There’s a point in Metal Gear Solid (PS1) that’s effect will be totally lost on modern audiences, which I think is a bit of a technical marvel.

A wonder of fourth wall breaking. Most people know that Psycho Mantis was an interesting fight, with lots of fourth wall breaking points. Reading your memory card, moving your controller with vibration, swapping controller ports, and most people saw the screen with the word ‘Hideo’ in the top corner.

On that last point, most people don’t understand what was actually happening, and it was really cool…

#retrogaming #metalgearsolid #crt #retro

On older CRT TVs with more than one input, they used signal to noise ratio to detect which input to switch to.

Under normal circumstances this works as you’d expect. Turn the VCR or Cable box on, and it will automatically switch to that input.

When Psycho Mantis shouts “Blackout!” a plain black image is displayed let’s call this signal *low* and the word HIDEO is displayed in the top right in a key system colour, green. Let’s call this signal *high*.

I know you’ve probably guessed what’s about to happen. But hold on, there’s more to it than you think.

So you’re probably thinking that the PlayStation output messes with the input switcher, and yes, it can. Which is pretty cool on its own.

But Kojima and his team went a step further.

CRT displays use a cathode ray and both vertical and horizontal oscillators to ‘paint’ the image onto the phosphor canvas we call the ‘screen’ to make images visible. Let’s call these VSYNC (you’ve probably heard this before!) and HSYNC. Without this precisely timed oscillators you wouldn’t be able to see anything but a tiny dot in the middle of the screen (remember how older CRTs used to pinch to a point when you turned them off?).

Now, it entirely depends on which model PlayStation you had, and from which region. But typically the PlayStation could output from 256x224 to 512x512 (very rare).

The PAL consoles are typically considered superior to NTSC ones in terms of image quality, but this was never really taken advantage of, and PAL ran at only 50Hz.

Metal Gear Solid, however, was special. It offered one of the highest resolutions on the system, but at only 25fps. I wouldn’t necessarily recommend it as the version to play, though.

So what am I getting at?

Well, even though the PS1 was released well before any widely available widescreen CRT, it was more than capable of producing a widescreen capable image.

How? Well, how do we achieve most things? Fuckery.

Metal Gear Solid, did NOT support widescreen resolutions. But that didn’t mean it didn’t produce one at certain points in the game… like this exact time.

How? In two ways… Well the widescreen PS1 games weren’t actually widescreen, they squashed an image into 4:3 which would then be stretched onto a 16:9 (or similar) display. Have a fairly grainy horizontal quality, but it worked.

Second would be to ‘pulse’ the horizontal oscillator by messing with the HSYNC clock power.

But the PS1 couldn’t output a command signal or other signal metadata like modern video. So how did they manage THIS?!

You guessed it. More fuckery.

@SecurityWriter This part reminded me of the work I've done with upscaling old PAL DVD video to HD. PAL DVD has a 16:15 pixel ratio in 4:3 screen format, which has to be corrected for before upscale. So first the DVD has to be stretched from 720x576 to 768x576 before upscale to 1440x1080, otherwise the image looks squeezed. 😊

CRT TVs and formats are quirky. Even before we get to colour encoding!