Characters / Metal Slug

Despite the fact that the plots of the games usually appear barebone, Metal Slug has its fair share of characters, all of whom have a great deal of backstory to them. The backstory to each character is where the real plot points stand out.

Characters that debuted in Metal Slug Defense and Metal Slug Attack can be seen here.

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Protagonists (Broken down by game appearance)

Metal Slug

     Marco (Marchrius Dennis Rossi) 

Marco joined the military's vocational school following technical high school, and after graduating, joined the Peregrine Falcons Squadron, soon becoming its leader. Though generally a good-natured guy, he tends to flip his shit whenever Morden is mentioned, given the fact that Morden was responsible for the deaths of many of his good friends.

Off the battlefield, Marco is an expert computer technician, often creating computer viruses for fun, but one in particular that unintentionally made its way onto the net infected the military's mainframe, made it past all of the firewalls and almost caused the launch of several nuclear missiles. He intends to take that secret to his grave.

From Metal Slug 6 onward, Marco's unique ability is to deal double damage with his handgun. If playing on Easy, though, this ability transfers over to the automatic Heavy Machine Gun. In Metal Slug 7/XX, he can also use the Burst Shot, which allows for rapid fire, though he can't move.

Marco Rossi's Tropes:

  • All American Face: More or less designed as the typical American war movie hero.
  • Berserk Button : Anything involving General Morden.
  • Boring, but Practical: His ability in the later games is dealing double damage with a handgun. While this is hardly flashy, it's invaluable whenever you're without any upgrades. In Defense, his special is to shoot his Heavy Machine Gun, which is hardly flashy but a good all-purpose skill.
  • Eagle Land: He's a tanned, blonde-haired American who loves big guns and justice.
  • Emergency Weapon: Starting in 6, he is focused on making the starting peashooter of a handgun not so pathetic. By dealing double damage, it's actually pretty decent. Another weapon is still preferable, but not as much.
  • Extendo Boxing Glove: An alternate melee attack for when he's crouching.
  • Handguns : His attack power is doubled while firing a handgun.
  • The Hero: The leader of the team and the poster boy of the series.
  • Heterosexual Life-Partners: With Tarma, who has been with him since the very beginning.

     Tarma (Tarmicle Roving III) 

Son of a military man, he entered the Special Forces Training School after finishing junior high. At age 20, he joined the Peregrine Falcons on a mission to rescue the president, at which point he met Marco, the two becoming fast friends. When he found out Marco had been selected to take part in the counteroffensive against Morden, Tarma was quick to volunteer. Though he often pokes fun at Marco, he holds his friend in the highest regard.

Whenever he's not engaged in battle, he builds custom motorcycles with such attention to detail that he puts most professionals to shame. If and when he can retire from active service, he intends to open his own motorbike shop.

Tarma's engineering skill from Metal Slug 6 onward allows him to make better use of the Slugs that he comes across. They can take twice as many hits, he can use the vulcan fix, the vulcan's damage is increased, and he obtains twice as many Slug Shells on pickup. In 7/XX, he can also kick Slugs, which can either recover or damage them. However, the double durability and recovery/damage kick only works on Vehicle Slugs.

Tarma Roving Tropes:

  • Ace Pilot: His specialty on the team starting in 6. He's the best at handling vehicles and it translates to gameplay as tougher vehicles, stronger weapons in them, and new abilities.
  • Badass Biker: Off-screen. The Cool Shades and his backstory of expertly building bikes establish him as this.
  • Cool Shades: Never seen without his shades. It also helps distinguish him from Marco at a glance.
  • Demoted to Extra: Becomes a supporting character in 4, but regains his playable status in 5.
  • Gadgeteer Genius : He's the team's Slug expert, largely due to him tinkering with vehicles in his spare time.
  • Glass Cannon: In Defense, he has the lowest HP of the four main characters but his Shotgun does the most damage.
  • Heterosexual Life-Partners: He's the only character who has been with Marco from the beginning.
  • Meaningful Name: As the Metal Slug technician of the team, his name last name is Roving.
  • The Lancer: Marco's best friend and foil, as well as the default player 2.
  • Percussive Maintenance : His Slug Kick. Sometimes averted, causing damage to the Slug instead.
  • Vitriolic Best Buds : With Marco.
  • Weapon of Choice: The Shotgun.

Metal Slug 2

     Eri Kasamoto 

Eri was found abandoned on the steps of a church. When she became wise to the ways of the world, she eventually ran off and became the leader of a gang of street kids. The Intelligence Department of the Regular Army noticed her leadership skills, and thus recruited her. She went on to receive spy training, and took part in a number of missions requiring assassination. She found these types of missions distasteful, and requested a transfer to the SPARROWS division. Given her impressive track record, it was approved. Once transferred to the SPARROWS division, she was assigned the role of team demolitions expert.

Given Eri's background of growing up among street children, her demeanor and attitude in life mostly boils down to "Rely on nobody but yourself."

Eri's unique talent from Slug 6 onward is handling grenades. She starts each life with 20, gains double grenades on pickup, deals more damage with them, and is the only one able to aim her throws, which includes straight upward.

