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Unused & Test Levels

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This is a sub-page of Proto:Metal Gear Rising: Revengeance/Demo.

To do:

  • Work just started on this page, there are plenty more unused maps to be documented.

Metal Gear Rising's demo contains a pretty decent amount of completely unused levels.

Metal Gear Rising splits its levels up in 2 folders, every level has a "Ph" folder, this contains things like, enemies, music triggers, items in the level, etc. Then every level also has an "St" folder, this contains the actual stage file for the levels. Chapter 1 would be, for example: Ph1 & St1. All 7 Chapters go from Ph1 - Ph7, with the prologue being "Pha".

Each level has a main-phase and a sub-phase. The main phase is usually a number that holds all sub-phases for that level. For example, R-01's areas always start with "P1##" and then a name for the area loaded. Mistral's battle would be: Main Phase: p170 Sub Phase: p170_mistral.

Most of these unused levels don't have their stage files in this demo, they lack an "St" folder, so all we have left are remnants from the "Ph" folder.

This demo has 3 folders that don't exist in the final game, that being: Ph0, Phe, & Phf

The majority of the levels listed here are missing all of their assets, so loading them up is nothing more than a black void. Some levels still have things in them, and can have their missing map references replaced with existing ones, to at least see what kinds of enemies/items the level had.

Levels labeled as "Empty" simply don't have anything in them whatsoever.

Levels from the "Ph0" folder#

Watch on YouTube

p001_nakama#

Main Phase: 001 | Sub Phase(s): p001_nakama

This level spawns the player as the controllable Dwarf Gekko. The level itself contains various items, such as VR Mission terminals, Item Boxes, a normally shoot-able turret (if you weren't a dwarf gekko), items laying on the ground, some watermelons, and a single enemy.

Due to missing stage files, this level had to be replaced with the starting area of R-07. The missing map referenced is "r002".

When playing this level as Raiden, it's revealed that the 2 VR Mission terminals give you Vr Mission 001, and VR Mission 010 respectively. The blade mode only box gives the player an electrolyte pack.

p002_test#

p002_test

Main Phase: 002 | Sub Phase(s): p002_test

Upon loading this level, only a skybox appears. It's the same skybox used at the very start of R-01. No enemies or items spawn here, meaning that whatever was here is likely missing from the demo entirely.

Weirdly, the only map this level references is this skybox... So maybe the one it is referencing is a version of the map that had much more in it. We can only guess.

sakTEST, sakEND#

Main Phase: 003 | Sub-Phase(s): sakTEST, sakEND

Empty.

The missing map referenced is "r002".

004 - start#

Watch on YouTubeMain Phase: 004 | Sub-Phase(s): start

A level that seems to be an earlier version of R-02's sewers. It still uses maps from the final game, but there are glitchy/unused textures in certain areas. The only enemy this level contains is a single Vodomerka.

The audio in the video had to be lowered significantly, as in certain areas a very loud, long beeping noise would play. This sound seems to be the default audio file the demo goes too when it's missing a sound file.

By jumping up to a ledge, and going through a black door-way, it'll reveal that the rest of the sewers are still loaded here, and you can go back and explore them.

No stage replacement was needed for this, as if you have the final game's R-02 "St" folder in the demo, it'll load this one without issue as it references the same exact map names as the final game's version.

test01, test02, test03#

Main Phase: 00f | Sub-Phase(s): test01, test02, test03

Empty.

Until "test03" is loaded. When that phase is loaded, the game crashes. Could be due to incomplete files.

The missing map(s) referenced is: "r00f"

p016_sub#

Main Phase: 016 | Sub-Phase(s): p016_sub

Empty.

The missing map(s) referenced is : "r016".

p023_breaktest#

Watch on YouTubeMain Phase: 023 | Sub-Phase(s): p023_breaktest

This level can be loaded without having to replace the stages, as it uses the stage files from the final game's R-00. It spawns the player in the hotel after you defeat the Metal Gear Ray in R-00. A quick codec call noise is heard upon spawning, but no call initiates.

The level contains a single homing missile, and an item box that crashes the game upon opening it.

The level also loads the water-way you chase Sundowner in, but it's exactly the same, until you get to the portion where MG Ray's phase 2 fight would start.

Both that area, and the streets area where you fight MG Ray are non-existent here, although the streets area still has full collision, so you can walk there but there isn't any geometry.

040 - start#

Main Phase: 040 | Sub-Phase(s): start

Empty.

