pirates.
** Co-op multiplayer was planned to be a big component of the game. In singleplayer, Samus would have a companion (planned to either be a second bounty hunter also captured by the ship, or a robotic duplicate of Samus) that she could issue commands to, which could be taken over by another player at any time.
** The game's central antagonist would be the "Mad AI", the mastermind controlling the ship. It had long gone insane, splitting itself into four distinct personalities, which it would switch between throughout the game. The Mad AI would have the ability to alter rooms based on its personality, adding new puzzles or deploying additional enemies as it saw fit. The player's main goal would be to destroy it to shut down the ship.
** The game would've also had an extensive multiplayer mode, with multiple game modes like a variant of Capture the Flag where bounty hunters would compete to capture a contained Metroid, an "Ancient Chozo Robot Battle" mode where players would fight to take control of massive Chozo robots, and a three-on-one battle where three bounty hunters would have to face a player-controlled Omega Pirate.
* ''VideoGame/MetroidPrime2Echoes'':
** There was a plan to have both Dark Ridley and a Dark Luminoth enemy. The latter was scrapped because it made no sense in-story; a Luminoth would rather self-terminate than allow itself to be controlled by the Ing.

to:

** The entire game was originally going to be in third-person view, but Shigeru Miyamoto wasn't pleased with it (citing that it wasn't intuitive) and had the team scrap what they had so far in order to redo the game in first-person view.
** The Morph Ball almost didn't make it into the game due to the development team having trouble trying to make the transition from first person view to third person view being seamless as it was in ''VideoGame/SuperMetroid'' when Samus curls and uncurls in ball form. The dev team planned to scrap the power-up if they couldn't get the idea to work, but Miyamoto stated that if the team couldn't get the idea to work, then the game itself wouldn't work.
** At first the artists took to rendering classic ''Metroid'' enemies such as Sovas and Kihunters, but Nintendo told them to try making their own enemy designs instead. This led to Tallon IV having a much more unique ecosystem and less of a rehash of ''Super''.
** Apparently, it took so long to find a composer for the game that the team was ready to leave the game without any soundtrack at all, if need be. Music/KenjiYamamoto finally stepped up late in development and composed the game's soundtrack.
** During a livestream with Sean Booth, it was confirmed that Music/Autechre were initially considered to compose the game. While Nintendo decline, both band members were thanked in the credits.
** Equipping different Beam weapons would have caused the Arm Cannon to transform entirely - for example, the Ice Beam would've turned it into a claw and the Wave Beam would've turned it into a tapered alien shape. Renders can be found [[https://static.wikia.nocookie.net/metroid/images/6/68/Gene_Kohler_Samus_weapons.png/revision/latest?cb=20180719023615 here.]]
** The Phazon Suit was going to be purple and green, similar to the Fusion-Varia Suit from ''Fusion''.
** Kraid was going to be a boss in the Phazon Mines. [[http://images.wikia.com/metroid/images/b/b6/MP_Kraid.jpg He got far enough in development that he was modeled and textured]], but was cut for time. According to the modeler, Gene Kohler, he was ''not'' replaced by the Omega Pirate; he was already planned to appear before Kraid's cut. Kraid's exclusion here meant that it take nearly 2 decades before he would appear in a ''Metroid'' game again, in ''VideoGame/MetroidDread''. Concept art also shows a giant version of Mother Brain and different versions of Ridley (one showing his muscles and organs while another had him look more robotic), implying that those could have been in the game.
** An odd enemy with a Queen Metroid-like head, a Zebesian-like claw cannon, and a bunch of tentacles, was scrapped. Its model was placed in the Pirate lab in Phendrana Drifts as a corpse called Experiment 7526.
** It was originally intended for Samus to battle a much less restricted Parasite Queen; in other words, the Queen was not going to be fought within a container as seen in the final version of the game. This is shown in Metroid Prime 's
[[https://www.youtube.com/watch?v=2wLmK7zEeac early prototype]] com/watch?v=hwW8fpECZn8 very first trailer]], with the boss running across the room and climbing on walls.
** The game's files contain an unused model and animations for [[http://metroid.wikia.com/wiki/IceBoss a boss resembling a large ice-themed primate]] that was supposed to be the boss of Phendrana Drifts instead of Thardus (who was originally the boss of the Magmoor Caverns). It was cut because the developers felt that its design didn't fit in well with the rest
of the game or the ''Metroid'' series as a whole. Consequently, Thardus was developed for moved to Phendrana Drifts, which is how the UsefulNotes/NintendoGameCube, and was intended to have (among other things) a third-person perspective, a different character model for Samus, no loading buffers and a different HUD. The prototype was all but scrapped by Shigeru Miyamoto after its public debut at Spaceworld 2000, ostensibly because controlling Magmoor Caverns became the only area in third-person was too difficult, and the game was reworked to use without a first-person perspective.
boss or even a mini-boss.
** There The Impact Crater was intended to be another boss in much larger than the game - "Meta" Kraid. The design of the character got far enough that he was modeled and skinned, but time constraints prevented him from being included one in the final version. (The developers claim game, and also would've featured an escape sequence after defeating the Metroid Prime. This was cut due to time constraints, but a small hint that you were supposed to escape during gameplay remains in the beta model seen above final game: the ending cutscene after defeating Metroid Prime features a title card reading "Crater Collapse Imminent. Evacuate Immediately." Since that escape now happens off-screen, it feels like an odd insert.
** The Screw Attack and Speed Booster power-ups were going to be obtainable, but were scrapped. The Screw Attack
was not replaced later added to ''VideoGame/MetroidPrime2Echoes'' while the Speed Booster wouldn't appear in a 3D ''Metroid'' game until ''VideoGame/MetroidOtherM''.
** Retro wanted to include ''VideoGame/SuperMetroid'' as a secret EmbeddedPrecursor, but Nintendo shot it down because they lacked an in-house way to emulate [[UsefulNotes/SuperNintendoEntertainmentSystem SNES]] games on the [=GameCube=]. While it was possible with third-party software, they they didn't want to deal with any potential legal issues. The settled with adding the original ''VideoGame/Metroid1''.
** At one point, the game was set between ''Super'' and ''Fusion,'' and Phazon was once a byproduct of Metroids based on their EnergyBeing nature.
** Retro Studio didn't start out by developing a Metroid title. Rather, one of the first titles they worked was an action-adventure title that starred three {{Action Girl}}s who fought genetically-enhanced terrorists on Earth. It was then retooled to an alien working for Earth to fend of an invasion from a different alien race. Shigeru Miyamoto saw this pitch, and suggested turning it into a Metroid game.
** Retro Studio developed the game with the mindset of it being a ContinuityReboot rather than being canon within the then-current trilogy. It was Nintendo who brought it into the timeline, setting it between the first two games.
** There no plans originally to have bonuses tied to connecting the game with ''VideoGame/MetroidFusion'', because ''Fusion'' didn't even exist, much less be in development. Incidentally ''Fusion'' exists because of the positive reaction to ''Prime'''s Spaceworld 2000 trailer.

