Metal Slug: 1st Mission FAQ written by Greg "Sashimi-X" Kam Last updated: 2/28/00 Quick note: For best viewing results, please view this FAQ with a fixed width font (i.e. each letter takes up the same amount of space). ================= Table of Contents ================= 1. Introduction / Revision History 2. Basic Controls 3. FAQ - Frequently Asked Questions 4. Level Structure 5. Codes / Secrets 6. Credits =============== 1. Introduction =============== System: Neo Geo Pocket Developer/Publisher: SNK Release Date: ? June 1999 Genre: Platform / Action Size: 16-Megabit Cartridge Color Support: Yes # of Players: 1 Language: English and Japanese Who hasn't played Metal Slug? Okay, I'm sure there are a lot of folks who have not played Metal Slug, but if you *have* played the game before, you'll know what to expect from this version! However, while it retains the same traits that made the "big brother" versions so popular, it has also added its own traits to the gene pool. Among the most prevailing is the addition of a more platform based gameplay. Yes, unlike the original Metal Slug, where you simply blasted everything until you got to a boss, this one has you venturing up into trees, down secret passages, and all sorts of other areas sure to please platform gamers. Other additions to the "little brother" version of Metal Slug include two rather cool mini-games; the Parachute Fall and the Prison Camp. With the Parachute Fall, you are ejected from your Slug Flyer and unless you press a button at the right moment, you'll either end up a pancake on the ground below or... The Prison Camp has you wading your way through numerous guards and hazards searching for a way out armed only with a knife! Well, that's pretty much it, this isn't a review (you can find my review on the Sector: NGP site) so I'll stop here and if I think of anything else that belongs here, I'll add it. =D Enjoy the game! ================ Revision History ================ June 30, 1999 - Initial FAQ written; incomplete Public release: No February 28, 2000 - After a hiatus of about 8 months, I've finally worked on my FAQ again! This time I've added a *lot* more information on the level structure. Public release: No ================= 2. Basic Controls ================= [D-pad / D-stick] - Navigate menus - Move characters [A button] - Fire weapon (human default: handgun) - Fire weapon (Slug Tank default: machine gun) - Fire weapon (Slug Flyer default: vulcan cannon) [B button] - Jump (human and Slug Tank) - Drop bombs (Slug Flyer) [Option] - Tap to change from primary to sub-weapon - Press and hold to pause game [Change direction of Slug Tank] - Double tap D-pad / D-stick left or right ============================= 3. Frequently Asked Questions ============================= "What exactly is the difference between the two characters?" ------------------------------------------------------------ Well, from a gameplay standpoint, it appears that they are equal; isn't life in the 90's grand? ^_^ If you view things from an aesthetic viewpoint, the female character does seem to have more charm than the guy, but the soliders will still shoot at you, cute girl look or not. This *is* war afterall. =) "Female character? What female character!?" -------------------------------------------- The female character is not available from the very start. Please see the "codes / secrets" section to find out how to make her available for use. "What's the big deal over the different ranks?" ----------------------------------------------- Don't be so quick to downplay those ranks. Why? Because with each successful move to a higher rank, your hitpoints also grow! See, now do you think it's not a big deal? "How come I keep dying even when I press a button when the timer reaches zero in the Parachute Fall mini-game?" ---------------------------------------------------------- Simple, you're pressing the button too quickly. =) If you press the button and you see those lock-on targets making their way towards your hide, you're screwed! I found that the simplest trick is to count maybe a second or two behind the actual clock displayed. That is, when the clock is at 10, tell yourself it is really 12 or 11 and then begin counting down from there. Also, if you don't want to rely on the clock and your internal clock, you can sometimes see where you should press the button because the background sort of slows down. I can't really explain it, but once you go through the Parachute Fall mini-games enough times, you'll begin to see a slowing down of the background. I suppose it's the time when the fast moving clouds switch to the canyon / forest backgrounds. "How in the world do I make those long leaps of faith!?" -------------------------------------------------------- Heh, having a difficult time getting across those really