[Demo] Metal Gear Solid (Japan) Apr 27, 1998 "Pilot Disk" - Full Gameplay
An almost five months older build than the final with a lot of differences considering it is a very short demonstration build. The precise build date is "Apr 27, 1998 10:49:58". Here are some key differences listed.
● 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 and is in mono.
● 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, used by a unused 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 doesn't fades out 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 stops.
● 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.
● Some different camera angles are present when Snake is leaning on walls, especially in Dock.
● Leaning on wall edges have slightly different physics. Snake can walk from one edge to the other although trying to do it is quite tough.
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