Eri Kasamoto Tropes:

  • Action Girl: Kicks as much ass as any of the men.
  • Bare Your Midriff: Setting a trend, her military "uniform" exposes her belly.
  • Brutal Honestly: In her first mission with Fio, Eri was blunt saying that her inexperience in combat was going to get them both killed, and that Fio was better hanging back so Eri could go on alone.
  • The Big Girl: While the whole team packs plenty of power, she's the explosives specialist.
  • Compressed Hair: Hidden in her bandana in her sprites. Some pieces of official art would have some of her hair spew out of her back head.
  • Dark and Troubled Past: We need to reiterate that her old career as an espionage agency assassin was somehow so "distasteful" that she compared it unfavorably to blowing people up with grenades and flamethrowers.
  • Demoted to Extra: Becomes a supporting character in 4, but regains her playable status in 5.
  • Heterosexual Life-Partners: With Fio.
  • Informed Loner: She's on a four person team by the time of her introduction and does little to show off her loner personality. Made more apparent in Attack, where one of her strongest memories is abandoning Fio on her first few missions because she was too slow.
  • Japanese Delinquents: A variation. Eri was a former sukeban (female gang leader) and she still sports blond hair.
  • Mukokuseki: While she does have (light) brown eyes, her hair's a shade of blond that is anything but Asian, let alone Japanese (she's from Hiroshima). It is unknown if her blond hair was a leftover of her childhood as a sukeban.
  • Stuff Blowing Up: Starting in 6 her specialty is grenades.
  • Tomboy and Girly Girl: Eri's the Tomboy. Her backstory, attitude, and appearance are much tougher than Fio's.
  • Weapon of Choice: The laser.
  • Younger Than They Look: Eri's two years younger than Fio, considering Eri's tougher personality.

     Fiolina "Fio" Germi 

Daughter of the massively wealthy Germi Family, hailing from Italy. The Germi family has historically been a military family, sending their oldest into service, so naturally her father wished for a healthy son to carry on the name. However, following Fio's difficult childbirth, her mother was unable to bear anymore children, making it the first time the Germi heir was female.

Eri's polar opposite, Fio was raised in a loving family, and has a cheerful and upbeat demeanor. Aside from her soldier training, she also studied chiropractics, acupuncture and moxibustion in university, and hopes to become a sports doctor in the future.

Fio's special trait from the sixth game onward is carrying extra ammo for her weapons. She starts each life with a Heavy Machine Gun, and gains 50% more ammo on weapon pickup. If playing on Easy, though, she automatically gets the Big Heavy Machine Gun as her initial armament.

Fio Germi Tropes:

  • Action Girl: No less a capable fighter than any of the men.
  • Badass Adorable: Best exemplified by her victory animation of her falling down coquettishly. Mind you, this is after wiping out hundreds of enemy troops.
  • Bare Your Midriff: As is the norm with female fighters in the Metal Slug universe.
  • The Chick: The medical expert of the team and also the most emotional.
  • Finger Poke of Doom: Her melee attacks include swift tonfa strikes, hatchet slices, and sissified slapping and shoving. Enemy soldiers die horribly all the same.
  • Girly Bruiser
  • Guest Fighter: She is playable in The King of Fighters: Maximum Impact 2.
  • Heterosexual Life-Partners: With Eri.
  • Heroic Self-Deprecation: She usually thinks less of herself in comparison to her teammates.
  • Meganekko: An archetypical example in video games. She's got the cute look, modest personality, and is overall moe because of it.
  • Miss Fanservice: A lesser one compared to Sofia, but far better known among fans. Cute girl with with a nice figure (which is obvious on any piece of official art, especially next to the modestly endowed Eri).
  • More Dakka: Her Specialty from Metal Slug 6 onwards. The Heavy Machine Gun is basically her default weapon.
  • Older Than They Look: Despite her appearance and character, Fio is two years older than Eri.
  • Small Girl, Big Gun: The heavy weapons specialist is the smallest of the four main playable characters.
  • Stay in the Kitchen: Fio'a father would rather she not be in combat so damn much. Whether it's because she's a woman or because she's an only child(and thus putting the whole family line in danger since she has no children of her own) is up for debate(possibly both).
  • Took a Level in Badass: She's normally the meekest of the main cast, but at the end of Metal Slug 3, she stands in a very proud manner atop of a floating Metal Slug. Eri, in comparison, has a hunched demeanor.
  • Tomboy and Girly Girl: Fio's the Girly Girl compared to Eri's Tomboy. She's got a sheltered background, cuter looks, and is much less hardened in general.
  • Weapon of Choice: The Rocket Launcher.

Metal Slug 4

     Nadia Cassel 

Initially, Nadia wanted to go into the modeling business, but she couldn't stop eating, which meant she kept gaining weight, so she enlisted into the Regular Army for the exercise. Here, she discovered her skills as a soldier, and was chosen to help in stopping the Amadeus Syndicate from releasing its supervirus. Here, Nadia was a stand-in for Eri, who had been assigned to other duties. The one thing putting her apart from Eri is that her alternate melee weapon is a souped-up taser, capable of shredding the enemy. Unfortunately, due to some in-game bugs, she doesn't get as many points for using her melee.

Nadia Cassel Tropes:

     Trevor Spacey 

Trevor received his first computer at age three. By the time he was seven, not only could he perform complex coding, he also worked on creating antivirus progams during summer break, many of which are still in use at the school he attended. When he ended up joining the Peregrine Falcons, he found a great deal of respect for Marco, whose own computer skills surpassed his own. Here, he acted as Tarma's stand-in. His melee involves kicking the enemy so hard, it shreds them apart; he gains double points for this, but he has to hold still.

Trevor Spacey Tropes:

Metal Slug Advance

     Walter Ryan 

Walter joined the Peregrine Falcons squad with the hopes to train his mind and body, knowing he had the stamina to keep up with the rest of them. However, he never would've guessed his initial "training" would turn out to be a rescue mission.

     Tyra Elson 

Tyra's strong desire to fight evil is what motivated her to join the Peregrine Falcons alongside Walter. After getting the highest score on the written test, she was immediately put to the physical training course on the island where the game takes place.

Ikari Warriors

Ralf and Clark, in between their appearances in The King of Fighters series, appeared alongside the core team for Metal Slug 6, and are back for Metal Slug 7/XX. Joining them in XX is Leona and later Whip and Heidern in Metal Slug Defense. A better amount of information about these five can be found on their respective series' page.

     Ralf Jones 

Aside from his participation in various fighting tournaments, little to nothing else is known about him or Clark. There's rumors flying around, but he tends to ignore them.

