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User:XSlayer300/Sandbox: Difference between revisions

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[[File:CODAW_MP-11_.jpg|thumb|none|600px|The sand-blasted "Plunderer" variant, along with player-attached suppressor, foregrip and a target-enhancer scope. Some variants (including this one) of the MP11 in-game do not have stocks modeled in; while a stock attachment can be used on this weapon, it does not change its appearance.]]
[[File:CODAW_MP-11_.jpg|thumb|none|600px|The sand-blasted "Plunderer" variant, along with player-attached suppressor, foregrip and a target-enhancer scope. Some variants (including this one) of the MP11 in-game do not have stocks modeled in; while a stock attachment can be used on this weapon, it does not change its appearance.]]


[[File:CODAW_MP40_.jpg|thumb|none|600px|A Nigerian security officer with a piece of antique history on his hands, as a museum security officer, he knows one thing left to do...]]
[[File:CODAW_MP40_.jpg|thumb|none|600px|A Nigerian security officer with a piece of antique history on his hands. As a museum security officer, he knows one thing left to do...]]
[[File:CODAW_MP40_.jpg|thumb|none|600px|Nothing says "I love my job" so much as to bring an intact MP40 in a [[Call of Duty: Modern Warfare 2|eerily similar]] rooftop of an on-going skyrise in Greece.]]
[[File:CODAW_MP40_.jpg|thumb|none|600px|Nothing says "I love my job" so much as to bring an intact MP40 in a [[Call of Duty: Modern Warfare 2|eerily similar]] rooftop of an on-going skyrise in Greece.]]
[[File:CODAW_MP40_.jpg|thumb|none|600px|After upgrading his MP40 in the Pack-A-Punch lootbox, he holds his "After Burner" with dual mags, a foregrip and a pre-attached laser sight.]]
[[File:CODAW_MP40_.jpg|thumb|none|600px|The MP40 in idle, having seen the internet of "what is the best way to hold the MP series of German submachine guns, the [[Raiders of the Lost Ark#MP40|Arabian way]]", he holds the firearm by the underside directly behind the magazine well.]]
[[File:CODAW_MP40_.jpg|thumb|none|600px|Iron sights; it may not be the best grip to hold the Maschinepistole, but at least it is better than to have it jam all of the time.]]
[[File:CODAW_MP40_.jpg|thumb|none|600px|Reloading, the Nigerian pulls out the magazine...]]
[[File:CODAW_MP40_.jpg|thumb|none|600px|... and shoves a new one. This animation does not seem to be shared from earlier games, fortunately to some.]]
[[File:CODAW_MP40_.jpg|thumb|none|600px|When empty, the bolt locks forward.]]
[[File:CODAW_MP40_.jpg|thumb|none|600px|Rather than locking the bolt to the rear and slapping it (something that would be seen later in ''Black Ops III'' or ''Vanguard''), the player character yanks the charging handle directly, with the bolt locking back to the middle.]]
[[File:CODAW_MP40_.jpg|thumb|none|600px|After upgrading his MP40 in the Pack-A-Punch lootbox, he holds his "After Burner" with dual mags, a foregrip and a pre-attached laser sight. He had his fair share of fun on that night.]]


[[File:CODAW_SAC_.jpg|thumb|none|600px|An Argonaut paratrooper holding the SAC3s in both of his hands. While he certainly looks badass, he wouldn't be the star of the show, just yet...]]
[[File:CODAW_SAC_.jpg|thumb|none|600px|An Argonaut paratrooper holding the SAC3s in both of his hands. While he certainly looks badass, he wouldn't be the star of the show, just yet...]]
[[File:CODAW_SAC_.jpg|thumb|none|600px|Meanwhile in Exo Zombies, Lilith Swann ([[Rose McGowan]]) holds her dual-wielded SAC3s in a doomed Atlas carrier.]]
[[File:CODAW_SAC_.jpg|thumb|none|600px|Meanwhile in Exo Zombies, Lilith Swann ([[Rose McGowan]]) holds her dual-wielded SAC3s in a doomed Atlas carrier and clipping issues, dooming those who use high FOV.]]
[[File:CODAW_SAC_.jpg|thumb|none|600px|After dropping down to the heights of South Korea, the Argonaut holds a single SAC3 "Loner" variant.]]
[[File:CODAW_SAC_.jpg|thumb|none|600px|In preparation for the next round, she drops the magazines on each pair, before the traditional off-screen reload.]]
[[File:CODAW_SAC_.jpg|thumb|none|600px|After dropping down to the heights of South Korea, the Argonaut holds a single SAC3 "Loner" variant one-handed, the iron sights never get to be used at all.]]
[[File:CODAW_SAC_.jpg|thumb|none|600px|Pulling out the magazine in a non-empty reload; considering that these single-wielded variants were added after a patch, the reloads seem to be haphazardly animated somewhat.]]
[[File:CODAW_SAC_.jpg|thumb|none|600px|After pulling the magazine out, he awkwardly checks if there are any rounds inside, which there are. He then inserts the magazine without issue.]]
[[File:CODAW_SAC_.jpg|thumb|none|600px|Using his psychokinetic powers, he drops the magazine down using his one hand rather than interacting it with another.]]
[[File:CODAW_SAC_.jpg|thumb|none|600px|He inserts a new one in a slightly different angle...]]
[[File:CODAW_SAC_.jpg|thumb|none|600px|... and pulls the charging handle ''down''. Someone drank a little too much when they made this weapon.]]
[[File:CODAW_SAC_.jpg|thumb|none|600px|The "Pain & Suffering" variant in first person. Note what appears to be a gas tube atop the barrel, which isn't seen on other variants other than the "Thunder & Lighting", presumably because of reasons.]]
[[File:CODAW_SAC_.jpg|thumb|none|600px|The "Pain & Suffering" variant in first person. Note what appears to be a gas tube atop the barrel, which isn't seen on other variants other than the "Thunder & Lighting", presumably because of reasons.]]



