Differences
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metal_gear_solid:mpo_version_and_region_differences [2022/07/01 09:12] – [Final Verdict] MarlonH8 | metal_gear_solid:mpo_version_and_region_differences [2022/09/28 15:15] (current) – [Final Verdict] MarlonH8 | ||
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When it comes to Portable Ops speedrunning, | When it comes to Portable Ops speedrunning, | ||
- | If you wish to know more about those and why PAL is the go-to release for leaderboard submissions, | + | If you wish to know more about these differences |
====Versions & Regions==== | ====Versions & Regions==== | ||
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| **Original NTSC-U (North America) Release** | 2006/12/05 | | | **Original NTSC-U (North America) Release** | 2006/12/05 | | ||
| **NTSC-J (Japan) Release** | 2006/12/21 | | | **NTSC-J (Japan) Release** | 2006/12/21 | | ||
- | | **Updated PAL (Australasia/ | + | | **Updated PAL (Europe/Australasia/ |
====Exclusive Content==== | ====Exclusive Content==== | ||
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***Stuntman**: | ***Stuntman**: | ||
***Bait**: Makes stronger soldiers appear | ***Bait**: Makes stronger soldiers appear | ||
- | *New, optional spy reports | + | *10 additional, optional spy reports |
- | *New Boss Rush mode | + | *Boss Rush mode |
*12 European country-themed soldiers, unlockable via password | *12 European country-themed soldiers, unlockable via password | ||
- | *All soldier-unlock passwords were altered | + | *Soldier-unlock passwords were altered |
*Western Wilderness and Ravine added to the MPO Online map pool | *Western Wilderness and Ravine added to the MPO Online map pool | ||
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====Version Differences==== | ====Version Differences==== | ||
^ ^ PAL ^ NTSC-U ^ NTSC-J ^ | ^ ^ PAL ^ NTSC-U ^ NTSC-J ^ | ||
- | ^ Visual tweaks (cleaner text, …) | **Yes** | No | No | | + | ^ Visual tweaks (cleaner text, bigger HUD elements, …) | **Yes** | No | No | |
^ Load times | ~25% slower | **Base time** | **Base time** | | ^ Load times | ~25% slower | **Base time** | **Base time** | | ||
- | ^ Entering certain APs (e.g. Comm Base I.) | Animations continue playing | Animations stop | Animations | + | ^ Entering certain APs (e.g. Comm Base I.) | Animations continue playing | Animations stop | Animations |
- | ^ Walking onto a step while disguised | + | ^ Planting explosives to trigger the AP (e.g. Warhead Storage) | Screen cuts to black | Screen fades to black | Screen fades to black | |
^ Automatic ledge-grab after drop (e.g. Silo Entrance II.) | **Yes** | No, mostly | **Yes** | | ^ Automatic ledge-grab after drop (e.g. Silo Entrance II.) | **Yes** | No, mostly | **Yes** | | ||
^ Ravine: Guard pattern | **A** | B | B | | ^ Ravine: Guard pattern | **A** | B | B | | ||
^ Fall damage if dropping onto cutscene trigger far below (e.g. Harbor) | **No** | Yes | Yes | | ^ Fall damage if dropping onto cutscene trigger far below (e.g. Harbor) | **No** | Yes | Yes | | ||
^ Silo Complex: Open ID-locked doors with a grabbed guard | **Entirely possible** | Impossible on 1F door | Impossible on 1F door | | ^ Silo Complex: Open ID-locked doors with a grabbed guard | **Entirely possible** | Impossible on 1F door | Impossible on 1F door | | ||
- | ^ Silo Complex: Final guard’s reaction on nearby shot (e.g. Tsuchinoko | + | ^ Silo Complex: Final guard’s reaction on nearby shot (used in Tsuchinoko |
- | ^ Damage Taken by Snake/PC | 33% more | 33% more | **Base amount** | | + | ^ Damage Taken by Snake/ |
+ | ^ Damage Taken by Snake/PC on Easy Difficulty| | ||
=====Final Verdict===== | =====Final Verdict===== | ||
- | As the faster loads on NTSC versions only matter for the sake of convenience (runs are timed in IGT), the biggest difference for New Game speedruns is the 11-16 second | + | As the faster loads on NTSC versions only matter for the sake of convenience (runs are timed in IGT), the biggest difference for New Game speedruns is the amount of timesave PAL has over NTSC on Silo Complex.\\ |
- | Another factor to take note of is that NTSC-J versions have all incoming damage scaled down by 33% on (at least) | + | For New Game runs it comes down to 16 seconds (or 11s when on Box Route) for Tsuchinoko, while for Any% runs the PAL-timesave is minimized to 7 seconds.\\ |
+ | New Game + runs of any kind lose a minimum of 8 seconds on Easy & Normal and 24 seconds on Extreme.\\ | ||
+ | Another factor to take note of is that NTSC-J versions have all incoming damage scaled down by 33.33...% on NORMAL difficulty | ||
Other than that, all versions prove to be quite viable options with PAL being the theoretical top pick when going for top spots on the leaderboards. | Other than that, all versions prove to be quite viable options with PAL being the theoretical top pick when going for top spots on the leaderboards. | ||
[[metal_gear_solid: | [[metal_gear_solid: |