From the Metal Gear wiki:
Apart from the obvious upgrade in graphics, The Twin Snakes has a number of less apparent alterations compared to the PlayStation version.
* Minor dialog changes were made to some bits of dialog. These dialog changes were more closely related to the original Japanese text and then implemented in the reminiscing sequences of the Shadow Moses level in Metal Gear Solid 4;
* Many features from MGS2 were implemented, including First Person Aiming and the hanging feature;
* All cutscenes were re-rendered, most undergoing major reworking under guest director Kitamura, including controversial changes such as Solid Snake springboarding off a missile that Liquid fires from his Hind D, launching him into the air where he fires the coup de grace at Liquid;
* The ending text was rewritten to reflect the year 2003, as opposed to 1998 when the original was released;
* The disk change location is now at the bottom of Communications Tower A. The PlayStation version's disk swap occurred before entering the Blast Furnace;
* Like MGS2, dog tags can be collected from enemies. However, unlike MGS2, there is no reward for doing so.
* Guards can now call for backup and make regular reports on patrols;
* Boss Survival mode was added to the Special menu;
* Psycho Mantis' dialog regarding saved games was altered to mention GameCube games, specifically Super Smash Bros. Melee, Super Mario Sunshine, The Legend of Zelda: The Wind Waker, and Eternal Darkness: Sanity's Requiem;
* The entire musical score with the exception of The Best Is Yet To Come was rewritten;
* Like MGS2, the pause screen has a map of the base, the original version just had the name of the area Snake was in;
* The Game Over screen was replaced;
* The Very Easy difficulty setting was added;
* No VR Missions were included. In an interview, Dennis Dyack commented that VR training was to be included, but time ran out before the feature could be implemented;
* In the PlayStation version of MGS, the player's life and maximum ammunition are gradually increased as the game progresses. In TTS, both are at maximum from the beginning (as in MGS2). In addition the life bar is refilled after every boss battle, whereas in the PlayStation version it was only refilled partially after boss battles, and only completely after certain events;
* Codec call skipping was added in, again mirroring MGS2. Originally, pressing a button during a Codec call would result in the voice over stopping and the screens progressing manually. In the remake there are two choices for call skipping. Pressing the B button mirrors the original game's manual progression, while pressing the A button will fast forward the call straight to the end;
* Many environmental elements from MGS2 were introduced into the remake, such as lockers, fire extinguishers, and others. In addition, many objects in the background can now be destroyed or broken, such as mirrors;
* The M9 and PSG1-T were added, as well as boss Stamina bars, allowing for Stamina kills on some bosses;
* The books for distracting guards were introduced, featuring a picture of Alex Roivas, the main character of Eternal Darkness: Sanity's Requiem rather than a real-life cover model; * Sniper rifle controls were changed, making it possible to shoot while standing or kneeling. In the original, Snake automatically went into a prone position when the PSG1 was equipped while the scope automatically zoomed in;
* The effects of snow were added in, a feature first seen for the MGS saga. While outside, snow will fall on the camera, fogging it up or frosting it slightly. Snow will also stick to Snake when he stands still and will come off all at once when he moves;
* The thermal goggles were updated to show a more realistic representation of heat, as introduced in Metal Gear Solid 2: Substance. In the original, the thermal goggles tinted the screen red and significant objects such as enemies were a solid red, which was also shown in the first release of Metal Gear Solid 2: Sons of Liberty;
* Claymores placed by the player are visible. In the original game they disappeared after placement;
* The Nikita missiles must be controlled from First Person. Originally the player could guide them in either First or Third Person view;
* The AP Sensor was added for players who might play without the radar;
* The PAL key icon changes color according to what temperature it is, rather than the player having to check its information screen as in the original game;
* The radar mode "Caution" was added. Heavily armed attack squads also patrol the vicinity, as in MGS2;
* A "Game Over if Spotted" option was added to the Hard and Extreme difficulties; * The radar is replaced by an enemy's field of vision window if they spot footprints or something equally suspicious, as in MGS2;
* Bodies do not disappear unless they are discovered or after a certain amount of time has passed;
* The final section of the battle with Gray Fox, in which Fox generated an electromagnetic field for the player to avoid, was removed;
