Sly Cooper Jampack Demo Tutorial Level PlaytroughSolidSnake112026-09-20 | Sly Cooper Jampack Demo Tutorial Level PlaytroughResident Evil 6 Dragons Dogma Demo: No Interactable ObjectsSolidSnake112022-12-11 | Something that happened while I was trying to find a way to enable the debug flags in this demo, for some reason all the interactables (like doors) were completely gone and the parking lot event was triggered. Thought it was worth to upload as it hasn't happened again a second time.CHAOS LEGION Unused Enemy: MORYO (EM0C)SolidSnake112022-11-27 | Another unused enemy, this one has a basic idle and death animation, it can also be hit and can drop either souls or items, getting it to work however was quite annoying as it can make the game crash quite easily if the enemy spawn set has a cutscene intro. The name "Moryo" apparently can be translated as mountain spirit, so this enemy was probably meant for something like Stage 7, however for the video I chose Stage 2 as it's easier to showcase it there.CHAOS LEGION Unused Enemy: TEST (EM7F)SolidSnake112022-11-26 | An unused test enemy, has no behaviour aside from a basic collision check, the legions can't interact with it either. It's only possible to spawn it on the PS2 versions of the game, as the model data is missing in the PC versions of the game.GUN SURVIVOR 3 DINO CRISIS: Enemy Test Mode (Debug)SolidSnake112022-11-19 | A mode that lets you play and view the animations of the various enemies of the game. Because this was written probably for earlier versions of the engine, it normally crashes as it expects files to be in totally different directories and some of the files it references no longer exist and "footpoint" files which make the game crash probably due to outdated code, so I had to patch that out to make it work. Aside from that there's also various issues, it seems that other than the Velociraptors, none of the rest of the dinos have their sounds data properly loaded in, except for the green Compsognathus. The enemies from ID 11 to 17 are all placeholders with no animations and the only difference between them are the sizes of their 3d model.Resident Evil 2 Oct 31 1997 Build: G-Creature theme (Extended w accurate reverb)SolidSnake112022-10-26 | Originally from Resident Evil 1.5, in retail RE2 it was supposed to be used for the G-Creature boss fight but it got later discarded and replaced with a new BGM.Metal Gear Solid 2: Custom Ball Actor With Physics TestSolidSnake112022-09-28 | Experimental ball actor with physics that I've programmed to kill time, unlike the duck I've shown a bit ago, this one also has a working radar dot. The radar lines are cyan due to an edit I've made some time ago.Metal Gear Solid 2: Custom Actor Test (Ration Shooter Duck)SolidSnake112022-08-26 | A custom actor written from scratch, it has a basic collision detection (can check floors and walls, but not objects). It can also turn into stealth mode whenever the player has stealth camo equipped.Pong in Metal Gear Solid 2 (NODE PONG)SolidSnake112022-08-20 | 14 minutes of a t̶o̶r̶t̶u̶o̶u̶s̶ "fun" little minigame that I've developed with MGS2 engine. While it's inspired by the original pong game, it doesn't follow many of its rules and it has some features that make it harder than the original. The original purpose for this was to test stuff related to 2d primitives, as I've reversed the code that draws them and the data type.Metal Gear Solid 2: Fading CopiesSolidSnake112022-08-14 | ...Metal Gear Solid 2: Stillmans Sequence With Free CamSolidSnake112022-08-13 | Playing around with the sequence a bit with free cam. Japanese subs are due to me enabling the Japanese language to test some unrelated stuff that doesn't have translated text.PSX BIOS: Executing Custom Shell From DiscSolidSnake112022-07-31 | Executing a customised shell from the disc, works also on a real modchipped PS1. The shell code was extracted from the BIOS rom and then re-assembled to make it work as a standard executable.PSX SCPH-1000: Edited BootScreen TestSolidSnake112022-07-31 | Something I coded for fun.Metal Gear Solid 3: GamePro Pre-Release Footage v055_010_p010 ComparisonSolidSnake112022-07-25 | Comparison of the cutscene "v055_010_p010", between the final version of Snake Eater and a footage released by GamePro back in 2005 for a preview on the game. A full comparison of all the things shown in the footage will be done later on. Source: youtube.com/watch?v=1J12diNOYH0Metal Gear Solid 3: Snake Eater Premium DVD Complete RipSolidSnake112022-07-20 | TIMESTAMPS: 0:00 Metal Gear Solid 3: Snake Eater TGS 2004 Trailer 8:17 Metal Gear Solid 3: Snake Eater Games Convention 2004 Trailer 13:22 Metal Gear Solid 3: Snake Eater E3 2004 Trailer 28:27 Metal Gear Solid 3: Snake Eater Camouflauge Presentation 39:04 Metal Gear Solid 3: Snake Eater ECTS 2003 Trailer 44:10 Metal Gear Solid 3: Snake Eater E3 