If you appreciate the work done within the wiki, please consider supporting The Cutting Room Floor on Patreon. Thanks for all your support!

Metal Slug 3 (Neo Geo)

From The Cutting Room Floor
Jump to navigation Jump to search

Title Screen

Metal Slug 3

Developer: SNK
Publisher: SNK
Platforms: Neo Geo, Arcade (Neo Geo)
Released in JP: March 23, 2000 (MVS),
June 1, 2000 (AES)
Released in US: March 23, 2000
Released in EU: March 23, 2000


AreasIcon.png This game has unused areas.
SoundIcon.png This game has unused sounds.
DebugIcon.png This game has debugging material.
SoundtestIcon.png This game has a hidden sound test.
LevelSelectIcon.png This game has a hidden level select.


Hmmm...
To do:
Add unused graphics from here.

Metal Slug 3 - it's big, it's hard to the core, and it's awesome.

Unused Sound

The game's title announced out loud in a bombastic way, similar to the previous Metal Slug games. Funnily enough, the trend of silent Metal Slug title screens began with this game.

Debug Menu

MS3-DEBUGMENU.png

おしながき

  • メニューを とじる(PAUSEしたまま) - Close the Menu (While Paused)
  • SET DEBUG DIP
  • ステージ セレクト - Stage Select
  • TEST STAGE
  • サウンド テスト - Sound Test
  • リセット - Reset

It is worth noting this Debug menu is shared by Metal Slug 2, X, 3, 4, and 5.

To access the debug mode, open the game in Console Mode and set debug developer mode On at the Neo Geo boot-up screen: this can be done via the Kawaks emulator, the Nebula emulator or using the NeoGeo UniBios.

Enter the game, and press COIN up twice during gameplay: after pausing, the debug menu will appear - with options to activate the debug dipswitches (which can be activated separately through other options using Kawaks) and even the ability to play on any regular level, and even some test levels not available in the actual game. There is also a Sound Test screen. Starting from this game onwards, the color test option is no longer available.

(Source: http://randomhoohaas.flyingomelette.com/msmia/debug/)

SET DEBUG DIP

MS3-SETDEBUGDIP.png

  • ムテキ - Invincibility.
  • VIEW INFOMATION - View debug information.
  • イツデモPAUSE - Allows to pause during score tally, cutscenes and credits.
  • VIEW GEO SCROLL A - 1st plane check, shows the walkable ground, makes the foreground choppy as it scrolls when activated. May linger if not turned off properly.
  • VIEW GEO SCROLL B - 2nd plane check, makes the background choppy as it scrolls when activated.
  • VIEW ATTACK RECT - View attack hitbox.
  • VIEW BODY RECT - View body hitbox.
  • VIEW PUSH RECT - View objects that block the players path.
  • ムセイゲン グレネード - Infinite grenades.
  • ムセイゲン POWガン - Infinite ammunition.
  • VIEW PA ポイント - A sprite appears, showing the player's respawn point.
  • Dボタン、テキ ゼンメツ - Press D to destroy all onscreen enemies (no score bonuses).
  • ”PAUSE”ヒョウジOFF - Disables the blinking pause message.
  • BGM OFF - Turns off the BGM.
  • WARN パレット オーバー - Has something to do with the palette.

Stage Select

A stage select screen can be accessed from the debug menu. Unlike Metal Slug X, there is only one unused stage in 3.

MS3-STAGESELECT.png

  • 1: 1 1-1ふたりの♥ランド - Couple's ♥Land
1: 2 2-1マリン ダイバー - Marine Diver
1: 3 1-1マリン ダイバーから もどる - Return from Marine Diver
1: 4 3-1アジアまる - The Ship Asia
1: 5 1-1アジアまる から もどる - Return from the Ship Asia
1: 6 1-1デバッグ ふね の てまえ - DEBUG: Before the Boat
1: 7 2-1デバッグ マリン ダイバー とちゅう - DEBUG: Marine Diver Midpoint
  • 2: 1 1-1まよなか の ほうこう - The Midnight Wandering
2: 2 2-1しりょう の けいこく - Death Valley
2: 3 1-1けいこく から もどる - Return from the Valley
2: 4 3-1ま の せつどう - Devil's Snow Cave
2: 5 1-1せつどう から もどる - Return from the Snow Cave
2: 6 デバッグせつどう おりかえし - DEBUG: Mounting/Turnaround Point in Snow Cave
2: 7 デバッグヒコーキ せんたん - DEBUG: Helicopter Regiment
2: 8 デバッグ 2ボス - DEBUG: Boss 2
  • 3: 1 1-1ヒトミは はとうを こえて - Eyes over the Tides
3: 2 1-2あさい うみ - The Blue Sea
3: 3 1-3ひみつこうじょう - Secret Factory
3: 4 1-4ボスめん - Meet the Boss
3: 5 2-1かいてい どうくつ - Undersea Cave
3: 6 2-2ハードかいちゅう - As Hard As Expected
3: 7 3-1ダチョウ だいちょうやく - Great Jumping Ostriches
  • 4: 1 1-1さばくループ - Desert Loop
4: 2 1-2ピラミッドのぼり - Climbing the Pyramid
4: 3 1-3ボスめん(おちてくる) - Meet the Boss (Via Falling)
4: 4 2-1じゅうたんや - Carpet Shop
4: 5 2-2ワインくら トーチカないぶ - Wine Storage and Farther Inside
4: 6 2-3にほんへい どうにゅう - Japanese Soldiers Entrance
4: 7 2-4にほんへい - Japanese Soldiers
4: 8 3-1ちてい - Underground
4: 9 3-1ちてい とちゅうから - Underground Midpoint
4: A 3-1ちてい とちゅうから2 - Underground Midpoint 2
4: B 4-1マンイーターちかそうこ - Maneater Den
4: C 4-2いせきかいろう - Ruins Corridor
4: D 4-3せまいへや - Small Room
4: E 4-4りゅうさ - Quicksand
4: F 4-5つりてんじょう - Suspended Ceiling
4:10 4-6いせきエレベータ - Ruins Elevator
4:11 1-3ボスめん(のぼってくる)- Meet the Boss (Via Climbing)
4:12 4-7ちかそうこ (つうか) - Underground Warehouse (Intro)
  • 5: 1 1-0そら へ - Into the Sky
5: 2 1-1こんぺき の うんかい - The Deep Blue Sea of Clouds
5: 3 1-2モーデンうちゅうきち - The Morden Army's Space Base
5: 4 1-3せいそうけん - Stratosphere
5: 5 1-4うちゅう - The Cosmos
5: 6 1-5てきぼせんシャフト - Enemy Mothership Shaft
5: 7 1-6ぼせんない つうろ - Mothership Hallway
5: 8 1-7かんごく - The Prison
5: 9 1-8どうりょくろ つうろ - Power Reactor Hallway
5: A 1-9フェイク ラスボス - Fake Last Boss
5: B 1-Aバイオくかく - Bio-sector
5: C 1-Bクローンしつ - Clone Room
5: D 1-Cエアロックつうろ - Airlock Hallway
5: E 1-Dだっしゅつ!! - Escape!!
5: F 1-Dルーツマーズせん - Rootmars Battle
  • 6: 1 0MISSION ALL OVER
6: 2 1オーラス かいじょう1 - On The Sea 1
6: 3 2オーラス かいじょう2 - On The Sea 2
6: 4 3オーラス かいてい - Under The Sea
6: 5 4ゲーム シュウリョウ - Game Over
  • 7: 1 DEMO 1-1
7: 2 DEMO 1-2
7: 3 DEMO1 END
  • 8: 1 DEMO 2-1
8: 2 DEMO 2-2
8: 3 DEMO2 END