Revision as of 04:25, 26 December 2022

I will do my own sandbox stuffs later on (if I have more pages or something), but i feel like I want to rewrite the MGS1 page first to atleast make it stand out (but i do not have screencaps for it).

AW captions

shortcut page: Call of Duty: Advanced Warfare


File:CODAW AMR9 .jpg
The "AMR9" subgun held by the tactical operator.
File:CODAW AMR9 .jpg
Equipping the AMR9 on the high tower pods of Babylon Gardens.
File:CODAW AMR9 .jpg
Holding the AMR9; with the AR elements featured in the weapon, it may have been a rebuilt Honey Badger from the previous game, but it is by no means identical.
File:CODAW AMR9 .jpg
Iron sights. The charging handle on the side of the weapon reciprocates each shot; again, none of the AR variants in real life do that, unless the internal parts are damaged.
File:CODAW AMR9 .jpg
Reloading; all of the AR features are present, but the fire selector being positioned in the wrong spot made him all the more distracted and worried because of the fact that there is no "burst" option, despite being a burst-firing weapon.
File:CODAW AMR9 .jpg
Inserting the magazine. Note that "AMR" somehow stands for "automatic pistol rifle," so presumably it fires entire Beretta 93Rs at people.
File:CODAW AMR9 .jpg
Working the charging handle, should all 7 bursts of the SMG (or carbine or PDW?) be expended.
File:CODAW AMR9 .jpg
Variants of the AMR9 replace with a new one, the "Pro Pipe" being a wood stock with engravings on it...
File:CODAW AMR9 .jpg
... and the "Express" with a more-modern shape and tactical feel. The "9" is printed on the bottom of the rear sights for some variants, though the firing selector markings disappear.
File:CODAW ASM1 .jpg
An Atlas infantry soldier with a standard ASM1 on his side, note similarities between this and the Thompson SMG.
File:CODAW ASM1 .jpg
The (infamous, real-life or not) "Speakeasy" variant of the ASM1 in the lobby menu; note the drum magazine, foregrip and the (barely visible) stock, which are all features of the Thompson associated with.
File:CODAW ASM1 .jpg
With the space Thompson in hand, he brings it to an air defense base underneath the Golden Gate Bridge - under the threat of an incoming tsunami.
File:CODAW ASM1 .jpg
Holding the ASM1.
File:CODAW ASM1 .jpg
Iron sights, seems that the rear sights was a victim of a budget cuts incident involving eye perspective in first person shooters compared to real life. The windage adjustment line marks don't really do much, despite being spared.
File:CODAW ASM1 .jpg
Pulling out the magazine; which appears to be modeled after a 20 round magazine.
File:CODAW ASM1 .jpg
Inserting a fresh magazine. Markings on the weapons say that is a "US Model [of] 2033", which a number of 4699A, it is classified as an "ASM1 SMG" with the caliber of .45. There is also a large "G. R. ARMAMENTS" marking, which may be one of the weapon manufactures in-universe.
File:CODAW ASM1 .jpg
Cocking the handle, it appears that the ASM1 is likely closed-bolt in contrast with the actual Thompson, since the bolt does not lock back to the rear. The charging handle does reciprocate each shot though.
File:CODAW ASM1 .jpg
Since "the other wiki" has the same exact shot, Mitchell reloads a non-customized (in game terms) ASM1 in the fission nuclear plant instead, taking a moment to let the campaign version of the foregrip be in the spotlight. The weapon in multiplayer can attach a foregrip to the ASM1 (of all variants), but it is the same foregrip that is used for every other gun in the game.
File:CODAW ASM1 .jpg
Hundreds of hours later, having won the lottery for overpowered weapon variants, the Atlas operator admires his "Speakeasy" variant, complete with a drum magazine (which is reflected as an "integral" extended magazine), foregrip and (not seen) wood stock, before being festooned with everything under the sun.
File:CODAW MP-11 .jpg
A KVA undercover mercenary holding the MP11.
File:CODAW MP-11 .jpg
In a bombed out prison in New Baghdad, the KVA operator investigates the area with his MP11. As mentioned before, the weapon is rebuilt from the CBJ-MS from Ghosts, and thus it shares the same animation set.
File:CODAW MP-11 .jpg
As a result of this, it may look like he is holding the foregrip that is integral to the CBJ-MS...
File:CODAW MP-11 .jpg
... (though he gets briefly distracted by the irons) ...
File:CODAW MP-11 .jpg
... which does not even exist on this submachine gun at all.
File:CODAW MP-11 .jpg
Inserting the magazine, to clearly show the "MADE IN SWEEDEN" markings.
File:CODAW MP-11 .jpg
And once again, pulling the charging handle back once dry.
File:CODAW MP-11 .jpg
The sand-blasted "Plunderer" variant, along with player-attached suppressor, foregrip and a target-enhancer scope. Some variants (including this one) of the MP11 in-game do not have stocks modeled in; while a stock attachment can be used on this weapon, it does not change its appearance.
File:CODAW MP40 .jpg
A Nigerian security officer with a piece of antique history on his hands. As a museum security officer, he knows one thing left to do...
File:CODAW MP40 .jpg
Nothing says "I love my job" so much as to bring an intact MP40 in a eerily similar rooftop of an on-going skyrise in Greece.
File:CODAW MP40 .jpg
The MP40 in idle, having seen the internet of "what is the best way to hold the MP series of German submachine guns, the Arabian way", he holds the firearm by the underside directly behind the magazine well.
File:CODAW MP40 .jpg
Iron sights; it may not be the best grip to hold the Maschinepistole, but at least it is better than to have it jam all of the time.
File:CODAW MP40 .jpg
Reloading, the Nigerian pulls out the magazine...
File:CODAW MP40 .jpg
... and shoves a new one. This animation does not seem to be shared from earlier games, fortunately to some.
File:CODAW MP40 .jpg
When empty, the bolt locks forward.
File:CODAW MP40 .jpg
Rather than locking the bolt to the rear and slapping it (something that would be seen later in Black Ops III or Vanguard), the player character yanks the charging handle directly, with the bolt locking back to the middle.
File:CODAW MP40 .jpg
After upgrading his MP40 in the Pack-A-Punch lootbox, he holds his "After Burner" with dual mags, a foregrip and a pre-attached laser sight. He had his fair share of fun on that night.
File:CODAW SAC .jpg
An Argonaut paratrooper holding the SAC3s in both of his hands. While he certainly looks badass, he wouldn't be the star of the show, just yet...
File:CODAW SAC .jpg
Meanwhile in Exo Zombies, Lilith Swann (Rose McGowan) holds her dual-wielded SAC3s in a doomed Atlas carrier and clipping issues, dooming those who use high FOV.
File:CODAW SAC .jpg
In preparation for the next round, she drops the magazines on each pair, before the traditional off-screen reload.
File:CODAW SAC .jpg
After dropping down to the heights of South Korea, the Argonaut holds a single SAC3 "Loner" variant one-handed, the iron sights never get to be used at all.
File:CODAW SAC .jpg
Pulling out the magazine in a non-empty reload; considering that these single-wielded variants were added after a patch, the reloads seem to be haphazardly animated somewhat.
File:CODAW SAC .jpg
After pulling the magazine out, he awkwardly checks if there are any rounds inside, which there are. He then inserts the magazine without issue.
File:CODAW SAC .jpg
Using his psychokinetic powers, he drops the magazine down using his one hand rather than interacting it with another.
File:CODAW SAC .jpg
He inserts a new one in a slightly different angle...
File:CODAW SAC .jpg
... and pulls the charging handle down. Someone drank a little too much when they made this weapon.
File:CODAW SAC .jpg
The "Pain & Suffering" variant in first person. Note what appears to be a gas tube atop the barrel, which isn't seen on other variants other than the "Thunder & Lighting", presumably because of reasons.

