Metal Gear (video game)
Hideo Kojima took over the Metal Gear project in 1987 after a senior associate had already begun work on it. The original concept was a straightforward action game featuring modern military combat. Hardware limitations of the MSX2 system forced a complete redesign. The console could only display a small number of bullets and enemies on screen at once. This restriction made traditional shooting mechanics impossible to execute smoothly. Kojima also struggled with the system's limited scrolling capabilities for creating smooth shooters like Scramble from 1981.
He reversed the gameplay focus entirely by drawing inspiration from The Great Escape film. Instead of shooting enemies, players now tried to form tension through hide and seek mechanics. When Snake got discovered, the game shifted into a puzzle format similar to Pac-Man released in 1980. Enemy guards behaved like ghosts that needed to be avoided rather than destroyed. Kojima designed this approach so that discovery changed the entire flow of play.
The portable radio transceiver idea emerged during this development phase as well. It allowed dialogue to enhance storytelling organically while keeping the player engaged. Characters could discuss their situations even when the player character was not present on screen. This parallel narrative technique foreshadowed future events without breaking immersion. The game carried the working title Intruder during early planning stages before finalizing its name.
Players controlled Solid Snake entering Outer Heaven without any weapons initially. He had to find equipment like gas masks or binoculars scattered throughout the base. Each weapon possessed limited ammunition that required finding caches to replenish supplies. A suppressor option existed allowing silent firing of handguns and submachine guns. Some tools cleared obstacles such as hollow walls or electrified floors blocking paths forward.
If an enemy spotted Snake, the game entered Alert Mode immediately. Only one exclamation mark over a guard's head meant nearby enemies would attack alone. Moving to an adjacent screen often resolved the situation quickly. Two exclamation marks triggered reinforcements from off-screen areas requiring elimination of all threats first. Players could escape by going outdoors, using elevators, or engaging boss battles directly.
Rescuing hostages increased Snake's rank up to four stars maximum. Higher ranks provided greater carrying capacity and improved health limits. Killing a hostage dropped the player back to the previous rank level automatically. Five rescues were needed for each rank promotion while mistakes penalized progress severely. The radio transceiver connected Snake to Big Boss and resistance members named Schneider, Diane, and Jennifer.
Each ally specialized in specific subjects providing advice based on current location. Players tracked frequency numbers manually to maintain contact with different characters throughout missions. The MSX2 version required tape drives like Sony Bitcorder for saving progress at checkpoints. Game Master II cartridges enabled save states via floppy disks available at any moment.
A Famicom port released in Japan on the 22nd of December 1987 without Kojima's involvement. Another Konami division received source code from Tokyo without original team consent. Masahiro Ueno led programming efforts under a strict three-month deadline. Staff orders demanded making the port drastically different from the MSX2 version despite hardware constraints.
The NES version replaced Metal Gear tank with a Supercomputer guarded by four soldiers. An extensive outdoor jungle sequence appeared before reaching the first building structure. Three other soldiers parachuted alongside Snake but vanished immediately after landing. Transport trucks moved cyclically between buildings allowing faster travel through jungle mazes. Basement floors became separate structures called Building Four and Building Five accessible only through maze paths never revealed in-game.
Hind D boss on Building One rooftop changed into Twin Shot turret gunners instead. Jetpack-wearing soldiers lost flight abilities acting as regular guards now. Enemies stopped dropping ammo or rations when punched to death compared to previous versions. Passcodes saved progress replacing checkpoint systems entirely upon death or failure events.
One particular passcode typed fuck me plus ones transported players directly to final battle empty-handed. European versions removed all vowels from passcodes following this exploit discovery. The Commodore 64 port arrived in 1989 while MS-DOS followed in 1990. North American audiences experienced their first Metal Game encounter through this NES adaptation since MSX2 never reached that market officially.
MSX2 ranked fourth on MSX Magazines top twenty best-selling games list in October 1987. It peaked at number three the following month maintaining presence for five consecutive months total. The Games Machine awarded seventy-nine percent scoring positive reviews praising graphics and large game area size. They noted action and suspense never waned despite initial disdain toward animated characters.
Famitsu rated Famicom version twenty-four out of forty points in 1988 then three stars in 1989. Game Players called it fearsomely challenging with elaborate maze-like settings offering strategy options alongside stamina tests. Computer Gaming World praised strong concepts but criticized control systems and player vulnerability starting unarmed. They listed it among top hundred best games ever made by 1989 standards.
