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The game came into existence when Kojima's superiors, noticing the success of overhead military shooters in the arcade such as ''VideoGame/CommandoCapcom'' and ''VideoGame/IkariWarriors'', asked him to create one for the [=MSX2=]. However, Kojima quickly discovered that a fast-paced shooter would be impossible on the [=MSX2=], thanks to the system's own hardware limitations that limited the number of sprites that could be grouped together on the same horizontal plane before the sprites would start flickering (a hardware limitation that the [=MSX2=] shared with the Platform/NintendoEntertainmentSystem, and which many old-school NES players are familiar with). Kojima decided to retool the game around ''avoiding'' combat instead, designing the play mechanics around stealth and infiltration.
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The game came into existence when Kojima's superiors, noticing the success of overhead military shooters in the arcade such as ''VideoGame/CommandoCapcom'' ''VideoGame/{{Commando|Capcom}}'' and ''VideoGame/IkariWarriors'', asked him to create one for the [=MSX2=]. However, Kojima quickly discovered that a fast-paced shooter would be impossible on the [=MSX2=], thanks to the system's own hardware limitations that limited the number of sprites that could be grouped together on the same horizontal plane before the sprites would start flickering (a hardware limitation that the [=MSX2=] shared with the Platform/NintendoEntertainmentSystem, and which many old-school NES players are familiar with). Kojima decided to retool the game around ''avoiding'' combat instead, designing the play mechanics around stealth and infiltration.
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Changed line(s) 9,10 (click to see context) from:
The game came into existence when Kojima's superiors, noticing the success of overhead military shooters in the arcade such as ''VideoGame/{{Commando}}'' and ''VideoGame/IkariWarriors'', asked him to create one for the [=MSX2=]. However, Kojima quickly discovered that a fast-paced shooter would be impossible on the [=MSX2=], thanks to the system's own hardware limitations that limited the number of sprites that could be grouped together on the same horizontal plane before the sprites would start flickering (a hardware limitation that the [=MSX2=] shared with the Platform/NintendoEntertainmentSystem, and which many old-school NES players are familiar with). Kojima decided to retool the game around ''avoiding'' combat instead, designing the play mechanics around stealth and infiltration.
to:
The game came into existence when Kojima's superiors, noticing the success of overhead military shooters in the arcade such as ''VideoGame/{{Commando}}'' ''VideoGame/CommandoCapcom'' and ''VideoGame/IkariWarriors'', asked him to create one for the [=MSX2=]. However, Kojima quickly discovered that a fast-paced shooter would be impossible on the [=MSX2=], thanks to the system's own hardware limitations that limited the number of sprites that could be grouped together on the same horizontal plane before the sprites would start flickering (a hardware limitation that the [=MSX2=] shared with the Platform/NintendoEntertainmentSystem, and which many old-school NES players are familiar with). Kojima decided to retool the game around ''avoiding'' combat instead, designing the play mechanics around stealth and infiltration.
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* IconicItem: The cardboard box makes its debut in this game. Every subsequent game in the series will always feature Snake with a box.
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Trope was cut/disambiguated due to cleanup
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* CoolGuns: The weapons you can get consist of the Beretta M9, the MAC-11, the M79 and the RPG-7.