Quick Notes

Detroit: Become Human reference list

  • A fictional ".355" (9mm in metric terms, which is translated as such in other localizations) caliber pistol appears as the "MS853 Black Hawk". The pistol is fitted with wood grips and a left sided ejection port, without any sort of external hammer nor rear iron sight. It is potentially used by the player character at the introduction chapter.
  • A M&P45 (oddly chambered in the fictional ".457" caliber) semi-automatic pistol appears as the one of the most prominent firearms in the game, commonly used by various characters in violent situations. Two models of the pistol exist in the game, a version with white rubber grips is used by the Detroit Police Department, while a version with wood grips is used by civilian characters instead.
  • The Ruger GP100 revolver appears in some of the chapters in the game. It is not usable by the player.
  • A sniper rifle appears in some of the chapters, taking cues from Accuracy International's AX series of rifles and the Barrett MRAD or M95B, but without the bolt handle in any of them, implying it is semi-automatic. It is not usable by any of the player characters, with the exception on one of the endings.
  • A fictional assault rifle appears as the standard rifle for security members as well as the military that appears in the game. While mostly fictional, it takes elements from the SCAR (likely the SCAR-H). It uses 20-round magazines, is equipped with a flashlight and a holographic sight and it is equipped with a stock inspired by the LMT SOPMOD rifle stocks. It is usable by the player characters in certain quick time events that involves disarming a soldier.



Your Lies in a Forgotten Era

Your Lies in a Forgotten Era is an original series by XSlayer300, that depicts the "Forgotten War", a large-scale, apocalyptic war prior to the events of Terra which combines elements of the first and second World Wars.

Project Remnant is a series of which it specifically depicts the weapons used in Your Lies in a Forgotten Era, being used after the war.