long gaps? Well, the trick is to move your character as close to the edge without falling off (duh! ^_^;;;); you can tell when you've reached the absolute end because your character will go into their "Are you crazy!? I'm too close to the edge!" animation sequence. Now, simply press and hold jump while you press the direction you're jumping in. 99% of the time you'll make it; the other 1% comes from times when you try to jump gaps that are *too* far apart. =P Also, this works with the Slug Tank as well, but the Slug Tank doesn't have a "too close to the edge" animation; just look at the treads...move the Slug Tank until only 1/5 of it is on solid ground. Take that leap of faith! =D ================== 4. Level Structure ================== I guess I should explain what exactly this section is supposed to do. It's very simple in principle (as you can see from the charts below, it looks sort of complicated). The missions are listed in chronological order. Under each mission heading is a list of the stages (labled with a letter, starting from A) that are contained within that particular mission. If there is an alternate path that you can take, I have listed them with a number after the letter. For example, in Mission Zero's stage 2 (B), you can get captured in your Slug Tank and sent to the small Prison Camp (B1). Also, once you go into these alternate paths, some lead you back to the same mission (e.g. B1 and C1 of Mission Zero lead you back to C and D respectively once you complete them). Other alternate paths lead you to a different mission. Mission Zero - Emergency Mobilization ------------------------------------- A) 1st Stage B) 2nd Stage (Slug Tank) B1) Prison Camp (small) C) 3rd Stage (Slug Flyer) C1) Parachute Fall D) Boss > Flying Gun Ship [Boss Strategy] The Flying Gun Ship is a pretty simple boss to deal with. It only has one weapon; a set of two phallanx guns (that's what they look like) that sweep the ground you walk on. While it is firing its guns you can jump over the hit marks on the ground to land right underneath the center of the ship. Start firing away or lob some bombs. Weapon: You can acquire a machine gun by crouching and shooting to your left (it's right below the hangar door). Mission 1 - Hurry On -------------------- A) 1st Stage (Slug Flyer) A1) Parachute Fall A2) Mission 7 - Discovery of the Front Base B) Mission 3 - Battle in the City ------------------------------ A) 1st Stage A1) Sewage Passage (shortcut) [Sewage Passage (shortcut)] This shortcut will lead you to Mission #. There are two ways to get to this shortcut. The first way is to throw a grenade on the manhole cover to your immediate left. Once it is blown away, drop into the hole and you'll fall. Now use the door to the right. You're now in the sewage tunnel. Make your way to the right until you see a little crawl space. Crouch and go through that passage (don't forget to hold your breath! ^_^;;;) and you'll skip Mission 4 - Underground Water Pass ---------------------------------- A) 1st Stage Mission 6 - Penetration of the Front Base ----------------------------------------- A) 1st Stage B) Boss > Lieutenant Colonel McBarr [Boss Strategy] Lieutenant Colonel McBarr may seem like a pain in the butt the first time you meet him, but he has a pattern that can be used to your advantage. Pattern 1 - He jumps around the stage, stops, and throws 1 knife. Pattern 2 - He jumps around the stage, stops, and throws 2 knives. Pattern 3 - He jumps around the stage, stops, and throws 3 knives. Note: The knives that McBarr throws are boomerangs and follow him to his next location so be careful not to stand in the path between his knife and his next location. Note: The Front Base has two ways of entering, a front (most common) and a back door (probably discovered by most after they pass the game a few times). To enter via the back door, see "Mission 7 - Discovery of the Front Base." Mission 7 - Discovery of the Front Base --------------------------------------- A) 1st Stage A1) Mission 6 - Penetration of the Front Base (Back Door) Mission 10 - Night Flight ------------------------- A) 1st Stage (Slug Flyer) A1) Parachute Fall (Canyon) A2) Mission 13 - Invasion in the Sea of Trees [Parachute Fall Note] With this version of the Parachute Fall mini-game, the trick to successfully deploying your shoot without smacking into the canyon walls and being shot down by enemy missles is to hit the button right after you are one body length below the moon. If you time it right, deploy your parachute without the lock-on targets showing up on-screen. Also, you may want to steer to the right once you begin deploying your parachute to avoid, ahem, "Flat Stanley" syndrome ("Earth 3:16 says I just flattend your face! ...and that's the bottom line because Gravity said so!"). 