Metal Gear Solid (PlayStation)

Metal Gear Solid is the result of Hideo Kojima's experiment to see how many variations of "Snake!", "Huh?", and maniacal laughter could be shoehorned into two CDs.

Debug Menu
A debug menu can be accessed by using a hacked game save. The menu most notably features a level selector, but also a checkpoint selector, a vibration creator (for cinematics) and a voice tester. VKVTkqodcA0

Unused Animations
34LWHxFfug4 Various animation sequences were programmed into Solid Snake's character model that were unused in the actual game. These were discovered within the "Pilot Disk" demo version, as well as within the final Japanese and American versions of the game. One of the animated sequence includes a jumping roundhouse kick that was later incorporated in Metal Gear Solid 2: Sons of Liberty.

Unused Cardboard Box
Three things left in the game indicate there was, at one point, a fourth cardboard box item. Nothing remains of its graphics, but equipping item id causes Snake to adopt the box-crouch (see left) and guards to go through their box routines. There's also dialog for the truck driver (below left) mentioning its destination was to be the canyon where Snake fights against Vulcan Raven's tank.

The third thing is the texture names – the snowfield box parts have names starting with cbox4.

Development Text
The executables still contain all the text logging added by development staff but the printf-style function that would send it to the debugger has been removed. The following GameShark codes re-enable it, and the result can be seen in PCSX's console output.

PAL

NTSC-U

Some sample output is shown below: mem:[R]TASK START: 11 8008CBA8 [R][R][R]pad:gv:fs:Change effective memory : 2 MBytes TASK 10 START:addr=800a51c4 TASK START: 10 800226E0 MGS read_sector 202 FILE BRF.DAT : top 203 size 5724160 set 353 FILE DEMO.DAT : top 2998 size 247597056 set 3148 FILE FACE.DAT : top 123895 size 3508224 set 124045 FILE MGS1.EXE : top 125608 size 645120 set 660212864 FILE RADIO.DAT : top 125923 size 1777377 set 126073 FILE STAGE.DIR : top 126791 size 70025216 set 126941 FILE VOX.DAT : top 160983 size 196161536 set 161133 FILE ZMOVIE.STR : top 256765 size 47507456 set 256915 Position end DISK 0 gcl:hzd:sound:TASK 5 START:TASK START: 5 80082BBC Start Task:SdMain sng_data 801E0000 wave_header 801E4000 voice_tbl 801E4000 se_header 801E5000 se_data 801E5800 CDLOAD_BUF 801E7800 18000 801FF800 str_header 801FF800 TASK 1 START:TASK START: 1 80082D80 RESIDENT TOP 80116B54 LoadReq load init start unload 1824 LoadEnd load complete time 95 -- Title MemCard Check Reult! -- save_flag = 0 photo_flag = 1 vr_flag = 0 spe_rank = 1 demo_rank = 0 START PCM 0 StartStream(e0000001:vol=3fff) GM_StreamPlayStop
 * BGM Terminate***

Game Level = 0

[R][R]check1 = 0 check2 = 0 this memcard is OK load_dir bu00:* start TOTAL 5 FILES used 6 block free = 9 this memcard is OK load_dir bu10:* start NO FILE free = 15 error flag card1 = 0 card2 = 0 max flag card1 = 0 card2 = 0 command.c: Where Is Snake ???? SngCode=1ffff21 SongSyukanMode Off SngCode=1000001 SameSongHasAlreadyPlayed set camera 5 SngCode=1ffff21 SongSyukanMode Off [1719]cam in 5 [1719]change camera 5 [1809]cam out 5 [1809]change camera -1

Hidden Door
Usually, the geometry for an adjacent area is loaded just before the door to it opens. In the case of the Mantis battle, however, going out of bounds to the rear shows the door to the caves floating in the void. While solid, you cannot interact with it. The red light is also out of place from where it ends up.

Unique Camera Angle
You can't get back to the first area after leaving it, but throwing Ocelot's timer bomb when the camera is in three-quarter mode changes it to a closeup of throwing the bomb away, an angle unique for that item. Throwing grenades leaves the camera in three-quarter view. Me1F-kkdLlg