The following weapons appear in the Your Lies in a Forgotten Era series:

US Weapons

Handguns

"R35 Service Pistol"

The main sidearm of the United Federation Army, the .45 ACP "R35 service pistol" combines elements of various Colt firearms: the Model 1903 Pocket Hammerless, the Model 1900 and the military M1911.

"R35 Custom"

Corporal [redacted name for now, not a spoiler tho] uses a custom variant of the "R35" pistol as his signature weapon, with a threaded barrel, slightly extended magazine (holding 9 rounds), enhanced sights and an array of other custom modifications. These modifications are inspired by Naked Snake's custom M1911A1 in Metal Gear Solid 3: Snake Eater.

One noteworthy thing about the R35 custom is that in addition to standard rounds, it can fire grenade rounds as well as a blank round for an airstrike. The reason that the weapon fires grenades is that a ghostly apparition of [X]'s squadmate would suddenly appear and fire an actual rocket grenade at the target. They would then disappear afterwards or sometimes, after the battle, commending [X]'s efforts by saluting then disappearing.

Submachine Guns

"R66 SMG"

The "R66" submachine gun appears, which is a stylized version of the (briefly-adopted) M2 Hyde submachine gun, with a telescopic stock and heat shield.

Shotguns

"R21 Frontier Shotgun"

(To be filled)

Semi-Automatic Rifles

"R60 Repeater Rifle"

The "R60 Repeater" is the standard, main battle rifle of the United Federation Army prior to [XXXX]. It takes large inspiration of the .276 Pederson rifle, the frame and sights of the Lee-Enfield and the heatshield of the M14E2 automatic rifle.

"MX67 Anti-Tank Rifle"

The "MX67" anti-tank rifle makes a rare appearance, being a Winchester-Williams anti-tank rifle, but with a stylized, olive-green fore, a muzzle brake from BOCW, a hybrid stock from a Lahti L-39 and a Boys AT and finally, a grip from a Lewis Gun.

Automatic Rifles

"R42 Assault Phase Rifle"

The "R42" appears as the assault phase rifle, primarily based out of the Lewis Assault Phase Rifle and it is the main battle rifle after the "R60 Repeater". It is combined with Lee-Enfield sights, the pistol grip, the wooden fore, the fire control group and the magazine are all from the FN Model D.

"Lil' Lewie"

The upgraded "Lil' Lewie" assault phase rifle is based on a later version of the Lewis Assault Phase Rifle. But with some elements of the FN Model D being replaced by the Sweedish Kg m/21.

"R41 Storm Rifle"

The "R41 Storm Rifle" is directly based on the Burton 1917 LMR - complete with its dual magazine system and its incendiary ammo function, with a Johnson M1941 machine gun stock and a custom lower receiver based out of the HK-pattern rifles such as the G3.

Manually Operated Rifles

"R27 Crackshot Rifle"

The "R27" is based on the US pattern of Krag-Jørgensen rifles, with a 7.8x Unertl scope by default.

Machine Guns

"MX33 Medium Machine Gun"

The MX33 is based on the Browning AN/M2 Stinger machine gun, but with a different profile stock.


Metal Gear Solid

(original page, delete when done: Metal Gear Solid)

Metal Gear Solid is the classic 1998 Playstation game (later ported to the PC in 2000 and PS3 in 2008) that brought the previously obscure Metal Gear franchise up to date and made "stealth gameplay" the gimmick every game felt it needed to copy. Starring an agent named Solid Snake (David Hayter) working for a secret special operations unit called FOXHOUND, the story finds him ordered to infiltrate a nuclear disposal facility to rescue hostages and deal with terrorists. However, soon things prove to be far more complex as the series' titular Metal Gear, a nuclear-armed bipedal armored vehicle, becomes involved.

Metal Gear Solid: The Twin Snakes is a 2004 remake released exclusively for the Gamecube. Released after the formal sequel, Metal Gear Solid 2: Sons of Liberty, it uses the same graphics engine and has vastly improved visuals, and incorporates almost all the gameplay improvements of the sequel, such as first-person aiming, as well as including tranquilizer weaponry. It was criticized for featuring a series of additional cutscenes where Snake performs cartoonish feats including using a missile as a platform for launching himself into the air and throwing a hand grenade down a tank's gun barrel by pitching it like a baseball.

The following weapons appear in the video game Metal Gear Solid and its remake Metal Gear Solid: The Twin Snakes: (table of contents)

Overview

Metal Gear Solid is relatively simple compared to its later successors, being more of a remake of Metal Gear 2 (and by a lesser extent, Metal Gear) which shares most of its gameplay elements to its prior game, and expands upon them. At the beginning of the game, Solid Snake (referred to as Snake then on) starts off with a small health bar and can carry a limited amount of ammo, but as more bosses are defeated, Snake's maximum health and maximum ammo will increase (though in the Twin Snakes, Snake starts with the maximum health and ammo possible).

The player can carry an unlimited number of inventory items, all of which is accessible. Although two of them (one for a weapon slot and another for items) can be quick used at a time, this same system would be applied later to its sequels. Having no weapons equipped will allow Snake to perform melee attacks up close, which are rendered by the game as lethal to bosses (unlike the other games in the series, including Twin Snakes) but can briefly stun regular enemies. Snake can perform what is known as a "Tactical Reload", where in unequipping and re-equipping the weapon will allow the weapon to be reloaded instantly, and it is the only way to reload with a firearm that has remaining rounds in the magazine. This feature would be retained in the following games (and its remake) until Metal Gear Solid 4: Guns of the Patriots.

