Games Nintendo GAMECUBE METROID PRIME User Manual

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Nintendo of America Inc. P. O. Box 957, Redmond, WA 98073-0957 U.S.A. www.nintendo.com
PRINTED IN USA
AVAILABLE AT YOUR NEAREST RETAILER!
WWW.NINTENDO.COM
OFFICIAL
NINTENDO POWER
PLAYER'S GUIDE
49492A
INSTRUCTION BOOKLET
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IMPORTANT SAFETY INFORMATION: READ THE FOLLOWING WARNINGS BEFORE YOU OR YOUR CHILD PLAY VIDEO GAMES
WARNING - Seizures
Some people (about 1 in 4000) may have seizures or blackouts triggered by light flashes, such as while watching TV or playing video games, even if they have never had a seizure before. Anyone who has had a seizure, loss of awareness, or other symptom linked to an epileptic condition should consult a doctor before playing a video game. Parents should watch when their children play video games. Stop playing and consult a doctor if you or your child have any of the following symptoms:
Convulsions Eye or muscle twitching Loss of awareness Altered vision Involuntary movements Disorientation
To reduce the likelihood of a seizure when playing video games:
Sit or stand as far from the screen as possible. Play video games on the smallest available television screen. Do not play if you are tired or need sleep. Play in a well-lit room. Take a 10 to 15 minute break every hour.
Playing video games can make your muscles, joints or skin hurt after a few hours. Follow these instructions to avoid problems such as Tendinitis, Carpal Tunnel Syndrome or skin irritation:
Take a 10 to 15 minute break every hour, even if you don't think you need it. If your hands, wrists or arms become tired or sore while playing, stop and rest them for several hours before playing again. If you continue to have sore hands, wrists or arms during or after play, stop playing and see a doctor.
WARNING - Repetitive Motion Injuries
WARNING: PLEASE CAREFULLY READ THE PRECAUTIONS BOOKLET INCLUDED WITH THIS PRODUCT BEFORE USING YOUR NINTENDO ® HARDWARE SYSTEM, GAME DISC OR ACCESSORY. THIS BOOKLET CONTAINS IMPORTANT SAFETY INFORMATION.
1.
2.
3.
4.
5.
To avoid electric shock when you use this system:
Use only the AC adapter that comes with your system. Do not use the AC adapter if it has damaged, split or broken cords or wires. Make sure that the AC adapter cord is fully inserted into the wall outlet or extension cord. Always carefully disconnect all plugs by pulling on the plug and not on the cord. Make sure the Nintendo GameCube power switch is turned OFF before removing the AC adapter cord from an outlet.
Playing video games can cause motion sickness. If you or your child feel dizzy or nauseous when playing video games with this system, stop playing and rest. Do not drive or engage in other demanding activity until you feel better.
The Nintendo GameCube is a Class I laser product. Do not attempt to disassemble the Nintendo GameCube. Refer servicing to qualified personnel only.
Caution - Use of controls or adjustments or procedures other than those specified herein may result in hazardous radiation exposure.
CONTROLLER NEUTRAL POSITION RESET
If the L or R Buttons are pressed or the Control Stick or C Stick are moved out of neutral position when the power is turned ON, those positions will be set as the neutral position, causing incorrect game control during game play.
To reset the controller, release all buttons and sticks to allow them to return to the correct neutral position, then hold down the X, Y and START/PAUSE Buttons simultaneously for 3 seconds.
WARNING - Electric Shock
CAUTION - Motion Sickness
CAUTION - Laser Device
L Button R Button
C Stick
Control
Stick
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The chozo
The Chozo... Over millennia, this bird-like race of creatures made incredible technological and scientific leaps. Traveling at will through space, they built many marvels across the universe–technologi­cal wonders of unfathomable complexity and cities unmatched in beauty. They shared their knowledge freely with more primitive cultures and learned to respect and care for life in all its forms.
Even as their society reached its technological peak, however, the Chozo felt their spirituality wane. Their culture was steeped in prophecy and lore, and they foresaw the decline of the Chozo coinciding with the rise of evil. Horrified by the increasing violence in the universe, they began to withdraw into themselves, forgoing technology in favor of simplicity. Tallon IV was one of several refuges they built–a colony bereft of technology, built of natural materials and wedded to the land and its creatures.
The years passed, and in time a great meteor crashed into Tallon IV, sending a massive spume of matter into the atmosphere and impregnating the land with a cancerous element known as Phazon. This element immediately sank into the earth and water, poisoning life wher­ever it bloomed. Most plants and animals died, while others mutated into hideous forms.
