Adding 100% on the board
6 years ago
Ontario, Canada

Hello,

I've been speedrunning Metal Gear for a few months now. I have created a 100% run. Routed it myself. Thanks for some of the guides here.

Would it be possible to add 100% as a tab? I'm playing PS2 version of Metal Gear MSX.

100% being -All items picked up -All Bosses killed -No enemy kills -Forced alerts only

If you can let me know. Thank you.

SolidSpiderZnake likes this
United States

Is this 100% intended to be Big Boss Rank also?

California, USA

I'm pretty sure an All Item restriction inhibits Big Boss rank because the Antidote item is protected by a scripted alert. ()

Since there isn't a percentage counter for this game, coming up with arbitrary criteria is pretty hard.

But I think of a few specific things.

Based on item screens, it's pretty obvious to include: -All Weapons -All Items

in the "spirit of the game", I think the following additional criteria should apply: -All Hostages (including Madnar and Ellen, but not Fake Madnar) -All Bosses defeated (this is tricky. I feel like Tank should be explicitly killed because it doesn't despawn when you leave the screen. However, I am unsure if Firetrooper needs to be killed. I think just skipping him/walking out the door will cause him to be defeated. Needs testing)

Then in terms of the end game screen, it's unfortunate Big Boss simply isn't possible. The best possibility might be Fox rank. Zero kills and 1 ration might be very difficult considering the extra alert that will be encountered. Not sure when it alert would subside without kills (need to get to certain screen to turn it off while dealing with enemy RNG).

I'm inclined to say the exact end screen numbers are irrelevant and it should just be Fox rank (or whatever the highest possibility turns out to be). I don't want to feel forced into applying Big Boss restrictions like 1 ration or 0 enemy kills on a category that cannot even achieve it in the first place. Fox requirements should apply (whatever they are, who knows exactly).

So in summary, I personally think 100% could be: -All Weapons -All Items -All Hostages (including Madnar and Ellen, but not Fake Madnar) -All Bosses defeated (strictly meaning they don't respawn) -Fox Rank (doesn't matter what the specific numbers are)

And of course, I'm in favor of Real Time instead of Game Time because any death incurred resets Game Time backwards (so just don't die and you'll be fine :)

This is my personal stance/opinion. I am absolutely open to discussion.

Edited by the author 6 years ago
Ontario, Canada

I agree with this criteria

-All Weapons -All Items (as long as the enemy device is touched, should be good to discard) -All codecs (Big Boss, Schneider, Jennifer, Diane) -All Hostages (including Madnar and Ellen, but not Fake Madnar) -All Bosses defeated. The tank's rng going up and down is difficult but still beatable. -Forced alerts only -Real time game is good -Rank wise (I think Eagle is good). --What are the end ranks in the game from worst to high?

What do you guys think?

My run last night: https://media.discordapp.net/attachments/316685523395543040/345430234260176906/2017-08-11_0053.png

I'm doing a speedrun on the 19th so i'm hoping to have this settled by then to prepare.

Thank you, Russell

United States

With All Bosses, I agree that they should be explicitly killed in the spirit of the game. Interesting side note: in the MSX2 version, beating the bulldozer causes the tank to be defeated.

With regards to rank, would we need another category for "100% Any Rank" (which would definitely be faster), or should rank not be considered at all for this since Big Boss cannot be done?

Game Time is still considered since it is part of the leaderboards. But do we really need it if Real Time is preferred?

California, USA

All codes yeah... not sure if you have to call them to record them in the transceiver. If so, Schneider can be called in the first camera room or the room before the first gas chamber. Diane can be called as soon as the hostage (3rd in my routes) give her number to you.

I'm not sold on "forced alerts only" because taking some intentional alerts might be faster. I think it would depend on what is the Fox requirement. Eagle is two or three below Big Boss, so I think if your time improves (most important factor for rank I believe) and you get a few less alerts, Fox should be achievable. I think the Fox rank is sufficient over specific numbers.

The ranks are something like: Big Boss Fox Panther (special zero rations rank I think) Eagle (max you can get on Easy) ...etc.

Otherwise, I think it's good. Even if the first few runs aren't Fox rank, let's get them up on the leaderboard. I'd rather see some runs up there than not.

Ontario, Canada

100% Any Rank seems plausible since ranks differ. I feel like if it's not Big Boss rank, end of rank wouldn't matter. I'm good with collect everything, no kills. I can't get around not using Ration. It's real tough.

I've created a run that only gets caught in forced alerts so it doesn't matter to me. I just don't like getting spotted in the run unless there's no way to get out of it.

