We just released a Feb. 5 '89 prototype of DuckTales for the NES!
If you'd like to support our preservation efforts (and this wasn't cheap), please consider donating or supporting us on Patreon. Thank you!

Metal Gear Solid (Game Boy Color)

From The Cutting Room Floor
Jump to navigation Jump to search

Title Screen

Metal Gear Solid

Also known as: Metal Gear: Ghost Babel (JP)
Developers: TOSE, Konami Computer Entertainment Japan
Publisher: Konami
Platforms: Game Boy Color
Released in JP: April 27, 2000
Released in US: April 24, 2000
Released in EU: May 5, 2000


DebugIcon.png This game has debugging material.
SoundtestIcon.png This game has a hidden sound test.
LevelSelectIcon.png This game has a hidden level select.
RegionIcon.png This game has regional differences.


NotesIcon.png This game has a notes page

A 2D adaptation of Metal Gear Solid, which itself was already a 3D adaptation of Metal Gear and its sequel. Unlike the earlier NES games in the series, Kojima actually had some involvement in this one as a producer.

Hmmm...
To do:
Possible anti-piracy startup screen? (Sighted around the year of release on NO$GMB)

Sub-Page

Miscellaneous tidbits that are interesting enough to point out here.
Notes


Debug Menu

Main starting screen using the Gameshark method.

Game Genie code 001-87F-B32 or GameShark code 01000AC4 will start all versions of the game in a rather comprehensive debug menu. It includes a sound test, cutscene viewer, the ability to fly to any VR Mission, and a plethora of other options.

Press Left or Right to browse through the menus, and press Down or A to make a selection. Pressing B will return to the previous selection.

(Source: nensondubois)
Option Description Screenshot
PRGNO 00 Select any screen or area in the game. Metal Gear Solid U GBC DEBUG Screen 2.png
PRGNO 01 Jumps to the Konami Logo.
PRGNO 02 Crashes the game.
PRGNO 03 Jumps to the title screen.
PRGNO 04 Jumps to the in-game stage select screen.
PRGNO 05 Jumps to the debug menu.
PRGNO 06 Jumps to the VR mission menu screen.
PRGNO 07 Jumps to the first map.
PRGNO 08 Jumps to the debug menu.
PRGNO 09 Level select 1 with starting combat position and weapons. Metal Gear Solid U GBC DEBUG Screen 3.png
PRGNO 0A Level select 2. Metal Gear Solid U GBC DEBUG Screen 4.png
PRGNO 0B Level select 3. Metal Gear Solid U GBC DEBUG Screen 5.png
PRGNO 0C Tests the integrity of the SRAM battery backup. Also allows you to erase the SRAM. Metal Gear Solid U GBC DEBUG Screen 6.png
PRGNO 0D VS level select 1. Two players are still required. You will receive a connection error when attempting to load a level without a second Game Boy. Metal Gear Solid U GBC DEBUG Screen 7.png
PRGNO 0E VS level select 2. Two players are still required. You will receive a connection error when attempting to load a level without a second Game Boy. Metal Gear Solid U GBC DEBUG Screen 8.png
PRGNO 0F Select any screen or area in the game. Metal Gear Solid U GBC DEBUG Screen 9.png
PRGNO 10 Jumps to the debug menu. Metal Gear Solid U GBC DEBUG Screen 10.png
PRGNO 11 Select any mission screen in the game. Metal Gear Solid U GBC DEBUG Screen 11.png
PRGNO 12 Select any screen or area in the game. Metal Gear Solid U GBC DEBUG Screen 12.png
PRGNO 13 Select any screen or area in the game. Metal Gear Solid U GBC DEBUG Screen 13.png
PRGNO 14 Select any screen or area in the game. Metal Gear Solid U GBC DEBUG Screen 14.png
PRGNO 15 Select any screen or area in the game. Screen 15 will actually unlock the sound mode. Metal Gear Solid U GBC DEBUG Screen 15.png
PRGNO 16 Select any screen or area in the game. Metal Gear Solid U GBC DEBUG Screen 16.png
PRGNO 17 Select any screen or area in the game. Metal Gear Solid U GBC DEBUG Screen 17.png
PRGNO 18 Select any screen or area in the game. Metal Gear Solid U GBC DEBUG Screen 18.png
PRGNO 19 Select any screen or area in the game. Metal Gear Solid U GBC DEBUG Screen 19.png
PRGNO 1A Select any screen or area in the game. Metal Gear Solid U GBC DEBUG Screen 20.png
PRGNO 1B Select any screen or area in the game. Metal Gear Solid U GBC DEBUG Screen 21.png
PRGNO 1C Select any screen or area in the game. Metal Gear Solid U GBC DEBUG Screen 22.png
PRGNO 1D Select any screen or area in the game. Metal Gear Solid U GBC DEBUG Screen 23.png
PRGNO 1E Select any screen or area in the game. Metal Gear Solid U GBC DEBUG Screen 24.png
PRGNO 1F Play any sound or music in the game. Metal Gear Solid U GBC DEBUG Screen 25.png

Build Dates

Japan North America Europe
Mggb debug jp.png Metal Gear Solid U GBC DEBUG Screen 1.png Mggb debug eu.png

The build dates for each version can be seen on the game's debug screen. The Japanese version was compiled on January 31 at 12:32, while the American and European versions were both compiled 15 minutes apart on February 22 at 10:33 and 10:47 respectively.

Regional Differences

Title

Japan North America Europe
Metal Gear GB title screen.PNG Metal Gear Solid U GBC Title.png Metal Gear GB Europe title screen.PNG

The Japanese version takes the Metal Gear Solid logo, blanks out the "Solid" and adds the subtitle Ghost Babel underneath (which conveniently shares the same initials as the Game Boy) in an attempt to give the game its own identity, whereas the other versions just left it as is. Because of this, the logo in the Japanese version is positioned slightly differently. Note that the American version is the only one with a registered trademark.

Mggb licensed by Nintendo.png

A "Licensed by Nintendo" screen was also added to the American and European versions prior to the Konami logo when the game starts.

Language Settings

Japan/U.S. Europe
Mggb options jp.png Mggb options eu.pngMggb language options eu.png

The European version features support for five different languages accessible from the options screen, with English serving as the default setting. These menus are actually present in the code for the Japanese and American version, but they were not implemented since they only contain one version of the script each. The European version actually has the entire Japanese script as well within the code, but it's inaccessible by normal means.

Radar

Japanese English
Mggb alert jp.png
Mggb evasion jp.png
Mggb jamming jp.png
Mggb alert en.png
Mggb evasion en.png
Mggb jamming en.png

The on-screen indicators for the radar were appropriately localized. Both sets of indicators are actually stored in all three versions of the game.

IdeaSpy 2.5

IdeaSpy 2.5 is a story within a story that is unlocked in the Japanese and European versions from the second playthrough and onward. It's presented as an in-game radio drama, accessible by going to the codec screen and dialing frequency number 140.07. The story is divided into 13 episodes, one for each stage of the game.

This story was also meant to be present in the American version, but was not fully implemented due to insufficient ROM space - a huge chunk of the script is actually contained within the American ROM starting at 0x1FC000, but gets cut-off at offset 0x1FF27A, ending abruptly with the beginning of Episode 8. As a result, the frequency number was disabled in the American version and Shuyo Murata's (the author) entry in the ending credits was removed as well. The European version, which uses a 32-megabit ROM size (in order to support the multiple languages settings besides English) instead of the 16-megabit ROM used by the other versions, didn't have to deal with such space constraints and as such the entire story is fully present in all five supported languages.