Video Game / Metal Slug

http://static.tvtropes.org/pmwiki/pub/images/metal_slug_i_7272.jpg
This slug leaves a trail of blood.

Metal Slug is a series of games from SNK. (The series was actually created by Nazca, a company founded by former Irem employees after the 1994 bankruptcy and merged into SNK a few years later.) Basically, it's a Run-and-Gun shoot em up series. Shoot everything that takes damage, rescue prisoners and collect power-ups from their underwear, attempt to stay alive.

The series' name refers to the incredibly cool, heavily armed one-seater tank shown to your right. It can duck, it can jump, it's got two vulcan miniguns... and the lowest-velocity high explosive cannon the world has ever seen. If you're truly desperate you can cause it to self-destruct, ejecting you into a somersault and rushing headlong into the enemy before blowing up.

The game's rather threadbare story usually involves the general Morden, who is leading a rebel army to take control of the world. Over the course of the series, he makes deals with rebels, mad scientists, demons, and even aliens in his bid to change the world.

The series began with the Peregrine Falcon squad, Marco and Tarma, then added the Sparrows team, Eri and Fio, who together all form the core of the series. The fourth game relegated Tarma and Eri to the sidelines, while newcomers Trevor and Nadia took their places for a while. The sixth game notably added Ralf and Clark, the Ikari Warriors who have spent the last decade or so hanging out in The King of Fighters series. Their KoF Teammate Leona Heidern is also available in Metal Slug XX as a downloadable character.

An interesting feature is semi-realistic personnel damage - one hit and you die - which applies to the characters and most of the mooks as well. If you're in a vehicle, you're in luck - you get three hit points, and once you lose them, you can still eject. Did we mention that very few enemies have touch-of-death? Well, it is so - if you want to kill someone you actually need to shoot or slice 'em with a melee weapon, and the same is true for them. Don't let this fool you though: the games are mercilessly hard, but in a way that makes you keep wanting to try again. Oh, and if a tank runs you over, though, it'll still kill you - unless you have a tank of your own.

Much of the game's appeal stems from its detailed, fluid graphics; it employs hand-drawn animation created by artists failing to understand the concepts of immovable chins or kneeless legs. Nuanced touches abound, such as multiple melée and idle animations for both enemies and the player characters. The artists also went to the trouble of making reloading animations, though you don't actually need to reload at any point. Even the enemy grunts are quite varied; they eat, talk amongst themselves and occasionally run screaming in terror. Of course, they also have a nasty habit of jumping on your 'slug and humping the main cannon to stop you from firing. All in all, it's a great example of how to convey a huge amount of personality without any dialog or cutscenes.

There's also a free-to-play tower defense/base assault game that brings together all the mooks and characters from the universe together. Go here to read more.

List of titles:

    Main Series 
  • Metal Slug: Super Vehicle-001 (1996; Neo-Geo)
  • Metal Slug 2: Super Vehicle-001/II (1998; Neo-Geo)
    • Metal Slug X: Super Vehicle-001 (1999; Neo-Geo)
  • Metal Slug 3 (2000; Neo-Geo)
  • Metal Slug 4 (2002; Neo-Geo)
  • Metal Slug 5 (2003; Neo-Geo)
  • Metal Slug 6 (2006; Sammy Atomiswave)
  • Metal Slug 7 (2008; Nintendo DS)
    • Metal Slug XX (2009; Playstation Portable, Xbox 360)

    Spinoffs 
  • Metal Slug: 1st Mission (1999; Neo-Geo Pocket Color)
    • Metal Slug: 2nd Mission (2000; Neo-Geo Pocket Color)
  • Metal Slug Advance (2004; Game Boy Advance)
  • Metal Slug 3D (2006; Playstation 2) (Japan Only)
  • Metal Slug Defense (2014; iOS, Android, Steam)
    • Metal Slug Attack (2016; iOS, Android)

Now with its own Character Sheet


Trope List 1 - START!