* Many small modifications were made to level layout and design. For example, figurines of Mario and Yoshi are now found in Otacon's office, along with a GameCube and a wireless Wavebird controller. Shooting Mario will also slightly restore life;
* The music is now different in every area, even during Alert and Caution phases;
* The footage of Policenauts that was shown during Otacon's explanation of anime in the original has been replaced with footage of Zone of the Enders: The 2nd Runner. An interesting note is that the cutscene is a seamless transition that bridges two cutscenes that were separate in the original;
* As with MGS2, TTS had a web site where players could submit Clear Codes that are displayed upon the completion of the game, and compare the results with other players. The website was open between March 9, 2004, and March 31, 2005, with a total of 20,405 codes submitted;
* Disposal hatches were added near the cliff of the Heliport;
* Sentries patrolling the Warhead Storage Facility are armed with shotguns fitted with knock-out rounds, which makes more sense from an in-universe point of view (Snake cannot use weapons in this area so as not to damage the warheads);
* When Snake has to escape from the Hind D at the top of Comm Tower A, the player may choose to hang-drop all the way down if they did not grab the rope item;
* An extra cutscene was added if Snake tripped one of the beam sensors in the Tank Hangar airlock;
* The Briefing Files segment was updated from 2D animations of Snake to a fully 3D demo with Snake and now-visible Campbell and Naomi. Both Campbell and Naomi are slightly fleshed out more as they can both be seen interacting with Snake;
* In the Psycho Mantis fight, Snake now has more time to look around in first-person before the view switches to Mantis' POV;
* To beat Psycho Mantis, the player must periodically go through all four controller ports as Mantis begins to recover the ability to read Snake's mind, as opposed to the original two.
* PAN Cards no longer have to be selected to get through a security door.
Apart from the obvious upgrade in graphics, The Twin Snakes has a number of less apparent alterations compared to the PlayStation version.
* Minor dialog changes were made to some bits of dialog. These dialog changes were more closely related to the original Japanese text and then implemented in the reminiscing sequences of the Shadow Moses level in Metal Gear Solid 4;
* Many features from MGS2 were implemented, including First Person Aiming and the hanging feature;
* All cutscenes were re-rendered, most undergoing major reworking under guest director Kitamura, including controversial changes such as Solid Snake springboarding off a missile that Liquid fires from his Hind D, launching him into the air where he fires the coup de grace at Liquid;
* The ending text was rewritten to reflect the year 2003, as opposed to 1998 when the original was released;
* The disk change location is now at the bottom of Communications Tower A. The PlayStation version's disk swap occurred before entering the Blast Furnace;
* Like MGS2, dog tags can be collected from enemies. However, unlike MGS2, there is no reward for doing so.
* Guards can now call for backup and make regular reports on patrols;
* Boss Survival mode was added to the Special menu;
* Psycho Mantis' dialog regarding saved games was altered to mention GameCube games, specifically Super Smash Bros. Melee, Super Mario Sunshine, The Legend of Zelda: The Wind Waker, and Eternal Darkness: Sanity's Requiem;
* The entire musical score with the exception of The Best Is Yet To Come was rewritten;
* Like MGS2, the pause screen has a map of the base, the original version just had the name of the area Snake was in;
* The Game Over screen was replaced;
* The Very Easy difficulty setting was added;
* No VR Missions were included. In an interview, Dennis Dyack commented that VR training was to be included, but time ran out before the feature could be implemented;
* In the PlayStation version of MGS, the player's life and maximum ammunition are gradually increased as the game progresses. In TTS, both are at maximum from the beginning (as in MGS2). In addition the life bar is refilled after every boss battle, whereas in the PlayStation version it was only refilled partially after boss battles, and only completely after certain events;
* Codec call skipping was added in, again mirroring MGS2. Originally, pressing a button during a Codec call would result in the voice over stopping and the screens progressing manually. In the remake there are two choices for call skipping. Pressing the B button mirrors the original game's manual progression, while pressing the A button will fast forward the call straight to the end;
* Many environmental elements from MGS2 were introduced into the remake, such as lockers, fire extinguishers, and others. In addition, many objects in the background can now be destroyed or broken, such as mirrors;
