Let’s not mess about here, Metal Slug 4 was awful. Sadly its development was caught up in the turmoil of SNK’s collapse and its re-emergence as Playmore (later to be SNK Playmore). Out sourced to a little known Korean developer called Mega Enterprise, Metal Slug 4 was a patched together effort which resembled more of a Mugen-style hack than a professionally accomplished product.
After the grandeur of Metal Slug 3, Metal Slug 4 was nothing short of disappointing.
At 13 years old, the tried and trusted Neo-Geo MVS hardware was starting to show its age, so it came as pleasant surprise when Metal Slug 5 was announced, and launched into arcades in late 2003. The question was though, who was programming this new Slug game and would it do the series justice, unlike its predecessor?
Fortunately, Metal Slug 5 was programmed jointly in-house and by Noise Factory (the Japanese developer behind the brilliant Sengoku 2001 and Rage of the Dragons). Therefore, most of the features introduced by Mega Enterprise are removed and the game looks and plays in a considerably more polished manner than Slug 4.
Which is a good thing, as this was the last Metal Slug game to be released on the Neo-Geo hardware, and not only did it get the standard MVS and AES releases, SNK Playmore also provided the game in a very nice JAMMA kit and produced home ports for the PlayStation 2 and X-Box.
The story is a bit thin, but gives us a reunion of our favourite Slug characters, meaning Player 1 and Player 2 can choose to play as either Marco, Tarma, Eri or Fio (Nadia and Trevor from Slug 4 aren’t mentioned – no great loss there). Then it’s straight into the action as our heroes battle against the Ptolemaic Army who are generally up-to-no-good and have stolen plans for the Metal Slug super vehicle.
Gameplay is straightforward run-and-gun, and anyone familiar with the previous games will feel instantly at home. Each credit gives you three lives, and it’s still one-hit and you’re dead. As standard you’re armed with a pistol with infinite ammo, and ten grenades, but there are plenty of power-ups to collect on the way by destroying certain enemies, or, in the main, rescuing hostages. If you get killed during a level you’ll lose all the hostages you’ve saved up to that point. Get to the end of the level unscathed and with plenty of freed hostages and you’ll get rewarded with lots of bonus points.
Although there is some re-use of previous Metal Slug backgrounds, it is nowhere near as blatant as Slug 4’s use of old graphic assets, and is usually fairly brief. The enemies have been redrawn and it’s refreshing to see opponents who aren’t part of General Morden’s army or alien invaders. End of level bosses are typically large, and well animated, guaranteed to give your reflexes a workout.
A new “slide” move is introduced (pull down and press B) which is useful at times, and actually necessary in a few places, and the dual machine-gun power-up returns. There are no new weapons to find sadly, and the flame-shot is missing altogether. “Big” mode is here somewhere, apparently, but I have yet to activate it. The useless “Monkey” mode from Slug 4 has gone, as have all the rather naff Slug variants introduced in that game.
And what about the Metal Slug? Our trusty Super Vehicle 001 makes regular appearances through the levels, along with the Slug-Mariner, Slug Flyer and the all new Slug Gunner. The Slug Gunner is a great addition, very well animated with some nice features, one of the best new Metal Slug variants since the Slug Flyer was introduced in Metal Slug 2.
There’s also the really neat looking Spider-Slug and the Slug Car – which looks like a Fiat 500 with a cannon strapped to it. I was a bit disappointed there were no “animal” Slugs this time, the Camel, Elephant and Ostrich were always really amusing (as well as useful) and added to the style of the earlier installments.
One of the great things about Metal Slug X and Metal Slug 3 were all the little nuances, like the Elephant Slug, “Thunder Cloud”, Allen O’Neil’s demise, suicidal mummy, the explorer, Hyakutaro Ichimonji… I could go on for ages. Little elements like this provided the series with a much-loved charm. Lamentably, there are no little features to look out for in this episode, which is a real shame.
Music is good, a selection of rock infused tunes that suit the game very well, but I can’t help but miss the soundtracks of composer Hiya! who scored the first three games in the series. Sound effects are great, though largely re-used from previous games.
The story, as presented through the game, is not particularly cohesive or fathomable, and although this doesn’t overly detract from the fun in playing the game, it does make the experience feel a little random. However, not long after the game was originally launched, some fans found a number of unused sprites and other game assets hidden in the game’s code, heavily hinting that the game was not finished properly and the release rushed.
Given that MVS releases soldiered on for another 6 months after Slug 5, it’s a shame SNK Playmore didn’t release a revised edition of the game with the missing content programmed back in… a Metal Slug 5 Special or Metal Slug X2 if you like. But, in retrospect, there probably wasn’t the time to do so.The game is not as large as Metal Slug 3 with its numerous branching paths; but nevertheless, it’s got as much action and longevity as the first few installments, and Slug 3 was always a bit too big for my liking. As a huge Metal Slug fan I found Slug 5 to be readily enjoyable, and a massive improvement over the dire Mega Enterprise effort.
Metal Slug 5 is a worthy entry into the series, and whilst it does not quite reach past glories, it’s a very playable, and fun, run and gun affair that no Neo-Geo owner or Metal Slug fan should be without.
