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Metal Gear Solid: Snake Eater 3D

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Title Screen

Metal Gear Solid: Snake Eater 3D

Developers: Kojima Productions[1], Hexadrive[2]
Publisher: Konami[3]
Platform: Nintendo 3DS
Released in JP: March 8, 2012
Released in US: February 21, 2012
Released in EU: September 3, 2012


AreasIcon.png This game has unused areas.
ObjectIcon.png This game has unused objects.
MinigameIcon.png This game has unused modes / minigames.
GraphicsIcon.png This game has unused graphics.
MovieIcon.png This game has unused cinematics.
ItemsIcon.png This game has unused items.
MusicIcon.png This game has unused music.
SoundIcon.png This game has unused sounds.
TextIcon.png This game has unused text.
DebugIcon.png This game has debugging material.


Metal Gear Solid: Snake Eater 3D is a Nintendo 3DS version of Metal Gear Solid 3: Snake Eater with some new platform-specific features, including (as one would expect) stereoscopic 3D support. Also, they added the crouch-walk from Metal Gear Solid 4.

Debug Menu (aka Dev Menu)

Main Menu

Metal-Gear-Solid-Snake-Eater-3D-DevMenu.png

Name Description
Auto Playable Test
Auto Demo Test
hx001a
collision_test
DISC 2
DISC 3
kyle_op
title
title(before clear)
title(after clear)
option
story_select(virtous)
story_select(snakeeater)
stage_select(virtous)
stage_select(snakeeater)
demo
theater
sound_test
radio_test
vox_test
memcard_test
cdda_test
guysv_test
tgs_demo
sound test
movie test
camera test
prim_test
Yarikomi
Data Overflow Check
Download.png Download Metal Gear Solid: Snake Eater 3D - DevMenu save
File: Metal-Gear-Solid-Snake-Eater-3D-DevMenu-save.zip (814 B) (info)


(Source: Original TCRF research)

Ops Menu

A strange menu, most of its options are empty. This menu looks like it should be related to the main Dev Menu but at some stage of development it was abandoned. You can get to the main Dev Menu from here but can not return back.

Metal-Gear-Solid-Snake-Eater-3D-OpsMenu.png

Extra OPS

List of Extra OPS missions:

Mission name Description
eIC01 Ingredient Capture
eIC02 Ingredient Capture
eIC03 Ingredient Capture
eIC04 Ingredient Capture
eAC01 Animal Capture
eAC02 Animal Capture
eAC03 Animal Capture
eAC04 Animal Capture
eEE01 Eliminate Enemy Soldiers
eEE02 Eliminate Enemy Soldiers
eEE03 Eliminate Enemy Soldiers
eEE04 Eliminate Enemy Soldiers
eET01 Eliminate Enemy in the Time Limit
eET02 Eliminate Enemy in the Time Limit
eET03 Eliminate Enemy in the Time Limit
eET04 Eliminate Enemy in the Time Limit
eOS01 One Shot
eOS02 One Shot
eOS03 One Shot
eOS04 One Shot
ePD01 Pantry Demolition
ePD02 Pantry Demolition
ePD03 Pantry Demolition
ePD04 Pantry Demolition
ePD05 Pantry Demolition
eAD01 Armory Demolition
eAD02 Armory Demolition
eAD03 Armory Demolition
eAD04 Armory Demolition
ePS01 Perfect Stealth
ePS02 Perfect Stealth
ePS03 Perfect Stealth
ePS04 Perfect Stealth
ePS05 Perfect Stealth
eTS01 True Perfect Stealth
eTS02 True Perfect Stealth
eTS03 True Perfect Stealth
eTS04 True Perfect Stealth
eTS05 True Perfect Stealth
eHU01 Hold Up
eHU02 Hold Up
eHU03 Hold Up
eHU04 Hold Up
eCD01 Claymore Disarmament
eCD02 Claymore Disarmament
eCD03 Claymore Disarmament
eCD04 Claymore Disarmament
eCD05 Claymore Disarmament
eCB01 Attack Chopper Battle
eCB02 Attack Chopper Battle
eCB03 Attack Chopper Battle
eCB04 Attack Chopper Battle
eCB05 Attack Chopper Battle
eBB01 Ocelot Extension
eBB02 The Pain Extension
eBB03 The Fear Extension
eBB04 The End Extension
eBB05 The Fury Extension
eBB06 Volgin Extension
eBB07 Volgin2 Extension
eBB08 The Boss Extension
eBB09 Ocelot Extension 2
eBB10 The Pain Extension 2
eBB11 The Fear Extension 2
eBB12 The End Extension 2
eBB13 The Fury Extension 2
eBB14 Volgin Extension 2
eBB15 Volgin2 Extension 2
eBB16 The Boss Extension 2

Unused Theater Mode

Metal-Gear-Solid-Snake-Eater-3D-Theater-mode.png

Original Snake Eater Camera

Turns out that the original camera angles are still left inside the game.

(Source: SolidSnake11)

Unused Cutscenes

Unused Ending Cutscenes

In the 3DS version, the cutscene that begins with Snake waking up begins to play as a pre-rendered animation, so the hidden view of later cutscenes cannot be triggered. However, the real-time rendered version of it remains in the game, just with a few issues with the audio.

MGS3D END1.png MGS3D END2.png

Guy Savage

Guy Savage's cutscenes still remain in the game, as most of this game is a port from Metal Gear Solid 3: Subsistence.

Guy savage 1.png Guy savage 2.png

Peep Show

Peep Show is still in the game, and all features have been completed (including 3D stereoscopic vision) except for the sound effects, which cannot be played properly, and because the Demo Theater feature has not been completed, Peep Show cannot be viewed in the game in the normal way either.