The Chozo called upon all of their knowledge and technology to control the power of the Phazon, but their efforts were doomed to fail. All they could do was build a temple over the crater at the impact site, sepa­rate the Phazon core, and seal it away. Believing that someday a savior would return to the planet, the Chozo left for an unknown destination, leaving behind nothing but engraved accounts of their time on Tallon IV.
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THE space Pirates
The Space Pirates were interstellar nomads, technologically
dvanced in both space travel and weaponry. When they plundered the
Metroid population that had been discovered by the Galactic Federation
n SR388, they recognized in them massive military and energy resource otential. They immediately invaded the nearby planet of Zebes, wiping ut all life (including most of the indigenous Chozo) and building a mas-
ve network of research facilities below the planet's surface.
Deep below the surface of Zebes, the Space Pirates researched
Metroids for many years, even as a young girl orphaned by their raid on
he neighboring planet K-2L was growing up among the Chozo. Trained
s a warrior and infused with Chozo blood, Samus Aran donned a Chozo-
made Power Suit and cut a swath through the Space Pirates’ operation,
estroying everything in her path, including the gargantuan mainstays of
he Space Pirate army, Ridley and Kraid. She eventually made it to the
ore of their base, destroyed ll the Metroids she saw, nd seemingly blew up
he Mother Brain.
But the Space Pirates were far from finished. They immediately split their survivors into two main camps. One headed to Zebes to begin rebuilding their ravaged facility and resuscitating Mother Brain, Ridley, and Kraid. The second set out in search of a planet with powerful energy resources. They didn't search far before they discovered Tallon IV, which was still emanating huge pulses of energy from the Phazon contained beneath the Chozo temple. Entranced by the massive potential of the strange mutagen, they immediately moved in, retrofitting their laborato­ries, transporters, and life-support systems into the Chozo Ruins.
As the Space Pirates mined the Phazon and experimented with it, they found that its capacity to mutate was unlike anything they'd ever seen, and they promptly started combining it with indigenous life-forms. They refined their operation; powering their machinery with thermal­powered engines sunk in the molten depths of Tallon IV, they drove deep mineshafts and mined more and more Phazon, shipping it to their two main labs in the Phendrana Drifts, where sub-zero temperatures made specimen containment safer. Research leaped forward: by harnessing Phazon's power, they were able to create untold horrors that soon patrolled the dark caverns below Tallon IV's crust.
The Space Pirates also transported many species to their orbiting ship for zero-G Phazon experiments, unaware that Samus Aran had finally
tracked their ship to its low orbit. As they continued with their
unnatural experiments, Samus sped toward Tallon
IV, preparing to wipe them out once and for all...
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the adventure begins
Options
et your Metroid Prime Game Disc in the Nintendo GameCube and close
he Disc Cover, then turn on the POWER Button. When the title screen
ppears, press start to continue to the Main Menu.
Getting Started
efore playing, you must first create a Metroid Prime save file. You need to have a Memory Card inserted in slot A with at least
blocks of free space on it in order to create file for Metroid Prime. Please refer to the
Nintendo GameCube instruction booklet
pages 18-20) for instructions on how to ormat, copy, and erase Memory Card files.
Title Screen
this is your first time playing, select one of
he NEW GAME files and press the A Button.
When the words START and OPTIONS appear,
elect START and press the A Button to begin. you have a previously saved game file, sim­ly choose that file to continue from your last ave point.
n order to save your progress through
Metroid Prime, you must find Save Rooms
Main Menu
ocated throughout Tallon IV's many regions.
When you find one of these rooms, enter the
aving apparatus. When asked if you want to ave, choose YES and press the A Button. All f your progress up to that point will then be aved to the Memory Card in Slot A.
Save Room
Erasing Files
From the pause screen, press the L Button to customize many features of your game-play experience. You can also access the Options screen from the Main Menu before you start your game.
Visor
Adjust Samus's visor opacity, her helmet opacity, and the HUD lag time.
Sound
Adjust the volume of the music and sound effects, or select between Mono, Stereo, and Dolby Surround modes.
display
Adjust the brightness and dimensions of the game play screen.
Controller
Choose to play with standard control or a reversed Y-axis. You can also turn the Rumble feature on or off and reverse the visor/beam configuration.
