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Prerelease:Metal Gear 2: Solid Snake

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This page details prerelease information and/or media for Metal Gear 2: Solid Snake.

Metal Gear G

Mg2msx mass produced metal gears.jpg

A smaller mass-produced version of the titular Metal Gear mech was supposed to appear in an assembly line on the first floor of the Zanzibar Building, but this was scrapped due to ROM size constraints. A concept art of the mech was published in the manual, along with a detailed description of its role in the game's story.

Years later, a screenshot of the scrapped area was included in the book Metal Gear Solid: The Complete Collection of Scenario and Concepts (メタルギアソリッド シナリオ 設定完全資料集), published by Sony Magazines Deluxe.

(Source: HEITAIs (via Twitter))

Development Document

In 2011, Hideo Kojima revealed portions of original proposals and development documents for the MSX2 versions of Metal Gear and Metal Gear 2: Solid Snake, as well as the original Snatcher, on Twitter, giving insights on how each game was made.

(Source: Togetter & Metalgearsolid.be)


Document Translation

New Features

It's no longer about single-screen infiltration. 
Since enemies can now patrol multiple screens in real time,
players must not only plan out strategies for each screen,
but for the entire map as well. As such, the player's 
actions are always influencing the entire world. 

All the soldiers in the entire map move based on their
own schedules. Therefore, even the enemies that are not
immediately visible to the player are always active
(existing) in a matter similar to a simulation game.


Elements of being "found or not found" have also
been added to the auditory senses (sound effects). 
We're presenting an action game  that's not just 
about playing on the player's reflexes, but also on
their senses (of seeing and hearing).

As such, we want to give priority to the sound effect 
and avoid background music as much as possible


With the implementation of a crawling ability,
a sense of depth and three-dimensionality has been
added to the play mechanics.


By improving the alert levels of the enemy guards
we can create an even more realistic infiltration
simulation.

We're putting the essence of a survival game by having
extreme situations in which weapons and equipment are
not just items to be selected, but can be created with
other items.

Find a way to implement traps, enemy soldiers and bosses
that are planned out to counter-act against the player's
actions.

Broaden the worldview of the game with enriching stories,
events and settings in order cultivate new players.

Revolutionary Publicity Concept

"Gamers = anime fans = modelers"

Based on the preceding equivalence, we'll aim for
strong promotional imagery and topicality by employing
a 3D design using a model in order to add more value to
the character and appeal to demographics outside the
video game market.