Peep show 1.png

Unused Levels

hx001a

Metal-Gear-Solid-Snake-Eater-3D-hx001a.png

Unused Difficulty

In the 3DS version, the lowest difficulty is "Easy" and the highest difficulty is "Extreme". They correspond to the original game's "Very Easy" and "European Extreme". However, the "Easy" and "Extreme" difficulties from the original game remain in the game and work perfectly. It is unclear why these two difficulties were not enabled.

Difficulty 1.pngDifficulty 2.png

Unused Graphics

E3 2011 Demo Leftovers

Metal-Gear-Solid-Snake-Eater-3D-SemoSplash.png Metal-Gear-Solid-Snake-Eater-3D-DemoEnding.png

Unused Item Icons

Metal-Gear-Solid-Snake-Eater-3D-icon itm boxd alp ovl.png Metal-Gear-Solid-Snake-Eater-3D-icon itm spsncr alp ovl.bclim.png Metal-Gear-Solid-Snake-Eater-3D-icon itm sarumask alp ovl.bclim.png Metal-Gear-Solid-Snake-Eater-3D-icon itm gako alp ovl.bclim.png Metal-Gear-Solid-Snake-Eater-3D-icon itm kerotan alp ovl.bclim.png Metal-Gear-Solid-Snake-Eater-3D-icon itm ol radio alp ovl.bclim.png Metal-Gear-Solid-Snake-Eater-3D-icon itm monitor alp ovl.bclim.png Metal-Gear-Solid-Snake-Eater-3D-icon itm ol map alp ovl.bclim.png

Snake vs. Monkey Codec Images

Metal-Gear-Solid-Snake-Eater-3D-SnakeMon0.png Metal-Gear-Solid-Snake-Eater-3D-SnakeMon1.png

Unused Music

A bunch of situational music from different Metal Gear games (MGS 1–3, Twin Snakes, and MG 1–2) remains in the game's files, likely remnants of the initial iteration of Metal Gear Online, where you could choose music from a specific game. Also present is the Snake vs. Monkey theme from Subsistence.

Sound File Comments

Leftover RSF Files

JP Version

MGS3D_Release.rsf

BasicInfo:
  Title: "MGS-SE3D"           # アプリケーションタイトル
  CompanyCode: "A4"           # 会社コード
  ProductCode: "CTR-P-AMGJ"   # 製品コード
  MediaSize: 4GB              # メディアのサイズ
  Logo: Licensed              # ロゴデータの指定
  BackupMemoryType: 128KB     # バックアップメモリ種別

CardInfo:
  CardDevice: NorFlash        # NorFlash か None を設定

TitleInfo:
  Category: Application       # タイトルのカテゴリ
  UniqueId: 0x007A0           # タイトルコードのユニーク ID

AccessControlInfo:
  FileSystemAccess:
    - DirectSdmc              # SDカードへの直接アクセスを許可する(ImageDbライブラリ内からアクセスします)
  UseExtSaveData: true        # 拡張セーブデータを使用する場合は true を指定
  ExtSaveDataNumber: 0x007A0  # ユニークIDを拡張セーブデータ番号として使用する

Rom:
  HostRoot: "romfilesRelease" # ROM ファイルシステムのルートとなるパス
  Reject:                     # ROM ファイルシステムから除外するファイルとディレクトリ名の指定
   - .svn
   - ndpack.log

US Version

MGS3D_Release.rsf

BasicInfo:
  Title: "MGS-SE3D"           # アプリケーションタイトル
  CompanyCode: "A4"           # 会社コード
  ProductCode: "CTR-P-AMGP"   # 製品コード
  MediaSize: 4GB              # メディアのサイズ
  Logo: Licensed              # ロゴデータの指定
  BackupMemoryType: 128KB     # バックアップメモリ種別

CardInfo:
  CardDevice: NorFlash        # NorFlash か None を設定

TitleInfo:
  Category: Application       # タイトルのカテゴリ
  UniqueId: 0x00824           # タイトルコードのユニーク ID

AccessControlInfo:
  FileSystemAccess:
    - DirectSdmc              # SDカードへの直接アクセスを許可する(ImageDbライブラリ内からアクセスします)
  UseExtSaveData: true        # 拡張セーブデータを使用する場合は true を指定
  ExtSaveDataNumber: 0x00824  # ユニークIDを拡張セーブデータ番号として使用する

Rom:
  HostRoot: "romfilesRelease" # ROM ファイルシステムのルートとなるパス
  Reject:                     # ROM ファイルシステムから除外するファイルとディレクトリ名の指定
   - .svn
   - ndpack.log

Leftover Debug Config

debug.cnf

" SYSTEM"	"ALL PRINT"		0	# ログ表示 0=OFF 1=ON
" SYSTEM"	"DEBUG INFO"	0	# デバッグ情報表示 0=OFF 1=ON
" SYSTEM"	"DEBUG PAD"		0	# デバッグパッド番号 0=1P 1=2P
" SYSTEM"	"VIEWER"		0	# 開発用表時OFF
" SYSTEM"	"MENU 1P KEY"	1	# 1Pデバッグパッド時のメニュー起動 0=UP+START 1=X+A+START
#" SYSTEM"	"GCL PRINT"		0	# GCL Print表示 0=OFF 1=ON
#"ENEMY"	"EYE"			1	# 敵の視界	0=OPEN 1=CLOSE
#"ENEMY"	"EAR"			1	# 敵の耳	0=OPEN 1=CLOSE
#"PLANTS"	"GRASS"			2	# 草セット 0=PS2 1=3DS 2=OFF
#"PLANTS"	"TREES"			1	# 木セット 0=NORMAL 1=ALL_OFF 2=ALL_ON 3=NAME 4=CAMERA

References