*''VideoGame/MetroidPrime2Echoes'':
** Lead technical engineer Jack Mathews claimed the team wanted to better differentiate the Light and Dark Aether versions of each location, but they ran out of time. Because of this, the Sanctuary Fortress and Ing Hive are the only two areas that are really that different.
** Charge Combos were planned to be usable in Morph Ball - they would've used Power Bombs instead of Missiles.
** There was a plan to have both a Dark Luminoth enemy and a boss fight with an incarnation of Ridley called “Dark Ridley”. The former was scrapped because it made no sense InUniverse; a Luminoth would rather self-terminate than allow itself to be controlled
by the Omega Pirate, despite Ing. As for the model shown in latter, Dark Ridley has an unused theme on the boss arena disk, which [[https://youtu.be/kbFR7qBQOe0 has been uploaded]] to Website/YouTube. It was possibly only serving as a placeholder, however, because it’s his theme from the Phazon Mines.) To date, Kraid's only 3D appearances ''VideoGame/MetroidPrime'' slowed to half speed and put through some filters to create an echo effect. Nonetheless, it suggests that a similar tune would have been in used had his boss fight made it into the ''VideoGame/SuperSmashBros'' series and ''VideoGame/MetroidDread''.
game.
** An early version of the Ripper was also intended to Text describing a "Morph Ball Racing" multiplayer mode can be found in the game, but Jack Mathews said it was also scrapped.
scrapped because it wasn't very exciting.
** Samus ''VideoGame/SuperMetroid'' [[EmbeddedPrecursor was going to be an unlockable extra]] similar to how the original ''VideoGame/Metroid1'' was in ''Prime''. It was cut due to time constraints.
** There were some differences in the promotional demo versions of ''Echoes'':
*** Aether is shown with a sun and a moon in its sky. In the final game, Aether is a moonless RoguePlanet.
*** There is leftover data for the arm of a Space Pirate in the place of Samus' first-person arm cannon model, which was for a scrapped multiplayer mode in which Space Pirates were playable.

