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- Metal Gear Big Boss Rank FAQ
- === Versions ===============================================================================================
- There are three distinct versions of Metal Gear.
- 1. Metal Gear for MSX
- 2. Metal Gear for NES
- 3. Metal Gear on Metal Gear Solid 3: Subsistence (which itself is on the HD and Legacy collections) on PS2/PS3/X360
- This FAQ pertains to 3, as it is the only version to have an in-game ranking system, the highest of which being Big Boss.
- === Big Boss Rank ===========================================================================================
- In-Game time of less than 45 minutes
- Exactly zero enemy kills
- Eight or less alerts
- Zero or one Ration used
- Saves are recorded, but irrelevant to Big Boss Rank. This means a BB Rank does not have to be single segment.
- In-game time starts on difficulty select, and ends when you reach the top of the escape ladder.
- The in-game time is remarkably accurate to realtime.
- It does not use the system clock.
- Instead of the clock, the game increments a particular memory value by 1 every 4 frames, under 60fps NTSC conditions.
- In-game time is calculated by that memory value divided by 15 to get the total number of seconds played.
- For example, if the memory value for game time is at 15, this means 15*4 = 60 frames have passed. 60 frames divided by 60 frames per second means 1 second has passed.
- The only time the game time stops is during the memory card screens, when the menu reverts to MGS3 styling.
- The in game pause dialogue does not pause the in-game timer.
- When you die, you go back to the last "checkpoint", typically an elevator room. This *resets* your in-game time to when you died, but you still get charged a continue. This means in-game time *should not* be used for runs that have a death in them as it will be inaccurate. Instead, manually time between difficulty select and top of escape ladder.
- I believe loading new buildings/maps into ram for the first time (i.e. since loading the game from the MGS3 menu) causes a slight delay in game time, adding less than a second to real-time for each building load (so up to 3 seconds). **I believe is on ps3 only**
- Enemies kills only counts towards non-boss humans.
- Dogs and scorpions to not count as enemy kills.
- No bosses (including any of the 4 "normal" looking guys guarding the suppressor in Building 1) could as enemy kills.
- There are several scripted alerts in the game where an Alert is triggered simply be entering a room, not by being spotted.
- Eight are mandatory in a Big Boss run.
- There is on on the roof of Building one.
- There is another on the roof of Building two.
- And there are two near building three; one outside the main entrance and one as soon as you enter.
- You go through those rooms 3 times, making 6 alerts from those two rooms alone.
- Apparently Easy Mode has two alerts on the roof of building one, making the minimum for that mode (and a Fox rank) 9 alerts.
- The one ration is generally used to cross the final electric barrier before Metal Gear.
- With full or nearly full HP as Class 4, you can make it across with no ration.
- That makes it possible, but not required, to beat the game with zero rations.
- === General Knowledge ===========================================================================================
- Text boxes can be accelerated, scrolled through, and dismissed all by holding X.
- While the game does run at 60fps, every other frame is a "lag" frame where no input is taken and no animation is updated.
- This effectively make the gameplay 30fps with every frame of animation being duplicated.
- There is input delay or more accurately "input lockout" that prevents mashing. My personal estimation is 6 frames of input lockout after every input.
- You start at 1-star Class.
- Every 5 rescued hostages increments your class.
- You must rescue 15 hostages to achieve 4-star class in order to beat the game for two reason.
- The first is you need 16 C4/Plastic Explosives to beat Metal Gear. The only way to hold that much is to have 4-star rank, as 3-star rank can only hold 15.
- The second is you must call Jennifer on the transceiver with 4-star Class to spawn the Rocket Launcher for pickup.
- Rocket Launcher is necessary to defeat the Bloody Brads (for keycard 7) and Big Boss (to finish the escape sequence).
- The pattern for Metal Gear is R-R-L R-L-L R-L-L R-R-L R-L-R R
- I memorized this by breaking it into chunks of three,
- and remembering that sets 3 and 4 is simply sets 1 and 2 swapped.
- (a) R-R-L
- (b) R-L-L
- (b) R-L-L
- (a) R-R-L
- R-L-R
- R
- The only "sequence break" is simply not talking to the real Dr. Madnar twice.
- First time he tells you to rescue his daughter.
- Upon rescuing her and returning to him, he tells you the pattern for Metal Gear.
- If you already know it, you don't have to do this part of the game.
- Ammo boxes increase Pistol, Machine Gun, and Grenade Launcher, and Rocket Launcher ammo.
- RC missile, Mines, and C4 all have independent pickups.
- You never pickup mines.
- When you run into an enemy, you take "1 tick" of damage and have a few seconds of invincibility frames (about 2 seconds).
- When shot by a bullet, you take 4 ticks of damage. With the body armor, this is reduced to 2 ticks.
- === RNG ===========================================================================================
- The RNG is pretty simple in this game.
- The RNG seed is stored as a 64-bit number in RAM.
- It is initialized to 0 on game load form the MGS3 menu.
- Save does not persist RNG, neither does load.
- Quitting a game of Metal Gear to the title screen and starting a new one does not reinitialize it either.
