This page details one or more prototype versions of Metal Gear Solid (PlayStation).
Pilot Disc (NTSC-J) [SLPM-80254] (April 27, 1998)#
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This prototype is documented on Hidden Palace. |
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Please elaborate. |
This was the first publicly-distributed build of Metal Gear Solid, and the first of three Japanese demo discs released ahead of the game's debut. (Officially, the first and third demos are Pilot Discs in Kojima-speak, a naming convention that started with Snatcher CD-ROMantic: Pilot Disk in 1992 and continued with 1995's Policenauts: Pilot Disk. The nomenclature was retired after Metal Gear Solid.)
This demo disc was built a good three months before the final Japanese version, which was built on July 23, 1998.
General Differences#
- Pausing the game does not dim the screen or show the current area's name onscreen. The action simply freezes while a tiny PAUSE legend flashes in the upper-right corner.
- Snake has totally different Codec portraits, both in and out of scuba gear. These earlier portraits bear a closer resemblance to Snake's in-game models, compared to the final versions.
- Almost none of the force-feedback effects have been implemented yet.
- There is no PRESS SELECT TO EXIT prompt after ending a Codec call.
- The game ends immediately after leaving the Heliport.
- After the demo ends, the game displays an end card with promotional art depicting Snake and Meryl, along with the game's release date and price. This is present in all the demo discs, except for the Trade Demo. However, it's only used on the Japanese versions.
Scheduled for release on September 3rd
6800 Yen (estimated price)
- A loopable music track can be found in all Japanese demo discs, stored at the end of STAGE.DIR.
Codec Images#
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To do: |
There are a few unique Codec portraits in the game data that go unused during the (very short) demo.
Unused Naomi Hunter portrait, in which she appears to be pondering something.
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SLPM-80254 |
Final |
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Since you can't contact Otacon by Codec in this demo, his portrait goes unused during normal gameplay. In this early portrait, Otacon has thinner lips and less facial stubble. As with Snake, the earlier version of Otacon's portrait is a closer match to his in-game polygonal model than his final portrait.
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SLPM-80254 |
Final |
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Another portrait impossible to see in the demo, this one depicts Snake while incarcerated in the holding cell, midway through the final game. Once again, it's a closer match to the in-game model than the final version.
Intro#
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To do: |
Most of the shots in this three-minute cutscene have changes compared to the final Japanese version, whether it be to the camera angle, lighting, Snake's acting, or a combination thereof. Detailed analysis needed here.
- No music score whatsoever, and very little foley. (In the final audio mix, the dialog is nearly drowned out at several points by sound effects.)
- The submarine's command center is devoid of any personnel.
Cargo Dock#
- If the player makes it to the elevator door before it has come back down, Campbell doesn't call advising Snake to hide somewhere and wait.
- Totally different music cues for the opening and closing cutscenes to this stage.
- In this demo, a dramatic overture reminiscent of the "Alert" theme plays during both cutscenes. This music was removed from all later public builds of Metal Gear Solid, and was not released on any soundtrack albums either.
- In the final game, Snake's arrival is cued with the intro to "The Best is Yet to Come," and the elevator ride/title card is cued with a new piece of incidental music.
Heliport#
- Snake comments on his VR training during the Codec call, but the only way to hear this dialog in the final game is to actually do the VR Training missions and create a save file before starting the main story. (In this demo, there is no VR Training accessible from the main menu, and saving is disabled.)
- No music cue when the Hind D takes off.
- Chaff grenades don't make a continuous noise while they're active; the sound quickly trails off after detonation.
- A bit of Engrish: Stun grenades show up in Snake's inventory as STAN.G instead of STUN.G. (This was corrected in the original Japanese release of the full game, despite shipping with a few other English typos still intact.)
- The player can manually call up Miller, and have the conversation that normally takes place immediately following the Heliport, when Snake is in the air duct. He will still give out his Codec frequency (141.80) as if he had called Snake first. In the final game, if the player calls Miller's frequency at this point, there is no response.
- Cardboard Box A is sitting at the top of the stairs, above the security camera. (Notably, it's also called CARDBOARD BOX1 here.) In the final game, it's behind a locked door on the second floor of the Tank Hangar.
- The radar map for the second floor doesn't actually depict the vent opening that Snake can use for infiltration, unlike in the final game.
Unused Camera Angles#
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Please elaborate. |
Some camera angles were not used on the Pilot Disc of Metal Gear Solid.
Trial Version (NTSC-J) [SLPM-86098] (June 17, 1998)#
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This prototype is documented on Hidden Palace. |
This disc came bundled with Jikkyou Powerful Pro Yakyuu '98: Kaimakuban.