* ''VideoGame/MetroidPrimeHunters'':
** Noxus' name
was originally intended to be voiced (probably by Creator/JenniferHale, though details are sketchy), but this was scrapped and Samus remained mute for the duration of the game. The only hint of this narration is just Nox. In January 2022, Richard Vorodi said in [[https://www.youtube.com/watch?v=pxf-i0QRUUo com/watch?v=rohRYGKvflA an alternate opening sequence]] interview]] that is still present on when coming up with names, they then had to do a search to make sure the game files, where Samus narrates her experiences up names weren't already claimed or used by some other entity. In this case, they likely had to modify the beginning name because of the game. Interestingly, this narration script was partially used in the Opening/Menu remix in ''VideoGame/SuperSmashBrosBrawl'', albeit with different (male) voice actor.
** Another WhatCouldHaveBeen comes from all the games Nintendo cancelled so Retro would only focus on that
Creator/WestwoodStudios game (including the RPG ''Raven Blade'', which could fill a gap in the [=GameCube=]'s library of said genre). Additionally, all of the ''Prime'' games have unlockable concept art, which contains many different designs and concepts, though opinions differ on what would have been better or worse.
* ''Metroid Prime 1.5'' was a scrapped sequel
''VideoGame/{{Nox}}''.
** Power Bombs were going
to Metroid Prime, conceived around the time the original game was wrapping up production. An [[http://metroid.wikia.com/wiki/Metroid_1.5 early pitch document]], written by level designer Tony Giovannini, detailed possible ideas see use, but they got cut (likely for the game:
** The game would've started with Samus's ship being sucked into an enormous alien warship, which was headed towards a peaceful alien planet, intent on conquering it for slaves and resources.
** Early parts of the game would mostly feature mechanical enemies, but later on, genetic experiments would be added to the mix. This would include the "Humetroid", a half-human, half-Metroid hybrid assassin, as well as two different mutated Space Pirates.
** Co-op
multiplayer was planned balance). The enemy Trocra's model is actually called [="PowerBomb_Model"=], leading fans to be a big component of the game. In singleplayer, Samus would have a companion (planned to either be a second bounty hunter also captured by the ship, or a robotic duplicate of Samus) assume that she could issue commands to, which could be taken over by another player at any time.
** The game's central antagonist would be the "Mad AI", the mastermind controlling the ship. It had long gone insane, splitting itself into four distinct personalities, which it would switch between throughout the game. The Mad AI would have the ability to alter rooms based on
its personality, adding new puzzles or deploying additional enemies as it saw fit. The player's main goal would be to destroy it to shut down the ship.
** The game would've also had an extensive multiplayer mode, with multiple game modes like a variant of Capture the Flag where bounty hunters would compete to capture a contained Metroid, an "Ancient Chozo Robot Battle" mode where players would fight to take control of massive Chozo robots, and a three-on-one battle where three bounty hunters would have to face a player-controlled Omega Pirate.
* ''VideoGame/MetroidPrime2Echoes'':
** There was a plan to have both Dark Ridley and a Dark Luminoth enemy. The latter was scrapped because it made no sense in-story; a Luminoth would rather self-terminate than allow itself to be controlled by the Ing.
assets were repurposed.



