![]() Press the Up or Down keys to change the sprite shown.ĭisplays the co-ordinances of the screen. Shows a currently loaded character graphic atop the item/weapon display. Shows graphics currently loaded in the RAM. Skips the initial radio conversation with Campbell when the game starts. The change will not take effect if the brooch is equipped. Promotes Snake to the next level (it won't be reflected on his life gauge).Ĭhanges the shape of Natasha's brooch. Unlocks the path in the Jungle Maze without having to stalk the Green Beret.ĭisplays Snake's X and Y co-ordinances atop the item and weapon display, respectively. Snake will be rendered invisible to enemy soldiers and security cameras until he touches someone. ![]() Go to page 3F of the ROM and change the value placed at position B801 to a 0.Īdds all the standard card keys to Snake's inventory.Īdds all three types of rations to Snake's inventory, with 20, 40 and 60 units in that order.Īdds all the other items (including the master card keys) and weapons to Snake's inventory.Įnables Stealth Mode. This can also be done on an actual MSX2 with a MegaRAM cartridge containing the ROM, although the procedure is a bit different. The only way to unlock it is by opening the ROM image with a hex editor and changing the value placed at offset 7F801 to a 0, which will remove the instruction preventing its access. Metal Gear 2 has an extensive debug feature that's been made inaccessible in the retail version. Change to another frequency and then switch back to 140.07 to play a different track. Set the frequency to 140.07 and the game will play a random music track. This conversation would've likely been used for a frequency number change, similarly to the ones Campbell and Holly go through, but Miller sticks with the same number throughout the final game.Įquip the cigarettes and then go to the radio screen. The character of Carrie (キャリー) was most likely Master Miller's daughter, Catherine (キャサリー), who is mentioned in the game's manual. This appears among Campbell's codec dialogue at offset 0圆1D50, but he's obviously not the intended speaker (despite the dialogue being assigned to his name tag). Searchlights were intended to be used by the enemy in the very first area of the game (similarly to the ones present on the heliport in the original Metal Gear Solid). It's codec advice given by Campbell on how to avoid searchlights, an obstacle that was cut from the final game. ![]() Searchlights can expose where you're going. There are wired traps in certain areas of the final game (such as the spiral staircase chase and the final escape sequence), but they're used exclusively as obstacles against the player. ![]() Wires were likely intended placed traps similarly to land mines and plastic explosives. This appears among text strings used for weapon pickups between the lighter and the silencer. The enemy soldiers in the game have a few lines of dialogue, but none of them ever use this name tag. According to an early draft of the game's map, he would've been encountered on the first floor of Zanzibar Building, most likely after the first boss battle, since this name tag is stored right after Black Color's ( D5), but before Running Man's ( D7).Īnother unused name tag, obviously intended for enemy soldiers. This was a name tag likely intended for "Maniac Cop", a scrapped enemy character mentioned in the liner notes for the official soundtrack. An unused name tag assigned as a value to the byte variable D6. ![]()
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