Solomon's Key for the NES was released in Japan on this day in 1986.

Metal Gear Solid

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This special version of Metal Gear Solid adds a first-person view and the 200 VR missions from the add-on.


Metal Gear Solid Windows PAL code, not to be confused with Friend code. Although I would consider both tools of human suffering.
Metal Gear Solid Windows Solid and Liquid settle their differences the bare-knuckled, shirtless ubermensch way
Metal Gear Solid Windows Quietly does it
Metal Gear Solid Windows I could just shoot you, but lets have an epic fist fight atop this giant robot instead

Alternate Titles

  • "Metal Gear Solid Integral" -- Japanese PlayStation title

Part of the Following Groups

User Reviews

Like a Hollywood movie: a lot of hype, pretty to look at but nothing inside. Windows woods01 (154)
One of the Greatest games of all time!! Windows Matthew Bailey (1143)

The Press Says

GameStar (Germany) Windows Nov, 2000 87 out of 100 87 Windows Dec 18, 2000 85 out of 100 85
GameSpot (Belgium/Netherlands) Windows Oct 04, 2000 85 out of 100 85
G4 TV: The Electric Playground Windows Apr 28, 2004 8.5 out of 10 85
GameSpot Windows Oct 02, 2000 8.4 out of 10 84
ESC Magazine Windows Oct 02, 2001 8 out of 10 80
PC Player (Germany) Windows Nov, 2000 80 out of 100 80
PC Games (Germany) Windows Mar 07, 2001 79 out of 100 79
Svenska PC Games Windows Jan, 2001 7 out of 10 70
Gamekult Windows Nov 21, 2000 7 out of 10 70


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1001 Video Games

The PC and PS1 versions of Metal Gear Solid appear in the book 1001 Video Games You Must Play Before You Die by General Editor Tony Mott.

PC version

The PC version includes an expansion disc originally released for the Playstation as Metal Gear Solid: VR Missions which added over 300 missions set in the VR training environment of the original, the ability to play as the ninja, and a "photo shoot" mode featuring the game's female cast among other goodies.

Also, the PC version was supposed to have new hi-res texture skins for all the models (especially Snake himself), but Konami axed the idea.

Developer Dimiter Stanev:
From the only phone talk we had with Kojima, through a translator we were advised not to use high-res textures, since there was no good eye animation for the cut-scenes - e.g. higher texture fidelity would ruin the effect a blurry one gives, since you can't focus your own eyes on it. With a high-fidelity texture it would've looked as puppets, dolls, etc.

I admit that this by far, is the most important lesson I've learned from anyone in the game industry - sometimes less is more, and wrong is right.
Information also contributed by Kasey Chang

Related Web Sites

  • JUNKER HQ (This fansite is dedicated to the games produced and/or designed by Hideo Kojima and contains all kinds of trivia, artwork, plot summaries, discussion forums and more.)
  • Metal Gear Solid: The Unofficial Site (A fansite that contains information about the whole Metal Gear franchise, including galleries, interviews, downloadable content and discussion boards.)
Contributed to by Fred VT (19919), Kartanym (10780) and Matthew Bailey (1143)