** ''Corruption'' would have used Samus' gunship a lot more. The final game is still full of Gunship Missile Capacity Upgrades and Gunship Missile Refills, but due to the rarity of doing bombing runs in the game, they're very nearly useless.
** The game was also planned to have a multiplayer mode and it would have been more fleshed out and developed compared to the bare-bones multiplayer found in ''Echoes''. The concept was scrapped due to time constraints.
* The [[https://youtube.com/watch?v=ojaNBuEeJt4 early beta]] for ''VideoGame/MetroidFusion'' was very different compared to the end product. The beta (which premiered in 2001 at E3, and was planned for the Game Boy Color) had an alternate stylized logo (called "Metroid IV"), a different Fusion Suit for Samus (which she seems to have voluntarily put on, if the short cutscene is any indication), Metroids could be encountered outside of the Research Laboratory, there were additional suit upgrades (one of which allowed Samus to tether enemies, and another which allowed her to walk on walls) and a different ship layout, possibly among other changes.
* Archie Comics pitched several ideas for ''Metroid'' comic series to Nintendo in 2009, but they were all turned down. Only concept sketches and leftover story ideas remain.
* Creator/NextLevelGames was preparing to pitch a ''Metroid'' game for the 3DS, with it being assumed that this is the game that's referred to in an interview where they explain that they were planning to pitch a game, only to be told in that same voice call that Nintendo wanted them to develop ''Videogame/LuigisMansion2'' instead. The only evidence of its potential existence is statements from the developers and [[http://vignette2.wikia.nocookie.net/metroid/images/b/be/Samus_NLG.png/revision/latest?cb=20140907134604 some]] [[http://vignette2.wikia.nocookie.net/metroid/images/8/83/Boss_design_2.png/revision/latest?cb=20140907134605 concept]] [[http://vignette2.wikia.nocookie.net/metroid/images/2/27/Boss_design_1.png/revision/latest?cb=20140907134605 art]].
* ''VideoGame/MetroidDread'':
** The game was originally in development for the UsefulNotes/NintendoDS. There was even a working prototype of the game shown privately in a pre-E3 2009 event. However, [[https://www.gameinformer.com/2021/06/17/why-metroid-dread-took-so-long-to-make according to Sakamoto]], the DS's technical hardware was simply not capable of doing the game's concept justice: referring to having the computing power that allows for a nigh-invulnerable AI enemy that can pose as constant threat to Samus, as opposed to the fixed encounters of the SA-X, which had ArtificialStupidity that players could [[NightmareRetardant easily exploit]] for their own amusement.
** The original scope of ''Dread'' was quite lofty, and needed to be cut effectively in half partway through development in order to avoid crunch while still meeting the deadline imposed by Nintendo. [=MercurySteam=] had planned for twice as many bosses and a whopping '''120''' cinematics. This downsizing of ambition can still be felt in the final release, with the map having a mysteriously empty area in the upper right, the lack of a fourth Aeion ability, and the rushed pacing towards the story's climax.

to:

** ''Corruption'' would have used Samus' gunship a lot more. The final game is still full of Gunship Missile Capacity Upgrades and Gunship Missile Refills, but due to **After completing ''Metroid Prime 2'', the rarity of doing bombing runs in the game, they're very nearly useless.
** The game was also planned
studio wanted to have a multiplayer mode and it would have been more fleshed out and developed compared to the bare-bones multiplayer found in ''Echoes''. The concept was scrapped due to time constraints.
* The [[https://youtube.com/watch?v=ojaNBuEeJt4 early beta]] for ''VideoGame/MetroidFusion'' was very different compared to the end product. The beta (which premiered in 2001 at E3, and was planned for the Game Boy Color) had an alternate stylized logo (called "Metroid IV"), a different Fusion Suit for Samus (which she seems to have voluntarily put on, if the short cutscene is any indication), Metroids could be encountered outside of the Research Laboratory, there were additional suit upgrades (one of which allowed Samus to tether enemies, and another which allowed her to walk on walls) and a different ship layout, possibly among
experiment with other changes.
* Archie Comics pitched several ideas for ''Metroid'' comic series to
Nintendo in 2009, but they were all turned down. Only concept sketches and leftover story ideas remain.
* Creator/NextLevelGames
franchises, including ''Franchise/TheLegendOfZelda''. ''Metroid Prime 3'' was preparing to pitch [[https://youtu.be/oKs_Oyfuyuc?t=1058 made at Nintendo's insistence]], as Iwata wanted a ''Metroid'' game title at launch in order to showcase the UsefulNotes/{{Wii}}'s capabilities
** A scrapped idea
for the 3DS, with it being assumed that this is the game that's referred was to in an interview where they explain have Samus doing some actual bounty hunting as optional side-missions, to avert the series trend of her [[ThePiratesWhoDontDoAnything doing everything]] ''[[ThePiratesWhoDontDoAnything but]]'' [[ThePiratesWhoDontDoAnything her stated profession.]] Nintendo balked at the idea for two reasons: the first being that they were planning to pitch didn't think it was in-character[[note]]Nintendo didn't realize the connotations of calling Samus a game, only to be told bounty hunter in Western regions. Retro Studios (and most Westerners) assumed this meant she was "[[Franchise/StarWars Boba Fett]], but with a sense of honor," while Nintendo HQ believed that same voice call she was an altruistic space adventurer.[[/note]], and the second being that Nintendo wanted didn't believe the studio was large enough to do such expanded elements while still making the desired release deadline.
** [[CoolStarship The Gunship]] was originally meant to play a larger part in the game, with ''piloting sections''. They were cut when Retro realized they didn't have the expertise to pull
them off, preferring to develop ''Videogame/LuigisMansion2'' instead. The scrap them entirely rather than deliver something unsatisfying.
** There were going to be Chozo ruins on Bryyo, as shown by concept art in ''Magazine/NintendoPower'', but the area was cut out, leaving the
only evidence of its potential existence is statements from Chozo artifacts being in Bryyo Ice.
** [[spoiler:Gandrayda]] was going to have a Reptilicus transformation too. This was likely cut due to
the developers and [[http://vignette2.fact that [[spoiler: she]] already had plenty of other forms to use.
** The original concept for the opening Ridley fight wasn't supposed to be falling down a shaft, but would rather have been [[https://www.youtube.com/watch?v=hlbeRLmfCHk&t=2452s Samus standing on the top of her ship]] while it was [[AerialCanyonChase flying through a canyon.]]