This level doesn't really have a name, and is also called "start" like the other level, just under a different main phase number.

The missing map(s) referenced is : "ra60".

p050_test#

Main Phase: 050 | Sub-Phase(s): p050_test

Crashes the demo upon loading, could be due to incomplete files.

The missing map(s) referenced is : "r016".

p070_start, Cyborg, Mastiff, Mastiff_Pass, Slider, Wolf, Dead_Line#

Main Phase: 070 | Sub-Phase(s): p070_start, p070_cyborg, p070_mastiff, p070_mastiff_pass, p070_slider, p070_wolf, p070_dead_line Watch on YouTube

A simple level that spawns a few enemies, the ones listed in the title. Could have been for simply testing enemy behavior. Trying to change the player and enemy spawn coordinates don't work, even though the missing stage reference is changed to the R-02 sewer, both player and enemies are stuck out of bounds.

p070_start: Spawns 3 cyborgs enemies.

p070_cyborg: spawns 1 cyborg enemy.

p070_mastiff: Spawns 3 mastiffs.

p070_mastiff_pass: Also spawns 3 mastiffs, but they seem to have slightly different behavior, nearly identical to the last phase.

p070_slider: Spawns a slider carrying a cyborg. Upon defeating the Slider, the level repeats itself.

p070_wolf: Spawns a Fenrir enemy, that uses Bladewolf's voicelines, upon defeating him, the level repeats itself.

p070_dead_line: Nothing seems to spawn when this phase is loaded, unfortunately.

The missing map(s) referenced is : "r0f4".

p071_cam_focus, cam_dist, cam_ang#

Main Phase: 071 | Sub-Phase(s): p071_cam_focus, p071_cam_dist, p071_cam_ang

Empty.

Given the names of these levels, it's clear that they were meant to test the camera in some way.

The missing map(s) referenced is : "r001".

p072_start, _set#

Main Phase: 072 | Sub-Phase(s): p072_start, p072_set

Empty.

The missing map(s) referenced is : "r0f4".

p080_test#

Main Phase: 080 | Sub-Phase(s): p080_test

Empty

The missing map(s) referenced is : "r025".

p090_m_1#

Main Phase: 090 | Sub-Phase(s): p090_m_1

A level that crashes upon loading.

The missing map(s) referenced is : "r040".

p091_augment_test, start, enemy_test, end#

Watch on YouTubeMain Phase: 091 | Sub-Phase(s): p091_augment_test, start, enemy_test, end

p091_augment_test: Probably one of the most interesting unused levels in this whole build. The level contains multiple enemies with an actual objective of eliminating one. On the other side of the park, there are 2 civilians that need rescuing. This level contains an entirely unused enemy. This enemy has very similar behavior to a standard cyborg enemy, albeit with a very different model. Again, the actual stage file for this level does not exist in the demo, but replacing it with the park from R-01 shows that it fits quite well.

start: Spawns the player way, way far out of normal bounds.

enemy_test: Also spawns the player far away, spawns 2 Dwarf Gekkos, with one standing on top of the other's head, they attack Raiden by punching him.

end: Crashes the demo upon loading

The missing map(s) referenced is : "r141".

p091 Text#

Watch on YouTubeIn the starting area of p091_augment_test it's possible to trigger a codec conversation with Boris, Kevin, Courtney, and Doktor. In the English demo, no subtitles appear for what they're saying - however in the Japanese PS3 version of the demo, there are subtitles! So we're able to get a bit more context as to what is going on.

All characters say this during the codec call around 18:46:

今から42時間前、某国政府要人が集団で
拉致される案件が発生。

うち数名が連行時に射殺されています。

発生から、かなり時間が経過していますが
残った人質の救出に向かってください。

救出方法は現場判断に任せます。

なお現場に潜入するためのセキュリティーキーは
敵兵が携帯しているものを現地で調達してください。

Translation (using google translate): 42 hours ago, a group of government officials of a certain country were kidnapped. Several of them were shot while operating. A lot of time has passed since the outbreak, but please proceed to rescue the remaining hostages, rescue methods are left to the discretion of the site. In addition, the security key for infiltrating the site must be procured locally by the enemy soldiers.

