Metal Gear Solid Developer: Publisher: Platform: Released in JP: September 3, 1998 Released in US: October 21, 1998 Released in EU: February 22, 1999 This game has unused animations. This game has unused code. This game has uncompiled source code. This game has hidden development-related text.
This game has unused graphics. This game has unused models. This game has unused music.
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This game has unused sounds. This game has unused text.
This game has debugging material. This game has a hidden sound test.
This game has a hidden level select. This game has regional differences.
This game has revisional differences. Sorry, your browser either has JavaScript disabled or does not have any supported player. You can or to play the clip in your browser. This music is stored inside s10a, the stage for the first Sniper Wolf boss fight. Its intended use is very clear; it was supposed to be the track that played during the codec conversation after Meryl was shot. It is internally known as vc123201. The track itself is an in-game rendition of The Best Is Yet to Come, the ending theme, shifted by +3 octaves.
It was later replaced by a mix of cutscene tracks and the actual The Best Is Yet to Come. This video shows the unused song replacing the final music. To do: Please organize these textures and make them look better than I did, if possible. Add the DEATH radar status. These textures are known to be unused in every full released version of the game. They are listed by the name of the stage they're found in. Objects init (Bandana) An unused Bandana.
S06a (Item Box) This is an item box displayed for major collectable/equippable items, such as weapons. This was found in s06a, the Nuclear Warhead Storage stage, which is devoid of such items on any difficulty. This might have to do with the scrapped cardboard box for the Canyon. S07a, s07c (Doors) These are early textures for doors in the B1 floor of the Nuclear Warhead Storage. Hard to say where the first one was going to be used, but since s07c (the stage you teleport to after Meryl's cutscene) looks like an afterthought, you may have had direct contact with Meryl just after rescuing Otacon, which wouldn't have needed a Level 5 card to reach Mantis' room. Characters Early Snow-themed Genome Soldier Textures These textures belong to early versions of the snow-themed Genome soldier models (predating even the famous E3 1997 trailer). You can see them in action in other various pre-release materials as well.
S04b (Liquid inside Hind) This is the face for Liquid when he's inside the Hind, discovered in s04b, the Ocelot boss fight stage. They might have tried to recreate the 1996 pre-rendered video (which has snippets in the 1997 E3 one) using in-game assets at some point.
Early Ninja Textures These textures are from the head of an early Ninja model, also seen in the E3 1997 movie. S12a, s12b (Sniper Wolf Head Shot) This is a pretty brutal texture of Sniper Wolf's head after being shot. It is never seen in-game because Snake covers her head with her own handkerchief. Miscellaneous s00aa (Natasha's Voice Actress billing) A special billing that was intended to be placed alongside the name of Nastasha's voice actress in the opening credits.
This was likely considered due to the fact that Nastasha's presence in the game is entirely optional. Unlike Snake's other contacts, such as Dr.
Naomi and Mei-Ling, there are no mandatory codec calls involving her, making her an easy character to neglect. Opening (Opening Text Details) The opening cut-scene was originally going to give viewers all sorts of details about where and when the operation began, in classic spy movie style, but they decided against it and keep the game's setting a bit more ambiguous. Despite this, there are still many hints of when the game is supposed to take place, from the fact that it's set six years after the events of (which took place in 1999) to Snake mentioning in the briefing that he's training for the (an annual dog sled race held at the first Saturday of every March) set to take place within a week.
This pretty much just narrows it down to the specific time and date. Selectvr (Face & 'SOCOM Attack Mode') A face-less variant of the first texture is inside every VR stage, and is seen in those little snake-like lights roaming around the blocks. Since this is the stage where you select VR missions, there is no environment model this texture can be used with. The second one is just an early name for the Gun Shooting Mode.
S01a, s03d ('COMING SOON') This was used in the demos, where after completing the demo, the screen would have been filled with a ' TO BE CONTINUED' using the game font, with the only selectable option being this 'Coming Soon'. Title, demosel (Demo Theater options) These are unused options for the Demo Theater menu, which would have more than likely worked like the standard Demo Theater, but instead would use the alternate skins for Snake, the Ninja, and Meryl in Integral.
These remained unused, even in Integral, the last release of the game. These textures (along with the other Demo Theater content) are also found on the title level set, because in the original Japanese release, the (unfinished) Demo Theater was a sub-page of the SPECIAL menu. Check the if you want to know more. D00aa (Japanese Voice Cast billings) Same as s00aa, but for d00aa the other unused level set taken from the very first English demo. This is where the game's first cut-scene was supposed to play, and would list all of the Japanese VA cast.
