Not one capture here. Every picture is drawn from the bytes of the ROM with the cartridge's own tables: the rooms with their doors and items, Snake and the actors, Metal Gear and the Hind D, the logo and the transceiver. All 235 rooms match point for point the reference images by Manuel Pazos, whom we thank for his superb work. The check against the openMSX VRAM is still to be done. The listing reassembles byte for byte with make.
F1 stops the game and you can type (table at p06:BEF1, checked on resuming, p06:BF2F): DS 4 gives one more CLASS star, ANTA WA ERAI three, INTRUDER sets the ammunition to 999, ISOLATION the rations to 999 and HIRAKE GOMA gives all eight cards.
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F1 pause, F2 weapons, F3 equipment and F4 transceiver (p01:6F94). In the pause, F4 loads and F5 saves the game on tape, with a 6-letter name and a checksum (p15:B948). After GAME OVER, F5 goes on from the last of 31 checkpoints (p06:BE64).
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The 16 P.BOMBs have to hit it in the order of p02:8D3B, on one side or the other of its X. Then a countdown from 3000 starts (p01:757B), and leaving room 0xE2 at the top leads to the ending (p01:643A).
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GOGGL shows the beams (p15:BF22) and LIGHT removes the darkness (p00:4ACB); DETEC marks the mines (p03:AF9C); MASK protects from the gas in 9 rooms (p02:8C05); ARMOR halves the damage of some types (p02:8A05); ANTID cures the scorpion's poison (p01:7FAB); PARAC saves you at the trapdoors (p02:93BF); inside the BOX and still, the guards do not see Snake (p02:974F); SCOPE turns on TELESCOPE MODE (p01:7FDD).
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Without the SILENCER, firing raises the alarm and brings reinforcements (p02:804F), except in 55 rooms (p02:806C).
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Those of classes 2 to 9 want their card, CARD1 to CARD8, selected (p01:794D). Others open with punches (40 hits, p01:79E9) or with the P.BOMB (p01:7973).
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Seven frequencies, from 120.13 to 120.91 (p00:490C). Some calls are only heard while sending (SEND) or under certain conditions (p01:6A88).
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Under each picture is where it comes from and what is on it.
p09:B5B5, the font at p09:B0B2). Not yet checked against the VRAM.p05:8E0E), with each room's doors, items and actors; below, the rooms reached only through a door.p15:B595), not sprites.p15:B431).p10:6000) with their attributes (p10:609F).p05:9890).p10:63B0).p01:6912): the frame and portrait from bank 15, on 120.85. Not yet checked against the VRAM.