Progressive Scan Mode
This game can be set to display a higher resolution image on TVs that support progressive scan mode (EDTV, HDTV).
In order to use the progressive scan mode, you need a TV that can accept this type of input (see your TV operation manual) and a Nintendo GameCube Component Video cable (available only through Nintendo. Visit www.nintendo.com or call 1-800-255-3700).
To activate the progressive scan mode, press and hold the B Button while the Nintendo GameCube logo is being displayed until the mes­sage "Display in Progressive Scan mode?" appears. Select YES to acti­vate the mode.
Please note that on some TVs, activating the progressive scan mode will set the format of the image to a wide-screen (16:9) format.
you want to erase a file, select Erase from the bottom of the screen,
hoose the file you want to erase, then press the A Button. Remember:
nce you erase a file, you can never recover it, so be careful!
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CONTROLS
L BUTTON
Lock onto enemies Scan objects in Scan Mode (see page 18) Use Grapple Beam (see page 23)
Z BUTTON
Call up map (see page 24)
R BUTTON
Look around Aim (with Control Stick) Activate Spider Ball in Morph Ball mode (see page 21)
START/PAUSE
Pause the game and view Samus’s databanks (see page 24)
+ Control Pad
Switch visors (see page 18)
Control Stick
Move Samus Look around Aim (with the R Button)
Y BUTTON
Fire Missiles Lay Power Bombs in Morph Ball mode (see page 21)
X BUTTON
Switch between standard and Morph Ball modes
A BUTTON
Fire beam weapon Lay Bombs in Morph Ball mode (see page 20)
B BUTTON
Jump Activate Boost Ball in Morph Ball mode (see page 21) Dash sideways while locked-on (see page 23)
C Stick
Select beam weapon (see page 17)
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POWER SUIT INTERFACE
amus's Power Suit is technologically complex, but all of its
agnostic functions are projected on the inside of the visor for
asy access. Knowing the status of the suit at all times may make
he difference between survival and failure, so it’s important to
nderstand every part of the readout.
radar
The wedge at the top of the circular radar display is Samus's field of vision. Enemies within the radar's range appear as orange dots.
Targeting reticule
This reticule will automatically track enemies or scan points. By pressing the L Button, you will lock onto whatever point is currently highlighted. Bear in mind that the reticule will change in appearance depending on which visor Samus is currently using (see page 18).
This area shows a small section of the
Map
current map. If you press the Z Button, you'll call up the full-screen map (see page 24).
Energy Reserves
The numeric display and horizontal gauge track the amount of energy in Samus's Energy Tank. The highlighted squares above the main energy gauge indicate Energy Tanks that Samus has in reserve.
Threat
assessment
This gauge warns Samus of nearby environmental dangers. It rises in accordance with the proximity of the threat—when the threat is extremely near, the word "Warning" will appear. If Samus is actually being injured by the hazard, the word "Damage" will appear.
Visors
The symbols here correspond to Samus's different visors. Each one is mapped to a direction on the + Control Pad—simply press the + Control Pad in the appropriate direction to select that visor (see page 18).
Missile Reserves
The vertical gauge and numeric display track the number of Missiles Samus has in reserve. When Samus's Missiles are armed, this display glows more brightly.
Beam Weapons
The symbols here represent Samus's different beam weapons. Each one corre­sponds to a direction on the C Stick— press the C Stick in the appropriate direc­tion to select that weapon (see page 17).
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Armor & Armaments
power Beam
s Samus delves deeper into the Space Pirates' operation, she'll find ower-ups that improve both her arsenal and her suit. Every power-up she nds will help her access something new in the vast regions of Tallon IV, so
emember areas where she can't progress and return once she's gained
ew abilities. Pay special attention to the colors of closed doors, as they hould help you determine what weapons you need to use to open them.
power suit
amus's standard Power Suit was built
pecifically for her by the Chozo people. It
s integrated with her body, acting as a sort
f second skin—not only does it provide
hielding in battle and augmented physical
trength, but its life-support systems allow
er to survive in water and even space
without additional equipment.
Power Suit
Varia suit
nce Samus finds the Varia Suit, she will be ble to survive extremely high temperatures ke those found in the fiery depths of
Magmoor Caverns.
This is Samus's standard beam, which you can fire continuously by rapidly tapping the A Button. As with all beam weapons, the Power Beam becomes much stronger once Samus finds the Charge Beam power-up. Once Samus has found the Charge Beam, press and hold the A Button to charge up her shot, then release the A Button to fire a powerful blast.