I'll post up my speedrun this weekend. That tank is probably the hardest out of all of them. Both RNG and time it takes to beat him. Cool.

United States

I added 100% categories with the following rules:

  • All weapons (okay if used up)
  • All equipment (okay if used up)
  • All codecs obtained
  • All hostages/prisoners rescued, but not the fake/trap one
  • All bosses defeated
  • Any rank

Regarding the tank, if you take bullet damage and run into the tank, you can hit the tank with multiple mines very quickly and without waiting for the RNG. I think you have to do that multiple times, but since rank doesn't matter you can use a ration if needed. Also, you can use rations to damage boost on enemies if that makes handling alerts easier, as well as killing guards.

Edited by the author 6 years ago
United States

A couple of potential improvements for the 100% run:

Get the hand gun and an ammo box on floor 3 to avoid having to backtrack for the silencer. It will also allow you to start shooting guards earlier without alerting, which is quicker than avoiding or punching them. This applies even more in building 2. You should ignore the ending game stats for the sake of speed and safety. In alerts, shooting guards means that you don't have to worry about contact or bullet damage, especially in the card 5 and antidote rooms.

In the area in floor 1 with the cameras (before getting captured), is it possible to use the cardboard box to get through the cameras quicker?

It would be faster to get the antenna before doing the roof instead of backtracking afterwards. I tested this for the TAS and before won. As for the prisoner on floor 1, it is probably fastest to do the rescue before going to building 3, but not a huge loss of time if it is done when getting the flashlight.

If you are able to do the pitfall zone without the flashlight, you can rescue Ellen after getting card 6 in the initial trip to the basement. This will avoid the backtrack for the flashlight later, as well backtracking into the basement (does not split floor 2). The only disadvantage is that you would have to get ammo in the southwest room of floor 2. Both routes have pluses and minuses, so you decide what you prefer.

You probably want to get less rockets since you had 9 remaining at the end. (The same will apply to rations, especially when you are able skip the ration after getting card 1)

California, USA

Agreed with what dunnius said; "You should ignore the ending game stats for the sake of speed and safety."

There are certain rooms that reset/get rid of the alert phase. An easy example of this is the second room in the game. After you get the binoculars and keycard 1, and go back down to the start, people tend to walk to the left and punch the guard before going down. I'm pretty sure you can just walk by him, get the alert, and then the next screen will automatically dismiss the alert. There are several other places like this in the game, but I don't have them documented. Need investigation.

So what I'm getting at here is to intentionally trigger some alerts and ignore enemies and get the alert dismissed by entering specific rooms. Could save some time.

Edited by the author 6 years ago
United States

I was going to comment about the alerts, but I wanted to do some research on that before posting. Here are the guards that will alert with single exclamation points on contact damage or being spotted. They will still do a double exclamation on a noisy weapon. Note that I researched this using the original MSX2 version.

Building 1 Floor 1: All of the guards on the west side except for the ones by the west elevator. (Including the ones in the trucks) The guards outside the east elevator.

Building 1 Floor 2: The guard who feels asleep. :D The entire west side (from outside roller room to outside Machine Gun Kid, including mines room)

Building 1 Floor 3: The guard in the area south of the gas room. (the MSX2 any% route benefits from having the camera disabled, which stays disabled after shooting the guard to end the alert.) The guard outside of card 2 which is done easily by taking contact damage, and also disables the cameras. The guards outside the cardboard box room The guards outside the silencer room.

Building 1 Basement: no guards

Building 1 Roof: The guards outside the suspension bridge (north end of course)

Between Building 1 and 2: The guards outside building 2

Building 2 Floor 1: All of the guards including the guards at the end of the deep water channel

Building 2 Floor 2: The guards outside the west elevator antidote room the guards in both sides of the divided room south of Arnold ammo room of the southwest area

Building 2 Roof: none

Building 2 Basement: none

Between Building 2 and Building 3: none

Building 3 all none

Double exclamation alerts can also be useful to save time, especially in cases where it can be canceled by going into an elevator (especially if headed that way) or out of buildings (and also going into the desert, the area before Coward Duck, or the Hind-D boss), or also by beating the silencer boss, Machine Gun Kid, the bulldozer, or Arnold. The other bosses don't have alerts possible when reaching them.

The other options is to kill enough guards to end the alert. The way that works is not completely clear to me yet, but it involves killing a set number guards which depends on location and possibly game progression, plus leaving the area, and maybe something else. I am still researching this.

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