Though carrying half as much ammo and grenades as anyone else, Ralf makes up for this with his Vulcan Punch, capable of destroying tanks, and his melee speed is much faster than anyone else's (and his normal melee can also damage things that others cannot). He's also the only character capable of taking two hits. He's just that tough.

     Clark Still 

Clark and Ralf have been longtime friends, even in the unit the two of them are assigned to.

Clark's unique ability is his Super Argentine Backbreaker, a special melee move capable of earning him a lot of points in a short time frame. He also gains a small window of invulnerability with each enemy he tosses with this. However, it only works on certain human-sized enemies.

     Leona Heidern 

Leona was adopted by Commander Heidern following her involuntary transformation and slaughter of her hometown, and Clark and Ralf helped to oversee her training.

Leona joins the team for XX, but has to be unlocked via DLC (she's only 99 cents, well worth it). She carries an amalgamation of everyone else's skills (Stronger pistol fire, 20% more ammo and grenades, Slugs can take an extra hit, and she retains her weapons after losing a life. Interestingly, her special melee, Moon Slasher, can destroy bullets). According to her profile, Clark, Fio and Leona finished a mission that also further bonded the three as being good friends.

Leona Heidern's tropes:

    Whip 
Whip makes her debut in Metal Slug Defense as part of the King of Fighters faction. Since the KOF faction does not exist in Metal Slug Attack, Whip has been moved to the P.F. faction.

Whip's tropes:

  • Cast Herd: Whip was separated from Ralf, Clark, and Leona in Defense, since the latter three are part of the P.F. faction. While she eventually joined alongside them in the same faction in Attack, Whip is not part of the Wrath team, rather being placed next to the Slugnoid Type-B for the Agent Sally team.
  • Last Episode, New Character: Whip and Heidern were the final units implemented in Metal Slug Defense.
  • Revolvers Are Just Better: Her special attack is shooting a bullet from a golden revolver. Its range is short in Defense and much farther in Attack.
  • Whip It Good: Her standard attack. Her whip is able to cause knockback in Attack.

     Heidern 
Heidern makes his debut in Metal Slug Defense as part of the King of Fighters faction. Since the KOF faction does not exist in Metal Slug Attack, Heidern has been moved to the P.F. faction.

Heidern's tropes

  • Cast Herd: Heidern was separated from Ralf, Clark, and Leona in Defense, since the latter three are part of the P.F. faction. While he eventually joined alongside them in the same faction in Attack, Heidern is not part of the Wrath team, rather being placed next to the Donkey Slug (Eri) for the "Operation Ikari" team.
  • Early-Bird Cameo: Appeared as a drill instructor in Defense's Combat School before becoming a playable unit.
  • Hired Guns: The leader of the Ikari Warriors, who sends his troops to the Regular Army whenever there's a big conflict.
  • Last Episode, New Character: Whip and Heidern were the final units implemented in Metal Slug Defense.
  • Life Drain: His special attack has him jump and suck the life of the closest unit.
  • Precision F-Strike: Go. To. HELL!
  • Razor Wind: His long-range attack.


Antagonists (By faction)

Rebel Army

     Donald Morden 
Debut: Metal Slug

Morden was formerly a Vice Admiral in the Regular Army Marine Corps. Though a tough and efficient commander, he was also something of A Father to His Men, which greatly earned him their respect.

Things went well for Morden, up until the Central Park bombing, which not only took away his right eye (hence the eyepatch he wears), but it also killed his young son. To twist the knife even further, he later found out that Regular Army Intelligence knew about the bomb threat and pushed for the high command to stop it, but due to rampant corruption in the system at the time, the higher-ups dismissed the threat as being a mere prank or so (later blaming the bombing on a lack of intel), which, when combined with his emotional instability and rampant alcoholism following afterwards, ended in Morden's resignation.

When Morden left, all of the soldiers under his command (including Allen O'Neal) followed him out of sheer loyalty to him. This allowed him to form the Rebellion Army, and he began making swift tactical moves against the Regular Army, nearly destroying them and finally motivating them to get their act together. In fact, during his attack on the president, he gained his nickname as the "Devil Rebirth", due to just how frightening he was.

Though he was a main threat in Metal Slug, in Metal Slug 2 it turns out he teamed up with the Mars People, who gave him the technology he needed, but were quick to turn on him. He barely showed up in games 3 (where a Mars Person was impersonating him) and 4 (there were robotic duplicates of him, possibly including the one in the intro demo), and was completely absent in 5, but made a return in 6, where he, again, made a pact with the Mars People, but this time, due to the Venusians invading, it was soon under different terms. Taking a certain route in Stage 4 will mean that he's the one who actually saves the player at the end of the game.

His biggest return to the spotlight was in 7/XX, where it turns out his own soldiers, from some unspecified time in the future, went back in time to help him out, again out of sheer loyalty to him.

Morden's Tropes

  • Big Bad: For most games, though sometimes he gets the title hijacked.
  • Butt Monkey: Appearing on screen is usually a sign that he'll suffer a Humiliation Conga.
  • Evil Laugh: Tends to laugh in a mocking tone upon approaching the player.
  • Eyepatch of Power: The man certainly looks imposing thanks to his eyepatch.
  • Final Boss: Of the original and of 7/XX.
  • Ineffectual Sympathetic Villain: He routinely gets defeated by the heroes, betrayed and outwitted by other villains, and all around humiliated. The only game where he wasn't overshadowed by another villain was 7/XX and he was only a major threat there because soldiers from the future came back in time to assist him with better technology.
  • Joker Immunity: Despite being defeated and/or double crossed whenever he appears, he always survives to lead his army again.
  • Made of Iron: When riding in the Hi-Do in the first game, he can take even more bullets than Allen O'Neal.
  • Made of Plasticine: Applies to his troops.
  • Not Me This Time: Against all expectations, he is not the main villain of 4. The Amadeus syndicate actually abuses this expectation, having robot copies of both Morden and Allen.
  • Too Dumb to Live: He allied with the Mars People a second time in 3 despite them betraying him in the last game. It goes as well as you'd expect.
  • Well-Intentioned Extremist: Distraught over the death of his son in a terrorist attack that could have been prevented and angered at corruption in the Regular Army, he abandoned the Regular Army and formed his own terrorist group, the Rebel Army, and while he plans on removing corruption from the world, his ultimate goal is to create a world wide military dictatorship.