Power Beam
Wave Beam
The Wave Beam fires three oscillating waves of energy. As with the other beam weapons, the Wave Beam is especially effective against certain enemies and can be powered up once Samus finds the Charge Beam. The Wave Beam also features a limited homing effect.
Wave Beam
Ice Beam
The Ice Beam has a slower rate of fire than the Power Beam, but it makes up for this flaw with its ability to immobilize enemies briefly with a layer of ice. Some enemies are particularly vulnerable to this weapon, so experiment with it. The Ice Beam may destroy weak enemies rather than freezing them.
Gravity suit
he Gravity Suit upgrades Samus's suit even
more. It negates the effects of water, allowing Samus to move and jump normally even while
ubmerged.
Varia Suit
Gravity Suit
Ice Beam
Plasma beam
The most powerful beam weapon in Samus's arsenal, the short-range Plasma Beam launch­es streams of molten energy that can ignite some enemies and melt ice. Like all beam weapons, the Plasma Beam can combine with Missiles for a high-powered combo attack once Samus finds its combo power-up (see page 22).
Plasma Beam
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Behind the Visors
thermal Visor
amus's most important tool is her suit, and it can provide her with a
ealth of information by interfacing with various visors. Samus will start
he game with two—the standard Combat Visor and the Scan Visor—but
ventually she'll use four, each of which can be accessed easily by ressing different directions on the + Control Pad.
Combat Visor
his default visor is standard for battle and provides Samus with all the eneral information she needs (see pages 14-15).
Scan Visor
When Samus uses the Scan Visor, a magnifying
eticule will appear in the center of her visor.
his reticule picks out anything that can be canned—from creatures to computer termi­als—and shows it as an orange or red ymbol. If you press and hold the L Button
while locked onto one of these symbols, the
can Visor will download information. Once it's one downloading, the visor will display message.
esides using the Scan Visor to solve puzzles,
nd enemies' weak spots, and unlock various reas in the game, Samus will also frequently ownload pieces of information that can be
ored in her Log Book. These can be accessed
y pressing START/PAUSE during game play
ee page 25) and include creature morpholo-
es, Space Pirate logs, Chozo literature, and
much more.
Scan Visor
Log Book
Once Samus finds the Thermal Visor, she can track enemies using their heat signatures. Not only does this visor help locate enemies hidden in dark areas, but it can also be used for acquiring alternate targets on enemies. A thermal scan can often find a hidden weak spot on an otherwise difficult enemy. Not only that, but thermal scans show other clues that the naked eye can't discern; if you run into a dead end, try scanning the entire area with the Thermal Visor equipped.
x-Ray Visor
After Samus tracks down the X-Ray Visor, she'll be able to peer through walls to find hidden passages and even see invisible objects. This visor also helps track any enemies that use optical camouflage to render themselves invisible to the naked eye. As with the Thermal Visor, the X-Ray Visor can often identify alternate means of attacking foes.
Thermal Visor
Searching for Clues
X-Ray Visor
Tracking the Invisible
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The Morph Ball
The Boost Ball
s Samus explores, she'll run into many areas that are too small for her
o navigate. Once she finds the Morph Ball, however, she'll gain the
ower to roll herself up into an armored ball that can fit in small tunnels nd drains. As she finds additional power-ups, she'll expand on the abili­es at her disposal while in Morph Ball mode.
Getting Rolling
When Samus rolls into the Morph Ball, the
amera will pull back out of the visor view nd display a third-person perspective.
sing the Control Stick, you can roll the
Morph Ball in whichever direction you
hoose. Bear in mind that gravity will affect
he Morph Ball—you'll need to tilt the Control
tick farther while rolling up inclines.
Morph Ball Mode
Bombs
amus will be vulnerable when she first gets
he Morph Ball, but she'll soon find Bombs to
rm herself. Samus has an unlimited number f these energy-based explosives, but she can nly drop three at a time. Bombs can be used
o destroy weak walls as well as enemies.
Bombing Walls
By positioning the Morph Ball directly over a Bomb, you can propel the Morph Ball up into the air, effectively jumping short dis­tances. Try varying the timing as you drop Bombs to reach even greater heights.
The Boost Ball accelerates the Morph Ball. Once Samus finds this power-up, press and hold the B Button to build up a speed boost. When you release the B Button, Samus will accelerate in the direction she is rolling. This is especially useful for boosting up the sides of half-pipe areas.