After that, Boris has more dialogue at 19:46:

業務案件120405を開始します。

敵勢力中枢にある制御端末にアクセスし
ロックを解除してください。

なお、端末に対する破壊行為は
禁止されています。

Then, Kevin has additional lines at 20:17:

業務内容を繰り返します。

敵勢力中枢にある制御端末にアクセスし
ロックを解除してください。

なお、端末に対する破壊行為は
禁止されています。

Repeat your business. Please access the control terminal in the enemy's power center and unlock it. It also states, "You are prohibited from sabotaging your device."

Though the above lines are seen in p091, strangely, in the game files, they are inside ckmsg/ckmsg_p092.mcd. This text file also has additional strings that go unseen.

端末付近には多数の敵反応が
確認されています。

戦闘許可は出ていますが、アクセス
ルートは各自判断願います。

人質の救出を確認。

作戦を次のフェーズに移行します。
敵拠点の特定および殲滅作戦を開始。

まず敵のデータ端末から情報をハッキングします。
周囲を探索し、端末にアクセスしてください。

また街に残っている敵もできる限り排除してください。

データベースへのアクセスを確認。

解析完了。
敵部隊の規模、潜伏位置を特定できました。

指示するポイントに向かってください。

Another text file pertaining to p091 exists in the ckmsg folder, this time properly named ckmsg_p091.mcd. Some dialogue in this file can be seen later in the video at 24:07. The "Special0x9" tag seems to be used for Japanese ruby characters-- however, they appear corrupted in all of the file's internal strings and instead display a single repeating character.

雷電。まずは町の中心部にある大統領官邸を目指すんだ
ステルス機は無事帰途に就いたが、陸地への最接近時に目視された可能性はある
警備のサイボーグが様子を見に来るかもしれん
肩慣らしにちょうどいい。遊ばせてもらおう
待て、雷電。これは<Special0x8_0>遊び<Special0x9_345>業業業[Intended ruby characters: ゲ-ム "game"]ではな
…?
もちろんお前の気持ちもわかる。自信を失ったら命のやりとりはできん
だからこそ戦士は常に自らを鼓舞する必要がある
…わかっているなら言わないでほしいところだ
すまんな。最近はこの業界にも、現場を知らんうるさい連中が多いんだ
…了解だ、社長

This file has a wealth of unseen dialogue and various gameplay-related strings, far more than ckmsg_p092.mcd.

