“Operation Intrude N313: Infiltrate the enemy fortress, Outer Heaven, and destroy Metal Gear, the final weapon!”
By late 1980’s, Konami were a well known entity in the broad culture and industry that grew around the new medium of video games in Japan. Starting out making successful arcade games like Frogger, Time Pilot, and Contra, the company quickly jumped into the burgeoning world of home consoles, following the success of devices like the Famicom, Commodore 64, and MSX. More games needing to be made meant more people needed to make them, so the company staffed up quickly. College graduates were scooped straight from graduation and placed on projects, no matter their grasp of Assembly, C, or BASIC. These new hires were often handed a brief proposal for a game idea, often following some trend or demand, and given a short amount of time, sometimes only a handful of months, to put everything together.
Hideo Kojima was one such hire, brought into Konami to develop for the MSX platform. After working as Assistant Director on Penguin Adventure, a sequel to one of the company’s early forays into console development, he was promoted to Director for his next project and handed a proposal for a war action game, a popular trend at the time. Only, the game materialized with a very different design, one that emphasized evasion rather than confrontation. Initially dubbed “Intruder”, the name that was eventually settled on was “Metal Gear“, after the bipedal mecha that is of central importance to the story, when it was released in July 1987 for the MSX2 in Japan.