Power Bombs
Power Bombs are super-powered bombs that will affect everything within a certain distance of their explosions. Unlike ordinary Bombs, these are limited in number, and Samus will have to replenish them herself by defeating enemies and collecting Power Bomb cap­sules. Some structures can be destroyed only by Power Bombs.
The spider Ball
Once Samus finds the Spider Ball, she can magnetically attach herself in Morph Ball mode to specific magnetic tracks that run throughout Tallon IV's environments. To acti­vate the magnet, simply press and hold the R Button. The Morph Ball will stay fixed to the track as long as you hold the R Button—tilt the Control Stick to move along the track and release the R Button when you wish to drop off the track. You can propel yourself upward by laying Bombs while attached to a track.
Boost Ball
Power Bomb
Spider Ball
Bomb Jump
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Power-ups & power moves
here are many other power-ups strewn across the world of Metroid
rime, and all of them will play vital roles in Samus's quest. Scan every
oom for possible power-ups—very often, you'll need to solve a puzzle to each a specific power-up. You'll also want to practice some advanced
moves that will help you progress through the game.
Energy Tanks
The Space Jump
The Space Jump upgrade will activate boosters on Samus's suit, enabling her to jump a sec­ond time while airborne. Once she's found the upgrade, make Samus jump once by pressing the B Button, then press it a second time while she is in the air to jump a second time and get to previously unreachable areas.
Space Jump
amus starts her adventure with minimal nergy reserves. For every Energy Tank she
racks down, however, her maximum energy eserve will grow by 100 units. The number of
ighlighted squares above the energy gauge t the top of Samus's Combat Visor display
ndicates how many full tanks she has in
eserve.
Missiles & missile combos
nce Samus arms herself with Missiles, fire
hem by pressing the Y Button. Keep an eye
ut for Missile Expansions; for every one of
hese Samus finds, her Missile arsenal will
row by five. Missiles will home in on
hatever Samus locks on, and they can also
e used to blow up hatch locks and destroy pecific types of impediments. To replenish amus's Missiles, collect Missile capsules
om fallen enemies and crates.
Every beam weapon can be combined with Missiles to perform a super combo once Samus has found that beam weapon's combo power-up. To use a combo, charge up your beam weapon all the way by press­ing and holding the A Button. Then, without releasing the A Button, press the Y Button.
Super Missile Combo
Bear in mind that combos drain your Missile reserves. Some obstructions can be destroyed only by specific combo attacks.
Energy Tank
Missile
The Grapple Beam
After she tracks down the Grapple Beam, Samus will be able to latch onto specific energy nodes with an energy beam from her left arm. The icon above a node will brighten when it is in range; simply press and hold the L Button to latch onto it with the Grapple Beam. Tilt the Control Stick to vary your swinging angle, then release the L Button at the top of Samus's swing to launch into the air.
Grapple Node
Grapple Beam
AdvanceD Battle Tactics
Samus has a wealth of weapons and moves at her disposal, and you'll have to practice with all of them if you hope to keep her alive. One of the most important battle tactics is using the L Button to lock onto targets. If you press and hold the L Button without targeting anything, you will be able to strafe side-to-side by tilting the Control Stick.
However, if you press and hold the L Button while targeting an enemy, you will then circle around your lock-on point by tilting the
Control Stick. Additionally, you can perform a quick dash move while orbiting a target–simply tap the B Button while locked-on to leap sideways. Once Samus finds the Space Jump Boots, she can perform a double-dash by tapping the B Button twice. Using these moves will be key to surviving battles with the many enemies Samus will face.
Lock-On Orbiting
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samus’s Databanks
The Log Book
amus's suit can store a huge quantity of data that will help her along er journey. Most information, with the exception of the map, can be ccessed by pressing START/PAUSE during game play. Once the
nventory screen appears, you can use the L and R Buttons to view the
ptions screen or the Log Book screen.
Map
y pressing the Z Button during game play, you
an call up a three-dimensional map display of
he region Samus is currently in. Unless
amus has downloaded the full map for that articular region by finding a Map Room, the nly areas that will appear will be ones that he has explored already. Once she downloads
he map, however, rooms she has explored will
low orange while those yet to be explored will ppear without color.
he colored dots on the map are exits–the
olors indicate which weapons will open the
oors. Samus herself will appear as an arrow ointing in the direction she currently faces.
ou can zoom in or out with the L and R
uttons, move around with the C Stick, or
otate the 3-D display with the Control Stick. o view the World Map, press the A Button. o toggle the map key on and off, press the
Button.