The game introduces the term "on-site procurement", which serves as a gameplay mechanic throughout the series (though it was unnamed in its predecessors). Snake starts off without any inventory items barring smuggled cigarettes; he can only obtain weapons that are available either lying around levels or at storage areas throughout the game world. He cannot obtain weapons that are dropped from slain enemies nor some characters in some events, though they can sometimes drop items or ammo which Snake can use.

Exclusive to the Integral version and the PC port of the game, the player can optionally enter through the first person perspective for most of the sections of the game, although Snake's weapon is not seen in his hands while equipped. It is different from the first person view system that was used in MGS2 or its remake below. In addition to this, bonus VR training missions can be played as a sort of side content to the game.

The Twin Snakes remake heavily derives on the gameplay mechanics from Metal Gear Solid 2 as mentioned earlier. As such, it uses the same first person view system as that game as well as non-lethal takedowns (through the use of aforementioned tranquilizer weaponry and melee attacks). Since the base game isn't changed, the net result is to make the game excessively easy compared to the original (since the player can abuse the first person perspective behind cover and perform one-hit headshots on common enemies) which was also a source of its negative criticism. And since the cinematics are mostly not deviated from the original game (excluding exaggerated feats), defeating some bosses with non-lethal weaponry will not have its cinematics altered (but the gameplay will register it as non-lethal takedowns), and will end as if Snake defeated the boss with lethal weapons. The Twin Snakes does not feature the VR missions.

Pistols

Heckler & Koch Mark 23 Phase II Prototype

The Phase II prototype of the H&K Mk 23 Mod 0, referred to in-game as the "SOCOM" (noted by its small cocking serrations on the slide, which are deleted on the production models), is Solid Snake's weapon of choice throughout the game, always brandishing it most cutscenes involving an armed confrontation. It comes with a distinctive blocky LAM (Laser Aiming Module) unit of both the Phase I and Phase II prototypes and can later permanently accept a Knight's Armament Company suppressor which is non-degradable. At least one of the Genome Soldiers also carried the gun, seen when Snake travels through the hallway where Gray Fox slaughtered the soldiers stationed outside Emmerich's lab. Though they do not use it in actual gameplay. It holds 12 (+1 in the chamber when tactically reloaded; in 1998, no less) rounds and holds 25 reserve ammunition initially, which can be easily found. Aiming the pistol requires the attack key to be held down, releasing it causes the gun to fire.

The Mk 23 was deliberately chosen for its large size and blocky appearance; the former to make the pistol easier to see in Snake's hands in the overhead view the original game mostly took place in, and the latter to go easy on the PlayStation's relatively weak 3D capabilities. The Mark 23's appearance in the game would later be famously associated to Snake as a whole as one of his iconic weapons (though he would barely use it all in MGS2, only through the use of bugs and its appearance as a hidden "Easter egg" weapon in MGS4).

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Airsoft Heckler & Koch Mk 23 Phase II Prototype (note front cocking serrations, deleted from production models) with Tokyo Marui replica of a Knight's Armament suppressor and prototype Laser Aiming Module - (fake) .45 ACP
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The "SOCOM" in the VR Missions menu.
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Snake aiming the Mark 23 Prototype out of the back of a truck in front of the Disposal Facility. This truck is the first place the Mark 23 can be found in the game.
Snake offering to switch guns with Meryl.

Twin Snakes version

While in first person mode, Snake uses the Mark 23's iron sights as opposed to using its LAM laser to aim, which was carried over from MGS2.

IMI Desert Eagle Mark XIX

The Desert Eagle Mark XIX appears in the game as Meryl's weapon of choice. It appears to be the .50 AE version due to it not having a fluted barrel in either versions of the game. It cannot obtained by the player in any way.

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Desert Eagle Mark XIX - .50 AE.
Meryl reloading the Desert Eagle.

Twin Snakes version

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Meryl shows off her Desert Eagle.

Colt Single Action Army

The Colt Single Action Army "Artillery" model appears as Revolver Ocelot's weapon of choice (that would be commonly associated with Ocelot in future games, as with Snake's Mark 23); unobtainable by the player. He has the ability to precisely bounce shots off multiple walls to hit targets in cover with it, however its archaic nature makes it slow to reload. The ammunition count in the cylinder is (helpfully) displayed on screen. During his battle, Revolver Ocelot fires the Single Action Army slowly despite firing the weapon in fan fire stance and after a successful reload, he will perform gun-twirling tricks with the revolver.

He refers to it as "the greatest handgun ever made", claiming that its six bullets are "more than enough to kill anything that moves." After losing his right hand, Revolver Ocelot is seen wearing his Single Action Army in a holster when Snake is captured.

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Single Action Army w/ 5.5" barrel aka "Artillery" model with wooden grips (this is a Cimarron reproduction - and an actual movie gun) Note lack of 4th screw on revolver frame in front of cylinder. The Colts all have this.
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Revolver... OCELOT!

