Metal Gear Solid (Apr 27, 1998 Pilot Disc): Difference between revisions
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|file=Metal Gear Solid (Apr 27, 1998 Pilot Disc).7z | |file=Metal Gear Solid (Apr 27, 1998 Pilot Disc).7z | ||
}} | }} | ||
An officially released prototype demo of Metal Gear Solid for the Sony PlayStation. | |||
==Origin== | ==Origin== | ||
<gallery mode= | <gallery mode=packed> | ||
slpm-80254 cover-front.jpg|Cover front. | |||
slpm-80254 cover-back.jpg|Cover back. | |||
slpm-80254 media-disc.jpg|Disc front. | |||
</gallery> | </gallery> | ||
==Notes== | |||
* A different font is used in the title screen. | |||
* Codec icons now appear faster, with the arrows pointing up and down instead of left and right. | |||
* Konami jingle sounds a bit different. | |||
* The introductory cutscene plays without background music. | |||
* First-person view (FPV) zoom initiates from an extended distance. | |||
* Noticeable differences exist in the puddle and water textures within the Dock area. | |||
* Alterations are apparent in the walking sound and running animation of the genome soldiers. | |||
* The drum components of the encounter theme are different. | |||
* The process of a guard spawning becomes noticable as the elevator descends, accompanied by a distinct elevator sound. Additionally, the alarm light is slightly brighter, the elevator textures take on a bluish hue, and the alarm sound exhibits a delayed onset. | |||
* When trying to picking up an item, instead of the conventional red, a white font is displayed when an item reaches full capacity. | |||
* The occurrence of an error sound when attempting to use a ration at full capacity is not present. | |||
* Music no longer diminishes in volume upon entering the elevator. | |||
* The elevator cutscene music is completely different. | |||
* During a cutscene, the player is still allowed to pause the game. | |||
* The sound of the chaff grenade detonation is different, now fading gradually after the explosion rather than playing until the jamming effect subsides. | |||
* Stun grenades are labeled as "Stan" within the inventory. | |||
* Running guards are now immune to damage of the SOCOM. | |||
* Picking up a grenade while having no item equipped won't show the grenade after equipping them. | |||
* While the guard is examining Snake while he's in a box, the player won't be able to unequip the box unless the guard spots you. | |||
* After opening the inventory, the camera still follows Snake for a few frames instead of stopping immediately. | |||
==Screenshots== | |||
[[File:MGS-Pilot-Disk-Title-Screen.png|200px]] [[File:MGS-Pilot-Disk-Codec.png|200px]] [[File:MGS-Pilot-Codec-Stan-Grenade.png|246px]] [[File:MGS-Pilot-Codec-Final-Screen.png|200px]] | |||
==See also== | ==See also== | ||
* [http://redump.org/disc/25012/ Redump.org entry] | |||
*[http://redump.org/disc/25012/ Redump.org entry] | |||
{{Prototype Footer|{{Navbox prototype|Metal Gear Solid}}}} | {{Prototype Footer|{{Navbox prototype|Metal Gear Solid}}}} |
Latest revision as of 19:07, August 26, 2023
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Metal Gear Solid (Apr 27, 1998 Pilot Disc) | ||||||||||||||||
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Download Metal Gear Solid (Apr 27, 1998 Pilot Disc) (info) |
An officially released prototype demo of Metal Gear Solid for the Sony PlayStation.
Origin
Notes
- A different font is used in the title screen.
- Codec icons now appear faster, with the arrows pointing up and down instead of left and right.
- Konami jingle sounds a bit different.
- The introductory cutscene plays without background music.
- First-person view (FPV) zoom initiates from an extended distance.
- Noticeable differences exist in the puddle and water textures within the Dock area.
- Alterations are apparent in the walking sound and running animation of the genome soldiers.
- The drum components of the encounter theme are different.
- The process of a guard spawning becomes noticable as the elevator descends, accompanied by a distinct elevator sound. Additionally, the alarm light is slightly brighter, the elevator textures take on a bluish hue, and the alarm sound exhibits a delayed onset.
- When trying to picking up an item, instead of the conventional red, a white font is displayed when an item reaches full capacity.
- The occurrence of an error sound when attempting to use a ration at full capacity is not present.
- Music no longer diminishes in volume upon entering the elevator.
- The elevator cutscene music is completely different.
- During a cutscene, the player is still allowed to pause the game.
- The sound of the chaff grenade detonation is different, now fading gradually after the explosion rather than playing until the jamming effect subsides.
- Stun grenades are labeled as "Stan" within the inventory.
- Running guards are now immune to damage of the SOCOM.
- Picking up a grenade while having no item equipped won't show the grenade after equipping them.
- While the guard is examining Snake while he's in a box, the player won't be able to unequip the box unless the guard spots you.
- After opening the inventory, the camera still follows Snake for a few frames instead of stopping immediately.
Screenshots
See also