業務案件120405を開始します。
業務内容を繰り返します。
うち数名が連行時に射殺されています。
救出方法は現場判断に任せます。
人質の救出を確認。
また街に残っている敵もできる限り排除してください。
データベースへのアクセスを確認。
指示するポイントに向かってください。
補給物資落下ポイントを目指す
チェックポイントを全て通過する
敵隊長を排除する
全ての敵を倒す
ターゲットを斬撃モードで切断する
全てのターゲットを斬撃モードで切断する
敵からアクセスコードを奪う
アクセスコードを端末に入力する
指定されたポイントに向かう
スタート地点に戻る
ニンジャランで橋に向かう
ニンジャランで橋を掛け抜ける
無人機を倒す
<X>
弱攻撃
<Y>
強攻撃
<100>HOLD
<100>HOLD
斬撃モード
<LeftStick>
照準移動
<B>
斬奪
<Y>+<B>
チャンスアタック
敵の背後で<B>
ニンジャキル
<X>+<A>
回避攻撃
<15>
サブウェポン切替
<101>
撃つ
<B>
掴む
<B>
離す
敵上空で<B>
ニンジャキル
<101>
投げる
雷電。これは任務だ。間違っても私情に流されるなよ
言われるまでもない
もちろん綺麗事を言うつもりはない
俺だって退役してPMCを始めた前後は、いろいろとグレーな仕事もやってきた
だが今は違う
俺達と契約している元“失楽園の戦士”の連中は、東欧の戦災孤児達だ
それは俺がマヴェリック社を設立した理由の一つでもある
わかっている
まあ今となっては、元“失楽園の戦士”も大半がカタギに戻ったが…
ともあれ、気をつけてくれ
我々は国際法に基づき、本件業務を受注するのは妥当だと判断した
業務遂行のため敵サイボーグを排除するのは<Special0x8_0>交戦規定<Special0x9_434>業業業上、問題
くれぐれも冷静に行動してくれ
ああ…
ボリス。あんたはこのあたりに来たことがあるのか?
一度だけな。まだそこがソ連の一部だった頃だ
綺麗な街じゃないか。気温は高くないが、どことなく南国の趣がある
だがソ連の崩壊で、グルジアとロシアの火種になってしまった
ここが戦場になったのは90年代の前半だったか?
それがソ連の崩壊で新たな問題になったわけだな?
そうだ。グルジアが独立したことで、アブハズ人は自治権が失われることを怖れた
ロシアがアブハジアを支援したことで内戦は泥沼化した
このあたりには他にもいくつか未承認国家があったな
2008年の南オセチア紛争後、ロシアは公式にアブハジアを国家承認した
復興が進むのはいいが、全ては大国の手のひらの上か…
奴の主張にも一理あるんじゃないのか?
デスペラードの連中か
ああ。奴らが手を貸したことでこんな事件になってしまった
結局、PMCが批判されるのはこういうのが理由なんだろう
だろうな
コートニー、モニタリングの方は問題ないか?
今回の私の役目は、前回のような現地コーディネーターじゃなくて、モニターおよび記録担当よ
あとは私の方でやっておくから
わかった。このボディでもそのへんは変わらないんだな
ええ。基本システムはこれまでと同じよ。どう? セーブする?
…はい、記録完了。簡単でしょ?
それじゃ、セーブしたくなったらまた連絡して
私も、あの時は死ぬかと思った…
私も、想像もできなかった…
でも、本当に予測できないことだったのか、私にはわからない
私がコーディネーターとしてもっと調査してれば…。もしかしたらあんなことは防げたのかもしれない…
あまり自分を責めるな。過去のことより未来に目を向けろ。そうでなければこの仕事は勤まらない
そうね…。ありがとう
雷電、セーブする?
了解。…記録完了よ
それじゃ、どうしたの?
コートニー。さっきはああ言ったが、無理はするなよ
<Special0x8_0>請負兵士<Special0x9_605>業業業業業業業ではなくても、PMSCsの業務には危険が
内勤であっても、精神的な負担は大きい。軍人上がりの連中に任せておいても…
そういうわけにはいかないわ
PMSCsの国際社会への影響力は絶大よ。SOPが廃止されたぐらいじゃ変わらない
だからこそPMSCsは国際法や政治、文化を正しく認識して行動する義務がある
そのためには元軍人だけではない、<Special0x8_0>文民<Special0x9_626>業業業業業的な視点も重要
それはそのとおりだ。まあ、無理をしていないならいい。怪我もなくて何よりだしな
ああ。装甲リムジンじゃなかったら、お前もサイボーグの仲間入りだったかもな
そしたら戦闘業務でも手伝えそうね
そうならなくて良かったよ。戦場でいつものドジを踏まれると仲間の命に関わる
私は別にドジってわけじゃ…あっ!
…もしかしてわざとやってるのか?
ドクトル。敵のサイボーグについて何か情報はないか?
今のところ新しい情報はないな。この前話したとおりになる
一般の兵士達は標準的な<Special0x8_0>軍用<Special0x9_648>業業業業業業業業業サイボー
短時間なら呼吸を停止することもできる
俺の知っていることばかりだな
最新かつ最高クラスのスペックを持つお前にとって、一般的な戦闘サイボーグなど敵ではないはずだ
ありがたいことだ
とはいえ、勝敗を分けるのは機械部分のスペックだけではない
そこに関しては人間だろうとサイボーグだろうと変わらん
わかっている
その点においてもお前は大きなアドバンテージを持っているはずだ
だが油断するなよ。エネルギー切れになったらお前を助けてくれる者はいない
ああ。肝に銘じておくさ
軍用サイボーグと一般のサイボーグはどう違う?
仮に一般のサイボーグと遭遇したとして、そいつらからはエネルギーを奪えないのか?
一般のサイボーグ? そのあたりにいるのは軍用サイボーグだけのはずだ
なるほどな。確かに実物にお目に掛かったことはない
仮に軍用でないサイボーグがいたとしてもエネルギーを奪うのは無理だな
彼らの多くは旧世代の有機<Special0x8_0>高分子<Special0x9_718>業業業業筋繊維を採用して
日常生活を送るだけなら<Special0x8_0>カーボンナノチューブ<Special0x9_656>業業業筋繊維はオーバースペックだか
その場合、電源にも充電式の二次電池を使用していることがほとんどだ
…わかった。通常のサイボーグからはエネルギーは奪えないんだな。了解だ
まあ待て、雷電…
続きは後で聞こう

Lastly, there is a file in ph0/p091.dat called p091_HackInfo.bxm which appears to hold data relating to the unused hacking mode.