2003 Trailer 56:05 Metal Gear Solid 3: Snake Eater Experimental Footage CREDITS: MullTheDull, for dumping the disc. Infrid, for helping me with Handbrake export settings and for making the thumbnail.Metal Gear Solid 3: Scientist HellSolidSnake112022-07-19 | Out of boredom I wanted to see how the game would react with a very high number of soldiers and scientists, it seemed to cause an interesting glitch with the alert.Metal Gear Solid 3 Snake Eater Trial Version Widescreen + No Letterbox LivestreamSolidSnake112022-07-19 | Trial Version patched up with Widescreen and no letterboxing (cutscenes only to retain the area switch effect)Dr.Jordan Peterson in ApocalypseSolidSnake112022-07-17 | The Reverend has decided to team up with Dr.Jordan Peterson to destroy Trey Kincaid.Rayman 2 PS1 02062000 Preview Build: Attract ModeSolidSnake112022-07-14 | Unlike the final version, this build has only one auto demo (The Echoing Caves), in demo mode, there's no sound and no music, unlike the final version which has music during demos, the "DEMO" text on the corner of the screen is also missing. The demo recording of this level is also completely different and it ends in a rather funny way, my guess is that it was just a test as often attract modes are usually the last things to be finished in a game. While the level doesn't seem to have big differences, for some reason there's a blue lum instead of a green one, probably a mistake made by whoever was in charge of placing objects in a level.Rayman 2 PS1 02062000 Preview Build: 2D Prototype BGMSolidSnake112022-07-13 | WAV download link: mega.nz/file/5dBR2RRQ#7EC-Ry3rOljcpu7zPhaSdO7VWgNq8ncAnHcPvlCk0Gc Ripped from the 02\06\2000 build of Rayman 2 that I recently bought. This track is completely different from the one included in the final build of Rayman 2 PS1. Seems to be the same as the music that was used for a promotional video: youtube.com/watch?v=bjXdYRKcrAMMetal Gear Solid 2: Substance HF.BLADE MOD v1.1 Release!SolidSnake112022-06-13 | Here's the new version of one of the most anticipated MGS2 mod! Download link: mega.nz/file/EFhxRILL#xmOW-QR7nwN9KqMdnrmiKfT0SS3leDeVnJhQsHPkhC0 Differences from 1.0: - Fixed random crashes. - Fixed crash bug when hitting Vamp knives with the HF.BLADE. - Blood effects are now properly restored in all stages. - Blade slash and spark effects are now properly restored in all stages. Special thanks to @Snoopii for helping me with the logo design and readme document!Metal Gear Solid 2 SUBSTANCE: HF.BLADE Mod v1.1 StreamSolidSnake112022-06-11 | Stream of the new upcoming version of the HF.BLADE mod, the point of the stream is mainly to check if this new version is 100% stable and ready for release and to have a reference in case there's been any crashes.Metal Gear Solid: Weird Oversight in Sniper Wolfs First Sniping CutsceneSolidSnake112022-06-09 | An interesting oversight in the cutscene before Sniper Wolf 1st fight, it seems that Snake is not correctly positioned when you approach Meryl, as he's close to the entrance door instead of being next to Meryl which is wrong if you take into account that...that's not where you were before the "sniping cutscene" and that it's not consistent with the cutscene that takes place after it. However, when you exit the room and get back in, Snake is positioned correctly next to Meryl instead of being close to the door. Big thanks to Zummone for telling me about this. TIMESTAMPS: Getting to Meryl without re-entering: 0:00 Getting to Meryl after re-entering: 0:34 Comparison of the sniping scene: 1:10 - Video was recorded with the original Japanese version, however this issue is present on all releases of the game, including Integral.Metal Gear Solid 2: Snake Tales C Door Handle GlitchSolidSnake112022-06-05 | A glitch I discovered while testing the upcoming new version of the HF.BLADE mod.Metal Gear Solid 2: Substance HF.BLADE MOD v1.0 Release!SolidSnake112022-05-27 | Download Link: mega.nz/file/cRhWySwB#wCYBZ--qAoesWkSo4yGPooLQcW4rWkGnHYdQWWViKH8 This mod makes it possible to use the HF.BLADE pretty much almost everywhere, including the main game, Boss Survival, Snake Tales and VR Missions! Details on how to use it and a "FAQ" section are included in the very (poorly) written readme file!Metal Gear Solid 2: Raiden Electrocuted (With Free Cam)SolidSnake112022-05-22 | I really should improve the controls of the freecam sometime, but 2 lazy.Metal Gear Solid 2 Substance: Basic Actions-Advanced(XBOX Version)SolidSnake112022-05-20 | I've uploaded this because it sounds really terrible on the XBOX version, most likely due to the sound driver being ported like crap.Tomb Raider E3 Demo: Debug MenuSolidSnake112022-05-20 | A debug menu I've found in the code of the E3 demo of Tomb Raider 1. The function of this debug menu seems to not be called anywhere and the debug menu also lacks a disable and enable