     Allen O'Neal 
Debut: Metal Slug

Morden's right hand man and bodyguard. When Morden resigned from the Regular Army, Allen, alongside all of Morden's supporters, followed him out. He's most remembered for taking insane amounts of punishment and supposedly being killed each game (he's eaten by an Orca in Metal Slug 2), only to return later. In Metal Slug 3, he not only died, but came back in the same level. Aside from being nigh unkillable, he also has a wife and son to return home to at the end of the day.

He appeared in Metal Slug 4's second and final stages, whereupon fighting him at the latter reveals him to be a machine, possibly meaning you also fought a robot Allen back in Stage 2. He comes back for Metal Slug 7/XX in a Rebel Gigant, still spouting his trademark quips and insults.

Allen O'Neal tropes:

  • A Day In The Lime Light: He's the player character for the (Japan Only) Metal Slug: Allen's Battle Chronicles game and its enhanced American port, Metal Slug Mobile 3.
  • Annoying Laugh: When he's not taunting the player, he usually can be heard going "YAHAHAHAHAHA! YAHAHAHAHAHA!"
  • BFG: Wields a large machine gun whenever he's fought.
  • Boss Banter:
    • "C'MON, BOY!"
    • "YOU'RE MINCEMEAT!"
  • The Dragon: To Morden. Also doubles as The Brute.
  • Engrish: "GO HOME TO MOMMY!"
  • Joker Immunity: Like Morden, he always keeps coming back, despite having been riddled with bullets and falling to his death in the first game, the second having him fall down to the ice water but apparently getting eaten by a giant Orca. The third game doesn't have anything notable besides him collapsing and falling about twenty feet, but his body still vanishes like regular enemies do after the fight.
  • Lightning Bruiser: Despite being bigger than the playable characters, he's also faster than them.
  • Implacable Man: He cannot be stopped. Just shooting him alone is barely going to phase him.
  • Improbable Weapon User: Get too close to him and he'll slap you with the ammo belt of his machine gun.
  • Large Ham: He's the only character in the Metal Slug franchise to actually have spoken lines. And they are ALL taunts!
  • Made of Iron: He's a human (except in 4), just like the player characters. Unlike the player characters, he has an obscene amount of health for a human, being able to last longer than a tank!
  • See You in Hell: His death cry.
  • Turns Red: His skin turns red as he takes more damage and speeds up.
  • Unexplained Recovery: All the time. Bonus points for Metal Slug 3 having him return during the attack on the Mars Peoples' Mothership despite you apparently killing him in the same level.

     Abul Abbas 
Debut: Metal Slug 2/X

The leader of the Arabian forces, Abul Abbas made a joint alliance with the Rebel Army. After their defeat in mission 1, a few Arabian rebels show up in the beginning of mission 2 as a last ditch effort.

Abul's tropes:

  • Dummied Out: Sprites of Abul attacking and setting up his white flag are present in 2's ROM. These get their use in Defense and Attack.
  • Hoist by His Own Petard: The player is able to kill Abul in X if one of Iron Nokana's shots lands on him during the "Rescued Prisoners" screen.
  • Know When To Fold Them: Waves a white flag once things go bad for him.
  • I Shall Taunt You: Shows up multiple times commanding his troops and taunting the player.
  • Starter Villain: He serves as a first-level foe whose army is even worse equipped than the Rebels, and his troops lose all presence after the first level.
  • The Unfought: The player ends up fighting the mission's boss while ignoring Abul in the background.

     Future Soldiers 
Debut: Metal Slug 7/XX

Morden's own troops from an unspecified time in the future. Presumably at some time after Morden was captured or killed, his own forces, again out of loyalty, gathered up their technology and, though the construction of what appeared to be a time window or portal, went back in time to help Morden out. Despite having new weapons and upgraded machinery, they still got their asses handed to them, and with their window destroyed, they were unable to do anything else.

     Allen Junior 
Debut: Metal Slug Advance

That's right, Allen's own son is here. He posed as a training instructor, which allowed him access to the island where the Peregrine Falcon trainees were undergoing the test. From here, he was able to lead some of Morden's forces to launch a surprise attack on the trainees, capturing the most of them and allowing Morden's troops to set up a base.

Unlike his father, though, Junior tends to act more strategically in direct confrontation against the player. However, once injured past a certain point, he eventually loses his temper and starts acting more like his father in battle. However, finding and defeating him is easier said than done.

Martians

     Mars People 
Debut: Metal Slug 2/X

Aliens from Mars, if that wasn't obvious enough (though they do resemble squids, according to some). Possessing spaceships straight out of a 50's B-movie, they allied themselves with Morden, but were really using him to weaken Earth's defenses so they could take over with little to no opposition. Though defeated at the end of 2/X, they kidnapped Morden before the events of 3, sending a Mars Person to impersonate him, and eventually capturing one of the player's characters and creating clones of him/her.

At the onset of Metal Slug 6, it appears as though they've allied with Morden again, but this time it was to find their leader, Rootmars. Unfortunately, the Invaders showed up before Rootmars could be fully extracted, and they spent the rest of the game imprisoned at the Invaders' lair, if they weren't outright killed or eaten.

Taking a certain route in Stage 5 of 7/XX will show that the Mars People are back, and at the end of the game, just as Morden's about to be taken into custody, the Mars People swoop down and take him to safety.

