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Metal Gear Solid (PlayStation)

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Title Screen

Metal Gear Solid

Developer: Konami
Publisher: Konami
Platform: PlayStation
Released in JP: September 3, 1998
Released in US: October 21, 1998
Released in EU: November 16, 1998


DevTextIcon.png This game has hidden development-related text.
ItemsIcon.png This game has unused items.
SoundIcon.png This game has unused sounds.


ProtoIcon.png This game has a prototype article

And you were just a scroll away from being fired too...
Oh dear, I do believe I have the vapors.
This page contains content that is not safe for work or other locations with the potential for personal embarrassment.
Such as: A naked male buttocks.

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.

Unused Cardboard Box

I Thought It Was Just A Rumour

Three things left in the game indicate there was, at one point, another cardboard box. Nothing remains of its graphics, but equipping item id 0x19 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 you fight the tank.

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

Unused Sounds

There's quite a lot of sound and voice clips (something like 5,000), most of which are repeats. Subtract the vast number of repeats, and you get quite some unheard hullabaloo.

Grey Fox

This first one is him saying "Kawanishi-Noseguchi, Kinunobebashi, Takiyama, Uguisunomori, Tsuzumigataki, Tada, Hirano, Ichinotorii, Uneno, Yamashita, Sasabe, Kofudai, Tokiwadai, Myokenguchi.", which are apparently train stations of the Myōken Line in the Kansai region of Honshū, Japan. Technically these aren't unused, but individual names from this list are mixed in with other sounds and played in a distorted manner when you reach the corridor of death outside Otacon's Lab. In Metal Gear Solid 2, the Colonel AI says these Japanese names in a codec call near the end of the game.

He also has some unused taunts and other insults for the boss fight:

"How is It?"

"It's useless!"

"Oh yes!"

"You fool!"

"Here"

"Where are you looking?"

Revolver Ocelot

"Nice going, hero", a possible alternative taunt if you happened to kill Baker.

Psycho Mantis

"I can't see!" Ocelot says this if you use stun grenades during his fight, but all Mantis says for stun grenades is "It's useless" (what he says for the usage of all non-gun weapons).

Vulcan Raven

An in-battle cry of "Snake!"

Liquid Snake

Some taunts for Snake that, for some reason, went unused:

"Look! There's no time."

"How could you be Big Boss' son?"

"Come here Snake. Be a man."

"You don't want to save the girl!?"

"Get up"

"I'm here. Come and get me."

"That was nothing!"

There's also a very slightly different "You're out of time" take for the final fight:

Used Unused

And a bunch of unused...laughs. Odd.

Guards

Liquid says "Eat this" during the Hind fight, but regular guards never do.

Snake

Snake himself has a few unused lines, or at least takes of them.

A shorter death growl.

"No good." Snake says "It's no good" during the Liquid and Grey Fox fights, though.

"Huh?", with a higher intonation than the three used ones.

A fifth "Huh?", this one abbreviated.

Colonel

Campbell had a slightly less grave warning for the Warhead Storage Facility:

Used Unused

Mei Ling

Probably not unused, but likely seldom heard: Mei-Ling fails to save because "some kind of error" occurred.

Otacon

Otacon has two melee pain noises on Disc 1, but he's never in a position to be hurt.

Unknown

Somebody being severely out of breath. Vulcan Raven gets out of breath during the second fight with him, but that's a single, separate resource.

Untranslated

Template:Translate The PAL and US versions have bits of leftover speech and noises from various characters in the Japanese release. Whether they're used there is currently unknown.

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

800ACC44 00a0
800ACC46 240A
800ACC48 0008
800ACC4A 0140
800ACC4C 003F
800ACC4E 2409
8008CCC0 B311
8008ccc2 0802

NTSC-U

800AE370 00a0
800AE372 240A
800AE374 0008
800AE376 0140
800AE378 003F
800AE37A 2409
8008E62C B8DC
8008E62E 0802
8008E634 B8DC
8008E636 0802

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

Oddities

Johnny Sasaki

What the...?
In a familiar position Still life Here be dragons
Using a GameShark to get a Level 1 keycard before meeting the DARPA chief, you can enter the cell block toilet cubicle and find Johnny sitting on it with his feet dangling, waiting to be spied on from the air-vent. After triggering the cutscene, going back to the cell block will show him just idly standing around. After he's been knocked out and robbed of his clothes, there's a blur on his behind. The blur only activates when Snake is within a certain radius and on the same vertical plane, so changing Snake's position removes said blur.

Hidden Door

A 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.