flag, which is something I had to implement myself in order to go back to "normal play". With it you can change the game's lightning & play the game frame-by-frame by holding the X button.TV Asahi Tonight 14-3-1994: SONY PS-X PresentationSolidSnake112022-05-15 | A presentation of the then upcoming Sony PlayStation, from the footage bits of the "Labyrinth\Legend" tech demo can be seen, including what seems to be an early version of Jumping Flash and a modified version of the T-REX tech demo. Original Source: youtu.be/rzdYN1CEncwTV Asahi Tonight 2 28-8-1996: BIOHAZARD 2 (1.5) PresentationSolidSnake112022-05-15 | A presentation of RE 1.5 from a Japanese TV show, the build showcased here seems to be the same as the one shown at V-JUMP 1996 . Original Source: youtu.be/UtZB1QNdsi0Metal Gear Solid 2 Trial Version: Title Screen Stage Fly-ThroughSolidSnake112022-05-10 | A fly-through video of the Title Screen stage, recording was originally not meant to be uploaded onto YouTube, but decided to anyway for posterity reasons as no one will ever bother doing something like this. Big thanks to Ragitsu for the music rips, check out his channel here for pretty good VG music rips: youtube.com/channel/UCdIvS8qM7y32aXibDquxNjwMetal Gear Solid 2 Trial Version: Unused Early ShotgunnerSolidSnake112022-05-05 | The Trial Version of the game has the shotgun for the Patrol\Attack unit already implemented, but it's completely unused as there's no enemy set with such weapon in any stage, most likely because it was already decided that it was going to be used only on the PLANT section of the game. Anyway, despite it being mostly complete, it's still rather buggy due to many oversights, such as the wall attack not being disabled for it. In order to showcase its behaviour properly, I've made use of a free camera and a no hit check cheat that I've developed, that's why sometimes the shots don't hurt Snake, music playback was also disabled so that the weapon sounds can be heard clearly.Metal Gear Solid 2: Unused Radar Image Overlay Restored(Normal Mode)SolidSnake112022-05-01 | An unused overlay for the Radar meant for the normal mode, probably ended up being unused to make the radar look like the one from MGS1 when nothing is going on. This was done on the Trial Version, but it can be technically restored in all versions of the game.Final Fantasy X TGS Demo 2001 Off-Screen Footage (Strana Igr Magazine)SolidSnake112022-04-20 | Off-screen footage of the TGS 2001 demo of Final Fantasy X found in a disc of a Russian Magazine (Strana Igr). The only interesting thing I've noticed from this footage is the battle encounter at 0:20, seems to be the same as the unused battle encounter that can be found in the final game's debug menu, "test11:Test Stage (Gameshow)" Big thanks to Nex for providing me the videos. youtube.com/channel/UCgfN81Z3eb18wloYrNSnvJQMetal Gear Solid 2 : JPN Mobile Ringtone in US versionSolidSnake112022-04-15 | ...Metal Gear Solid 2: Tanker Corridor Fight With HF.BladeSolidSnake112022-04-11 | Well , that was annoying, never bring a sword to a gun fight! Also threw in the blue stealth camo for fun.Metal Gear Solid 2: Killing Vamp with the HF.BladeSolidSnake112022-04-11 | The HF.Blade deals way too much damage lmaoMetal Gear Solid 2: Unused Book Reaction Voice Lines Restored (Japanese)SolidSnake112022-04-08 | English Version : youtube.com/watch?v=Ijict-CjD84 Inside the game's data, there are some unused voice lines regarding reaction to pornographic magazines that you can place around to distract the enemy. Unfortunately the code to playback these voice lines was completely removed from the enemy a.i and was instead replaced with one to play a sound clip, which mostly consisted of a boring "yeah baby". I should mention, there's also voice lines for the Hi-Tech soldiers, but I didn't include them in this video because they're not included in the voice data table for that enemy type. Anyway, this was most likely cut for a technical reason, as MGS2 can only stream one VOX\voice data at a time, meaning that if two soldiers were to notice a magazine, one voice clip would cancel the other.Metal Gear Solid 2: Unused Book Reaction Voice Lines Restored (English)SolidSnake112022-04-07 | Inside the game's data, there are some unused voice lines regarding reaction to pornographic magazines that you can place around to distract the enemy. Unfortunately the code to playback these voice lines was completely removed from the enemy a.i and was instead replaced with one to play a sound clip, which mostly consisted of a boring "yeah baby". I should mention, there's also voice lines for the Hi-Tech soldiers, but I didn't include them in this video because they're not included in the voice data table for that enemy type. Anyway, this was most likely cut for a technical reason, as MGS2 can only stream one VOX\voice data at a time, meaning that