* The M9 and PSG1-T were added, as well as boss Stamina bars, allowing for Stamina kills on some bosses;
* The books for distracting guards were introduced, featuring a picture of Alex Roivas, the main character of Eternal Darkness: Sanity's Requiem rather than a real-life cover model; * Sniper rifle controls were changed, making it possible to shoot while standing or kneeling. In the original, Snake automatically went into a prone position when the PSG1 was equipped while the scope automatically zoomed in;
* The effects of snow were added in, a feature first seen for the MGS saga. While outside, snow will fall on the camera, fogging it up or frosting it slightly. Snow will also stick to Snake when he stands still and will come off all at once when he moves;
* The thermal goggles were updated to show a more realistic representation of heat, as introduced in Metal Gear Solid 2: Substance. In the original, the thermal goggles tinted the screen red and significant objects such as enemies were a solid red, which was also shown in the first release of Metal Gear Solid 2: Sons of Liberty;
* Claymores placed by the player are visible. In the original game they disappeared after placement;
* The Nikita missiles must be controlled from First Person. Originally the player could guide them in either First or Third Person view;
* The AP Sensor was added for players who might play without the radar;
* The PAL key icon changes color according to what temperature it is, rather than the player having to check its information screen as in the original game;
* The radar mode "Caution" was added. Heavily armed attack squads also patrol the vicinity, as in MGS2;
* A "Game Over if Spotted" option was added to the Hard and Extreme difficulties; * The radar is replaced by an enemy's field of vision window if they spot footprints or something equally suspicious, as in MGS2;
* Bodies do not disappear unless they are discovered or after a certain amount of time has passed;
* The final section of the battle with Gray Fox, in which Fox generated an electromagnetic field for the player to avoid, was removed;
* Many small modifications were made to level layout and design. For example, figurines of Mario and Yoshi are now found in Otacon's office, along with a GameCube and a wireless Wavebird controller. Shooting Mario will also slightly restore life;
* The music is now different in every area, even during Alert and Caution phases;
* The footage of Policenauts that was shown during Otacon's explanation of anime in the original has been replaced with footage of Zone of the Enders: The 2nd Runner. An interesting note is that the cutscene is a seamless transition that bridges two cutscenes that were separate in the original;
* As with MGS2, TTS had a web site where players could submit Clear Codes that are displayed upon the completion of the game, and compare the results with other players. The website was open between March 9, 2004, and March 31, 2005, with a total of 20,405 codes submitted;
* Disposal hatches were added near the cliff of the Heliport;
* Sentries patrolling the Warhead Storage Facility are armed with shotguns fitted with knock-out rounds, which makes more sense from an in-universe point of view (Snake cannot use weapons in this area so as not to damage the warheads);
* When Snake has to escape from the Hind D at the top of Comm Tower A, the player may choose to hang-drop all the way down if they did not grab the rope item;
* An extra cutscene was added if Snake tripped one of the beam sensors in the Tank Hangar airlock;
* The Briefing Files segment was updated from 2D animations of Snake to a fully 3D demo with Snake and now-visible Campbell and Naomi. Both Campbell and Naomi are slightly fleshed out more as they can both be seen interacting with Snake;
* In the Psycho Mantis fight, Snake now has more time to look around in first-person before the view switches to Mantis' POV;
* To beat Psycho Mantis, the player must periodically go through all four controller ports as Mantis begins to recover the ability to read Snake's mind, as opposed to the original two.
* PAN Cards no longer have to be selected to get through a security door.
While almost all of the voice actors from the first game returned to reprise their roles, there has been some differences in their performances. Most notably, Naomi and Mei Ling lack their British and Chinese accents, respectively. This change appears to be canon, as their appearances in MGS4 and SSB:B lack these as well.
As well, the voice actor for the Ninja is performed by Rob Paulsen, rather than Greg Eagles as it was in the first game (under the pseudonym George Byrd), although Eagles returned to play Donald Anderson again. The Genome Soliders have different voice actors as well.
As well, the voice actor for the Ninja is performed by Rob Paulsen, rather than Greg Eagles as it was in the first game (under the pseudonym George Byrd), although Eagles returned to play Donald Anderson again. The Genome Soliders have different voice actors as well.