* ''VideoGame/MetroidPrimeFederationForce'':
** Creator/NextLevelGames began work on a ''Metroid'' [=PvP=] multiplayer shooter [[https://youtu.be/ZQ8xa4drduQ?t=514 codenamed Project Valkyrie]] for the Nintendo DS in the late 2000s, with [[https://vignette.
wikia.nocookie.net/metroid/images/b/be/Samus_NLG.png/revision/latest?cb=20140907134604 some]] [[http://vignette2.these]] [[https://vignette.wikia.nocookie.net/metroid/images/2/27/Boss_design_1.png/revision/latest?cb=20140907134605 three]] [[https://vignette.wikia.nocookie.net/metroid/images/8/83/Boss_design_2.png/revision/latest?cb=20140907134605 concept]] [[http://vignette2.wikia.nocookie.net/metroid/images/2/27/Boss_design_1.png/revision/latest?cb=20140907134605 art]].
* ''VideoGame/MetroidDread'':
**
pieces]] of concept art being the only things to publicly surface from that stage of development. The game was originally in development project would end up being put on hold when Nintendo requested that the company make ''VideoGame/LuigisMansionDarkMoon'', then revived afterwards as a potential Wii U title, before being retooled into ''VideoGame/MetroidPrimeFederationForce'' for the UsefulNotes/NintendoDS. There Nintendo 3DS, an idea that producer Kensuke Tanabe had wished to do since the Nintendo [=DSi=].
[[/folder]]

!!! Proposed and Cancelled Games:
* A ''Metroid'' installment for the UsefulNotes/Nintendo64
was even a working prototype of the considered, but ultimately scrapped due to Yoshio Sakamoto being uncomfortable with 3D game shown privately design and Nintendo's R&D1 team having no interest in a pre-E3 2009 event. However, making 3D games. An unknown third-party studio was asked to create the game, but they rejected it.
* An alternate version of ''Metroid Prime 2'' was pitched following the first game's completion,
[[https://www.gameinformer.com/2021/06/17/why-metroid-dread-took-so-long-to-make according to Sakamoto]], unseen64.net/2019/12/09/metroid-prime15-gamecube-cancelled/ entitled "Metroid 1.5"]]. In it, Samus would have been trapped on an alien starship from another dimension immediately after the DS's technical hardware was simply not capable of doing the game's first game, whose owners wish to [[TheCollector collect bounty hunters and steal their abilities]]. The concept justice: referring to having never fully got off the computing power that allows for ground, but several elements (multiplayer, an evil Samus doppelgänger, alien villains from another dimension, a nigh-invulnerable AI enemy that can pose as constant threat to Samus, as opposed to ship adventure with unconventional method of unlocking abilities, etc.) were salvaged and later used in the fixed encounters of other ''Metroid'' installments.
* During
the SA-X, which had ArtificialStupidity that players could [[NightmareRetardant easily exploit]] for their own amusement.
** The original scope of ''Dread'' was quite lofty, and needed to be cut effectively in half partway through
development in order to avoid crunch while still meeting of the deadline imposed by Nintendo. [=MercurySteam=] had UsefulNotes/{{Wii}}, [[https://www.nintendolife.com/news/2021/07/nintendo_leak_reveals_scrapped_wii_games_including_a_metroid_title_from_intelligent_systems one of the games planned for twice the console]] was an Creator/IntelligentSystems developed ''Metroid'', though the only information currently known is that, had it completed production, it would have released sometime after ''VideoGame/MetroidPrime3Corruption''.
* Following the completion of ''Metroid Prime 3: Corruption'', a member of its production team pitched [[https://www.youtube.com/watch?v=ZQ8xa4drduQ a prequel spin-off]]: a TurnBasedTactics game akin to the ''VideoGame/XCom'' series, taking place shortly after Samus first left the Chozo and having her
as one of many bosses Galactic Federation and a whopping '''120''' cinematics. This downsizing of ambition can still be felt in bounty hunter units under the final release, player's command as they try to stem Space Pirate incursions on various planets. The proposal never made it out of internal approval at Retro Studios, due to most of the studio being tired of making ''Metroid'' games at that point.