Map Download
Reading the Map
nventory
rom this screen, you can view Samus and
ead additional information about Samus's
urrent state, from the details of her power-
ps to the abilities of her weapons. Simply elect what you want to learn about and
ress the A Button to bring up an
nformational display.
Inventory Screen
As you play through the game, be sure to scan anything and everything. Very often you'll learn a crucial bit of information by scanning an enemy or downloading one of the many research logs located around the Space Pirates' operation. To view information that you have downloaded to your Log Book, press START/PAUSE and access the Log Book by pressing the R Button. From there, select the data you want to view and press the A Button to access your databanks.
Pirate Data
The Space Pirates have document­ed their research on Tallon IV, and Samus will frequently find entire log entries that offer glimpses into the insidious operation.
Creatures
Whenever Samus scans an enemy, she will download valuable infor­mation regarding weak points and behavioral patterns, as well as visual diagnostics of the creature's form.
Chozo Lore
Fragments of Chozo lore are spread around the ruins of their civilization, waiting to be translated by Samus. Their insights may shed light on the mystery of the Phazon...
Research
Many items will help Samus in her quest, and scanning them will pro­vide brief informational data for later study.
Artifacts
This section of the Log Book tracks twelve Artifacts left behind by the Chozo. Without all twelve of these Artifacts, Samus cannot succeed in her mission.
Log Book Entry
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A LINK TO Metroid FUsion
Connect to your game boy Advance!
you use a Nintendo GameCube Game Boy
dvance cable to connect Metroid Prime with a
ompleted Metroid Fusion Game Pak, you'll unlock
omething special. If you connect a Metroid Fusion
ame Pak to a completed Metroid Prime game,
ou’ll unlock a second secret. Follow the instruc-
ons below to link the two games together and refer
o the CONFIDENTIAL insert included with your
ame Disc for further instructions.
What you need:
Nintendo GameCube system Game Boy Advance system Metroid Prime Game Disc Metroid Fusion Game Pak Nintendo GameCube Game Boy Advance cable Memory Card
How to connect
1.
Follow the instructions on page 10 to start the game.
2.
When the title screen appears, select “Metroid Fusion Connection Bonuses” and press the A Button.
3.
Select which feature you wish to access and press the A Button.
4.
Insert your Metroid Fusion Game Pak into the Game Boy Advance then connect it to Socket 2, 3, or 4 on the Nintendo GameCube using a Nintendo GameCube Game Boy Advance cable.
5.
On the Game Boy Advance, press and hold START and SELECT and turn the power ON.
6.
You are now ready to begin the data link.
Use the diagram above to con­nect your Game Boy Advance to your Nintendo GameCube.
NOTES ON LINKING
The following circumstances might cause a communication error or erase the data you saved on your Game Boy Advance:
1. A cable other than the Nintendo GameCube Game Boy Advance cable is used.
2. There’s a Game Pak other than Metroid Fusion in the Game Boy Advance.
3. There is a loose connection.
4. The Nintendo GameCube Game Boy Advance cable, Game Boy Advance, and Nintendo GameCube are not connected properly.
5. The Nintendo GameCube Game Boy Advance cable is pulled out while exchanging information.
6. The power on the Nintendo GameCube or Game Boy Advance is turned off while exchanging information or the GameCube’s RESET Button is pressed.
Do not connect a Game Boy Advance cable or a Game Boy Advance you won't be using.
The Nintendo GameCube Game Boy Advance cable will operate as long as it is connected to Socket 2, 3, or 4.