if two soldiers were to notice a magazine, one voice clip would cancel the other.Metal Gear Solid 2: Stealth Mass Produced Rays ModSolidSnake112022-04-04 | Moar coding fun! I always wanted to see how the Rays would look with the Stealth effect applied to their body.Metal Gear Solid 2: Flooding Tanker Splash Recreation TestSolidSnake112022-04-03 | Something I'm experimenting with.Resident Evil 2 Trial Edition (JPN): Restored Unused Alternative Start (Claire)SolidSnake112022-03-01 | Inside the code of the demo, there's a flag check that makes the game start with Claire at ROOM 104, the game seems to set Leon's equipment, but Claire is actually using her handgun. Once you reach a door trigger however, the demo ends...I'm not exactly sure what the original purpose for this was, regardless it's a pretty neat and weird discovery. I should mention that this doesn't work properly in the vanilla Trial Edition since it was mastered as a Leon disc, meaning most of Claire's data is missing, restoring her however is possible by editing the code and using retail version data from Disc 2.Resident Evil 2 Trial Edition (JPN): SaveLoad Screens RestoredSolidSnake112022-03-01 | In the Trial Edition of the game, the save prompt does absolutely nothing other than display a message, it doesn't even have a Ink Ribbon check, so I decided to patch it up to check how Saving and Loading works in this build of the game. As shown in the video, aside from a few glitches it works perfectly fine, the Inventory reverting to its original state is due to how the game initialises itself. I'm not sure where that placeholder save icon is from, but regardless it caught me off guard when I saw it for the first time, it's totally different from the one they used as placeholder in the October 31 1997 build.Resident Evil 2 REMAKE: Unused Camera Mode Menu(Broken)SolidSnake112022-02-17 | RE2 Remake still has an unused camera menu that was supposed to allow players to select between classic camera and the new TPS camera, unfortunately only the basic UI functioality still exists, everything else seems to be stripped, or I just haven't found a way to restore it.Metal Gear Solid 4: Exploring Shadow Moses Underground Base + Rex Hangar (1F)SolidSnake112022-02-03 | The underground base seems to have an unused walkway (0:18), which unfortunately doesn't have any collision data, however interestingly, the bottom floor not only has collision, but even material sets for the OctoCamo and footsteps sounds, which is a bit weird since with the final layout of the stage, you'd have no way to go down there, collision was probably kept as you could fall in there and die by dropping from the railing. Considering that the Rex Hangar has collision that prevents you from going to the drainage ditch and climbable objects, seems pretty likely that at one point it was playable, rather than being just a cutscene area. There's also an unused room at 7:34, which you'd normally have no way of seeing.Metal Gear Solid 4: Unused Codec Contacts Restored (Read Description)SolidSnake112022-01-30 | Unused Codec contacts names found in the script data of the game. NOTE: -Naomi's frequency number is made up (based on Nastasha) as she has no codec number attached anywhere. -DOLEVIN is most likely Drebin, but written in Romanji. -There's an additional codec contact (RADIOTEST), just like Naomi however, there's no frequency number to be associated with it, considering that it was a test contact, it's most likely that its frequency was something like 140.00.Metal Gear Solid 4: Exploring Microwave HallwaySolidSnake112022-01-30 | The microwave hallway from Act 5, sound is missing because I didn't bother to re-implement the sound initalisation.Metal Gear Solid 4: Exploring South America MarketplaceSolidSnake112022-01-25 | Matasetana. Exploring the inbounds and outbounds areas of the Marketplace zone of Act 2. Entities such as the Gekkos and level triggers were removed to facilitate the exploration, removing Drebin's Stryker turned out to be pointless, as the collision is from the stage itself.Metal Gear Solid 4: Title Screen With No Logo (4K 60fps)SolidSnake112022-01-23 | Recorded on RPCS3. Decided to do this as I always wanted a clean version of the title screen cutscene without the game's logo, as it's one of the best title screens ever made.MGS2 Trial: Shinkawas Experimental Model in CutsceneSolidSnake112022-01-19 | Managed to get this high poly model working, bones don't match with the model unfortunately.Prototype Raiden VS OlgaSolidSnake112022-01-18 | Can Prototype Raiden defeat armipts-chan? Random video I recorded to test model swapping in the Trial Version of MGS2 with The Document Of MGS2 data, seems that most of the models are cross compatible, except for high poly models. Invisible arms are due to me trying out a dummy model that for some reason doesn't popup, oh well.