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SOJ Metal Gear · The Stealth Origin
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Why is the original Metal Gear a stealth game?

The MSX2 could not stage the combat game Konami ordered, so hiding became the combat.

The man who made it told the story himself, on stage. In his Game Developers Conference keynote of 2009, Hideo Kojima said he was stationed in the division that worked on the MSX2 home computer, and that he was given a mission from his very first days at Konami to create a combat game for the MSX2. Rambo was a big hit, he noted, and his bosses wanted that kind of combat game on a popular platform.

The hardware said no. The MSX2 could place 32 sprites on a screen at once, and on a single horizontal line the ninth sprite simply would not display. Kojima demonstrated the point with a Konami shooter, its ships vanishing mid-flight, and told the room: this was not a bug, it was the hardware restriction. Layering sprites for color cut the count further. A player, two enemies, and two bullets nearly filled the screen. A firefight in the Rambo style was not a design problem. It was an impossible mission.

So he climbed around it, step by step, in his own telling. A combat game without fighting would not sell. A combat game about escaping, just running, was, in his word, uncool. A combat game about hiding could be revolutionary, and dressing it as infiltration made it heroic: slip into a military base, stay out of the enemy line of sight, and learn the rule that getting spotted brings everyone running. "Finally, I thought, an industry first: the stealth game genre was born."

What shipped on July 13, 1987, in Japan, with a European release the same year, was exactly that design: Solid Snake starts unarmed inside the fortified state of Outer Heaven, reads patrols by their straight lines of sight, and treats discovery as the disaster the whole game is built around. The MSX2 was never released in North America, so the original had no American release at all. It is now recognized, retrospectively, as the first mainstream stealth game.

THE GAME THAT SHIPPED

Outer Heaven, 1987
Metal Gear Japanese MSX2 box art, 1987
Japan · MSX2 · 1987
The Japanese MSX2 box: Snake front and center, rifle in hand, with the walking tank the game is named for at the lower left. The game inside starts him with no weapon at all.
Metal Gear Solid American PlayStation cover, 1998
The Payoff · 1998
Eleven years later, the same hiding, rebuilt in 3D on the PlayStation: Metal Gear Solid, shown here in its North American jewel case. The genre the MSX2 forced into being had become the headline.

THE LADDER, IN HIS OWN TELLING

GDC 2009, summarized
Without Fighting
First idea: a combat game with the combat removed. Kojima's own verdict on it was commercial, not artistic: of course this game will not sell.
About Escaping
Second idea: a combat game about escaping, just running around. His verdict: totally uncool, and not heroic in an era of hero games.
About Hiding
Third idea: hiding, framed as infiltration, with enemy sightlines and an alert that punishes discovery. That ladder of design, he said, completed the mission.

THE VERSION AMERICA GOT

A different game, honestly labeled

Most American players met Metal Gear on the NES, and that version is a port with a documented history of its own. The Famicom version arrived in Japan on December 22, 1987, and the NES version in North America in June 1988, published by Konami's Ultra Games division. By Kojima's account, it was made by another Konami division in Tokyo, given the MSX2 source code without the original team's consent. Programmer Masahiro Ueno has said the port team had a three month deadline and was ordered to make the port as different from the MSX2 version as possible.

The differences are not cosmetic. The underwater infiltration opening became a jungle parachute drop. The basement floors became separate buildings reached through jungle mazes. And because of a hardware limit in the cartridge mapper used, the Metal Gear itself was replaced as the final boss by a supercomputer guarded by four soldiers. A game named Metal Gear, with no Metal Gear in it. Kojima has publicly disowned the port, and at GDC he joked that it was a "crap game, because I didn't participate." It still sold one million copies in the United States, which is why so many American collections hold the altered version as their original.

What inspired Metal Gear?Why did MGS2 replace Snake with Raiden?What happened after Kojima left?
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