PSX Metal Gear Solid Extreme Difficulty TAS
As of October 5th 2011, this thread officially has over 20,000 views!
IMPORTANT NOTICE: This memory card MUST be assigned to Slot A if you want the Extreme WIPs to sync.
Goals
- No alerts (except for the four scripted alert phases; a fifth bad-ending alert can be skipped, see below)
- No damage
- Played on Extreme difficulty (thus using predefined saves)
Tricks/Glitches/Hindrances
Reload cancel: It's been common knowledge for a while amongst console runners of this game to skip Snake's reload animation with any weapon by tapping R1 twice; however, for rapid fire, R2 should be pressed (even though it freezes ingame action for two frames) because there is less lag time between last shot and next shot than pressing R1. In boss fights (where the bosses have armour frames), R1 should be used instead.
Throw cancel: R1 can be used to cancel a judo throw three frames after initiating it. This will allow Snake to continue moving almost without pause while the enemy goes through his "being thrown" animation.
Instant Stinger: equipping a first-person weapon (like the stinger or PSG1) one frame before activating a cutscene results in the weapon being equipped and ready to fire on the exact frame gameplay resumes. This is helpful in areas such as the fight against Sniper Wolf, and allows the player to get an otherwise impossible instant first hit on the Hind D.
Wall Collision: The game keeps you at a specific distance away from a wall if you are not seeking cover. If you attempt to cross into a second wall hitbox while pressing more than one direction on the D-pad at once, the game will eject you and send you further away from the wall than before. This is remedied by pressing, for example, up, and then left at the opportune moment without ejection (this may delay turning by a few frames).
Luck Manipulation: I'm still not 100% sure how luck manipulation works in this game, but I do know that enemy soldiers can be manipulated to drop one of three specific outcomes: nothing, a ration, SOCOM bullets and FAMAS bullets (if you have the FAMAS which I definitely do in this run). Which item an enemy drops depends on where you kill them from and, oddly, how many bullets it takes to kill them.
R1 Turbo movement: Turboing the R1 button allows Snake to move forward without making any noise. While not very useful early on, it becomes critical during the double-backtrack for the PAL Card.