This level, along with its supposedly playable counterpart, are simply broken when accessed in the final game. Most likely the data used in these levels are obsolete and incompatible with the current game engine. The Baker texture does not exist in the final version of the map. (Texture Extracting Tool: Federico M.) Unused Codec Data Unused Memory Window Code Even though there are only seven 'official' Codec frequencies in the game, a fully functional routine for scrolling the Memory Window when you get past eight exists. Unreachable Script Branches Depending on the area you're in, certain general purpose Codec scripts are called instead of others, which will find the most appropriate branches to reflect your current situation. Image Translation Comments Snake, you can't go north unless you defeat Mantis first.
In the case of the boss fight with Psycho Mantis, the game uses a special separate script for both Master Miller and Nastasha which is switched as soon as the fight starts, making the branch intended for Mantis in the 'main' script completely unused. Metal Gear's maintenance base is located in the northern area, isn't it? You can't go ahead until you've defeated Mantis. Same deal as Master Miller, but found in Nastasha's scripts.
Since both of these don't have any VOX file attached, and access text in such an odd way, it's possible they could be ancient leftovers. This is found in the general purpose script for Meryl. Since it checks for story flags to start the appropriate conversation, this branch is never used, because it would mean the Codec is enabled contact with Meryl before the story allows you to do so. Flag is wrong. Similar to the one above, but this branch is used if contact with Meryl is enabled after you become unable to contact her (which happens following the Ninja boss fight). This is displayed if the ability to contact Campbell is enabled after he's been placed under arrest.
Later versions only have ”ふらぐ” in place of this. This empty message is for Otacon's conversations, if the story flags are set to a point where the player hasn't met him yet.
This message would be used when something went wrong with Mei Ling's branches, after the initial greeting. Both of these fully dubbed dialogues are never accessed by the game: they were part of a scrapped scene before Liquid started his speech, where the player could enter the Codec to make a couple of calls.
Campbell and Mei Ling are the only ones with actual new dialogue to share. You can get some of these working just by selecting the Before Liquid Demo subsection of the menu on certain versions, but most versions point to wrong/buggy scripts for the appropriate flags, resulting in a premature hang-up, or worse, a game crash. It is interesting to note that the Japanese messages work in every version of the game, even those which don't have a Japanese font anymore. This is because a completely separate custom font is embedded into the scripts themselves. Unused Animations. To do: A page chock-full of webms is in the works. These animations aren't really accessible on anything other than emulators with memory editing capabilities, unless you want to fiddle with compiled C code.
Various unused animation sequences for Solid Snake's character model are in the 'Pilot Disk' demo versions of the game, and some still remain in the final product. The oddest ones in the bunch include a roundhouse kick that was apparently changed from its original incarnation in development, which looked more like the one you see in Metal Gear Solid 2: Sons of Liberty. Others having walking cycles for crouching, a feature that was only finalized in Metal Gear Solid 4: Guns of the Patriots, three sequels later. To do: Get rid of the output below and dump all of the text strings found in the exe, unless the header output of the American version is somewhat encyclopedic, but it should deserve its own subpage IMO. Too much clutter on the main one. The game's executables still contain all the text logging arguments added by development staff but the printf-style function that would send it to the debug terminals has been removed. The following codes re-enable it, and the result can be seen in your emulator's stdio console output.
NTSC-U PAL 800AE370 00A0 800AE372 240A 800AE374 0008 800AE376 0140 800AE378 003F 800AE37A 2409 8008E62C B8DC 8008E62E 0802 8008E634 B8DC 8008E636 0802 800ACC44 00A0 800ACC46 240A 800ACC48 0008 800ACC4A 0140 800ACC4C 003F 800ACC4E 2409 8008CCC0 B311 8008CCC2 0802 Some sample output is shown below. Regional/Revisional Differences Japanese Version The Japanese version, being initial release of the game, lacks some of the content that was present in the later versions of the game. The most striking differences include:. The obvious use of Japanese voice acting and text. A good number of cut dialogue files exist on the discs, including recycled takes of other lines. The font type used for captions and item descriptions is the same one previously used in the console versions of Policenauts. There is no difficulty selection when starting a new game - instead, it goes straight to the opening cutscene.
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The difficulty setting for the Japanese version would serve as the basis for the Easy setting in later versions. However, the option to start a new game with the radar turned off can be unlocked after completing the game once.
There are only 13 possible codenames for the end-game result screen, instead of the 48 codenames present in the later versions. The 12 codenames that are normally available are the same ones used for the Hard difficulty setting in the later versions, with the best possible codename being Fox. The 13th codename, Big Boss, is only available by the playing the game with the radar off and meeting the same requirements for the Fox codename. Johnny Sasaki (the jail guard in Meryl's cell) wears shorts after he is knocked unconscious and stripped of his uniform.
In the international versions, he is left completely naked instead, with a pixelated effect covering his buttocks. Demo Theater was not yet implemented in this version. However, the assets for its menu are present in the game's code (see below). Exclusive Textures There's quite a few textures that were scrapped from the later revisions: title These were used to enable or disable the radar from the SPECIAL menu, after unlocking this option by clearing the game once. This is necessary because there are no difficulty settings tied to use of the radar in the Japanese version.
