• Abuses programming errors in the game
  • Acquires BIG BOSS rank (3 alerts, less than 24 kills, no more than 1 ration used, no special items)
  • Aims for fastest in-game time
  • Contains speed/entertainment tradeoffs
  • Manipulates luck
  • Plays on the hardest difficulty (Extreme)
  • Takes damage to save time
  • Uses one controller
  • Uses SRAM to unlock Extreme difficulty
Metal Gear Solid is the gripping tale of a badass soldier named Solid Snake, who infiltrates a military base on Shadow Moses Island to stop his British twin brother from blowing up America. Not even six minutes in, he gets himself thrown in jail, and becomes so distraught over failing to save a woman he’s never met that he tries to blow himself up with plastic explosives, only to lose a critical weapon in the process. He then defeats the world’s deadliest sniper by walking into a cutscene. What? You say that ISN’T the plot of MGS1? Well it is now! Deal with it.
Okay so if you want an ACTUAL plot synopsis, go get caught up. Now you’re done.
COMMENTS
Wow, can you believe it’s been fifteen years since this game released on the original PlayStation? Now that it’s reached the legal age of consent in sixteen countries, let’s celebrate by breaking it into tiny pieces!
First and foremost, these comments contain huge SPOILERS regarding the new tricks in this run and may ruin the element of surprise for those unfamiliar with how broken this game has gotten since January. I’d suggest watching the run first and then giving this a read.
First of all, I want to give huge thanks to mgslade, magnum66 and TheThrillness, who discovered the new glitches you see in this run. Their contributions towards the TAS route are just as big, if not bigger, than brazilianjoker’s during the making of my 1:39 run. Thanks to their efforts (and enthusiasm), it can now be officially said that every game in the main series (aside from Peace Walker, whose structure is just too fragmented for that sort of thing) has a major sequence break in it.
The TAS took a little over two months to make (I started on January 19th) and all input is new with the exception of the first part of the intro playaround.
General tricks:
Boss Upgrades
The ammo and health upgrades acquired from sequence-broken bosses are upgraded as soon as you enter the room. Furthermore, the boss room’s objects have the collision of the post-boss fight room, but the textures of the pre-boss fight room. This is why, for instance, I am able to walk up to the tank waiting in ambush, as well as walk through the bookcase in the Psycho Mantis room.
Codec cancel
The codec ringtone (for lack of a better word) that precedes mandatory codec conversations can be cancelled at any time by pressing Select, which is the manual codec-call button.
Early detonation
Nikita missiles can be detonated a few frames early by pressing the R1 (un/equip) button. You’ll see this particular button get a lot of use in some of these tricks.
Elevator manipulation
Every elevator in the game has a small chance of opening immediately after calling for it. The most likely scenario for casual players is that they’ll have to wait four or five seconds for the elevator to arrive. Luck is determined by how close Snake was to the elevator when approaching it and on what frame you call for the elevator.
Infinite combo
Snake’s standard punch-kick combo is in three parts: two punches and a finishing kick that deals more damage and knocks down enemies. Doing all three parts requires three presses of the Circle button within a specific window. Pressing two buttons, therefore, does only the first two parts of the combo, and pressing Circle just outside that window will have Snake start the combo all over again. Thanks to how ridiculous this trick is, it’s become a series tradition to include the tactic in later games in the series too.
Item running
Running with an item equipped (excluding C4 and claymores) is faster than running without one, although the difference isn’t always noticeable to the naked eye.
Over The Shoulder
Mashing the Triangle button instead of holding it will place the camera just above Snake’s shoulder a la Resident Evil 4. It’s completely useless, but fun for playarounds.
R1 running
Normally, you are unable to run silently on floors with loud grates; there’s even a joke about it in one of the codec calls. However, Kojima’s attention to detail backfires, as Snake doesn’t make a footstep noise unless he actually puts his foot on the ground. Snake’s animation pauses for a few frames when equipping or unequipping a weapon; as such, mashing R1 while on a grate allows you to run at (almost) full tilt without making noise.
Stinger cancel
You can move around two frames after firing a Stinger, with the missile moving on its own, by pressing R1 (a shocker, I know).
Throw cancel
Snake’s animation for throwing a guard can be cancelled four frames after initiating it by pressing (wait for it!) R1, saving about two seconds each time. The R1 button can also be used to cancel the animation for placing C4 the frame after it is placed.
New/Advanced tricks:
Box Climb
At the beginning of the staircase leading up to the Hind fight in Communications Tower B, there are a set of boxes meant to block the player from going back to the elevator, forcing you to fight the Hind. However, a glitch allows the player to climb on top of the boxes if they come to a standstill on a certain part of the staircase with their weapon unequipped, and then walk forward.