It's all a matter of opinion. Some prefer the original because of the changes made to the cutscenes in the remake, while others feel that the gameplay options available in the remake make it superior to the original.
No. The remake is available only on the Nintendo GameCube.
1. Metal Gear (1987; original version exclusive to Japan until 2006)
2. Metal Gear 2: Solid Snake (1990; original version exclusive to Japan until 2006)
3. Metal Gear Solid (1998)
4. Metal Gear Solid 2: Sons of Liberty (2001; PS2 exclusive)
5. Metal Gear Solid 2: Substance (2002; an extension of Metal Gear Solid 2: Sons of Liberty)
6. Metal Gear Solid: Twin Snakes (2004; remake of Metal Gear Solid. GameCube exclusive)
7. Metal Gear Solid 3: Snake Eater (2004; PS2 exclusive)
8. Metal Gear Solid 3: Subsistence (2006; an extension of Metal Gear Solid 3: Snake Eater. PS2 exclusive)
9.Metal Gear Solid: Portable Ops (2006; PSP exclusive)
10. Metal Gear Solid 4: Guns of the Patriots (2008; PS3 exclusive)
11. Metal Gear Solid: Peace Walker (2010)
12. Metal Gear Rising: Revengeance (2013)
13. Metal Gear Solid V: Ground Zeroes (2014)
14. Metal Gear Solid V: The Phantom Pain (2015)
These are the games listed chronologically:
1. Metal Gear Solid 3: Snake Eater: 1964
2. Metal Gear Solid: Portable Ops: 1970
3. Metal Gear Solid: Peace Walker: 1974
4. Metal Gear Solid V: Ground Zeroes: 1975 (Some side-ops occur in 1974)
5. Metal Gear Solid V: The Phantom Pain: 1984 (opening and closing scenes occur in 1995)
6. Metal Gear: 1995
7. Metal Gear 2: Solid Snake: 1999
8. Metal Gear Solid: 2005
9. Metal Gear Solid 2: Sons of Liberty: 2007-2009 (Game spans 2 years)
10. Metal Gear Solid 4: Guns of the Patriots: 2014
11. Metal Gear Rising: Revengeance: 2018
2. Metal Gear 2: Solid Snake (1990; original version exclusive to Japan until 2006)
3. Metal Gear Solid (1998)
4. Metal Gear Solid 2: Sons of Liberty (2001; PS2 exclusive)
5. Metal Gear Solid 2: Substance (2002; an extension of Metal Gear Solid 2: Sons of Liberty)
6. Metal Gear Solid: Twin Snakes (2004; remake of Metal Gear Solid. GameCube exclusive)
7. Metal Gear Solid 3: Snake Eater (2004; PS2 exclusive)
8. Metal Gear Solid 3: Subsistence (2006; an extension of Metal Gear Solid 3: Snake Eater. PS2 exclusive)
9.Metal Gear Solid: Portable Ops (2006; PSP exclusive)
10. Metal Gear Solid 4: Guns of the Patriots (2008; PS3 exclusive)
11. Metal Gear Solid: Peace Walker (2010)
12. Metal Gear Rising: Revengeance (2013)
13. Metal Gear Solid V: Ground Zeroes (2014)
14. Metal Gear Solid V: The Phantom Pain (2015)
These are the games listed chronologically:
1. Metal Gear Solid 3: Snake Eater: 1964
2. Metal Gear Solid: Portable Ops: 1970
3. Metal Gear Solid: Peace Walker: 1974
4. Metal Gear Solid V: Ground Zeroes: 1975 (Some side-ops occur in 1974)
5. Metal Gear Solid V: The Phantom Pain: 1984 (opening and closing scenes occur in 1995)
6. Metal Gear: 1995
7. Metal Gear 2: Solid Snake: 1999
8. Metal Gear Solid: 2005
9. Metal Gear Solid 2: Sons of Liberty: 2007-2009 (Game spans 2 years)
10. Metal Gear Solid 4: Guns of the Patriots: 2014
11. Metal Gear Rising: Revengeance: 2018
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