Metal Slug 5
Version tested: SNK Neo-Geo MVS (JAMMA)
Also available on: Sony PlayStation 2 / Microsoft X-box / SNK Neo-Geo AES / SNK Neo-Geo MVS (cartridge) / Microsoft Windows
When discussing SNK’s powerful Neo-Geo hardware, several titles will inevitably crop up in the conversation – King of Fighters, Samurai Spirits and Metal Slug will undoubtedly be mentioned. Having had an AES console in the distant past I have become pretty familiar with the titles in these three series and many of the other games that appeared on the system during its run. I was never a particularly big fan of run-n-gun games of the Contra mould in the past, although I did enjoy Data East’s Midnight Resistance when it came out. Yet, when I first started playing Metal Slug I fell in love with the detailed and well animated sprites, the cartoon style action and superb music and sound… oh yeah, and the gameplay was pretty good too!
As I recall it was around 1998 when I first got introduced to the Metal Slug series and became a keen follower of the series up when it pretty much went off the rails with Metal Slug 4 in 2002. I have devoted much time to the first three Metal Slug games over the years on AES, and other formats, but the one game in the set that has received the most love is Metal Slug X.
Metal Slug X (MSX) was released in the early spring of 1999 on the MVS arcade hardware and a little later that year on the AES home console system (both in the USA and Japan).
For those not totally familiar with MSX, the gameplay is good, old-fashioned, run-n-gun. You have four characters to choose from at the start (although you can change character at any credit continue point), and then you battle your way through six action packed stages as you attempt to defeat series regular, the evil General Morden and his allies. There are hostages to rescue, a variety of different weapons to collect, vehicles and animals (yes, you read that right) to utilise, and numerous different enemies to defeat. Even for its time it wasn’t a particularly original premise, but the sheer quality of the game is what sets it apart.
MSX is also a re-tooled version of Metal Slug 2 (originally released the previous year), and to the cynical, and/or those who do not know what they’re talking about, “is MS2 with the slowdown fixed”. Yes, sadly, MS2 does suffer with slowdown. Not horrendous slowdown, nor even protracted slowdown, but there are a few points during the game where there are basically too many sprites on screen. From memory, there is an issue on Stage 1, an issue toward the latter part of Stage 4, and at the end of Stage 6 when you fight the end of game “boss”. Those three examples are not meant to be exhaustive, and MS2 is still an eminently playable romp even with the slowdown, but some people just do not like it because of this issue. MSX does a lot more than just address the slowdown, and while saying “it’s a totally different game to MS2” would be stretching it a bit (a lot actually), it is significantly reworked to warrant being praised as a release in its own right. I guess you could call it the “Director’s Cut” version of Metal Slug 2.
So what is it that I like so much about it? Well, aside from the classic Metal Slug gameplay, it is the sheer detail that has gone into this game. A lot of time has been spent adding tiny details in, that on a casual play through, you would just not notice, or perhaps think to notice. There are obvious differences between the 2 and X as well. Although the Stages are the same in setting, some are set at different times of the day, enemies can be more prolific in number or a different type entirely, and some of the bosses have been altered, and on some levels a mid-Stage boss is also included. Remixed music, new weapons, new Metal Slugs and a different end-credit sequence are also thrown into the blend.
There are a lot of, new, hidden, elements in MSX for scoring opportunities, especially in the first few levels, and if you like playing for score or you’re trying to rescue all the hostages, you need to find out where these items are, because many are well hidden. In fact it took me ages to find many of the hidden point collectables and hostages, and I’m still not certain I’ve found them all on every level now! The backgrounds and sprites are highly detailed, the sprites in particular have a number of different animations unique to each character. Clearly a lot of time, and love, has gone into crafting this game and to make it stand out from its predecessor, and I, for one, am highly appreciative of this work as you just do not see it often enough in sprite based video games of this kind. In many ways, it is sad, that after Metal Slug 3 was released, the later entries in the series seemed more of a cynical way of generating cash from the name of the franchise rather than building on the quality that was laid down here.
Many of you will already know that on home cart Metal Slug X can cost an arm and a leg such is the collector demand for Metal Slug AES titles. The MVS cartridge can be picked up loose for reasonable money (complete kits will not be particularly cheap), and the game has been ported to several mainstream home consoles over the years including PSX, PS2, Xbox and more recently Nintendo’s Wii download service – Virtual Console. Having been thoroughly disappointed with the emulation used in the Wii version of Metal Slug Anthology, I was very pleased to find that the Virtual Console port is spot on and plays great with the Wii Classic Controller. So, if you haven’t got the Monopoly money required to purchase the AES version, nor a home-Jamma set up needed for MVS, then I would highly recommend the VC port whole-heartedly. Put simply Metal Slug X is run-n-gun at its finest and most enjoyable.
Metal Slug X
Version tested: Neo Geo AES
Also available on: Neo Geo MVS, Wii, PlayStation 3, PlayStation 2, PlayStation, PlayStation Portable, PC, iOS, Android
Who needs PG Tips when you’ve got soup, fags, and Metal Slug X???!!!