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* PortingDisaster: Apparently so, in the case of the UsefulNotes/{{MSX}}2 version of the game. The original target platform was the [[UsefulNotes/PC88 NEC PC-8801mkII SR]] personal computer, well-suited for a sophisticated visual novel like ''Snatcher''. This was the first time that Konami ever published a game for a computer other than the MSX or [=MSX2=], platforms the company supported very strongly throughout their entire market lives. Thus, following the original release of ''Snatcher'' for the PC-8801 in November 1988, a port for the [=MSX2=] followed a month later in December. Unfortunately, this port bears the hallmarks of being [[ChristmasRushed rushed out the door for the holiday season,]] such as:

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* PortingDisaster: Apparently so, in the case of the UsefulNotes/{{MSX}}2 Platform/{{MSX}}2 version of the game. The original target platform was the [[UsefulNotes/PC88 [[Platform/PC88 NEC PC-8801mkII SR]] personal computer, well-suited for a sophisticated visual novel like ''Snatcher''. This was the first time that Konami ever published a game for a computer other than the MSX or [=MSX2=], platforms the company supported very strongly throughout their entire market lives. Thus, following the original release of ''Snatcher'' for the PC-8801 in November 1988, a port for the [=MSX2=] followed a month later in December. Unfortunately, this port bears the hallmarks of being [[ChristmasRushed rushed out the door for the holiday season,]] such as:
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* DisappointingLastLevel: The Act 3, first added in the PC Engine CD version. Sure, it finally gives a conclusion to the originally incomplete story, but it's much more linear than first two Acts, has tons of {{Infodump}} in form of non-interactive cutscenes, and the actual climax is a CutsceneBoss.

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* DisappointingLastLevel: The Act 3, first added in the PC Engine CD version. Sure, it finally gives a conclusion to the originally incomplete story, but it's much more linear than first two Acts, has tons of {{Infodump}} in form of non-interactive cutscenes, and the actual climax is a CutsceneBoss. The Sega CD, [=PlayStation=], and Saturn versions try to fix this by adding some shooting scenes in the act.
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Dewicked trope.


* FunnyAneurysmMoment: Conducted in the LetsPlay discussion, due to the likelihood of spoiler information being passed about: [[spoiler:"Oh, as if Random could be taken out by anything short of [[KillSat orbital bombardment]]..."]]
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Youtube comments (there are comparison videos with all 6 soundtracks) seem to indicate the MSX soundtrack is generally one of the most well liked.


** Worse music, although this one may be splitting hairs, as Konami tried hard to make up the difference. The PC-8801mkII SR included state-of-the-art (for the time) sound hardware, in the form of a Yamaha FM chip (very similar to the hardware that would end up in things like the UsefulNotes/SegaGenesis, or the [[https://en.wikipedia.org/wiki/Sound_Blaster#First_generation_Sound_Blasters,_8-bit_ISA_&_MCA_cards Sound Blaster cards]] for IBM [=PCs=]).[[note]]''Snatcher'' even supports '''stereo''' sound, if played on a higher-end PC-8801 model.[[/note]] The [=MSX2=], on the other hand, had relatively primitive sound hardware onboard, so Konami attempted to remedy this by including their in-house designed ''Sound Creative Chip'' (or SCC), housed inside an expansion cartridge, with every copy of ''Snatcher''. While the sound quality of the SCC isn't quite a match for the rich timbre of Yamaha's FM synthesis, it was still excellent by the standards of the day, and provided ''Snatcher'' with a soundtrack that was superior to virtually any other [=MSX2=] game.

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* BestKnownForTheFanservice: One of the reasons this game is known well aside from the story is the sexual content, such as flirting with some of the females.

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* BestKnownForTheFanservice: One of the reasons this game is known well aside from the story is the sexual content, VulgarHumor, such as flirting with some of the females.women. This game is the first instance of such recurring element found in Kojima's works like ''VisualNovel/{{Policenauts}}'', ''VideoGame/MetalGear'', and ''VideoGame/DeathStranding''.



* DisappointingLastLevel: The Act 3, first added in the PC Engine CD version. Sure, it finally gives a conclusion to the originally incomplete story, but it's much more linear than first two Acts, has tons of {{Infodump}} in form of non-interactive cutscenes, and the actual climax is a CutsceneBoss.



* DisappointingLastLevel: The Act 3, first added in the PC Engine CD version. Sure, it finally gives a conclusion to the originally incomplete story, but it's much more linear than first two Acts, has tons of {{Infodump}} in form of non-interactive cutscenes, and the actual climax is a CutsceneBoss.



* SignatureScene: [[spoiler:The shot of Jean Jack Gibson's decapitated corpse, due to it being among the game's most shocking imagery, and setting the tone for the player's mission, as it happens very early in the game.]]

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* SignatureScene: [[spoiler:The The shot of Jean Jack Gibson's decapitated corpse, due to it being among the game's most shocking imagery, and setting the tone for the player's mission, as it happens very early in the game.]]
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Added DiffLines:

* DisappointingLastLevel: The Act 3, first added in the PC Engine CD version. Sure, it finally gives a conclusion to the originally incomplete story, but it's much more linear than first two Acts, has tons of {{Infodump}} in form of non-interactive cutscenes, and the actual climax is a CutsceneBoss.
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* HarsherInHindsight: The first two releases of ''Snatcher'', from 1988, were shipped with two acts and [[NoEnding missing an ending]], simply cutting the story short without even a cliffhanger. According to ''Electronic Gaming Monthly''[='s=] interview with Konami manager Yoshinori Sasaki, its development already took about two to three times longer than the average game, which is likely the reason for ExecutiveMeddling. As fate would have it, Hideo Kojima ended up making ''another'' game 27 years later, ''VideoGame/MetalGearSolidVThePhantomPain'', with exactly the same problem.

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* HarsherInHindsight: The first two releases of ''Snatcher'', from 1988, were shipped with two acts and [[NoEnding missing an ending]], simply cutting the story short without even a cliffhanger. According to ''Electronic Gaming Monthly''[='s=] interview [[https://retrocdn.net/images/8/8d/EGM_US_066.pdf#page=176 interview]] with Konami manager sound designer Yoshinori Sasaki, its development already took about two to three times longer than the an average game, which is likely the reason for ExecutiveMeddling. As fate would have it, Hideo Kojima ended up making ''another'' game 27 years later, ''VideoGame/MetalGearSolidVThePhantomPain'', with exactly the same problem.



* UglyCute: Metal Gear.

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* UglyCute: Metal Gear.Gear is just a piece of MilitaryMashupMachine, but its [[RidiculouslyHumanRobots unusually human-like behavior]] makes it strangely adorable in some way.
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Added DiffLines:

* HarsherInHindsight: The first two releases of ''Snatcher'', from 1988, were shipped with two acts and [[NoEnding missing an ending]], simply cutting the story short without even a cliffhanger. According to ''Electronic Gaming Monthly''[='s=] interview with Konami manager Yoshinori Sasaki, its development already took about two to three times longer than the average game, which is likely the reason for ExecutiveMeddling. As fate would have it, Hideo Kojima ended up making ''another'' game 27 years later, ''VideoGame/MetalGearSolidVThePhantomPain'', with exactly the same problem.

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