Effects for the beam hitting a wall do not exist. The Plasma Beam and Nova Beam only change the color of the Power Beam and adds more damage.The X-Ray Visor is completely non-functional and only turns the Combat Visor HUD red. The Command Visor HUD works, but Samus' arm cannon clips through her left hand, but it is usable after the Rundas cutscene to call the ship. The Scan Visor can be used, but there aren't any scannable objects. All items can be activated through the debug menu, though a lot of them aren't functional.In the debug output, a SDK driver not seen before is mentioned, dated 2005 and labelled "KPAD" (as opposed to the GameCube "PAD" driver and the Wii "WPAD" driver), which is assumed to control the pseudo-Wii Remote hardware. Therefore, it is assumed a GameCube GBOX with additional RAM and a pseudo-Wii Remote interface was used to demo it at E3. The prototype was found and dumped from the last slot of a GameCube development cartridge known as an "NPDP cart". The prototype itself is filled with debug options. This represents a glimpse at the intermediary step between GameCube and Wii development, and can be played entirely with a GameCube controller. The game requires at least 128MB of GameCube memory, nearly three times as much as the console's 43MB of non-unified RAM, and as such the game will not work on retail hardware - the only way to play it is on the aforementioned dev kit or by bumping up the emulated system RAM in Dolphin. A prototype of Metroid Prime 3: Corruption, listed as Build v3.068 and dated March 2, 2006, was built on GameCube development hardware outfitted with additional RAM.
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