<HackingInfoData>
    <eHackID>0</eHackID>
    <eHackType>0</eHackType>
    <eHackDif>1</eHackDif>
    <eHackStartID>0</eHackStartID>
    <eHackTimeLimit>10</eHackTimeLimit>
    <eHackN_File>test</eHackN_File>
    <eHackN_GoalID>1</eHackN_GoalID>
    <eHackE_Group>0</eHackE_Group>
    <eHackE_EmMax>1</eHackE_EmMax>
    <eHackS_Type>0</eHackS_Type>
    <eHackS_Name>hacking091_1</eHackS_Name>
    <eHackStrHash>HUD_PLACE_05</eHackStrHash>
</HackingInfoData>

<HackingInfoData>
    <eHackID>1</eHackID>
    <eHackType>0</eHackType>
    <eHackDif>1</eHackDif>
    <eHackStartID>2</eHackStartID>
    <eHackTimeLimit>20</eHackTimeLimit>
    <eHackN_File>test</eHackN_File>
    <eHackN_GoalID>3</eHackN_GoalID>
    <eHackE_Group>0</eHackE_Group>
    <eHackE_EmMax>1</eHackE_EmMax>
    <eHackS_Type>0</eHackS_Type>
    <eHackS_Name>hacking091_2</eHackS_Name>
    <eHackStrHash>HUD_PLACE_05</eHackStrHash>
</HackingInfoData>

092 - start, start_2#

Watch on YouTubeMain Phase: 092 | Sub-Phase(s): start, start_2

Another rather interesting level, this one displays a small cutscene at the start showing Raiden seemingly getting a call, then a group of soldiers are circled around some hostages, but then one gets shot.

This level contains the same unused enemy that was shown in the last level, and another one - a turret that shoots Raiden. These turrets appear in one level in the final game, but they are only meant to be used by the player. These ones actively shoot the player themselves.

This level will crash the demo on load, unless a certain enemy is deleted entirely before loading in.

The missing map(s) referenced is : "r141".

kogekko_enemy_test, kogekko_player_test#

Main Phase: 093 | Sub-Phase(s): kogekko_enemy_test, kogekko_player_test

kogekko_enemy_test: A simple level that spawns 3 dwarf gekkos that walk around aimlessly. Another dwarf gekko is spawned right in front of Raiden in a T-pose.

kogekko_player_test: Upon loading, nothing happens. Given the name it could have been a level to test using the playable dwarf gekko as seen in R-02.

The missing map(s) referenced is : "r0ef".

0f0 - start, plaza, test, area#

Main Phase: 0f0 | Sub-Phase(s): start, plaza, test, area

start: A single civilian resides in this level, and nothing else. Upon interaction with the civilian, he stands up and the game softlocks.

plaza: Nothing spawns, empty.

test: Spawns you into a void with nothing but the R-01 starting skybox, exactly as the picture shows in "p002_test".

area: Ditto to test.

The missing map(s) referenced is : "r002".

0f1 - start, end#

Main Phase: 0f1 | Sub-Phase(s): start, end

start: Spawns a single gun camera that makes a loud whirring noise.

end: Again, puts the player in a black void with nothing but the starting r-01 skybox.

The missing map(s) referenced is : "r001".

Levels from the "Phe" folder#

This folder seems to contain early VR Mission levels, but again - nearly all of them are missing their actual stage files.

Unused phase files from existing levels#

These are phases left in the demo that cannot be loaded, but still exist within files. Parts of existing levels that were seemingly cut. If text appears in bold here, that means those phases go unused.

R-00 - GUARD DUTY#

It seems that at some point, the prologue was meant to be longer, as multiple phase files exist within the "pha" folder that simply don't appear on demo's loadable phases list.

All R-00 phases within the demo's "pha" folder

Phase File Name

Phases Within File (In Order)

Information

pa10.dat

start - btl_01_start - btl_01 - btl_01_end - road_start - road - road_end - end

The first parts of R-00. This includes the first fight up until where you cut the gate before the Metal Gear RAY battle.

pa15.dat

start - btl_ray01_start - btl_ray01 - btl_ray01_end - city_start - city - city_2 - city_end - waterway_start - waterway_start_readpark - waterway_start_readray - waterway - waterway_end - btl_ray02_1_start - btl_ray02_0 - btl_ray02_1 - btl_ray_02_1_end - btl_ray02_2_start - btl_ray02_2 - btl_ray02_2_end - btl_ray02_3_start - btl_ray_02_3 - btl_ray_02_3_end - end \ E3_ray_bt_start - E3_ray_bt - E3_ray_bt_end