Crawl Clipping
This was the first major glitch discovered, which allowed all of this crazy stuff to happen in the first place. While lying and down and crawling halfway through a vent space (with Snake’s torso outside the vent), enter first person view, hold up and immediately press X. Snake will stand up in the vent space and (in most cases) will allow him to travel out of bounds.
Dead Weapon Glitch
If a weapon is collected after a story flag has already been triggered (such as getting the SOCOM, FAMAS, PSG-1 or Stinger after the torture warp), the game treats the weapon as an ammo box. Acquiring the weapon and adding the starting ammo amount are apparently two separate triggers, so recollecting the abovementioned items (except, for some bizarre reason, the Nikita missile launcher) will give you a “dead” weapon, with 0 ammo capacity and no way to collect ammo for it (since the game treats 0 as the weapon’s ammo cap). The only way to reactivate the weapon is to kill a boss, which increases ammo capacity on all weapons, though it does not refill ammo.
Early Door
When out of bounds, doors can be opened from the wrong side, since the map loading trigger is behind the door.
Weapons Glitch
In theory, this works similarly to the Ocarina Items glitch from Ocarina of Time. In order to perform this glitch, blow yourself up with plastic explosives or C4 while lying on the ground and then, at the right time, go into first-person mode and mash buttons. As Snake is getting up from the explosion, switch to a different weapon. You will get a glitched weapon which behaves like Weapon A, but expends the ammo of Weapon B (when referring to glitched weapons I’ll call it a Weapon A/Weapon B combo). This is normally a cool but useless trick, except for skipping Sniper Wolf 2 (having a Chaff/PSG-1 combo bypasses the usual trigger where Sniper Wolf shoots you for getting too close, activating the post-boss cutscene instead) and weapon erasure (see below)
Weapon Erasure
This is a potentially dangerous trick with one specific use in the run. After creating a chaff grenade/Dead Weapon combo, “cooking” the grenade so it explodes in your hand will treat the Dead Weapon as having -1 ammo, erasing it from your inventory entirely. (Simply throwing the grenade does nothing, since the grenade disappears as soon as it’s thrown. The grenade is considered a part of Snake’s character model until the Square button is released.)

In total, 26m28s were saved. Here’s a list of general improvements in this run over the last, including an explanation of how the major glitches are used:
  • 2 seconds are saved in the opening map by luring the guard who spawns with the elevator by knocking on the wall, allowing me to enter earlier. This was an improvement I knew about going into my first TAS, but by the time I was told about it I had already undergone several restarts and was unwilling to start again for such a small trick.
  • One second is saved by using a chaff to distract a guard in the tank hangar, a strategy that is now possible because I don’t use nearly as much chaff compared to the last run.
  • Using the crawl clip on a certain vent just prior to meeting the DARPA Chief allows the player to access the Torture Chamber from the wrong side. Otacon gives you a Level 6 keycard after submitting to torture, thus allowing you to skip the Meryl ambush, Ocelot, the Tank fight, Gray Fox, Psycho Mantis, the first Sniper Wolf fight and everything in between, as well as all the backtracking in Disc 1.
  • The only reason I go back to the Armoury at all is to collect a Dead PSG-1 (which is only needed for the Sniper Wolf skip). In an RTA run, the Dead FAMAS is also picked up, which is reactivated after collecting the tank’s boss upgrade.
  • The crawl clip is used again in The Canyons, where it saves a few seconds of crawling and also makes the textures in the second part of the map fail to load properly. A further out-of-bounds trick is possible after performing the first crawl clip, but it requires the cardboard box.
  • At the start of the Communications Tower A stairway chase, I throw a stun grenade into the open door, which cancels the small unskippable cutscene when the alarm is triggered. The Dead Stinger is also picked up, as it is needed to defeat Metal Gear REX and quickly kill the mouse that ate the PAL card.
  • The weapons glitch is used to erase the Stinger from Snake’s inventory as you enter Communications Tower B. Since the game doesn’t want you getting stuck on the Hind fight without having the only weapon that can hurt it, Otacon’s “can love bloom on the battlefield?” cutscene is only activated when you have the Stinger. Erasing it sets up the boxes for the Hind skip, although the boxes themselves will only appear when you have gone up the staircase and entered the map where the Hind fight takes place.
  • The box glitch is used to stand on top of the boxes blocking your access to the elevator. I then fall all the way down to the bottom, which skips the elevator ambush as well.
  • The Sniper Wolf 2 fight has an invisible barrier which makes Wolf shoot you instantly if you cross while carrying any weapon other than the PSG-1. Thus, using a Chaff/PSG-1 weapon combo allows us to walk straight forward into the end-boss cutscene, since the game thinks we’re carrying a PSG-1 with us.
  • The first elevator in Disc 2 is summoned faster by exiting and then re-entering the map, which cancels the elevator animation slowly rising to the top.