  • Abnormal Ammo: Seriously? Nobody finds anything abnormal about bouncing explosive blobs, robotic exploding mini-cars (THAT SMILE), Stones, a knife that creates a wave of energy, a mini thunder cloud that fires lightning bolts, a floating mini satellite, a gun that rips shit up Emperor Palpatine style with arc lightning, or a revolver that shoots spinning, exploding rifles? Nope.
  • Action Bomb
  • Advancing Boss of Doom: 2 and X have the Aeshi Nero, a giant mecha snake trying to "devour" the pillar you're on. Later on, there were runaway trains in the subway level that you had to destroy before they pushed you to the side of the screen.
  • Aerith and Bob: You've got regular English names like Trevor, Donald and Allen, not-so-regular Japanese names like Eri, Rumi and Madoka and names that may or may not actually exist like Fiolina and Tarma (Tarmicle). Marco himself zig-zags this one as his real name is Marchrius.
  • Affirmative Action Girl: Eri and Fio were added to the Metal Slug 2 roster, and playable through the rest (except in 4, where Nadia replaces Eri and Trevor replaces Tarma).
  • Alien Blood: Mutants and Mars People bleed green fluid while Venusian bio-mechanical units have purple blood.
  • A Day in the Limelight: Present in the cellphone games in which the player can only control one character, most notably Metal Slug Mobile 3, in which you can play as Allen O'Neil.
  • Alien Invasion: In 2 and 3, the Mars People.
    • In 6, the Venusians.
  • All There in the Manual: It's only via supplemental materials do you find out the names of lots of things, like the end-mission bosses in the games (sans Morden, probably), that explorer in 2/X (Scott Amundsen Jr.), that old man whose briefcase you can take for points (Parker), and that girl at the end credits of 1's single-player mode who's mourning a lost love (Satiko Suzuki).
  • All Your Powers Combined: The final boss of Metal Slug Advance has attacks borrowed from the final bosses of 2/X, 3, and 4.
    • The drones and the Wave Motion Gun are very similar to the alien mothership's UFO spawn and laser.
    • The attack where it fires out blue shots that arc upwards is like Rootmars' green balls attack.
    • The Reflecting Laser spray is somewhat similar to the one used by Amadeus in 4.
    • Leona's abilities are an amalgamation of all the other characters' abilities.
  • Amen Break: "People who had a Hard Time" in Metal Slug 3D, several tracks in 3D and 7 borrowed the elements from the break but played with their own instrument, only the aforementioned track blatantly sampled "Amen, Brothers".
  • And Then John Was a Zombie: In a certain undead level, you can let yourself get infected and turn into a zombie. Although this makes you ridiculously slow, you gain the ability to shoot out a massive blood laser. The effect ends when you enter the next level (or die, whichever comes first), though.
  • Animal Mecha: Aeshi Nero from 2/X is a huge mechanical snake.
    • Metal Slug 7/XX has a whole collection of them as bosses:
      • Worm Mecha, a huge robotic worm that can burrow underground with an equipped drill.
      • Crablops, a crustacean-like mecha that, on an unusual departure from the series is fought two times and the last one can separate its legs and head to attack separately like a Dual Boss.
      • Fall Mecha, modelled after a gorilla and a crustacean that follows you up through a waterfall and has a screen covering laser like Aeshi Nero.
      • The Kraken, whose eight tentacles need to be defeated first in order to challenge the head.
  • Announcer Chatter: *clickclick* HEAVYYYY MACHINE GUN!
    • RAWKET LAWNCHAIR!
    • SHAWTGUN!
    • UH-OH BIG
      • MISHOWN COMEPLEET *ending theme*
  • Armies Are Evil: General Morden's Rebel Army show up in just about every game, and their job is to cause chaos and destruction as payback for the death of Morden's son. There are several other, less important armies as well — and you know they're evil because they shoot at you and not Morden's rebels — like the Arabian Infantry (found early on in Metal Slug 2 and Metal Slug X), the Ptolemaic Army (your main opponents in Metal Slug 5), and the Japanese Army (found only on a secret path in Metal Slug 3).
  • Artistic License – Chemistry: In 3D, Eri claims that a sunken ruined city was radiocarbon dated to be 8 billion years old. The writers know how impossible this should be (Marco points out that Earth is only 4.6 billion years old) but that still doesn't account for how the Regular Army was able to pull radiocarbon dating on something older than 50,000 years old.