8) Mission 11 - Fortress --------------------- A) 1st Stage A1) Mission #(shortcut) Mission 12 - Weapons Dump ------------------------- A) 1st Stage B) Boss > Crane Contraption [Boss Strategy] Fire! Fire! Fire! Simply put, all you need to do is hold down your trigger and dodge bullets by jumping. If you're lucky, the only other things you'll see in this stage will be "EX" power-ups and life pick-ups. Mission 13 - Invasion in the Sea of Trees ----------------------------------------- A) 1st Stage Mission 14 - Weapons Port ------------------------- A) 1st Stage (Slug Tank) A1) Prison Camp (Indian Jones meets The Rock) A2) Mission 11 - Fortress Mission 15 - Breakthrough with Prejudice ---------------------------------------- A) 1st Stage (Slug Tank) B) 2nd Stage (Slug Tank) C) 3rd Stage (Slug Tank) [on-rails] C1) Prison Camp [Note] The third Slug Tank stage is an "on-rail" stage. That is, the screen is constantly moving so you need to keep up or you'll end up in the prison camp. ;) Final Mission - Fierce Battle ----------------------------- A) 1st Stage B) Boss > Crane Contraption part deux C) Boss > Lieutenant Colonel McBarr D) Boss > Bulldozer part deux E) Metroid or die! F) Boss > Final Showdown [Boss Strategy] Crane Contraption - Take care of this one the same way you did in Mission 12. The main difference here is the fact that you don't have a ton of weapons and health power-ups. Just blast away! If soldiers or tanks pop out of the containers, blow them up and keep shooting the crane. Don't forget to dodge the "slow as molasses" fireballs. Also, the containers drop when you are beneath them and they are moving left; the movement is from right to left, to the left until you're underneath them, and then it drops. Watch out for the last container (which will be your step to move on), you can get crushed by it. ;) Oh yeah, get the shotgun from the POW; it comes in handy... Lieutenant Colonel McBarr - Take care of this guy the same way you did in Mission 6. Let him dance around all he wants and then let him have a shotgun blast when he stops. Continue until you have one dead bad guy. 4 well- placed shots should do the trick. Bulldozer part deux - 6 well-placed shots from the shotgun should do the trick. Don't forget to dodge the bullets. Final Showdown - The last boss may seem tough (especially when you have a low rank [meaning low health]), but there are patterns to the mayhem and each attack is pretty easy to avoid. He comes in two forms, though the second form is pretty weak and a few shots should take him out. The tail platforms contain two hidden power-ups (a bomb and machine gun) while the left side of the Zepplin hides a full-health power-up. 1st form -------- Pattern 1 = Power dash (ground) Pattern 2 = Missle launch (ground) Pattern 3 = Spread gun (air) Defense ------- Pattern 1 - jump onto one of the two platforms in the middle of the Zepplin or jump on the platforms on the tail. Pattern 2 - Shoot the missles with your gun. Pattern 3 - Dodge the bullets. 2nd form -------- Pattern 1 = Spread gun (ground) Defense ------- Pattern 1 - Dodge the bullets. ================== 5. Codes / Secrets ================== Play as female character ------------------------ To play as the female character, go through the game once and beat it. If you choose "Start" or "S-Continue" you should come to a character select screen where you can choose whether you want a male or female character. New Mode -------- The new mode is called "S-Continue" and it allows you to start a new game with your life meter where it was when you passed the game originally. You are also able to improve your combat ranking (24 ranks in total). ========== 6. Credits ========== First of all, I want to thank SNK for their wonderful entry into the portable videogame market, the Neo Geo Pocket. The release of the Neo Geo Pocket Color was the icing on the cake! Now, thanks to their wonderful staff, we get to enjoy a "smart" transplant of their wonderful 2D 'animation heaven' blast fast known the world around as Metal Slug! Second of all, I'd like to thank Substance J for the code and new mode tricks. Finally, I'd like to thank the folks at Sector: NGP for hosting my FAQ(s) and reviews (I only have one FAQ and one review, but I'm sure I'll add more in the future). Keep up the great work folks!! This FAQ was created by Greg "Sashimi-X" Kam e-mail: sashimix@juno.com For the latest version of this FAQ, please check Sector: NGP. http://www.dimension-s.com/sngp/ If you have any questions, comments, corrections, please feel feel free to e-mail me! I am not so full of myself that I am not willing to correct any errors. Hehehe =) Legal Stuff ----------- No part of this FAQ may be copied, transmitted, or sold in any form without express written consent of Gregory Kam. FAQ Copyright 1999 by Greg Kam. All rights reserved.