  • The elevator ambush in Disc 2 is improved slightly by throwing all enemies into the bottomless pit instead of just two of them.
  • For some reason, the Nikita missile launcher does not count as Dead despite it being picked up after the Torture Chamber warp, so I can still use it during the Vulcan Raven fight. Said fight has been improved by 50 frames, but it’s probably closer to 20 because I also don’t switch to chaff immediately after the fight. The Dead Stinger and Dead PSG-1 are reactivated during the boss upgrade.
  • 17 frames were saved when acquiring the PAL key from the rat thanks to a new method.
  • Wrong Door is used in the hot key room for entertainment, as well as picking up 10 extra Stinger missiles for the Metal Gear REX fight.
  • The extra missiles, along with taking damage to manipulate REX’s pattern, make the second phase of the fight go by a bit faster. Also, the image of Snake falling on his ass after being hit by REX’s penis laser was simply too funny.
  • The Liquid fight was slightly improved (0.43 seconds according to the convenient Final Boss Timer of Doom) with a better infinite combo setup, meaning I only had to do a single one-hit combo instead of the two or three in my last run.
  • 2.75 seconds are saved during the jeep sequence at the end due to better luck manipulation, which means I only get hit twice now. Another 3.82 seconds were saved on the Jeep fight.
Unfortunately, in order for some glitches to work, some areas become slower. Specifically:
  • You have to wait for two rounds in the torture cell instead of just one. Using the torture warp puts you in the cell immediately, and the game assumes you had survived one round of torture already.
  • Extra backtracking is needed following the Sniper Wolf 2 fight to reacquire the Stinger after erasing it.
  • Disc 2 in general is a bit slower due to backtracking changes stemming from a lack of resources generally acquired during the normal route of Disc 1.
  • The first map of Disc 2 is a few seconds slower because I don’t have the SOCOM to deal with the guard watching the crane area, which also slowed down the guard patterns.
  • A few frames were lost in the hot area as I moved over to the steam room thanks to the fade-in fade-out transition. This was so I could pick up 10 extra Stinger missiles for the REX fight.
  • Some other frames in the cold room were lost for entertainment purposes.
Conclusion: It`s been a rough few months working on this thing, but I`m happy I was able to pull it off. Until next time, folks!

Noxxa: Judging.
Noxxa: Great improvement. Now the storyline makes even less sense. Accepting as an improvement to the previous run.
Ilari: Processing...

TASVideoAgent
They/Them
Moderator
Joined: 8/3/2004
Posts: 14877
Location: 127.0.0.1
Active player (292)
Joined: 12/16/2008
Posts: 458
Location: Houston
Admit it, you thought this wasn't an actual submission did you no one makes a fake submission that is between an hour and a day long
Skilled player (1706)
Joined: 9/17/2009
Posts: 4952
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
errror1 wrote:
Admit it, you thought this wasn't an actual submission did you no one makes a fake submission that is between an hour and a day long
Correct. As TASer's, we go beyond that. Why between 1 hour and a day when you can go on foreeever!
Active player (292)
Joined: 12/16/2008
Posts: 458
Location: Houston
great run, really hard to follow now.
Player (12)
Joined: 6/17/2006
Posts: 501
Oh wow look out everyone, another April Fools submission. Haven't seen that before. I'll try to remain polite, but an amazing improvement of 26:27.95 that I can't thank you enough for submitting? Really now? It's because of people like you that I'm forced to look carefully at every submission today to find the gems. You should be ashamed.
Joined: 8/26/2012
Posts: 59
Some slight mistakes but nothing big. It definitely shows the route off so no complaints here. I know it is probably against TAS rules or something to leave a game unfinished with inputs but this game would be sub 1 hour (judging by the video it would be a low 59:xx) if you simply stopped input after skipping the ending codec since the "chained to fate" scene needs no input from the user to progress anyway.
Patashu
He/Him
Joined: 10/2/2005
Posts: 4016
TheThrillness wrote:
Some slight mistakes but nothing big. It definitely shows the route off so no complaints here. I know it is probably against TAS rules or something to leave a game unfinished with inputs but this game would be sub 1 hour (judging by the video it would be a low 59:xx) if you simply stopped input after skipping the ending codec since the "chained to fate" scene needs no input from the user to progress anyway.
You're allowed to end input if doing nothing will still result in the game progressing to its finished state (e.g. Castlevania: Symphony of the Night, where a shot is fired from the medusa shield then input ends and the final boss dies to the homing bullets)
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Joined: 9/24/2012
Posts: 16
Location: Ontario, Canada
I have only one thing to say. APRIL FOR SURE IS A REALLY COOL MONTH. :)
Editor
Joined: 3/31/2010
Posts: 1466
Location: Not playing Puyo Tetris
Would the Gamecube version be faster? There's those pipes you can shoot that can cut the PAL key time down. But, would the bugs still be in? Can Dolphin properly work? That being said, take that Hideo! That's for MGS2.