Mars People Tropes:

     Rootmars 
Debut: Metal Slug 3

The leader of the Mars People, he was the one who orchestrated the events of 2/X and 3. Though originally looking like a larger Mars Person (just wearing a see-through helmet), his real form was revealed after his spaceship was destroyed (and he looked an awful lot like E.T.) He was defeated at the end of 3, his brain being blown out, and sank into the ocean, presumedly dead...

... But he wasn't. At the beginning of Metal Slug 6, Morden and the Mars People were looking for his body, and just as they located it, the Invaders came in. It turns out that while he was on the ocean floor, Rootmars had apparently recovered from his freefall beating at the hands of the team, and learned his lesson as well. During Stage 4, if you take the alternate route, Rootmars will swoop down and grab your player, taking him or her to the next destination whilst also being outfitted with two gatling guns, helping take down the Venusians. Taking this route also means Rootmars saves you at the end of the game.

Rootmars' tropes:

Ptolemaic Army

     Ptolemaic Army 
Debut: Metal Slug 5

This army group attacked a Regular Army base and ended up stealing a disc containing blueprint data on both Metal Slugs and Rebellion Tech, which lead to them creating their own bastardized and upgraded versions. Due to the confusing nature of the game (and the fact that so much went unused), it was hard to tell who was really in charge. It appeared as though they had gained the trust of the natives by the Corridor of Fire, and was using them to keep intruders away.

  • Expy: Of the Rebel Army. Most of the enemies are even edits of Rebel soldier sprites. They're also one to the Brotherhood of Nod.
  • Knight of Cerebus: While Metal Slug 5 has most of the series usual silliness, the Ptolmaic Army's typical soldiers lack the silliness of the Rebel Army.
  • Power Copying: They specialize in stealing technical plans from the Regular and Rebel Army.
  • Religion of Evil: They are led by Ptolmaic Shamans, and apparently worship Evil Spirit Incarnate.

     Evil Spirit Incarnate 
Debut: Metal Slug 5

The Final Boss of Metal Slug 5, a huge Grim Reaper like entity that, we have no idea who this thing is. It just shows up at the end of the last stage and serves as the Final Boss.

     Ptolemaios 
Debut: Metal Slug Attack

Originally meant to be the Final Boss of Metal Slug 5, Ptolemaios makes his true debut in Metal Slug Attack as the main villain for the "Ptolemaic Attack" event. He is the leader of the Ptolemaic Army, controlling his troops within the shadows. He uses Sol De Rokker's red jewel to create a tower for himself that attacks with lightning and rosetta stones.

He alone have annihilated the Red Goblin society, causing the leader of Red Goblin to take revenge on him for good.

Ptolemaios tropes:

  • Big Bad: Since the Evil Spirit Incarnate hasn't made an appearance in either tower defense game, Ptolemaios takes its place.
  • The Cameo: Mostly unintentional, but his towers (as well as the Stone Turtle and the Elephants) can be seen in the background of Mission 5.
  • Death from Above: Drops rosetta stones on top of the opposing team.
  • Dummied Out: A nearly complete set of sprites is present in Metal Slug 5. Most of them are given use in Attack.
  • Evil Old Folks
  • Shadow Dictator: How his description in Attack handwaves his lack of appearance in 5.
  • Shock and Awe: The bottom of his tower produces lightning strikes.

Invaders

     Invaders 
Debut: Metal Slug 6

The Mars People's nemesis, they not only appear to be physically stronger and more diverse than the Mars People, they also seemed to have better technology on their side as well. They formed the second half of Metal Slug 6's plot, especially after their first appearance was snatching up two martians and eating them.

Their queen came to Earth via an asteroid, and was quick to set up an underground shelter for her brood. After one hell of a fight against the team, she fell to her death, releasing an explosion that apparently killed the protagonists as well. Depending on which route you took in Stage 4, either Morden or Rootmars will save the player.

Invaders Tropes:

  • Aliens Are Bastards: Even moreso than the Mars People.
  • Evil Is Visceral: They have an organic lair as opposed to the Mars Peoples' technological one.
  • Food Chain of Evil: Think the Mars People were deadly? These guys literally eat Mars People for breakfast.
  • Giant Enemy Crab: The Crab-tanks and Vanguards.
  • Knight of Cerebus: The Mars People have an Oh, Crap! reaction when they show up and eat them at the end of Mission 2. The final mission also has a Dark Reprise of the classic "Final Attack" theme.
  • Heli Critter: The Smashers, which spin their legs to fly in the air like a helicopter before inflating themselves to crash down on you.
  • Unique Enemy: There's a Gold Hunter Walker encountered if you take a secret path in the final mission, killing it grants 50000 points.
  • Spin Attack: The lowest ranking mooks move around via spindashing.

     Invader Queen 
Debut: Metal Slug 6

A huge alien that serves as the final boss of 6, and the leader of the Invaders.

  • Background Boss: Most of the boss is in the background- you need to attack her head to damage her.
  • Big Bad: The leader of the Invaders in 6.
  • Disney Villain Death: Falls to her death before explodes in a massive explosion.
  • Eye Beams: Purple ones that aim at you.
  • Final Boss: Of 6.
  • Flechette Storm: Has an attack where she charges energy then releases it in crescent projectiles. Then they fly at the player from the left and right, or may even converge on them from all directions.
  • Hold the Line: The final part of the battle turns into a Free-Fall Fight where she's invulnerable, sending huge waves of destructible projectiles dowanwards at you.
  • Large and in Charge: She's one of the biggest Invaders there.
  • Trick Boss: You face off the pod she's encased in. It stays there, doesn't do anything, and is periodically accompanied by Venusians. When beaten, a bunch of Morden soldiers come in to celebrate with a victory music of sorts... and then her eyes light up and destroy the soldiers. Time for the real boss.