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CREDITS
Retro Studios
XECUTIVE PRODUCER
eve Barcia
RODUCER
ichael Mann
EAD DESIGNER
ark Pacini
ENIOR DESIGNERS arl Deckard Mike Wikan
ESIGNERS
ason Behr Tony Giovannini
aul Reed Amanda Rubright
EAD ENGINEER
ark Johnston
ECHNICAL LEAD ENGINEERS ack Mathews Andy O’Neil
ENIOR ENGINEERS
ark Haigh-Hutchinson
avid ‘Zoid’ Kirsch
NGINEERS
d Chauviere Steve McCrea
ving Mah Kai Martin
ex Quinones Marco Thrush
kintunde Omitowoju
EAD ARTIST
dd Keller
ENIOR ARTISTS
ike Sneath Chris Voellmann
ARTISTS Chuck Crist Don Hogan Andrew Jones Gene Kohler Ryan Powell Elizabeth Pugh Luis Ramirez Danny Richardson Alejandro Roura Elben Schafers LeRoy Strauss
ANIMATORS Derek Bonikowski Dax Pallotta Stephen Zafros
AUDIO LEAD Clark Wen
SOUND DESIGNERS (CONTRACTORS) Frank Bry Crispin Hands Ken Kurita-Ditz Kristoffer Larson
PRODUCTION ASSISTANT Ryan Harris
SPECIAL THANKS Al Artus Kerry Anne Odem George Thomas Eugene Kwon Tian Lim Greg McBride Carl Mueller Dante Treglia
ADDITIONAL CONTRIBUTORS Scott Johnson Rick Kohler Martin L'Heureux Frank Lafuente Tom Papadatos Audrey Peterson
Ncl
EXECUTIVE PRODUCER Satoru Iwata
PRODUCERS Shigeru Miyamoto Kenji Miki
COPRODUCERS Kensuke Tanabe Akira Otani
COORDINATION Risa Tabata
MUSIC Kenji Yamamoto
MUSIC (ASSISTANT) Kouichi Kyuuma
CONNECTIVITY PROGRAMMING Tomohiro Kawase Hideaki Shimizu
TECHNICAL SUPPORT Hironobu Kakui Yoshihito Ikebata Yoshito Yasuda
SUPERVISOR (SAMUS MODEL) Tomoyoshi Yamane Chiharu Sakiyama
SPECIAL THANKS Ta kehiro Izushi Yoshio Sakamoto Takahiro Harada Takao Sawano Hiroyuki Kimura Masashi Goto Akiko Miyano Super Mario Club
NOA
PRODUCER (NOA) Jeff Miller
TRANSLATOR/BILINGUAL COORDINATORS Tim O'Leary Kiyohiko Ando Scot Ritchey
TESTING/COORDINATOR Michael Leslie
EDITOR Leslie Swan
WRITER/EDITOR Nate Bihldorff
TESTING DIRECTOR Michael Kelbaugh
TESTING MANAGER Kyle Hudson
TESTING SUPERVISOR Eric Bush
TESTING PROJECT COORDINATOR Thomas Hertzhog
TESTING Marc Doyal Jason Mahaffa Shane Lewis Michael Chipman Kathy Huguenard Jim Holdeman Tim Casey Nicko Gonzalez Jack Smart Melvin Forrest
TESTING TECHNICIANS Chris Needham David Hunziker
SPECIAL THANKS Tatsumi Kimishima Mike Fukuda Kamon Yoshimura Chris Campbell Tom Eberspecher Jim Wornell
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Important
WARNING: Copying of any Nintendo game is illegal and is strictly prohibited by domestic and international intellectual property laws. “Back-up” or “archival” copies are not authorized and are not necessary to protect your software. Violators will be prosecuted.
This Nintendo game is not designed for use with any unauthorized copying device or any unlicensed accessory. Use of any such device will invalidate your Nintendo product warranty. Nintendo (and/or any Nintendo licensee or distributor) is not responsible for any damage or loss caused by the use of any such device. If use of such device causes your game to stop operating, disconnect the device carefully to avoid damage and resume normal game play. If your game ceases to operate and you have no device attached to it, please contact Nintendo Customer Service (see below).
The contents of this notice do not interfere with your statutory rights.
This booklet and other printed materials accompanying this game are protected by domestic and international intellectual property laws.
For further information or assistance, please contact: Nintendo Consumer Service www.nintendo.com or call 1-800-255-3700 (U.S. and Canada)
Warranty & Service Information
You may need only simple instructions to correct a problem with your product. Try our web site at www.nintendo.com or call our Consumer Assistance Hotline at 1-800-255-3700 rather than going to your retailer. Hours of operation are 6 a.m. to 9 p.m., Pacific Time, Monday - Saturday, and 6 a.m. to 7 p.m.,
Pacific Time, on Sundays (times subject to change). If the problem cannot be solved with the troubleshooting information available on-line or over the telephone, you will be offered express factory service through Nintendo or referred to the nearest NINTENDO AUTHORIZED REPAIR CENTER
SM
. Please do not send any products to Nintendo
without contacting us first.