Twin Snakes version

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Gun Barrel ala James Bond
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"The Twin Snakes" version.

Submachine Guns

MP5SD2

The MP5SD2 is only available in the Japan-only Metal Gear Solid: Integral and the PC port of the original game. It can only be obtained by starting a new game on the "Very Easy" difficulty, where it will appear in Snake's inventory immediately after the introductory cutscene. It has a extremely fast fire-rate and infinite ammo, that together with it being integrally suppressed enables far more reckless play of the game on the "Very Easy" difficulty.

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Heckler & Koch MP5SD2 - 9x19mm
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Snake outside the Disposal Facility with the MP5SD2. Note the "999/999" ammo counter, displaying infinite ammo.

Rifles

FAMAS G1

The FAMAS rifle (albeit named "FA-MAS" in the original game) is the standard issue weapon of the Genome Army and commonly seen throughout the game, serving as the player's only fully automatic weapon which cannot be suppressed. Solid Snake, Meryl, and Liquid Snake also use the FAMAS. One unique aspect to the FAMAS compared to other bullet-firing weapons is that the last three rounds in the magazine are tracer rounds; which functionally deal extra damage per shot. In the "Very Easy" difficulty in the Integral version and the PC port of the game, the FAMAS cannot be obtained as the MP5SD2 is superior to the FAMAS in every way. It correctly holds 25 rounds (+1 in the chamber) and holds 101 rounds when first obtained. Most in-game Genome soldiers have flashlights mounted on their guns, though they're not modeled in, only appearing as a light sprite.

Like most weapons in the game, the FAMAS was likely deliberately chosen for its blocky appearance, something of a requirement given the rather limited 3D capabilities of the original PlayStation console. Interestingly enough, obtaining FAMAS ammo prior to acquiring the rifle will not allow this.

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FAMAS G1 - 5.56x45mm NATO
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The FAMAS in the VR missions menu.
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Meryl holding her FAMAS on Snake after stealing a guard uniform.

Twin Snakes version

Exclusive to the Twin Snakes remake, the FAMAS comes equipped with a laser sight (which is complementary to the first person view of the game) and the flashlight used by NPCs is actually modeled. The Genome soldiers in the Warhead Storage Building have underbarrel M203 grenade launchers attached. These launchers are loaded with non-lethal ring airfoil projectiles, although gameplay mechanics have Snake getting wounds from the ring airfoil projectiles instead of having his stamina depleted. It is not possible obtain the rifle either with a flashlight and its launcher.

H&K PSG-1

The Heckler & Koch PSG-1 sniper rifle is used by Solid Snake and Sniper Wolf, acting as the lone long-ranged rifle in the game. Equipping the rifle immediately scopes the player's view and forces Snake to be on a prone position. Precise aiming is only possible if the player uses a dose of Diazepam (Pentazamin in the Twin Snakes) medication, otherwise the scope reticule will uncontrollably sway in random directions. Sniper Wolf's PSG-1 is fitted with some sort of laser module, while Snake's rifle lacks one. Getting hit while scoped in will dramatically cause the view to flinch.

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Heckler & Koch PSG1 - 7.62x51mm NATO
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The PSG1 in the VR Missions Menu.

Twin Snakes version

In the Twin Snakes remake, a tranquilizer variant is available, called the PSG-1T. This variant has the same model as the PSG-1. Both variants now allow Snake to fire in a standing or kneeling position.

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Snake and Sniper Wolf take aim at one another after a boss fight in The Twin Snakes. Perhaps one of the most ridiculous events of the remake, where Snake does a 720 degree spin - after a backflip in which Snake landed on the very back edge of the stock to knock the gun into the air for him to grab - and no-scopes Wolf in one shot.

Launchers

FIM-92A Stinger

The FIM-92A Stinger surface-to-air missile launcher used by Solid Snake appears as a strange all-purpose missile launcher, as it is able to fictionally lock onto surface-level targets (in addition to aircraft) such as ground vehicles, emplaced devices and infantry, all of which do not have a heat or radar signature to be locked on in the first place. Unlike the real Stinger launcher, fired missiles does not need to travel a minimum set distance (660 feet) for the seeker to arm itself, does not need to actually reload after firing a shot, and comes with a futuristic, fictional scope view when aiming.

There is no animation for readying another Stinger and it is simply ready to fire again after a couple of seconds, not even requiring the player character to stop looking through the scope. The Stinger's complex firing procedure instructions are ignored as typical of media; the IFF interrogator and battery coolant unit cartridge are ignored entirely (though given that there are no friendly aircraft needed for the former, it's not really needed), and that in order lock onto targets with the Stinger, the operator must establish contrast by aiming the weapon at open sky, whereas in-game targets can be locked on right away once targeted.

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FIM-92 Stinger - 70mm
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The Stinger in the VR Missions menu.

Twin Snakes version

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Snake aiming the Stinger at Liquid's Mi-24 Hind-D.

"Nikita"

A fictional missile launcher that fires "remote-controlled miniature reconnaissance missiles", first used by Solid Snake to destroy a generator powering an electrified floor. Supposedly designed for reconnaissance missions, the Nikita missile is only capable of traveling on the x-axis and cannot travel vertically, unless its travelling on an ascending surface, and its missiles have a limited amount of fuel before detonating. Taking damage while operating the Nikita will prematurely take away control from the player.