Others

     Amadeus Syndicate 
Debut: Metal Slug 4

A mysterious organization whose threat to the world was the release of the "White Baby Virus", a supervirus powerful enough to penetrate any mainframe's defenses. It also appeared as though Morden was supporting their efforts, though they had made a robotics plant at their base, creating several Morden bots, possibly including the one seen in the opening sequence.

The main man himself supposedly died at the end of the game when his base was destroyed, making him the first antagonist in the series to die for good. However, the credits sequence showed an intact computer broadcasting something.....

     Oguma 
Debut: Metal Slug 3D

Pronounced Ogma, he is the head of the ridiculously massive company named after himself, Oguma was apparently funding Morden's efforts, but was actually using him to help find a recording device deep underground, the Alator. It turns out that Oguma was one of few survivors of a long-extinct race, the Tuaha de Dunan, who were shown to be technically advanced.

His culture was said to self-destruct at the peak of their evolution; to combat this, they placed a recording device on a planet, then hibernated for 300 million years. If the information gathered by the device clashes with them, they simply erase the world's history and start over, which has possibly caused some time-space problems.

Near the end of the game, after betraying Morden, he used the Alator to release the Lugas, which then absorbs the information from Alator and begins its mission to erase history, prompting the crew to stop it. When Lugas was absorbed by a previous experiment, the Luu (and beaten by the crew afterwards), it goes crazy as Oguma and his followers stay behind in an attempt to further stop it, despite Marco's protests.

At the game's end, as Rumi is about to head out, Oguma shows up out of nowhere and hands her his information disc before leaving, hoping the people would learn from his prior mistakes.

Oguma Tropes:

  • Abusive Precursors: Oguma and his people essentially began life on Earth, but they have no problem snuffing it out in pursuit of their goals.
  • Affably Evil: Speaks in a very polite and calm voice.

     Pharaoh's Arc and the Mummy Army 
Debut: Metal Slug Attack

An expansion of the mummy enemies, the Pharaoh, Mummy Warrior, and Mummy Cat make their first appearance in the "Mummy's" event.

Tropes for all three characters:

  • Actually Four Mooks: Subverted. While the Pharaoh's Arc consists of multiple mummies on a chariot, they are all part of the same unit.
  • Distracted by the Sexy: The Mummy Cats' main way of luring their enemies.
  • Enemy Summoner: The Mummy Cat's attack is to summon mummies that spit out poison bombs. If her third skill is unlocked, enemies hit by them have a chance to be stunned.
  • Kill It with Fire: The Mummy Warrior uses a long torch as his weapon.
  • Palette Swap: The Lovely Mummy is a red colored version of the Mummy Cat.
  • Villainous Breakdown: The Pharaoh turns green in rage alongside his minions after being defeated. As the Tyrant Pharaoh, he starts commanding in a furious manner.


Support Characters and other notable NPC's

     Rumi and Madoka Aikawa 

Rumi originally joined the Regular Army to make use of their medicinal facilities to help her ailing mother, who had a weak heart, and her sister Madoka, who was physically ill. Due to a paperwork SNAFU, she was shipped to the front lines, and despite having never completed her training, she made it back unscathed, a miracle in and of itself.

She was offered the chance to leave and live life as a civilian, but she declined the offer, and was soon transferred to the Supply Division. Before each mission, she fills her backpack with various supplies, and treks out to deliver the goods to Regular Army Soldiers... but there's one problem. She's horrible with directions, and is likely to wander off and be found in a completely different location, earning her the nickname "The Wandering Ghost" by most soldiers. She later found out her sister Madoka also joined to become more physically fit, and was also placed in the Supply Division... and shares the same atrocious sense of direction her sister has.

Though mostly a background character in the main games, Rumi was given a bigger role in Metal Slug 3D, giving information to Marco and even allowing access to a Garage where the player could customize their own Metal Slug vehicle.

Rumi and Madoka tropes:

  • Action Girl:
    • Promotional art for Metal Slug Defense shows Madoka parachuting while operating a bazooka. She is not a unit in Defense nor Attack.
    • Rumi turns into one in Metal Slug Attack. She throws grenades from her backpack to her foes and tosses support items to her allies.
  • Butt Monkey: A minor one, tagging either one of the sisters will cause them to fall to the floor and shooting them from the back tears their backpack open, dropping various items. The former also occurs when the player taps on Rumi on both tower defense games.
  • The Chick: Compared to Fio, Rumi is not willing to fight (and never wanted to do so in the first place), but Rumi is nice enough to help her fellow allies whenever she can.
  • Cute Clumsy Girl: Given the above. It's taken even further in 3D when Rumi tries a dynamic entrance from a helicopter and screws it up.
  • In-Series Nickname: "The Wandering Ghost"
  • It Runs in the Family: Both sisters being terrible with directions.
  • The Medic: Rumi is seen in the bad ending of Metal Slug 4 taking care of the characters who got caught in the final mission's explosion. The Recovery Support in Metal Slug Attack represents her in a nurse outfit. She later turns into a Combat Medic in the 2.3.0 update.
  • Motor Mouth: In 3D, Rumi is very talkative, cheeky, and prone to going on tangents. She even sasses Marco after he gives her direct orders (she's a corporal; he far outranks her at Major).
  • Mukokuseki: Let's be honest, they look even less Japanese than Eri.
  • No Sense of Direction: Though they count as P.O.W.s, they are never caught by the enemy. They just happened to wander through the area.
  • Older Than They Look: Despite being a Palette Swap, Madoka is eleven years older than Rumi.
  • Out of Focus: Rumi has had more game appearances and cameos than Madoka. In both tower defense games, Rumi is the one who generates AP in the field and gets playable status in Attack. In Attack only, Madoka appears in the item support menu.
  • Palette Swap: Madoka has brown hair and grey attire compared to Rumi's blonde hair and green attire.
  • Pint-Sized Powerhouse: Both walk and carry an overly large backpack holding various ammunition and food items. Downplayed as they seem to be struggling to keep balance.
  • Series Continuity Error: Metal Slug 3D has Rumi ranked as a Corporal even though she's a Sergeant in every game she appears in.
  • Timed Mission: If they are on screen long enough without being tagged, they will stop to salute and run away, not giving any credit to the player for rescuing them.
  • Unusually Uninteresting Sight: Both sisters tend to wander the active battlefield without any care. It is not until they see one of the protagonists where they bail out of there.
  • Wimp Fight: One-sided in Attack, Rumi flails her hands rapidly if anyone gets close to her; it's still enough to knock them out.