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To do: |
It's not clear when the actual release dates for these demos were, but this Trial Version sits between the two Pilot Discs with regard to time/date stamps of the files on-disc.
General Differences#
- There is an audio clip in VOX.DAT with a female voice and a short jingle, used as a placeholder for unfinished voice lines, although it appears to be unused. Also present in the final Pilot Disc.
Audio |
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Translation |
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ここでなる音声がDiscに入っていません。 |
The audio that should be played here is not included on the disc. |
- Audio files for the Briefing and VR Training modes are included, despite not being accessible in the game.
- Cutscenes now include the musical score by Gigi Meroni used in the final release.1
- Pause screen is nearly identical to final, which displays the name of the current location.
- The game ends after the cutscene of Snake meeting the DARPA chief.
Cargo Dock#
- Campbell will now call upon reaching the elevator.
Tank Hangar#
- Cardboard Box A is present on the upper catwalk, near where Snake drops down after infiltrating. In the final game, Cardboard Box A is behind a locked door and can only be acquired a while later.
- The button for B2 on the elevator control panel is grayed-out and disabled.
Pilot Disc (Asia) [PAPX-90044] (June 30, 1998)#
The Pilot Disc nomenclature made its last stand on this third Japanese demo disc.
This demo is very similar to the Trial Version; the only files on-disc with any binary differences are STAGE.DIR and the game executable itself. All other files are recycled from the Trial Version, down to the date and time stamps.
Military Hardware Demonstration (PAL) [SLED-01400] (July 22, 1998)#
Promotional demo for the PAL release.
This disc came bundled with International Superstar Soccer Pro '98.
Pretty much identical to the NTSC-U/C promotional demo, just re-spun for 50hz PAL consoles.
Demo CD (NTSC-U/C) [SLUS-90035] (August 3, 1998)#
Promotional demo version for the North American release. All text has been translated, but the original Japanese voice-over track hasn't yet been replaced.
General Differences#
- The script doesn't match up word-for-word with the final NTSC-U/C release, though it's extremely close. A few typos and minor semantic differences are present.
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To do: |
- The game ends immediately after leaving the Heliport.
Cargo Dock#
- If the player makes it to the elevator door before it has come back down, Campbell doesn't call advising Snake to hide somewhere and wait.
Heliport#
- Snake comments on his VR training during the Codec call, but the only way to hear this dialog in the final game is to actually do the VR Training missions and create a save file before starting the main story. (In this demo, there is no VR Training accessible from the main menu, and saving is disabled.)
Trade Demo (NTSC-U/C) [SLUS-80594] (September 9, 1998)#
"Trade demo" for the North American release. Content-wise, it's actually just Disc 1 of the retail NTSC-U/C version (SLUS-00594), cleverly disguised with a different label and catalog number. The actual data is identical.
Military Hardware Demonstration (PAL) [SLED-01775] (December 1, 1998)#
Promotional demo for the PAL release.
- This is the only Metal Gear Solid demo disc which doesn't use the Japanese voice-over track; it uses the English dub.
- This is also the only demo which uses the main menu system from the full game. LOAD GAME, BRIEFING, SPECIAL, and VR TRAINING are listed on the title screen, but are all disabled.
- The game ends after the cutscene of Snake meeting the DARPA chief.
References#
(Source: Original TCRF research)
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The Metal Gear series | |
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MSX2 |
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NES |
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DOS |
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Metal Gear Solid | |
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PlayStation |
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Game Boy (Color) |
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GameCube |
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PlayStation 2 |
Metal Gear Solid 2: Sons of Liberty (Prototype) • Metal Gear Solid 3: Snake Eater (Prototype) |
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PlayStation 3 |
Metal Gear Solid 4: Guns of the Patriots • Metal Gear Solid V: Ground Zeroes • Metal Gear Solid V: The Phantom Pain |
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Xbox 360 |
Metal Gear Solid V: Ground Zeroes • Metal Gear Solid V: The Phantom Pain |
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Windows |
Metal Gear Solid 2: Substance • Metal Gear Solid V: Ground Zeroes • Metal Gear Solid V: The Phantom Pain • Metal Gear Solid Δ: Snake Eater |
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PlayStation Portable |
Metal Gear Solid: Portable Ops • Metal Gear Solid: Portable Ops Plus • Metal Gear Solid: Peace Walker |
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Nintendo 3DS |
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PlayStation 4, Xbox One |
Metal Gear Solid V: Ground Zeroes • Metal Gear Solid V: The Phantom Pain |
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PlayStation 5, Xbox Series X and S |
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Other | |
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PlayStation Portable |
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Windows, PlayStation 3, Xbox 360 |
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GameCube |
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