  • Attack Its Weak Point: Required with some bosses, who are vulnerable only in some areas. Including Sol De Rocca (you must shoot the shining pearl in his face) and Scyther (the skull in his chest.)
  • Authority Equals Asskicking: Morden himself can absorb hundreds, if not thousands of rounds, and is only defeated because the vehicles he rides in aren't quite as tough. He's fully exposed during the penultimate boss fight of 7, and the protagonists don't even bother shooting at him.
  • Autobots, Rock Out!: Metal Slug 5 features a predominantly rock and metal-oriented soundtrack, with a rock version of Final Attack.
  • Auto-Scrolling Level: Starting with 3, certain sections of a mission revolves a player flying or driving in a fixed speed. The first half of the final mission of Metal Slug 3 mostly consists of auto-scrollers.
  • Awesome, but Impractical: The Slug Gunner, a mecha version of the basic tank, looks awesome, and is featured in the trailers and cover art. But it's a lot slower than the regular tank- at least while walking. Hold down on your control pad to deploy the treads and go to town.
    • The downside to tank mode? You can only shoot forward. And it takes forever to turn around.
    • Also, some of the weapons like the Drop Shot and the Iron Lizard look cool and explode, but the ammunition always drops, preventing you from hitting enemies above you, and aren't much more powerful than the Enemy Chaser or Rocket Launcher.
  • Background Boss: Scyther, the Final Boss of the fifth game.
  • Badass Normal: The main characters are more than capable of taking on zombies, yetis, zombie yetis, aliens, giant robots, UFOs, and everything else with just a pistol, a knife, and some WWII stick grenades.
  • Bait-and-Switch Boss: The final boss of Metal Slug 2/Metal Slug X.
  • Balloon Belly: Eating too much food will cause your character to become instantly obese (complete with mention from the Announcer). This also makes your shots bigger, and thus more powerful.
  • Battleship Raid: The final part of Metal Slug 3 involves an assault on the Mars People's mothership and subsequent raid on the interior of such. One mode lets you play as one of the human mooks.
  • Bears Are Bad News:
    • Subverted - the only bear to be found in the entire series is on a secret alternate path in Mission 3 of Metal Slug 4 (a snowy mountain)… and he helps you, attacking the intruding Yeti-like monsters that infest this route. If you shoot him a few times he'll stop helping and leave, though.
    • And played straight in that if you stand in the attack hitbox of his claw swipes, you die (with the same animation as though you were knifed).
  • Big Bad: General Morden for most of the series. However, other villains such as Rootmars, Amadeus, the Ptolemaic Army, and the Venusian Queen serve as the Big Bad of several installments of the series.
  • Big Damn Villains: As seen in the end credits of XX, just as the heroes have secured Morden at the end of the game and were pulling him and three of his rebel soldiers out, they were attacked and Morden and his men were promptly rescued by the Martians. The credits end with our heroes going after them as the sun rises. And the Adventure Continues
  • Big Creepy-Crawlies: Metal Slug 3 in particular has a bunch of these, including locusts, crabs, snails, caterpillars, and Ohmu.
  • Big Eater: Nadia is a supermodel who joined the military to burn off all the food she eats, because she can't control her appetite.
  • Bigfoot, Sasquatch and Yeti: Metal Slug 3 and 4 have these. They have a homing ice breath that will not kill the player (unless they are zombified) but turn them into a snowman. If the player can't escape from the snowman fast enough by mashing buttons, the yeti will take out a bone club and whack the player to death.
  • Black Comedy: Most of the humor comes from the soldiers’ silliness and the games’ cartoony art style juxtaposed with the graphic scenes of war, death and gore. Especially in the original, which didn't shy away from showing the gruesome results results of things like running through a city with a machine gun.
  • Bilingual Bonus: The Arabic writings in the first stages of 2 and X say "Indigestion Restaurent", "Corrupt Bank", and the big banners behind the boss basically say "I have diarrhea, bring me a doctor.".
  • Body Horror: And lots of it. From tearing enemies to shreds, to being melted or dismembered, this series supplies enough to make most gore fans happy. Also see: The Many Deaths of You.