When TAS does Quake 1, SDA will declare war. The Prince doth arrive he doth please.
Active player (441)
Joined: 3/21/2006
Posts: 940
Location: Toronto, Canada
hegyak wrote:
Would the Gamecube version be faster? There's those pipes you can shoot that can cut the PAL key time down. But, would the bugs still be in? Can Dolphin properly work? That being said, take that Hideo! That's for MGS2.
Twin Snakes is more or less a completely different game from Metal Gear Solid. It may use the same level design, but listing every single difference would take far more energy than I have at the moment. That being said, the current Big Boss speedrun record for Twin Snakes is only about a minute faster than this TAS (talking in-game time here, not the input). It could probably be taken down to sub-1 in a TAS. Maybe.
My current project: Something mysterious (oooooh!) My username is all lower-case letters. Please get it right :(
Editor
Joined: 3/31/2010
Posts: 1466
Location: Not playing Puyo Tetris
When TAS does Quake 1, SDA will declare war. The Prince doth arrive he doth please.
Guga
He/Him
Joined: 1/17/2012
Posts: 838
Location: Chile
Oh you!
Patashu
He/Him
Joined: 10/2/2005
Posts: 4016
It's a shame about all the walking back and forth long distances this game requires to beat it, because the glitches and skips make me giddy and the playarounds to pass time amused me. Yes vote :)
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Warepire
He/Him
Editor
Joined: 3/2/2010
Posts: 2174
Location: A little to the left of nowhere (Sweden)
Quite an impressive improvement, sadly it removed a lot of the entertainment from this game as those fights and areas are skipped now. Very well done on the improvement though. Gonna have to vote Meh on entertainment.
Post subject: Translated... since the last one got moved
Spikestuff
They/Them
Editor, Publisher, Expert player (2292)
Joined: 10/12/2011
Posts: 6337
Location: The land down under.
Easy yes vote. Congratulations, theenglishman.
WebNations/Sabih wrote:
+fsvgm777 never censoring anything.
Disables Comments and Ratings for the YouTube account. Something better for yourself and also others.
Editor, Skilled player (1939)
Joined: 6/15/2005
Posts: 3247
I split some posts that were unnecessarily written in foreign languages (including cryptic ones), since it is no longer April 1st. The thread is here: http://tasvideos.org/forum/viewtopic.php?t=13985
Joined: 2/12/2008
Posts: 67
Location: San Francisco Bay Area, CA
Excellent run. It's great to see this game broken so badly.
Active player (306)
Joined: 8/21/2012
Posts: 429
Location: France
Since I followed the discoveries of most of the out of bounds tricks, they weren't as impressive as they should be for me. But this run has some neat other tricks, like skipping Sniper Wolf 2 for example. It skips so many big parts of the game... It's really impressive :D If I had to find some negative points, it would be about the entertainment in some places, mainly the abundance of "turbo button mashing" (sometimes when knocking on a wall), where I think something more creative could have been done. Ah, and Liquid's speech on top of REX was painful to watch ^^. But it completely deserves a yes vote from me anyway.
Active player (441)
Joined: 3/21/2006
Posts: 940
Location: Toronto, Canada
Hooray for the accept! :)
My current project: Something mysterious (oooooh!) My username is all lower-case letters. Please get it right :(
Post subject: Movie published
TASVideoAgent
They/Them
Moderator
Joined: 8/3/2004
Posts: 14877
Location: 127.0.0.1
This movie has been published. The posts before this message apply to the submission, and posts after this message apply to the published movie. ---- [2369] PSX Metal Gear Solid by theenglishman in 1:05:21.05
Patashu
He/Him
Joined: 10/2/2005
Posts: 4016
I just want to say that this broke 100k views (for the first part at least) on nicovideo! Great job :D Link to video
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Joined: 11/22/2004
Posts: 1468
Location: Rotterdam, The Netherlands
Is it just me, or is this movie different from the old one in that there's no reverb? MGS has pretty heavy reverb on a console, and the SPU settings from the old encode are more accurate I believe.
Joined: 11/22/2004
Posts: 1468
Location: Rotterdam, The Netherlands
Dada wrote:
Is it just me, or is this movie different from the old one in that there's no reverb? MGS has pretty heavy reverb on a console, and the SPU settings from the old encode are more accurate I believe.
Hi everyone. :) This is a post from almost 3 years old now, but recently stumbling upon this run has made me think about this again. I still think my comment is possibly something to consider... I don't have a recording from a real PSX handy, but I'm pretty sure the old recording (which used a different reverb setting) is more accurate to the real thing. The current recording seems to have (almost?) no reverb in the sound effects at all. Who knows, maybe SPU code has improved since this encode was made—assuming it would sync on newer versions of PSXjin.