HARDWARE WARRANTY
Nintendo of America Inc. ("Nintendo") warrants to the original purchaser that the hardware product shall be free from defects in material and workmanship for twelve (12) months from the date of purchase. If a defect covered by this warranty occurs during this warranty period, Nintendo or a NINTENDO AUTHORIZED REPAIR CENTER will repair the defective hardware product or component, free of charge. The original purchaser is entitled to this warranty only if the date of purchase is registered at point of sale or the consumer can demonstrate, to Nintendo's satisfaction, that the product was purchased within the last 12 months.
GAME PAK & ACCESSORY WARRANTY
Nintendo warrants to the original purchaser that the product (Game Paks and accessories) shall be free from defects in material and workmanship for a period of three (3) months from the date of purchase. If a defect covered by this warranty occurs during this three (3) month warranty period, Nintendo or a NINTENDO AUTHORIZED REPAIR CENTER will repair the defective product, free of charge.
SERVICE AFTER EXPIRATION OF WARRANTY
Please try our web site at www.nintendo.com or call the Consumer Assistance Hotline at 1-800-255-3700 for troubleshooting information and/or referral to the nearest NINTENDO AUTHORIZED REPAIR CENTER. In some instances, it may be necessary for you to ship the complete product, FREIGHT PREPAID AND INSURED FOR LOSS OR DAMAGE, to the nearest service location. Please do not send any products to Nintendo without contacting us first.
WARRANTY LIMITATIONS
THIS WARRANTY SHALL NOT APPLY IF THIS PRODUCT: (a) IS USED WITH PRODUCTS NOT SOLD OR LICENSED BY NINTENDO (INCLUDING, BUT NOT LIMITED TO, NON-LICENSED GAME ENHANCEMENT AND COPIER DEVICES, ADAPTERS, AND POWER SUPPLIES); (b) IS USED FOR COMMERCIAL PURPOSES (INCLUDING RENTAL); (c) IS MODIFIED OR TAMPERED WITH; (d) IS DAMAGED BY NEGLIGENCE, ACCIDENT, UNREASONABLE USE, OR BY OTHER CAUSES UNRELATED TO DEFECTIVE MATERIALS OR WORKMANSHIP; OR (e) HAS HAD THE SERIAL NUMBER ALTERED, DEFACED OR REMOVED.
ANY APPLICABLE IMPLIED WARRANTIES, INCLUDING WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE, ARE HEREBY LIMITED IN DURATION TO THE WARRANTY PERIODS DESCRIBED ABOVE (12 MONTHS OR 3 MONTHS, AS APPLICABLE). IN NO EVENT SHALL NINTENDO BE LIABLE FOR CONSEQUENTIAL OR INCIDENTAL DAMAGES RESULTING FROM THE BREACH OF ANY IMPLIED OR EXPRESS WARRANTIES. SOME STATES DO NOT ALLOW LIMITATIONS ON HOW LONG AN IMPLIED WARRANTY LASTS OR EXCLUSION OF CONSEQUENTIAL OR INCIDENTAL DAMAGES, SO THE ABOVE LIMITATIONS MAY NOT APPLY TO YOU.
This warranty gives you specific legal rights, and you may also have other rights which vary from state to state. Nintendo's address is as set forth on the back cover of this booklet.
This warranty is only valid in the United States.
REV–C
REV–M
NINTENDO
ECUTIVE PRODUCER toru Iwata
-PRODUCER nsuke Tanabe Akira Otani
USIC
nji Yamamoto
NNECTIVITY PROGRAMMING
mohiro Kawase Hideaki Shimizu
PERVISOR (SAMUS MODEL)
moyoshi Yamane Chiharu Sakiyama
ODUCER (NOA)
ff Miller
ANSLATOR/BILINGUAL COORDINATOR
m O'Leary Kiyohiko Ando
ot Ritchey
ITOR
slie Swan
STING DIRECTOR
chael Kelbaugh
PRODUCER Shigeru Miyamoto Kenji Miki
COORDINATION Risa Tabata
MUSIC ASSISTANT Kouichi Kyuuma
TECHNICAL SUPPORT Hironobu Kakui Yoshihito Ikebata Yoshito Yasuda
SPECIAL THANKS Tak ehiro Izushi Yoshio Sakamoto Takahiro Harada Takao Sawano Hiroyuki Kimura Masashi Goto Akiko Miyano Super Mario Club
TESTING/COORDINATOR Michael Leslie
WRITER/EDITOR Nate Bihldorff
SPECIAL THANKS Tatsumi Kimishima Mike Fukuda Kamon Yoshimura Chris Campbell Tom Eberspecher Jim Wornell
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