Definitely the biggest phase file for R-00. This is the first Metal Gear Ray battle, the waterway you chase Sundowner in, the second Metal Gear Ray battle, the clock tower sequence, to the part where Raiden cuts Ray in half. The phases in bold text are early E3 phases, when loaded in the demo it starts as normally, but then the screen fades to black nearly instantly.

pa20.dat (Unused)

pa20_start - pa20_city_start - pa20_city - pa20_city_end - pa20_plaza_start - pa20_plaza - pa20_plaza_end - pa20_end

This file and these phases go unused, as the game jumps from pa15.dat all the way to pa50.dat. There is more info regarding these phases in specific, please see this page for more info about it! Under "uia200.dat & uia201.dat - Cut construction area, possible early RAY phase 2 arena."''1 The maps it references are - ra1a: Destroyed hotel after first Ray battle. ra1b: The waterway you chase sundowner in.ra1c' - Cut construction zone, map file is missing. ra1e - Ray phase 2 map background. It also references the enemy ID number for the unused Sentinel soldier.

pa30.dat (Unused)

pa30_start - pa30_btl_01_start - pa30_btl_01 - pa30_btl_01_end - pa30_btl_02_start - pa30_btl_02 - pa30_btl_02_end - pa30_btl_03_start - pa30_btl_03 - pa30_btl_03_end - pa30_end

Once again, it's unknown what these phases were. Very clearly of series of battles. This phase references the enemy ID number for Metal Gear Ray Phase 1. The maps it references are the same exact as pa20.dat.

pa40.dat (Unused)

pa40_start - pa40_tunnel_start - pa40_tunnel - pa40_tunnel_end - pa40_btl_01_start - pa40_btl_01 - pa40_btl_01_end - pa40_wasteland_start - pa40_wasteland - pa40_wasteland_end - pa40_missile_start - pa40_missile - pa40_missile_end - pa40_end

The only instance of a tunnel in R-00 is during the Jetstream Sam fight, so it's possible that's what the tunnel here is. There's no telling as to what the "wasteland" was, or what the "missile" phases were. This phase file does have some text within it that may shed more info about what this was meant to be, as follows: pa40_se_gekko_kick_container - pa40_vo_gekko_scream - se_pa40_train_slowdown - kogekkoEventCheck - prologGekkoAppearEvent - ContainerOff - moveHelicoperPlayer - moveHelicoperFirstTrain - TimerTask - geckoMissileFire_0 - geckoMissileFire_2 - geckoMissileFire_3 - geckoTrainJump

"gekko" & "gecko" are most likely the Irving moo-ing robots, "kogekko" is the dwarf gekko, the small ball enemy with arms.

pa50.dat

start - btl_sam_start - btl_sam - btl_sam_end - btl_sam_2_start - btl_sam_2 - btl_sam_2_end - btl_sam_3_start - btl_sam_3 - btl_sam_3_end - end

It's obvious what these phases are, the Jetstream Sam battle on the train! Not much else to say.

pa55.dat (Unused)

pa55_M_1

No clue what this could have been, it has one singular phase and doesn't reference any map files.

pa60.dat (Unused)

pa60_start

This one also only contains a single phase. The phase file references the map "ra45" which is an unused variation of the train level with different lighting and no tunnel, it only contains a large wasteland looking area.

pa70.dat

start - train_start - train - train_end - end

This is the small train segment where you run across it to meet Sundowner, Sam and N'mani right before the Sam battle.

pa80.dat (Unused)

start

This phase can be loaded, it uses the "ra45" map referenced from pa60.dat its the train, with some of the unused Sentinel soldier and an Irving Gekko on the sides of the train. They just stand there and don't do anything. This phase is also fully functional in the final game.

pa90.dat (Unused)

pa90_M_1

Unknown, references a map: "r040", which doesn't exist within the demo or final game whatsoever

pa92.dat (Unused)

pa92_M_1

Ditto to former, references map file: "ra41" which again, doesn't exist in the demo or final game.

pa93.dat (Unused)

pa93_M_1

Once again, unknown. References map file "ra42" which doesn't exist in the demo or final game.

References#


  1. https://tcrf.net/Proto:Metal_Gear_Rising:_Revengeance/Demo/UI_Folder_Leftovers#uia200.dat_.26_uia201.dat_-_Cut_construction_area.2C_possible_early_RAY_phase_2_arena.↩︎