  • Bloody Murder: Turning into a zombie lets you vomit acidic blood. Huh.
  • Boss Banter: Spouted by Allen. "Come on, boy!" "Go home to mommy!"
  • Boss-Only Level: 3D's final stage is an entire Boss Bonanza of two; the first have you fight the Humongous Mecha while the second part is a Womb Level.
  • Bottomless Magazines: Nobody ever needs to reload - but the heroes will reload their pistols if you stop firing after about 5 or more consecutive shots and then stop, just because, though when switching to the handgun in 6, you can't move for a while. The special weapons aren't unlimited, but keep all their ammo in a single magazine. 3D has a system where you can save all your weapons' ammo and use later in certain situations, similar to other Third Person Shooters.
  • Bottomless Pits: Occasionally combined with Super Drowning Skills.
  • Bowdlerise: Some US home releases of the games replace Tarma's Precision F-Strike death scream with Marco's. And then there's the white blood…
  • Brain in a Jar: Metal Slug 3's Martian Guards are brains in jars attached to robot bodies. Metal Slug 6's Mission 3 boss is a Humongous Mecha with a brain sitting on top inside a jar to serve as the head. It also has a couple eyeballs in there.
  • Brain Monster: 3: Rootmars, the Final Boss, is an alien with a big exposed brain that serves as his weak point. Said brain can occasionally emit a shockwave that is hard to dodge.
  • Breakable Power Up: Characters will lose their current weapon upon death and respawning. Their grenades will also be reset to 10 standard grenades, which is be either a power-down or a bonus depending on whether you used up your previous supply or not.
  • Bullet Hell: A rare platformer example of one - several bosses and some of the setpieces will shower you with relentless barrages of bullets. Several bosses are known to fire out geometric bullet "curtains" in concentric waves that would be completely at home in a hectic shmup.
  • Capture and Replicate: Halfway through the 5th stage in the third game, one of the player characters will get kidnapped by the Mars People. Later, as you storm the Martian Mothership, you'll find clones of said character as your enemy; much later, you'll find said character in an aquarium-esque confinement where you have to rescue him/her while clones of said character attack you en masse. Afterwards, most of the clones turn into significantly more dangerous zombified versions of themselves.
  • Car Fu: When you're riding the titular Metal Slug, simply running onto foot soldiers will kill them. You can also send your Slugs (except the animal ones) forward which then self-destructs itself as you jump out of the Slug.
  • Climactic Volcano Backdrop: The final boss battle of 7/XX.
  • Clown Car Base: Some of the games from the first onward have its fair share of spawning enemies endlessly until you destroy it.
  • Colour-Coded for Your Convenience: A few examples of this can be found among the series enemies:
    • In Metal Slug and Metal Slug 2, General Morden's infantry includes Sergeant Rank soldiers, who are pretty much like any other soldier except they wear a yellow uniform and they will drop an item for you when killed.
    • Metal Slug 3's Japanese Army soldiers come in both olive and red uniforms in order to help the player distinguish which soldiers are going to blow themselves up upon death and, hopefully, avoid their dying attack. It's the red ones.
  • Compilation Re-release: Metal Slug Anthology on PlayStation 2, Portable PSP, and Wii collects the first seven games in the series (1-6 and X), though it misses the two Neo Geo Pocket games, as well as Metal Slug Advance and Metal Slug 3D, and the games suffer from slowdown you don't get with emulating the original RO Ms with MVSPSP.
  • Concept Art Gallery: A whole bunch of it is available in the collection Metal Slug Anthology, which runs the gamut from incredibly detailed drawings of tanks and aircraft to lots of pictures of the female characters.
  • Conservation of Ninjutsu: This game practically runs on this trope. One or two people versus entire regiments of both infantry and tanks, as well as alien motherships, zombies, yetis, so on and so forth? No problem. Grab your quarters.
  • Continuity Nod: In Stage 4 of Metal Slug 2 and X, there is a movie theatre. In Metal Slug 2, it is showing film 2 of a series; in Metal Slug X it is showing film 3 of the same series.
  • Co-Op Multiplayer:
    • Simultaneous two-player is present in the main series except for 7 (it returns in XX).