!!Other Media
* In the 1980s, Creator/DiCEntertainment pitched a ''[[https://www.polygon.com/2019/5/8/18536769/super-mario-bros-power-hour-metroid-castlevania-cartoons-dic Super Mario Bros. Power Hour]]'' series that would have animated shorts dedicated to various Nintendo properties,
with the map having a mysteriously empty area in ''Metroid'' series being one of them. Said shorts would have featured the upper right, bounty hunter as male. The entire project was passed over in favor of producing ''Series/TheSuperMarioBrosSuperShow''.
* The ''Magazine/NintendoPower'' article covering ''Roleplay/BloodOfTheChozo'' mentions that
the lack Nintendo Power Source staffer who created the frame story had also created more story material that went unused. This is followed by a passage that discusses Samus's backstory, including the deaths of a fourth Aeion ability, her parents Captain Thea Aran and Chief Engineer Avram Aran and the rushed pacing towards disappearance of her younger brother Solomon Aran, implying that this excerpt was one such unused concept.
* [[http://archive.is/Fzbrw A Metroid comic]] helmed by Creator/ArchieComics was pitched in
the story's climax.early 2010s by ''[[ComicBook/SonicTheHedgehogArchieComics Archie Sonic]]'' artist Steven Butler, but was passed over in favor of Creator/IanFlynn's ''ComicBook/MegaManArchieComics''.

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Expand the Metroid Prime 1.5 section


* ''Metroid Prime 1.5'' was a scrapped sequel to Metroid Prime, conceived around the time the original game was wrapping up production. An [[http://metroid.wikia.com/wiki/Metroid_1.5 early pitch document]], written by level designer Tony Giovannini, detailed possible ideas for the game:
** The game would've started with Samus's ship being sucked into an enormous alien warship, which was headed towards a peaceful alien planet, intent on conquering it for slaves and resources.
** Early parts of the game would mostly feature mechanical enemies, but later on, genetic experiments would be added to the mix. This would include the "Humetroid", a half-human, half-Metroid hybrid assassin, as well as two different mutated Space Pirates.
** Co-op multiplayer was planned to be a big component of the game. In singleplayer, Samus would have a companion (planned to either be a second bounty hunter also captured by the ship, or a robotic duplicate of Samus) that she could issue commands to, which could be taken over by another player at any time.
** The game's central antagonist would be the "Mad AI", the mastermind controlling the ship. It had long gone insane, splitting itself into four distinct personalities, which it would switch between throughout the game. The Mad AI would have the ability to alter rooms based on its personality, adding new puzzles or deploying additional enemies as it saw fit. The player's main goal would be to destroy it to shut down the ship.
** The game would've also had an extensive multiplayer mode, with multiple game modes like a variant of Capture the Flag where bounty hunters would compete to capture a contained Metroid, an "Ancient Chozo Robot Battle" mode where players would fight to take control of massive Chozo robots, and a three-on-one battle where three bounty hunters would have to face a player-controlled Omega Pirate.



** Early plans for ''Echoes'' were very different from the final game. An [[http://metroid.wikia.com/wiki/Metroid_1.5 early pitch document]], written by level designer Tony Giovannini, detailed possible ideas for the game, and included unused gameplay/design elements like aliens in cryostasis, a schizophrenic AI, a gameplay mechanic where time can flow backwards and/or the gravity of a room can be altered, many different enemy types, plans for an "Ancient Chozo Robot Battle" multiplayer mode (where the players roll up into the chestplate of ancient robots and use them to battle) and much, much more.
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None

Added DiffLines:

* Archie Comics pitched several ideas for ''Metroid'' comic series to Nintendo in 2009, but they were all turned down. Only concept sketches and leftover story ideas remain.
Is there an issue? Send a MessageReason:
None


** There possibly a full-color version of ''VideoGame/MetroidIIReturnOfSamus'' planned for the Game Boy Color (which had a [[https://lostmediawiki.com/File:ClubNintendo4.98de.jpg mock-up]] image in the German ''Club Nintendo'' magazine, as the room shown does not appear in the game).

