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#Metroid trilogy wii save game manual#
Stations "These mysterious machines let you recharge your energy or ammo, save your progress, or travel quickly between areas-but you must locate them first!" Metroid: Samus Returns manual Note: This is a general description for all stations in the game, including Energy, Ammo, Save and Teleport Stations. Like normal Save Stations, saving at your gunship will fully replenish your energy. Select yes to confirm your choice." Data Clear Mode "Select the data you wish to clear, press the A button and select yes to confirm." Logbook entries You'll then be able to start the game over from where it was last saved." Data Copy Mode "Select the data that you wish to copy, press the A button, then select the file you wish to copy the data to and press A again. If you bring Samus into one of these, you will be prompted to save the game data. Saving Data: "Data save units are found in each area. To save a game, simply stand inside the unit and a message will pop up asking whether or not you wish to save. It's usually wise to use them as you find them because this is where you will restart should you get killed. Terminals (page 8) "These are fairly liberally spread across the levels. The name is also present in every version of the manual. Save Stations are referred to as data save units in this guide.
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Samus using a Save Station in Zero Mission. Their pose references the ancient Greek Titan Atlas, who was condemned to hold the heavens on his shoulders for all of eternity. They are shown to be holding something on their shoulders. In Metroid Dread, Save Rooms feature Chozo statuary, a further sign of their presence on ZDR. The varying designs can probably be attributed to the different planets they appear on, and the cultures of the races that made them. Metroid: Other M's Navigation Booths are also simplistic touch-sensitive platforms, which restore energy in a similar way to the ones seen in Corruption. In Metroid Prime 3: Corruption they appear revamped, with a more simplistic and sleek design which functions almost exactly the same as in Fusion. In Prime these are constantly extended, but in Echoes they descend for saving and ascend when the process has completed. Metroid Prime's (designed by Don Hogan ) and Metroid Prime 2: Echoes's have several "working fingers" that project beams of light which seem to restore Samus' suit energy. Super Metroid features a capsule-like design, but in Metroid Fusion and Metroid: Zero Mission save points are weight-sensitive platforms. The original save station from Metroid II: Return of Samus is nothing more than an ornate pole with a glowing top. Save Stations vary in design throughout the series.
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It is implied that the other soldiers in the 07th Platoon use them to communicate when separated.
#Metroid trilogy wii save game download#
In Metroid: Other M, Save Stations are replaced by Navigation Booths, which act as Save Stations and also allow Samus to download map data. Federation Troopers also refer to Save Stations as Recharge Stations, although they do not replenish ammo like other Recharge Stations. In the Prime series, Save Stations also act as Energy Charges, allowing Samus to recover all her health even if she chooses not to save her progress. In the games in which it is present, Samus's Gunship also functions as a Save Station that also refills health and ammunition, with the exception of Metroid II, where the Star Ship only serves to restore health and ammo. Save Stations first debuted in Metroid II: Return of Samus and have appeared in every Metroid game since then, making the original Metroid and Metroid Prime Hunters the only games without Save Stations (instead, Metroid uses Passwords in Hunters, Samus can save at her Hunter Gunship).