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Metal Slug (Neo Geo)
|Metal Slug: Super Vehicle-001|
Get more of the unused graphics. They can be found from this website: http://randomhoohaas.flyingomelette.com/msmia/1/ug.html
Originally conceptualized as a game where you control the titular Metal Slug alone, the game wasn't received well during the location testing. Nazca went back to the drawing board and decided to add human players into the mix as well. This transition wasn't as smooth as it could've been, however and a bunch of stuff was left unused. But that's why we're here, right?
- 1 Debug Dipswitches
- 2 Unused Graphics
- 2.1 Player Characters
- 2.2 Enemies
- 2.3 Vehicles
- 2.4 Items and NPCS
- 2.5 Miscellaneous
- 3 Region-exclusive Messages
Present in all the sequels is the Debug Menu. Unlike the sequels, the debug menu is completely different in presentation. However, there are some debug features that can be enabled by toggling the debug dipswitches:
|Bit||DIP 1||DIP 2|
|1||Unknown||Show screen debug data|
|4||Unknown||Players are invincible|
|5||Unknown||Show debug data for tanks|
|8||Players can move after boss is defeated||Unknown|
DIP 2, Bit 1: Screen Debug Data
- The set beneath the Player 2 HUD denotes on-screen enemies, though it doesn't seem to recognize some foes, particularly endlessly-spawning enemies.
- The small green marker is where the player will respawn.
- The coordinates on the left-side tracks how much of the level has been traveled.
- The center-top and center-middle values record horizontal screen coordinates.
- The rightmost value record vertical screen coordinates.
- The center-bottom values are yet to be identified.
This will give the access to a primitive version of the later games' VIEW GEO SCROLL by pressing either combination of buttons simultaneously: A and D or B and D, with the latter having different colors and tiles. Pressing C and D will disable it.
Accessing this dipswitch also enables sound test and level select by holding Up and pressing D. For level select, the options can be scrolled through with the B button, and then confirm selection with the A button.
DIP 2, Bit 4: Invincibility
This dipswitch enables invincibility for the player and the Metal Slug, at the consequence of the HUD not updating ammo, bombs and score. Even if this switch is turned off, players cannot advance to the next level thus necessitating level select listed above.
DIP 2, Bit 5: Tank Tread Debug Data
The coordinates and their purpose are shown below.
- X coordinate of the first sphere
- X coordinate of the second sphere
- X coordinate of the third sphere
- Y coordinate of the first sphere
- Y coordinate of the second sphere
- Y coordinate of the third sphere
This will also show 3 sprites under any Metal Slug and Girida-O's thread, which will determine the tank sprite rotation amount while walking on a vertical drop. In that case, the 3 sphere sprites will result misaligned and the Metal Slug sprite colors will become brighter, except the Vulcan.
When jumping, the 3 spheres sprites will automatically align, while the Metal Slug sprite will return his normal palette and the 2 sphere sprites on the ends will change their color to black. When it lands, if there is a sphere which is not touching the ground, it will change its colors to brighter ones.
If there is a Girida-O in the screen, it will also show its 3 sphere sprites and the debug values will point to them in place of the Metal Slug's ones. However, the Girida-O palette won't change when its spheres get misaligned.
|This page or section needs more images. |
There's a whole lotta words here, but not enough pictures. Please fix this.
At one point, the playable characters were to be more flexible with varied movements. This was axed for a simpler yet smooth set - and despite not used at all they all appear repeatedly in later games, to the extent that the same animation is made for other new playable characters and they still remain completely unused. Someone in the company seems to not want to let it go.
Technically, these were used in the game. It is obscured by the stage title call. In missions where you drop into the area via parachute, hold left and fire. Arcade version only allows pistol starts, but console ports on the Saturn and PSX has an option that allows you to keep your weapon after stages, allowing them to be seen.
These were redrawn and re-purposed for the helper NPC Achilles in Metal Slug 5 and even so he is unused in the proper game.
Lobbing grenades, front, backwards and backwards with weapon extended. Only the second and fourth sets are used for each character with the same method of shooting backwards, again, obscured by stage title call. Marco's first throwing animation finally sees its use in Metal Slug Attack.