     Hyakutaro Ichimonji 

A Second Lieutenant of the Regular Army, he's a living legend among the soldiers. Pretending to be a captured POW, once he's "rescued" by the player, he helps out by firing homing Hadokens at the enemies and spin-kicking anyone else who gets too close. He will flee if you die, though.

Hyakutaro Ichimonji tropes:

  • Guide Dang It: Sometimes appears when the player hits a specific invisible spot multiple times.
  • Kamehame Hadouken: His main attack has him fire a homing hadouken at enemies. It also deals pretty good damage too.

     Utan 

An Israeli orangutan that wears a diaper and carries an Uzi.

Utan Tropes:


Combat School Instructors

     Sophia Greenville 

The drill instructor from Metal Slug 1 (Neo Geo CD and PSX).

Sophia Tropes:

  • Ascended Extra: While every instructor in the series shows up in Metal Slug Defense, Sophia is the only one that hosts the Combat School in Attack (along with new sprites for her).
  • Babies Ever After: Margaret, the instructor from Metal Slug X hints that Sophia retires to raise a family.
  • The Bus Came Back: Shows up with Margaret in the second and third Pachislot games in Japan. In the West, it is in Metal Slug Defense.
  • Ms. Fanservice: There's a good amount of art dedicated to her in the art galleries of the home versions.
  • Passionate Sports Girl: What made her easily excel as a member of the Peregrine Falcons. Her favorite sport is Basketball, and also dabbles in bass fishing.

     Margaret Southwood 

The drill instructor of Metal Slug X and Gimlet's mission control in Metal Slug: Second Mission.

Margaret Tropes:

  • Ascended Extra: Unlike other instructors, she has given larger roles in certain games. In Second Mission, she appears as mission control in the main adventure and even shows up in certain missions as the end goal. In Defense, she hosts the game's events.
  • Art Shift: Metal Slug Defense uses her sprites in X for the Events and her new artwork for the Combat School.
  • Drill Sergeant Nasty: A jerk to you on the lower ranks, although she'll soften up as you rise among the ladder.
  • Early Installment Character-Design Difference: Wore a green military dress in X before changing to a blue dress for Second Mission onward.
  • Easter Egg: Touching her breasts in Metal Slug Defense will cause her to react depending what rank you are in.
  • Eyes Always Shut: If she opens them, you've either impressed her, or you've made a complete ass of yourself.
  • Hair Color Dissonance: It's uncertain if her hair is blonde or lightish brown but sometimes her hair is represented by a darker shade of brown.
  • Like a God to Me: Hitting the Super Devil rank will make her admire you to the point of calling you "Her Majesty".

     Riviera "Lilly" von Wittenberg 

One of the two drill instructors in Metal Slug 6.

Lilly tropes:

     Maryell "Mary" von Wittenberg 

One of the two drill instructors in Metal Slug 6.

Mary tropes:


The Slugs

     SV- 001 
The first Slug in the series, and the titular Metal Slug. Capable of shooting a vulcan machinegun 360 degrees and a low-velocity round forwards but incapable of turning around, and has a reduced jump. Variations include the Type-R, which sacrifices power for maneuverability, the Experimental, which sacrifices maneuverability for power, the Type-B, which is stronger in all areas, the Bronze, which is never used by the player, SV-001, a less defensive prototype, and the Black Hound, a Ptolmaic-made variation the is remotely controlled and equipped with a laser and homing missiles.

SV-001 Tropes

  • A.I. is a Crapshoot: The Black Hound's an AI-controlled tank that goes rampant, attacking/killing its own Ptolemiac allies in the area before you face it.
    • Averted with MS-Alice, who is completely loyal to Marco for creating her..
  • Armored Coffins: There's no way to easily bail out of the 000. Either you get out after defeating all enemies, or you die.
  • Armor-Piercing Attack: Any of them can acquire Armor Piercing Shells, which do extra damage against enemy tanks, and, most importantly, fly all the was across the screen and are spammable.
  • All Your Powers Combined: The Type-B has the positive traits of the Experimental and the Type-R
  • Backwards-Firing Gun: The SV-001 Type-R in the first level of the third game has the unique property of firing in the direction opposite the player points. This is important, since the first boss is spent frantically running away from it.
  • Bonus Boss: Fighting the Black Hound is entirely optional in a secret area, and it gives no reward.
  • Escape Pod: They are equipped with a floatation device, which is buoyant enough that the player can survive falling from space with it.
  • Mini-Boss: The Black Hound first appears as an optional boss in 5 before becoming playable in Advance.
  • Mighty Glacier: They all take two to five hits to the player's one. However, their overall slower speed and lower jump height also makes dodging harder.
  • Red Ones Go Faster: The Type-R is orange.
  • Super Prototype: Ad advantage the 000 has over the 001 is the ability to turn around fairly easily. Unfortunately, the exit hatch is easily warped, making the thing into a deathtrap if it gets hit at all.
  • Suicide Attack: Pressing Fire and Jump while in it will cause it to rush forward and explode.