- The only way to reset the RNG to 0 is to leave the game and restart it from the MGS3 menu.
- RNG is incremented in a very fixed manner. It's not the case the RNG is changed every frame or ever second arbitrarily.
- Certain in game events will take the current RNG value and progress it one time.
- By "progress" I don't mean add 1 to; I mean it generates a new 64-bit hash to store.
- These events are based on the RNG and also increment the RNG to a new value:
- (incomplete list, I'm sure)
- * Entering a room with a sleepy guard
- * Entering a gas room
- * When dogs wake up
- * When dogs change direction based
- * Every second in an alert phase
- * Every time fire trooper's firebar extends out
- * Every time a gas sprite in a gas room despawns
- * Every time Metal Gear's explosion sound effect is played
- * Every time the first tank shoots a missile/bullet (including when you are walking up to it from the screens below)
- * Every scorpion movement cycle
- While the RNG can't be directly "manipulated" to a specific value, most of these increments can be controlled by specific player movement to increment the RNG the same number of times every run.
- === WR HISTORY ==========================================================================================
- 36mXXs Various segmented YT videos
- 32m51s 02/25/15 puchiedarcy - single seg, NTSC, body armor, 7 ammo in b2 basement
- 29m03s 04/07/15 Jaguar_King - ss, PAL, no body armor, 10 RC, 10 rockets/10 C4 in b2 basement, 4 rockets by duck
- 26m40s 06/13/15 puchiedarcy - ss, PAL emu, no armor, 5 RC, 8 rockets/5 C4 in b2 basement, 8 rockets by duck
- PAL is fastest version. While running at only 50ps compared to NTSC's 60fps, Snake and other enemies movement speeds and animations are increased about 10 to 12% faster than NTSC's. You gain time by simply walking faster in PAL.
- === THE ROUTE ===========================================================================================
- The primary concerns of the route are:
- * Getting keycards to open locked doors
- * Getting weapons to defeat bosses
- * Rescuing hostages to increase Class
- Basic Route
- B1 Floor 1
- Get Keycard 1 (needed for gas mask)
- Get Gas Mask (to survive gas rooms without having to use rations)
- Elevator to B1 Floor 3
- B1 Floor 3
- Rescue Hostage 1
- Pick up 5 C4 (need 4 for B1 Basement)
- Get Keycard 2 (needed for grenade launcher)
- Rescue Hostage 2
- Pick up 5 RC missile (need 2 to disable electric floor coming in and out of Dirty Duck)
- Rescue Hostage 3
- Pick up Grenade Launcher (needed for Hind D, tank 2)
- Rescue Hostage 4
- Elevator to B1 Floor 1
- B1 Floor 1
- Rescue Hostage 5 (2-star Class)
- Rescue Hostage 6
- Pick up Submachine Gun (needed for bosses/dogs/scorpions)
- Get captured
- B1 Basement
- Rescue Gray Fox (Hostage 7)
- Pickup Keycard 3 (needed for parachute)
- Pick up Bomb Blast Suit (needed for B1 Roof)
- Pick up Enemy Uniform (needed to enter B2)
- Elevator to B1 Floor 2
- B1 Floor 2
- Rescue Hostage 8
- Rescue Hostage 9
- Get parachute (needed for keycard 4)
- Elevator to B1 Roof
- B1 Roof
- Hind D
- Parachute to courtyard
- Courtyard
- Get Keycard 4 (needed to leave B1)
- Rescue Hostage 10 (3-star Class)
- Leave B1
- B1-B2 Desert
- Pickup 3 sets of 5 C4s (needed for Metal Gear)
- Enter B2 Floor 1
- B2 Floor 1
- Pick up Antenna (needed to call jennifer)
- Elevator to B2 Roof
- B2 Roof
- Rescue Hostage 11
- Get keycard 5 (needed to get rocket launcher)
- Elevator to B2 Basement
- B2 Basement
- Rescue Hostage 12
- Rescue Hostage 13
- Get keycard 6 (needed for rocker launcher)
- Elevator to B2 Floor 2
- B2 Floor 2
- Rescue Hostage 14
- Rescue Hostage 15 (4-star Class)
- Get Rocket Launcher (needed for bloody brads, big boss)
- Elevator to B2 Basement
- B2 Basement
- Pick up 1 pack of 5 C4 (to have 19, exactly enough to finish the game)
- Pick up 1 Ration
- Pick up 4 sets of Rocket ammo (2 each, so 8, exactly enough for Bloody Brads [4 each])
- Elevator to B2 Floor 2
- B2 Floor 2
- Keycard 7 (needed to leave B2)
- Compass (needed to get to B3)
- Elevator to B2 Floor 1
- B2 Floor 1
- Leave to Desert
- B2-B3 Desert
- Enter B3
- Get O2 Tank
- Back to B2
- B2
- Refill 4 ammo packs to get 6 more rockets (2 for Dirty duck, 4 for Big Boss)
- Keycard 8 (needed to get through B3)
- Back to B3
- Win Game
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