From a realistic point of view, the Nikita could never work as a practical weapon as the missile simply travels too slow to maintain lift. Any faster and it becomes a fancy wire-guided missile launcher. The weapon's impracticality is even referenced within the games, stating that all the electronics and ancillaries inside the missiles leave so little space for the warhead that its damage ends up being pitiful, barely enough to destroy the electrical panels that it's used against.

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The Nikita in the VR Missions Menu.

Twin Snakes version

Explosives

M67 hand grenade

The high explosive grenade (known simply as "Grenade") that Snake uses is a M67 hand grenade, as seen in its icon and its model. The weapon is used by Solid Snake as the only throwable explosive device available. It would also see use from the Genome Soldiers, who can occasionally use it against Snake, especially if Snake enters a vent during alert phase. Unlike both non-lethal grenades (seen below), Snake can carry a maximum of 6 grenades at a time when first obtained. When Snake scouts the premises of the facility in the early part of the game, he infamously (and funnily) describes the soldiers' arsenal with their FAMAS and M67 that "they're armed with five five sixers and pineapples." The latter referring to the obsolete Mk 2 hand grenade, despite it not depicted in-game and it makes no sense given that the M67 uses a different, baseball-like design.

It is used by Snake to take down Vulcan Raven's M1 tank, by tossing grenades into the open hatch to damage the crew (who apparently insist on manning the exposed turret-mounted M2 Browning instead of operating it remotely or using the co-axial gun).

M67 fragmentation grenade
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The Grenade in the VR Missions Menu.

Twin Snakes version

The aforementioned "pineapples" quote isn't changed from the remake.

M18A1 Claymore

The M18A1 Claymore mine is featured in the game, but has unique features. These mines are equipped with optical camouflage, rendering them invisible and are equipped with a sensor that will cause the mine to detonate if something gets in front of its cone of detection (including Snake himself). They can only be seen with thermal goggles and the mine detector, but can also be obtained by crawling over them (which will not cause the mine to detonate).

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M18A1 Claymore directional mine
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The Claymore in the VR Missions Menu.

Twin Snakes version

In the Twin Snakes, Claymore mines placed by the player are now visible.

C4

Another explosive available to the player. Solid Snake uses them to enter the area where Kenneth Baker was being tortured by Ocelot. Ocelot, having anticipated Snake's arrival, had also wired Baker to tripwired C4 when he was tied to a pillar to deter Solid Snake from rescuing him, although a cyborg ninja managed to save the elderly ArmsTech president as well as blowing the tripwire C4 up when he ambushed Ocelot and Snake. Snake later uses it on a frozen door on the Communications Tower A, on Otacon's suggestion (this was apparently the only method for Metal Gear's designers to open the door if it froze) in the event that he needed to backtrack somehow. They came with scramblers so as to ensure they weren't prematurely detonated from wireless signals other than that of the wireless detonator.

Aside from its mandatory uses, the C4 can either be placed on walls or on the ground and can be detonated by pressing the melee/interaction key. Snake can hold a maximum of 3 C4 charges when first obtained.

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C4 planted on one of the freshly cemented over entrances in Basement 2 of the Disposal Facility.

Twin Snakes version

"Stun Grenades"

"Stun Grenades" can be acquired throughout the game. They most closely resemble M18 smoke grenades, though owing to graphical limitations and being designed to be visible in a high overhead view, they are essentially rectangular and the size of Snake's head. When they explode, they'll instantly knock out enemies in a wide area, regardless if said enemies were even in the room where the grenade exploded. The resulting explosion does not affect Snake in any way (other than the blinding flash), though cooking the grenade for too long will detonate on Snake's hand, causing minor damage. Snake can carry a maximum of 3 stun grenades when initially obtained.

M18 Smoke Grenade.
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Snake preparing to throw a Stun Grenade down a hallway.

Twin Snakes version

"Chaff Grenades"

As with the stun grenades above, fictional "Chaff Grenades" can be acquired and often the first grenade that Snake can obtain. They resemble M18 smoke grenades as with the stun grenades, the only differentiating feature between these two grenades is that the chaff grenade has a strip on its icon (where stun grenades do not have one). Completely harmless to human targets (except when Snake cooks the grenade for too long, as the stun grenade), the chaff grenade disables electronical equipment such as surveillance cameras or even Snake's Soliton Radar and can hinder certain mechanical bosses in their own ways. Snake can carry a maximum of 3 chaff grenades when initially obtained.

M18 Smoke Grenade.

Twin Snakes version

In addition to disabling electrical equipment, the chaff grenades also jam radio transmissions. A feature that was carried over from MGS2.

Machine Guns

M60

The M60 can be seen mounted on two M151 jeeps near the game's ending. Solid Snake uses the machine gun while riding a jeep in the final act of the game. The M60 manned by Snake has an infinite ammo supply and is hard to aim in third person so holding down the first person view button is advised for consistently hitting shots, especially in the segment where Liquid Snake chases Solid Snake and Meryl's jeep.