Rank Instead of listing the 'Cheat' items the player used by using the same font as your ranking, the game used these special textures. It also took note if you used the radar or not. 'Mugen Bandana' means 'Infinite Bandana'. Unfinished Demo Theater. To do: final Japanese demo theater names from Integral While the Japanese version does not have the Demo Theater readily accessible, it still exists in an unfinished state. It seems the original method to access it (or perhaps just a temporary way) was as a sub-section of the SPECIAL Menu.
The menu must have been close to completion; the coding supports all the available demo rolls, including the scrapped ROLL C and ROLL D ones, which were almost certainly intended to play through all of the cut-scenes in a mode internally known as a 'Red Ninja' playthrough. These playthroughs, which are normally available after beating the game once, change up some texture models and play the Metal Gear Solid main theme during the ending staff roll. The text descriptions are different from the finalized Demo Theater featured in later versions: Image Translation International Text Integral Exclusive Text ROLL A Blue's Love Song Meryl メリル Meryl ROLL B Blue Color's Youth Otacon オタコン Otacon ROLL C Crimson Red's Love Song Red Meryl (赤忍者)メリル (Red Ninja) Meryl ROLL D Crimson Red Color's Youth Red Otacon (赤忍者)オタコン (Red Ninja) Otacon The coding is incomplete; selecting any option will load the very first dock area ( d00a) with a fixed camera and no player character (or out of bounds) with possibly debug init routine parameters. This appears to be a completely 'null' start which suggests no work has been done outside of the menu.
The color-themed subtitles are references to two Tokimeki Memorial adventure games that were also developed by KCE Japan: Nijiiro no Seishun (虹色の青春, 'Rainbow's Youth') and Irodori no Love Song (彩のラブソング, 'Colorful Love Song'). Psycho Mantis Memory Card Scans The catalog of Konami games that can be detected by Psycho Mantis in the cutscene prior to his boss battle is much greater in the Japanese version compared to the later international versions, due to Konami naturally releasing more games for their native market. As a result, many of Psycho Mantis' lines in which he makes references to games that were released only in Japan, such as Tokimeki Memorial (a dating sim that was popular at the time and had numerous spinoffs), were cut and replaced with references to localized games for the international versions. This included a special voice-only cameo from Kojima triggered by having save data from both, Snatcher and Policenauts. Contrary to popular belief, Psycho Mantis does not have a specific line when he detects a Snatcher save file like he does with Policenauts, despite being a requirement to trigger Kojima's cameo. Mantis will simply treat it as any other Konami game and will only pay special attention to it if it's detected alongside Policenauts.
This was likely due to the fact that the PlayStation version of Snatcher was developed by a separate KCE division and not by KCE Japan. The following are the Psycho Mantis lines exclusive to the Japanese version and the conditions to trigger them. Vox number Japanese Translation Condition 00139 ときメモが好きなようだな You seem to like Tokimeki Memorial.
Have save data from at least two Tokimeki Memorial games. 00140 ポリスノーツが好きなようだな You seem to like Policenauts. Have a save data from Policenauts.
Simple enough. 00142 恋愛シミュレーションが好きなようだな You seem to like dating sims. Have save data from at least two dating sims by Konami (e.g. Tokimeki Memorial: Forever With You, Mitsumete Knight) 00148 KCEジャパンの創るゲームが好きなようだな You seem to like games made by KCE Japan.
Have save data from at least two other games developed by KCE Japan (e.g. Policenauts, the Tokimeki Memorial Drama Series) 00158 小島作品が好きな様だな? いつも応援してくれてありがとう So you like Kojima games? Thank you for your support.
Have save data from both, Snatcher and Policenauts. This will trigger a voice-only cameo by Kojima himself. North American Version.
Release chronology (2008) Metal Gear Solid 4: Guns of the Patriots (2008) (2008) Metal Gear Solid 4: Guns of the Patriots ( メタルギア・ソリッド4・ガンズ・オブ・ザ・パトリオット, Metaru Gia Soriddo 4 Ganzu Obu Za Patoriotto, commonly abbreviated MGS4) was directed. It was developed by exclusively for the and was designed around the motto, 'No Place to Hide!' Stated that Metal Gear Solid 4 is the final canonical game to feature as the main character. The game was released worldwide on June 12, 2008, exactly 10 years after and 20 years after the North American release of. Metal Gear Solid 4 has received widespread critical acclaim, earning Game of the Year awards from several major gaming publications, including GameSpot, which hailed the game as technically flawless. Since its release, more than 4.33 million copies of the game have been shipped. On June 16, 2009, a little more than a year after the game's initial release, Metal Gear Solid 4 was re-released under the Greatest Hits banner.