to:

** There was possibly a full-color version of ''VideoGame/MetroidIIReturnOfSamus'' planned for the Game Boy Color (which had a [[https://lostmediawiki.com/File:ClubNintendo4.98de.jpg mock-up]] image in the German ''Club Nintendo'' magazine, as the room shown does not appear in the game).
Is there an issue? Send a MessageReason:
None


** The original scope of ''Dread'' was quite lofty, and needed to be cut effectively in half partway through development in order to avoid crunch while still meeting the deadline imposed by Nintendo. [=MercurySteam=] had planned for twice as many bosses and a whopping '''120''' cinematics. This downsizing of ambition can still be felt in the final release, with the map having a mysteriously empty area in the upper right, the lack of a forth Aeion ability, and the rushed pacing towards the story's climax.

to:

** The original scope of ''Dread'' was quite lofty, and needed to be cut effectively in half partway through development in order to avoid crunch while still meeting the deadline imposed by Nintendo. [=MercurySteam=] had planned for twice as many bosses and a whopping '''120''' cinematics. This downsizing of ambition can still be felt in the final release, with the map having a mysteriously empty area in the upper right, the lack of a forth fourth Aeion ability, and the rushed pacing towards the story's climax.
Is there an issue? Send a MessageReason:
None


** The original scope of ''Dread'' was quite lofty, and needed to be cut effectively in half partway through development in order to avoid crunch while still meeting the deadline imposed by Nintendo. [=MercurySteam=] had planned for twice as many bosses and a whopping '''120''' cinematics. This downsizing of ambition can still be felt in the final release, with the map having a mysteriously empty area in the upper right, the lack of a third Aeion ability, and the rushed pacing towards the story's climax.

to:

** The original scope of ''Dread'' was quite lofty, and needed to be cut effectively in half partway through development in order to avoid crunch while still meeting the deadline imposed by Nintendo. [=MercurySteam=] had planned for twice as many bosses and a whopping '''120''' cinematics. This downsizing of ambition can still be felt in the final release, with the map having a mysteriously empty area in the upper right, the lack of a third forth Aeion ability, and the rushed pacing towards the story's climax.

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* The files of the first ''[[VideoGame/Metroid1 Metroid]]'' has unique sprites for Samus facing left and right, but in the final game her sprites are simply mirrored.
* Not only was there possibly a full-color version of ''VideoGame/MetroidIIReturnOfSamus'' planned for the Game Boy Color (which had a [[https://lostmediawiki.com/File:ClubNintendo4.98de.jpg possibly mock-up]] image in the German ''Club Nintendo'' magazine, as the room shown does not appear in the game), but Retro Studios also considered remaking it at one point as a side project. In September 2017, the game got [[VideoGame/MetroidSamusReturns a remake]], developed by [=MercurySteam=] Entertainment for the 3DS.

to:

* The files of In the first ''[[VideoGame/Metroid1 Metroid]]'' has Metroid]]'', Samus originally had several detailed animations that were eventually scrapped due to limited file size, but the final game still retains unique sprites for Samus facing left and right, but right hidden in the final code. The game her sprites are simply mirrored.
itself uses mirrored sprites.
* Not only was there Prior to the [[VideoGame/MetroidSamusReturns 2017 remake]] of ''VideoGame/MetroidIIReturnOfSamus'', Nintendo played around with the idea a few times:
** There
possibly a full-color version of ''VideoGame/MetroidIIReturnOfSamus'' planned for the Game Boy Color (which had a [[https://lostmediawiki.com/File:ClubNintendo4.98de.jpg possibly mock-up]] image in the German ''Club Nintendo'' magazine, as the room shown does not appear in the game), but game).
** Some
Retro Studios staff also considered remaking it at one point as a side project. In September 2017, the game got [[VideoGame/MetroidSamusReturns a remake]], developed by [=MercurySteam=] Entertainment for the 3DS.project.
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None


* Creator/NextLevelGames was planning to make a Metroid game for the 3DS, only for it to be cancelled in favor of ''Videogame/LuigisMansion2''. The only evidence of its potential existence is statements from the developers and [[http://vignette2.wikia.nocookie.net/metroid/images/b/be/Samus_NLG.png/revision/latest?cb=20140907134604 some]] [[http://vignette2.wikia.nocookie.net/metroid/images/8/83/Boss_design_2.png/revision/latest?cb=20140907134605 concept]] [[http://vignette2.wikia.nocookie.net/metroid/images/2/27/Boss_design_1.png/revision/latest?cb=20140907134605 art]].

