mgam_info_dump

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This page is not the permanent home of the following information. This will transition knowledge into the new format of the wiki.

You can reset after the following things to preserve your current turn:

  • triggering a Codec Call
  • picking up a Card Pack

100% 2D save file: https://www.speedrun.com/mgam/resources/o9s8n

100% 3D save file: https://www.speedrun.com/mgam/resources/r8e4m

(Place the folder into the rms directory of your emulator/device.)

Progress is not saved after completing Mission 3 & 4 - not even adjustments made to your deck that are usually saved by exiting via the “Exit” option in the main menu will be saved unless you've arrived at Mission 6

Missions (1, 2, 5, 6, 7, 8, 9, 10*) save your progress and Deck after completing them within Mission Pythagoras

*: On your 2nd playthrough (NG+), Mission 10's Auto-Save upon completion will permanently break your ability to save so make sure to never beat Pythagoras a 2nd time if you want to keep collecting cards

Packs picked up during a Quick Mission WILL get lost when continuing Mission Pythagoras, sometimes not directly after one mission

Multiple guards can crowd up on a single block - targeting still splits between each guard

PUNCH Card can be used infinitely - it doesn't count as a turn (unless you're using it to move)

Many items have identical copies with differences in name only - Even the Chaff Grenade is just a carbon copy of the Grenade with no difference

Some items seemingly have no use: Body Armor, Endure

There is a slight chance that guards can walk over a grenade without triggering it - glitch

On a fresh save file, the Card Pool is always the same, but the Deck Setup is randomized!

Game (card deck & storage) is saved when exiting via the Exit Game button

Training is completely optional

No Cost in this game, purely rounds (sets of every character performing their turn in order)

Evade Cards of any kind can be stacked to receive the -15 DMG Reduction twice

The game doesn't let you walk on Electrified Floor tiles at all

When walked on, any kind of Grenade or Planted Explosive will instantly detonate

You can Punch (Action), throw or plant Explosives from within a Box

Box can only be used to fool Guard Robots - they don't even care if you block their way

Stun and Chaff Grenades can also blow up cameras and electricity panels

Enemy AI is exceptionally basic - Once you're out of their Line of sight, they don't know where to look for you - Guards do not care about being damaged, they will continue patrolling as usual

Alert Phase doesn't really do anything - It's only tied to which guard has seen or heard you and continues regardless of whether the situation has been resolved or not

During New Game, picked up Cards can carry over into the next levels, making you unable to access one equipment slot

Cheating in Lv1/Lv2/Lv3 Cards doesn't help, still need to pick it up in the level

Slight chance to miss your shots when shooting cameras

Flattening against a wall next to a door that would usually stay open will close it

3 Cards obtained from a Pack - no dupes - 48 cards/16 packs needed to “100%”

After a certain point you stop earning cards, even though it looks like there's still cards left to obtain for your Collection - Farming Cards on different saves/playthroughs hasn't lead to different results

Missions with Card Packs: 1 (x 2), 2, 3, 8 (x 2)

Most efficient Card Farm: Collect Packs in Mission 1 (& 2) then select New Game and repeat - Works on NG and NG+ (2nd playthrough only)

Mission 10 has a fixed Deck

You need to start “NG+” via the New Game option, choosing Continue will always launch Training Lv1

2D VERSION ONLY - FINISHING NEW GAME + BASICALLY BRICKS YOUR SAVE FILE - YOU WILL NO LONGER BE ABLE TO SAVE AFTER BEATING MISSION 10!

TO AVOID THIS, SIMPLY NEVER COMPLETE THE FINAL MISSION ON A NG+ CYCLE - INSTEAD, SELECT NEW GAME AND COMPLETE MISSION 1 IF YOU WANT TO KEEP COLLECTING CARD PACKS AND BE ABLE TO SAVE

…otherwise your save will be stuck at Mission 10 forever - Beating it and selecting Continue will restart Mission 10 - Selecting New Game after beating Mission 10 (Completing NG+) will let you play through the next cycle for as long as you don't quit out to the Main Menu - Since no progress is saved, the game state (mission progress, collected cards, deck) will reset to how it was before entering into what would be the 3rd playthrough cycle (NG++)

Mission 9: The Box is your best friend!

Mission 10: Don't move. Destroy MG Laser before its activation/lock-on (including codec call) in Round 5.

Using * while selecting your movement and not being next to a wall allows you to turn Snake to the NE - This counts as one step each - This effect is purely visual and Snake's targeting is identical to what it'd be if he was pointing to the North

Shooting/Punching a guard while in front of them makes it so that they won't be able to shoot you in the next turn

You can block guards from taking their turn by standing next to them, within their patrol for path as long as you don't get spotted doing so

You can use the Punch card to take out cameras & gun cameras

You can use the Kick card to target cameras & gun cameras, but you will always miss

slight differences in level design (Mission 2 western guard can be targeted from the southern entrance)

Mission 3 lets you move one block out of bounds within the central connecting hallway

Phase down twice as effective (25% of a bar) as in 2D - still useless

Missions 3 & 4 save your progress, unlike on 2D

Mission 10 weapon pool now also includes pistols → usually a slightly slower fight