Contents Plot chronology (1964) (1970) (1974) (1975) (1984) (1995) (1999) ( ) (2005) (2007/2009) Metal Gear Solid 4: Guns of the Patriots (2014) (2018) In 2014, the world is in chaos, the ' plunging the world into never-ending battle. This fuels the need for, the five largest of which (together rivaling the power of the entire ) are owned by a single mother company, with at the helm. Liquid Ocelot, a fusion of the consciousness of and the body of, is once again set on world domination., now also referred to as Old Snake due to his advanced accelerated aging, is dispatched to assassinate Liquid Ocelot as a personal favor to Roy Campbell.
The game is divided into six acts, the last a two-part, epilogue-like 'debriefing':. The acts are all named after the Snake characters in the series, with the name of Act 4 also referring to the Metal Gear Solid remake,. In the original draft of Metal Gear Solid 4, the ending had Solid Snake and Otacon turning themselves in for the crimes they committed, and executed. Most of the staff vetoed this ending, so it was not used.
Characters and voice cast The cast of Metal Gear Solid 4: Guns of the Patriots.Many of the Japanese voice cast from Metal Gear Solid and Metal Gear Solid 2 returned to reprise their roles in the game, with the notable exception of Kōji Totani, the voice actor of Revolver Ocelot, who passed away in February 2006. Totani was replaced by Liquid Snake's Japanese voice actor Banjō Ginga.
Houko Kuwashima and Kikuko Inoue also reprise their roles of and, respectively, and Inoue also voiced a new character, the daughter of. Japanese film director provides the voice for, replacing. An elderly also appears, and is voiced by singer.
The English voice acting was recorded under voice director. All the notable voice actors and actresses reprise their roles from previous titles (e.g. David Hayter as Solid Snake)., who provided Liquid Snake's voice, was not part of the cast, but can be heard in flashbacks through archived voice samples. The role of Liquid Ocelot was given to, Revolver Ocelot's voice actor. Kris Zimmerman, denying allegations of nepotism, has clarified that Kojima always intended for the character to use Ocelot's voice. New characters include arms dealer, his pet monkey Little Gray, Rat Patrol Team 01, under the command of Meryl Silverburgh, and the Beauty and the Beast Unit.
Rat Patrol Team 01 Main article: Left to right: Ed, Meryl, Jonathan and Johnny 'Akiba' Sasaki. Army Special Forces team sent to investigate PMC activity. The four members include Meryl Silverburgh as squad leader;, Meryl's second-in-command, a sniper and radioman for the team;, a hulking soldier acting as grenadier; and, also known as 'Akiba' (formerly known as 'Jail Guard Johnny' the guard Meryl stripped naked and left unconscious in Metal Gear Solid), the team's electronics and demolitions expert. Meryl, Ed, and Jonathan use the to share each other's senses via the nanomachine network inside their bodies. Unknown to the rest of Rat Patrol however, Akiba does not as he is 'scared of needles' and did not go through with receiving the nanomachines, causing him to be less efficient in the battlefield.
Meryl introduces the team as 'Rat Patrol Team 01' and states that they are investigating PMC activity with the U.S. Ed and Jonathan take their names from the main characters in Kojima's Policenauts, from which Meryl also originally gained her name. It is revealed in the conclusion of Metal Gear Solid 4 that, like Drebin, 'Rat Patrol Team 01' was yet another plan by the Patriots to suppress the growing threat of Liquid Ocelot. Such can be seen when re-arranging the letters of 'RAT PT 01' (the common abbreviation for the team) the word 'Patriot' (PATR10T) is revealed. Though they wear the insignia, the team is in no way affiliated with FOXHOUND. The Beauty and the Beast Unit Main article: The Beauty and the Beast Unit. Four new bosses are also introduced: Crying Wolf, Raging Raven, Screaming Mantis, and Laughing Octopus, of The Beauty and the Beast Unit.
Their animal names openly reference characters from Metal Gear Solid's FOXHOUND unit and the emotions relating to the from Metal Gear Solid 3. They each share a weapon with a member of from Metal Gear Solid 2. Screaming Mantis also carries two marionettes of previous Metal Gear Solid bosses:. The women all suffer from post-traumatic stress disorder. The only way they can cope with the damage done to their minds is to become war machines.
Their inner appearance is referred to as 'Beauty', while their outer appearance is referred to as 'Beast.' Four real-life models were chosen for their in-game appearances as their 'Beauty' side: Lyndall Jarvis (Laughing Octopus), Scarlett Chorvat (Screaming Mantis), Mieko Rye (Crying Wolf), and Yumi Kikuchi (Raging Raven). The English dubbing for the characters is done by having the female voice actors perform the lines while Fred Tatasciore overdubs on top of the female voices, creating a split-voice effect.