to:

* Creator/NextLevelGames was planning preparing to make pitch a Metroid ''Metroid'' game for the 3DS, with it being assumed that this is the game that's referred to in an interview where they explain that they were planning to pitch a game, only for it to be cancelled told in favor of ''Videogame/LuigisMansion2''.that same voice call that Nintendo wanted them to develop ''Videogame/LuigisMansion2'' instead. The only evidence of its potential existence is statements from the developers and [[http://vignette2.wikia.nocookie.net/metroid/images/b/be/Samus_NLG.png/revision/latest?cb=20140907134604 some]] [[http://vignette2.wikia.nocookie.net/metroid/images/8/83/Boss_design_2.png/revision/latest?cb=20140907134605 concept]] [[http://vignette2.wikia.nocookie.net/metroid/images/2/27/Boss_design_1.png/revision/latest?cb=20140907134605 art]].

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* Samus' death animation in ''VideoGame/SuperMetroid'' was going to be a little more mature - when the suit exploded, she was supposed to have been naked and would have screamed. However, the developers felt that went way too far, removed the scream and painted over Samus' body with something of a swimsuit.
* Data for the Long Beam as an unlock can be found in ''Super Metroid'', but in the final game Samus has it from the start.

to:

* ''VideoGame/SuperMetroid'':
**
Samus' death animation in ''VideoGame/SuperMetroid'' was going to be a little more mature - -- when the suit exploded, she was supposed to have been naked and would have screamed. screamed in agony. However, the developers felt that went way too far, far; they removed the scream and painted over Samus' body with something of a swimsuit.
*
gave Samus clothing.
**
Data for the Long Beam as an unlock can be found in ''Super Metroid'', but in the final game game, Samus has it from the start.

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* ''VideoGame/MetroidDread'' was originally meant to be released on the UsefulNotes/NintendoDS, a logical progression since both ''VideoGame/MetroidFusion'' and ''VideoGame/MetroidZeroMission'' were released on the UsefulNotes/GameboyAdvance. There was even a working prototype of the game shown privately in a pre-E3 2009 event. However, [[https://www.gameinformer.com/2021/06/17/why-metroid-dread-took-so-long-to-make according to Sakamoto]], the DS's technical hardware was simply not capable of doing the game's concept justice and thus it languished in DevelopmentHell until the debut of UsefulNotes/NintendoSwitch. Since the premise of ''Dread'' was always about a near-invincible enemy relentlessly hunting Samus to no end, it's evident that Sakamoto was referring to the limitations of the AI, since the SA-X from ''Fusion'' -- the inspiration for EMMI robots -- only appeared in fixed encounters and has a noticeable ArtificialStupidity that players could [[NightmareRetardant easily exploit]] for their own amusement.

to:

* ''VideoGame/MetroidDread'' ''VideoGame/MetroidDread'':
** The game
was originally meant to be released on in development for the UsefulNotes/NintendoDS, a logical progression since both ''VideoGame/MetroidFusion'' and ''VideoGame/MetroidZeroMission'' were released on the UsefulNotes/GameboyAdvance.UsefulNotes/NintendoDS. There was even a working prototype of the game shown privately in a pre-E3 2009 event. However, [[https://www.gameinformer.com/2021/06/17/why-metroid-dread-took-so-long-to-make according to Sakamoto]], the DS's technical hardware was simply not capable of doing the game's concept justice and thus it languished in DevelopmentHell until the debut of UsefulNotes/NintendoSwitch. Since the premise of ''Dread'' was always about a near-invincible enemy relentlessly hunting Samus to no end, it's evident that Sakamoto was justice: referring to having the limitations of computing power that allows for a nigh-invulnerable AI enemy that can pose as constant threat to Samus, as opposed to the AI, since the SA-X from ''Fusion'' -- the inspiration for EMMI robots -- only appeared in fixed encounters and has a noticeable of the SA-X, which had ArtificialStupidity that players could [[NightmareRetardant easily exploit]] for their own amusement.amusement.
** The original scope of ''Dread'' was quite lofty, and needed to be cut effectively in half partway through development in order to avoid crunch while still meeting the deadline imposed by Nintendo. [=MercurySteam=] had planned for twice as many bosses and a whopping '''120''' cinematics. This downsizing of ambition can still be felt in the final release, with the map having a mysteriously empty area in the upper right, the lack of a third Aeion ability, and the rushed pacing towards the story's climax.

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