The final remainder of Pythagoras only has 140/220 left

snake hp 350 - guard hp 100 - guard robot hp ∞ - cam hp 15 - gun cam hp 15 - MG left arm hp 220 - MG right arm hp 220 - MG eye hp 220 - MG leftover HP 220 (3D: 145)

direction shot from/at doesn't matter

shot by guard - 90 (15 x 6)

shot by guard robot - 90 (15 x 6)

shot by gun cam - 45 (15 x 3)

hit by MG missiles - 70 per missile

hit by MG laser - 70 per hit

hit by Barrel explosion - 70

Punch (Action) - 10

NameCategory (Subcategory)TypeATKHP+/DMG-RangeInitial Amount (Max)PackNotes
PISTOL - 50 WEAPON (GUN) USE 45 (15 x 3) / Short (3) 3 (3) MGA1
SEMI-AUTO WEAPON (GUN) USE 45 (15 x 3) / Medium (4) 1 (3) MGA1
ASSAULT RIFLE WEAPON (RIFLE) USE 90 (15 x 6) / Long (4) 3 (3) MGA1
GRENADE WEAPON (EXPLOSIVES) USE 350 / Short (4) 3 (3) MGA1 3×3 AOE - Explodes after two rounds or when stepped on
STUN GRENADE WEAPON (EXPLOSIVES) USE 0 / Short (4) 2 (3) MGA1 3×3 AOE - Explodes after two rounds or when stepped on
CHAFF GRENADE WEAPON (EXPLOSIVES) USE 350 / Short (4) 1 (1) MGA1 3×3 AOE - Explodes after two rounds or when stepped on - Identical to GRENADE
PLASTIC EXPL. WEAPON (EXPLOSIVES) USE 70 / Short (0) 0 (3) MGA1 3×3 AOE - Explodes when stepped on
BODY ARMOR ITEM (HEALTH) EQUIP / / / 3 (3) MGA1 Seemingly no use
RATION ITEM (HEALTH) USE / +40 / 3 (3) MGA1
BOX A ITEM (DISGUISE) EQUIP / / / 2 (2) MGA1
CARD LV1 ITEM (KEY CARD) EQUIP / / / 0 (0) MGA1
ENDURE SUPPORT (EVADE) EQUIP / / / 0 (3) MGA1 Seemingly no use
FRONT EVADE SUPPORT (EVADE) EQUIP / -15 / 2 (2) MGA1 “Armor” - Still works omnidirectional
REAR EVADE SUPPORT (EVADE) EQUIP / -15 / 0 (3) MGA1 “Armor” - Still works omnidirectional
EVADE LV1 SUPPORT (EVADE) EQUIP / -15 / 2 (2) MGA1 “Armor” - Works omnidirectional
1ST AID KIT ITEM (HEALTH) USE / +40 / 2 (2) MGA1
GENOME SLDR CHARACTER (MOVE) MOVE / / 4 3 (3) MGA1
PISTOL WEAPON (GUN) USE 45 (15 x 3) / Short (3) 0 (3) MGA2
REVOLVER WEAPON (GUN) USE 45 (15 x 3) / Short (3) 0 (3) MGA2
SUB-MACH'GUN WEAPON (RIFLE) USE 90 (15 x 6) / Medium (4) 0 (3) MGA2
5.56 RIFLE WEAPON (RIFLE) USE 90 (15 x 6) / Medium (4) 0 (3) MGA2
SHOTGUN WEAPON (RIFLE) USE 15 / Medium (4) 1 (1) MGA2
ANTI-PERS. WEAPON (EXPLOSIVES) USE 70 / Short (0) 2 (2) MGA2 3×3 AOE - Explodes when stepped on
HF BLADE* WEAPON (HAND TO HAND) USE / / / 0 (0) MGA2 Item is unobtainable - Has no function when cheated in
MEDI-KIT 1 ITEM (HEALTH) USE / +60 / 2 (2) MGA2
BOX B ITEM (DISGUISE) EQUIP / / / 0 (3) MGA2
PHASE DOWN ITEM (HELP) USE / / / 1 (1) MGA2 Minimally reduces current Alert Phase Timer - Basically useless
CARD LV2 ITEM (KEY CARD) EQUIP / / / 0 (0) MGA2
EVADE LV2 SUPPORT (EVADE) EQUIP / -15 / 0 (3) MGA2 “Armor” - Works omnidirectional
GUR'VICH SLDR. CHARACTER (MOVE) MOVE / / 5 1 (1) MGA2
AUTO. GUN WEAPON (GUN) USE 45 (15 x 3) / Short (3) 0 (3) MGA3
MTK RIFLE WEAPON (RIFLE) USE 90 (15 x 6) / Short (3) 0 (3) MGA3
PUMP-ACTION WEAPON (RIFLE) USE 15 / Short (3) 0 (3) MGA3
PUNCH WEAPON (HAND TO HAND) USE 10 x ∞ / Short (1) 0 (3) MGA3 Card can be used infinitely - Can also hit grounded opponents
KICK WEAPON (HAND TO HAND) USE 50 / Short (1) 0 (3) MGA3 Can also hit grounded opponents
MEDI-KIT 2* ITEM (HEALTH) USE / / / 0 (0) MGA3 Item is unobtainable - Has no function when cheated in
BOX C* ITEM (DISGUISE) EQUIP / / / 0 (0) MGA3 Item is unobtainable - Functions correctly when cheated in
CARD LV3 ITEM (KEY CARD) EQUIP / / / 0 (0) MGA3
EVADE SUPPORT (EVADE) EQUIP / -15 / 1 (1) MGA3 “Armor” - Works omnidirectional
EVADE LV3* SUPPORT (EVADE) EQUIP / (-15) / 0 (0) MGA3 Item is unobtainable - Functions correctly when cheated in - “
GRU SOLDIER CHARACTER (MOVE) MOVE / / 5 0 (3) MGA3
OCELOT UNIT CHARACTER (MOVE) MOVE / / 6 1 (1) MGA3
NAVY SEALS CHARACTER (MOVE) MOVE / / 6 1 (1) MGA3
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  • Last modified: 2024/10/16 15:05
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