NES sold one million units within United States markets alone during its release window. It became second top-selling game nationwide behind Super Mario Bros Two in October 1988. Rankings stayed inside top ten lists through early 1989 before declining gradually. Nintendo Power placed it one hundred fourteenth best console game overall while GamesRadar named sixth-best NES title ever created.
Electronic Gaming Monthly selected it thirty-fifth best console video game globally in 1997 citing spy thinking requirements over fighting necessity. Game Informer ranked fifty-third on their all-time hundred list highlighting stealth aspects plus dramatic plot elements. These accolades established Metal Gear as a major international success story across multiple platforms simultaneously.
Success spawned two separate sequels produced independently from original source material. Snake's Revenge appeared specifically for North American and European NES markets in 1990. Metal Gear Two Solid Snake followed developed directly by Hideo Kojima released domestically in Japan same year responding to former creation.
Metal Gear Solid arrived on PlayStation platform in 1998 launching numerous sequels and spinoffs thereafter. Intro theme Operation Intrude N313 reused VR Training themes throughout subsequent entries including Ghost Babel and Substance versions. Theme of Tara music played Shadow Moses Island stage in Super Smash Bros Brawl plus Battleship Halberd interior Adventure mode sections.
Clint Hocking designer behind Splinter Cell stated every stealth-action game owed existence solely to Metal Gear success. He claimed without this title no stealth games would exist today according to the 24th of May 2005 interview records. Cliff Bleszinski creator of Unreal and Gears Of War cited military themes plus action gameplay as major influences naming his work after original inspiration.
Tenchu creator Takuma Endo also acknowledged Metal Gear influence on his own projects. The game remains recognized first mainstream stealth title credited pioneering mechanics alongside portable radio transceiver storytelling methods. Its impact continues shaping modern gaming landscapes decades after initial release date.
Konami published a gamebook adaptation in Japan during 1988 as second installment within Konami Gamebook Series. Story set two years post-game events where Snake returns after FOXHOUND receives terrorist group intelligence plans. Solid Snake portrayed unsuccessful illustrator outside professional duties while maintaining agent status inside operations.
Scholastic Books released novelization United States edition 1990 under Worlds Of Power series banner written Alexander Frost pen name F.X. Nine. Book adhered closely localized backstory presented North American packaging manuals rather actual in-game plot details unchanged reflecting differences. Big Boss absent replaced Commander South Colonel Vermon CaTaffy serving commanding officer Outer Heaven leader respectively.
Book gave Solid Snake identity Justin Halley changing organization name from FOX HOUND to Snake Men entirely. Cover illustrations airbrushed handgun removed targeting young children audience specifically. Official remake attempts surfaced the 13th of March 2014 London Q&A event with Geoff Keighley discussing reconciliation possibilities across discrepancies introduced over time.
Kojima expressed interest developing rematches reconciling plot holes but deferred due ongoing Phantom Pain development prequel setting before original events. He departed Konami following completion leaving future uncertain indefinitely. Unofficial Alien Swarm mod received permission the 3rd of June 2014 cancellation David Hayter voice actor involvement planned.
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Common questions
When did Hideo Kojima take over the Metal Gear project?
Hideo Kojima took over the Metal Gear project in 1987 after a senior associate had already begun work on it. The original concept was a straightforward action game featuring modern military combat before hardware limitations forced a complete redesign.
What were the gameplay mechanics of the original Metal Gear MSX2 version?
Players controlled Solid Snake entering Outer Heaven without any weapons initially and had to find equipment like gas masks or binoculars scattered throughout the base. When an enemy spotted Snake, the game entered Alert Mode immediately requiring players to avoid guards rather than destroy them.
How many units did the NES version of Metal Gear sell in United States markets?
NES sold one million units within United States markets alone during its release window. It became second top-selling game nationwide behind Super Mario Bros Two in October 1988.
Who influenced the creation of stealth-action games according to the script text?
Clint Hocking designer behind Splinter Cell stated every stealth-action game owed existence solely to Metal Gear success. Cliff Bleszinski creator of Unreal and Gears Of War cited military themes plus action gameplay as major influences naming his work after original inspiration.
When was the Famicom port of Metal Gear released in Japan?
A Famicom port released in Japan on the 22nd of December 1987 without Kojima's involvement. Another Konami division received source code from Tokyo without original team consent while Masahiro Ueno led programming efforts under a strict three-month deadline.