     Slugnoid 
A sideways-walking, high-jumping slug designed for mountainous terrain. First appears in 2 and has had consistent appearances since. It is equipped with two Vulcan Cannons, as well as a third, downward facing cannon, whose ammo varies depending on the game. The standard Slugnoid and the higher-grade blue-tinted Type-B use Flame ammo, which spreads in all directions when hitting a surface, while the Walker Slugnoid and the deep-red Slugnoid Type-R fire Fat Lizards. The Type-B features even greater jump height.

Slugnoid tropes

  • Action Bomb: The Fat Lizard ammo, used by the Walker Slugnoid and the Type-R, which is a small ball with legs that runs to the left of the player, then explodes.
  • This Looks like a Job for Slugnoid: It's only ever really able to shine in situations that require more vertical movement than horizontal. In 2,, the fact that its missile travel downward means its only really useful when an enemy is directly below you. It appears to be designed with fighting the second boss of 2, its first appearance, in mind.
  • Glass Cannon: While its firepower is stronger than the Slugnoid, it's very cumbersome to use, making it hard to keep it around. In comparison to other Slugs and the players it's still a mighty glacier.
  • In A Single B Ound: The Slugnoid's specialty, which is improved even more for the Slugnoid Type-B.
  • Jump Jetpack: Its high jumps are jetpack-assisted
  • More Dakka: It has two cannons as opposed to one.
  • Nerf: X makes some levels harder by replacing the SV-001 with the more awkward Slugnoid.
  • Red Ones Go Faster: The Type-R, but it's still not as fast as even the SV-001 Experimental.
  • Shows Damage: Taking damage causes the Slugnoid to lose a gun.
  • Walking Tank: It's on two short, if stubby, legs.

     SV-Camel 
A camel equipped with one or two Vulcan Cannons. First appearing in 2 to assist the player during the first Arabian levels, it leaves the player during the second. After returning when the protagonists return to the desert in 3, it remained absent from the series until Defense. It is notable for being the first animal Slug in the series. it does not carry its own bombs, so the player instead throws their own grenades while on the camel.

SV-Camel tropes

  • Automaton Camel: Averted in one instance. After the first level of 2 or X, it will neglect to follow the protagonist, to remain near a water source. Otherwise, it is incapable of being hurt.
  • Denial of Diagonal Attack: While its cannon can fire in all directions, it can't turn around. So you will only be able to throw grenades forward while on it.
  • Fragile Speedster: Faster than the other tanks, and faster than the player when runnning. However, outside of elevating the player above low-ground attacks, it offers no protection.
  • Lovable Coward: It refuses to follow the protagonists into an ancient tomb, or into an army of man-eating plants, but is invincible when you do have it.
  • Non-Indicative Name: It's actually a Dromedary, not a camel.
  • Truth in Television: Camel-mounted machine guns actually existed in real life, called zamburaks.

     Slug Flyer 
A tiny jet first appearing in 2, and every game except 4 since. It's equipped with two 10mm cannons which can fire 30 degrees above or below it. It's only variation is the Slug Jet, which is controlled by an NPC instead.

Slug Flyer tropes

     Elephant Slug 
A weaponized elephant found in a Sasquatch cave in 3. After freeing it from a tomb of ice, the player can ride to gain an advantage against invading zombies, who have slaughtered the native Sasquatches. It is capable of shooting electricity and fire from its trunk.

Elephant Slug tropes

  • Fire-Breathing Diner: To gain the ability to shoot fireballs, it must pick up a hot pepper.
  • Mighty Glacier: While it does not technically offer any protection, it is so tall that almost no zombies that are on the same floor as the player can hit them. Meanwhile, it can't jump is as slow as molasses.
  • Shaggy Dog Story: It starts to help you after you free it from the ice its trapped in. In the end, the player either abandons it among the zombies or leaves it trapped in another pool of ice.
  • Shock and Awe: It can breathe electricity if it ears a car battery.
  • Trampled Underfoot: It can kill a zombie merely by walking over it.

     Slug Mariner 
A small one-seater sub with a high mass Vulcan and torpedoes that sink to the floor, which appears in 3 and 5. A variation, the Slug Sub, is capable of anti-air combat and has an additional supply of depth charges.

Slug Mariner tropes

  • Cave Behind the Falls: One inexplicably holds two Mariners in the third stage of 3.
  • Inertia Is a Cruel Mistress: It uses high-mass rounds, giving it serious difficulty when shooting from below
  • Shout-Out: The Slug Sub is a direct recreation from the submarine from In The Hunt, while the Slug Mariner is essentially a chibi Thunderbird 4 from Thunderbirds.
  • Super Prototype: The Slug Sub is actually the prototype of the Slug Mariner, despite its more diverse moveset.

     Slug Gunner 
The SVW-001 Slug Gunner and its variants are considered the final evolution of Metal Slugs. Walking on two legs for mobility, or on treads for speed, this type has the highest firepower but lowest speed of common slug types. Variants include the Proto Gunner, which is an quicker unshielded version, and a multitude of mask-differentiated enemy variants. It is based on the rebel-designed LV Armor, which itself has variants in the Slug Armor and the Ptolemaic Unit.

  • Awesome, but Impractical: The LV Armor, unlike other slugs, requires ammo, can't shoot diagonally (some of them can do the heavy machine gun spreading motion), and takes one full second to jump makes it a liability at the worst of times.
  • Double Jump: Most kinds can use rockets to boost itself once in the air.
  • Gatling Good: One of the Slug Gunner's arm is equipped with a gatling gun.
  • Mini-Mecha: They are mechas as large as the slug units.
  • Transforming Mecha: The SVW-001 can morph between a Tank and a Mecha.
  • Pile Bunker: The Slug Gunner has a pile bunker powered by revolving chamber.
  • Super Prototype: For those who prefer speed over mobility, the Proto Gunner is actually better.


http://tvtropes.org/pmwiki/pmwiki.php/Characters/MetalSlug