The later new characters would receive their animations for the alternate crouch throw... and it remains unused.
These simply won't appear in the game proper, possibly on how overly complicated they all look.
Supposedly turning around while firing was to be smoother.
A weird sprite of an enemy soldier with a distinct uniform. Judging from the way how they pop up from the bottom (this sprite has copies in 32 directions) they might be the sidecar riders... except that the one used in-game doesn't match the uniform of this one.
Soldiers throwing grenades similar to those used by the players, a remnant of the early location tests where freed soldiers will tag along and help.
An exclusive remnant of the said prototype, where allied soldiers will throw pipe grenades while running, whereas regular infantries will stop to throw grenades. No pineapple grenade of this sprite exists.
These were partially reused in the console ports and fully redrawn to be used for the captured Regular Army trainees in Metal Slug Advance.
Soldiers manning a mounted weapon. Early previews show that they use the same mounted gun as you do in Mission 6 as allied soldiers, and these later get used for Sea Satan's mounted gun in Metal Slug 4.
The AA turret is not the only turret they use, as there are two gun emplacements - a machine gun and a missile launcher. The former is static while the latter have rotations for five directions. Their sprites fit nicely on the Mission 1's Tetsuyuki's wings, and it can be used by enemy soldiers against the player, and against the boss itself if it was hijacked by friendly soldiers.
Diagonal Floating Soldier
The enemy itself is actually used, but it appears to have 2 unused animations and a frame. The animations are practically identical to those used for floating and firing, except the fact that the bazooka is aiming diagonally.
This tank, named as the KT-21 from the game's concept arts survived long enough to have a good set of animations. Its animations make it seem to be the prototype of the Di-Cokka. A fired shell exclusive to itself exists, which is similar to the unused Di-Cokka shell.
A vehicle with sandbags and appears to be falling. A destroyed version of it exists too.
Items and NPCS
Would be fitting for Mission 3 or the ending sequence.
These kids show up in all games, and yet didn't show up in the game at all proper.
Only one frame each.
Metal Slug's vulcans
The vulcan guns, detached and still sparking before landing on ground (or water) before exploding. In game, they spark in blue and explode in mid-air instead.
Parachutes with clamps - probably for parachuting in Metal Slugs but it was never used.
A fired cannon shell, found between the tiles for Girida-O and Iron Iso. Neither do the two use this kind of shell but at least the former can fire it in multiple angles.
This one is found close to the Di-Cokka's tiles. Originally that tank were to fire this shell than fireballs, as shown in various early footages of the original build of the game. This is similar to the unused tank's projectile detailed above.
Early turret used by friendly soldiers in Mission 6 has only one ammo box and three rotations. The final version has two ammo boxes with one on each sides, and has more rotations.
Discarded bullet casing. Early prototype screenshot shows that the machine gun turret in Mission 6 and the vulcans would originally eject these casings. This would be later used for soldiers with miniguns in later games and then the Slug Gunner in Metal Slug 5.
Translucent balls with roman numerals in it. The static ones are used for debug features described above.
Nazca Corp logo
This should have been shown in the title screen in conjunction with the unused soundbyte below, but they don't. They appear to be animated to rotate as well.
It even has unused sound found at 0x002C identifier, which means it was to be used with the logo. This sound can be listened by using the Neo Geo UniBios, and can also be heard in the first track of Metal Slug Complete Sound Box OST.
S, G, H and M icons
Seems to be early pick-up sprites of the special weapons.
This monkey is unused in the arcade version, but shows up in the console ports as a part of the loading screen. Its latest appearance is in Metal Slug Attack, as a loading screen element.
Technically this is used in the AES version as the cursor for the main menu. Originally its purpose was to be the life counter indicator for the early test version where you only played as the tank.
This is the health bar for the slug, again from the early test version. Final version uses a single bar that's filled with a single color.
Depending on what BIOS is used, the message shown at startup will be different.
|The Metal Slug series|
|Neo Geo||Metal Slug • Metal Slug 2 • Metal Slug X • Metal Slug 3 • Metal Slug 4 • Metal Slug 5|
|Game Boy Advance||Metal Slug Advance|
|Nintendo DS||Metal Slug 7|