Skipping straight to areas after the kidnapping in 5: 3 1-2 will default the kidnapped character to Marco. Bizarrely, even if you rescued Marco the zombie clones will be Eri. And she also pilots the UFO at the end. On the ending, both Marco and Eri will be at the ending.

TEST STAGE

This set of bizarre test stages can also be played from the debug menu, named after the development team members.

MS3-TESTSTAGE.png

  • Andy the Wizard is an empty Mission 2, with a Metal Slug at the start of the level. The level is completely silent from music, and the level stops scrolling somewhere after the area with the Girida-Os. The SV-001 here, if destroyed with a Metal Slug Attack will spawn a new one that cycles between forward or rear-facing regular SV-001, and then the Type-R, back and forth.
  • たぐち is the area if you take the upper path in Mission 1, with the barrels of flying piranhas. Scrolling is absent here and the only object available is a Rebel Armour. The level is silent again and you parachute in, instead of dropping in.
  • にしの is the same area as FOR 2, but instead of a Rebel Armour, there’s two giant crabs there. After killing them, you can scroll right and find two more spawning from out of nowhere, and once they’re vanquished, the level stops scrolling.
  • ふじさわ かんごく is the area where you rescue General Morden from the aliens' torture chamber (5: 8 1-7), but it stops scrolling before the machine he’s trapped in would be, and the only objects are those sinking Bull-Chan tanks you find in Mission 3. Weird.
  • ヤマモト タイラー is the same area as FOR 2 and 3, but there’s no objects anywhere at all, you can scroll all the way to the end, and the boss music plays here.
  • Mee Her appears to be the same as the area you see in FOR 5 and more, but it has the objects you find when you go there in the actual game. There are some minor differences however, like finding an ordinary prisoner instead of Uka, getting access to a Mobile Satellite, and finding Satiko Suzuki (the girl from Metal Slug's ending), near the prisoner. Level is completely silent (again) and when you reach the end, you will restart the area again.
  • ありた ひみつこうじょう is exactly the same as the warehouse area in Mission 3 (3: 3 1-3). If you reach the end you will restart the test area.
  • なかつか まよなか の ほうこう is simply an empty Mission 2.
  • ぎりだ is Mission 2 again, but now has a Slug Flyer, a Metal Slug which behaves like a Type-R, and a Type-R Metal Slug to choose from at the beginning. Otherwise, the level’s empty up until the area where you find the Girida-Os, where a number of them will spawn to attack you and then the level stops scrolling.
  • アンミラ is the area in Mission 5 (specifically 5: B 1-A) right after you fight the Rootmars for the first time. Oddly enough the ending music plays here. Like Mee Her and FOR 7, the level loops back as you reach the end.

Sound Test

MS3-SOUNDTEST.png

SFX and BGM test screen. Unlike the previous games, Metal Slug 3 actually has a coherent sound test menu. Exiting this screen will boot you back to the title screen.

Reset

The final option in the debug menu will reset the game.

Unused Stage

The unused lift used in this area.

Warping to 2: 2 2-1 with the stage select debug will lead you to this one-and-only true unused stage of the game. This is similar to the first part of Mission 3 in Metal Slug, albeit looking a little evening with some girders and elevators added here and there. There are only one type of zombie here with no items, aside from the unique lifts which are only seen here and the transport pod at the top. NeoGeo Freak magazine issue 04/2000 originally shows that the entrance originally located in 2: 2 1-1 where the VIP prisoner is in the final game.

Using the pod will warp you to 2: 3 1-1, slightly past the entrance to 2: 4 3-1. With the amounts of lifts on both sides of the area, it may be used to test elevators in 3: 3 1-3. (A video can be seen right here.)

2: 2 2-1 2: 3 1-1
MS3 - 2221.png MS3 - 2311.png