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M60 machine gun - 7.62x51mm NATO
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An M60 mounted on an M151 jeep.
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Solid Snake armed with the M60.

Twin Snakes version

M61A1 Vulcan Cannon

When encountered for the second time, instead of a tank, Vulcan Raven attacks Snake with a (aptly named) hand-held M61 Vulcan rotary gun with a chainsaw grip clearly inspired by the M134 minigun in Terminator 2: Judgment Day. Raven wears the ammo drum as a backpack, but it isn't explained precisely what's supposed to be powering it. Twin Snakes makes the rather bizarre addition that the M61A1 is somehow taken from one of the two crashed F16s that Liquid managed to shoot down using a helicopter with no dedicated anti-aircraft weaponry. Though it might conceivably be possible for a very strong man to dead-lift the assembly Raven carries like a barbell, carrying the 248-pound gun alone would be essentially impossible for any meaningful period of time, nevermind with an F-16 ammo drum containing another 285 pounds of ammunition. Even allowing that, all the muscles in the world would not be sufficient to stop Raven's arms being turned into paste by the average 3,200 pounds of recoil force generated by firing the weapon at full speed.

Metal Gear Rex was also equipped with Vulcan cannons according to Otacon, although MGS4 retcons this rather nonsensically to them being a variant of the much too large GAU-8; even in the latter game, they are still shown as six-barrel Vulcans rather than seven-barrel GAU-8s on Rex's model.

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GE M61 Vulcan 20mm Cannon
"Cryptic metaphor!"

Twin Snakes version

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Vulcan Raven prepares to use his M61.

Browning M2HB

In the original game, Vulcan Raven's M1A1 Abrams is depicted with M2s on both the commander's and loader's hatches. It's easy to see the Abrams is an M1A1 due to the lack of the A2 package's Commander's Independent Sight [CIS, also CITV for "Commander's Independent Thermal Viewer"] ahead of the loader's hatch.

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Browning M2HB on vehicle mount - .50 BMG
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FN M240D vehicle and aircraft-mount version with spade grips - 7.62x51mm NATO

M240D Machine gun (Twin Snakes version)

In the Twin Snakes it is correctly shown with an M240D on the loader's hatch and a Browning M2 on the commander's hatch.

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Profile view of the Twin Snakes M1A1 Abrams Tank, showing both the M2HB and M240D.
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"This is Raven's territory..."

Yakushev-Borzov Yak-B

Liquid's Hind-D is seen equipped with a Yakushev-Borzov Yak-B.

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A real Russian Yak-B 12.7mm Gatling gun for comparison.

Twin Snakes version

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Liquid's Hind-D

Twin Snakes exclusive weapons

Beretta M9

Snake can acquire a modified Beretta M9. It serves as a special manually-operated tranquilizer gun, and is identical to the weapon introduced in Metal Gear Solid 2: Sons of Liberty. It comes with a suppressor and a laser sight. Snake must cycle the gun manually after every shot.

Genome soldiers with riot shields use the standard, lethal version of this gun; as before, these only appear in Twin Snakes and not in the original game.

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Beretta 92F with Knight's Armament XM9 suppressor and slide lock lever - 9x19mm

SPAS-12

The SPAS-12 is utilized by several attack teams when spotted. The Warhead Storage Building Ground Floor guards are implied to utilize a non-lethal variant of the weapon against Snake due to the risk of using lethal firearms causing the nukes to irradiate the area if hit, though as with the aforementioned FAMAS' underbarrel M203s, they deal harmful damage to Snake rather than depleting his stamina.

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Franchi SPAS-12 with butt hook attached to stock - 12 gauge

Winchester 1300 Shotgun

The Winchester 1300 shotgun isn't actually used by any of the characters, but it does appear on the interior pages of the book item once it is set, held by a blond woman with the name "A. Roivas". Its presence is a reference to the game Eternal Darkness: Sanity's Requiem, with the woman being the game's main protagonist Alexandra Roivas. Both The Twin Snakes and Eternal Darkness were made by the same developer, Silicon Knights, explaining the cameo.

Trivia

Railguns and stealth

A major plot point is that Metal Gear Rex's railgun is capable of launching a "stealth" warhead which cannot be detected by satellites and is "totally impossible to intercept." This is actually severely untrue.

This is because a rocket engine applies force to an ICBM over a prolonged period of time; for example, a Trident ICBM's boost stage, which accelerates the missile to roughly 20,000 feet per second, lasts roughly two minutes. If Rex's railgun is imagined to be around 50 feet long, it would have to accelerate the projectile to the same speed in the 0.005 seconds before the warhead left the weapon.

Imagining the warhead to weigh 862 kilos (the size of a Mark 23 nuclear shell for a 16" / 50 Calibre Mark 7 battleship gun), it would have 16,016 megajoules of kinetic energy at launch. Since no machine is 100% efficient and most are nothing like this, it would not be exaggerating to imagine the railgun's wasted energy (in the form of recoil, heat and mechanical deformation of the rails) would be the same amount of energy again, meaning the heat energy emitted by Rex on firing would be the equivalent of the detonation of about four tons of TNT. This and the superheated trail caused by the round's passage through the atmosphere would mean a Metal Gear firing its main weapon would be easily detectable by existing systems designed to spot ICBM launches.