I was in university when Snake Eater came out and I got to play it when I went home during the Christmas break. I got to The End fight and had to go back. When I came back during March break I didn't have to win the fight because he died.
I hated that one, cause it wasn't game box but disk case, and in game I'd just picked up a disk and spent forever trying to figure out how to look at the case before looking up the answer.
You know the PlayStation Classic mini-console that came out a few years back? They incorporated that puzzle into the console's packaging: the back of the PSClassic's box includes thumbnails for the 20 or so games that come installed, and MGS's thumbnail is just a picture of Meryl's codec convo screen. It cracked me up when I first saw it.
4th wall breaking stuff is cool. A few other big games that break the fourth wall in boss fights: Arkham Asylum (Scarecrow), Undertale (Flowey), Pony Island (Asmodeus.exe). Nier does something similar.
I know I am in an (extreme) minority with lots of people considering it a classic, but honestly while it is creative I always thought that was total bullshit and an example of extremely gimicky game design. It literally made me never play another Kojima game after that.
IIRC, if you take long enough to figure it out, you can call your "support team" in-game and they'll give you hints about trying the second controller port.
(Also I love that this and the comment chain immediately above it are both Kojima games. Can't wait to see what kind of mechanics he throws at us in DS2.)
I was in university when Snake Eater came out and I got to play it when I went home during the Christmas break. I got to The End fight and had to go back. When I came back during March break I didn't have to win the fight because he died.
https://metalgear.fandom.com/wiki/The_End#Avoiding_the_fight