    • In the mobile game Metal Slug Team Mission, up to four players can play at once.
  • Cool Shades: Tarma never takes off his rather expressive sunglasses.
  • Crossover: Aside from Ralf & Clark and Fio (noted below) Mars People were mid-boss for SNK vs. Capcom: SVC Chaos and playable in Neo Geo Battle Coliseum alongside Marco Rossi. Not to mention the appearance of the ENTIRE cast on the Card Fighter games.
  • Crew of One: all SV can be piloted with only one crew. Justified, the vehicles are too small to have multiple crews.
  • Cursed with Awesome: Being turned into a zombie slows you down and restricts you to a pistol… But it gives you a ridiculously powerful attack in which you vomit blood which eradicates everything in front of you. Plus, Rebel soldier weapons are rendered harmless, leaving you vulnerable only to Yetis, other zombies, and bosses.
  • Cutscene Incompetence: In 3, after it's revealed that Morden was a fake, the helplessness of Player 1's character when s/he gets abducted is understandable… but not when a Player 2 is there, who just stands there and is not taken too.
  • Dating Sim: The Combat School extras on the home releases (Often in Japanese.) has elements of this. The instructors will warm up to you the better you perform in this mode, and will chew you out if you screw up.
  • Death Is a Slap on the Wrist: It's an arcade game, so you respawn where you died within a couple of seconds. Some console versions have infinite continues to boot, though 3's Xbox port is a jarring aversion, as using one of your very finite continues makes you restart the whole level, rendering the final mission an utter nightmare.
  • Death of a Thousand Cuts: Even the most badass tank will go down if you shoot it enough with your pistol.
  • Denial of Diagonal Attack: Most weapons, though the Heavy Machine Gun and (as of 6) the Laser Gun will let you briefly shoot diagonally as you switch from horizontal to vertical fire or vice-versa.
  • Denser and Wackier: The first game only had occasional moments of humor, gave off the atmosphere (though not technically the setting) of a WWII game otherwise, and featured an outright depressing credits sequence (at least on 1-player mode). The second introduced far more outlandish locations, enemies and weapons, and the rest is history.
  • Devolution Device: The scientist enemies in 4 fire darts that turn the player into a monkey if they hit. For some reason it also changes their weapon into an Uzi. On very rare occasions, they may shoot themselves and turn into a different monkey that can be collected for points.
  • Divergent Character Evolution:
    • The fourth game: Trevor's melee attack earns extra points but immobilizes him when he uses it. He's kicking the enemy hard enough to shred them apart. Nadia, on the other hand, whips out a taser (and earns less points than the other characters do with melee, though this is probably a glitch).
    • The sixth game introduced differences between the characters. Marco's normal handgun does more damage. Eri gets more grenades from pick-ups and can throw them at any angle. Tarma gets more hit points when piloting a vehicle, and can lock the vehicle's gun in one position while moving. Fio receives more ammunition from special gun pick-ups and starts each life with a Heavy Machine Gun (or the Big equivalent on Easy mode). Ralf can take two hits before dying, and has a special melee move called the "Vulcan Punch". (To compensate, he receives half the normal amount of ammo and grenades from pick-ups.) Clark has a special move called the Super Argentinian Backbreaker which kills any man-sized enemy in one hit, makes him temporarily invincible and earns him a large stack of points the more he combos it.
    • In XX, Leona has an amalgamation of the main team's skill set (stronger pistol, 20% more ammo and grenades, Slugs can take an extra hit, and her special melee acts like a short-range Zantetsu Sword). Marco also got the Burst Fire, which lets him use auto-fire, but has to stand still, and Tarma can kick Slugs, which can recover some health (however, it can also damage them on occasion.)
  • The Dragon: Allen O'Neal. However, during the Joint Strike on the Martian ship, he helps the player a few times. He's trying to rescue his general, after all.
  • Dual Boss:
    • Shoe & Karn from the first game, two tanks that attack from each side on a different elevation.
    • The Mammoth Tower from 5, two elephant head things that fire maggots as well as attacking with their trunks.
    • Subverted by Emain Macha from Advance, despite being called The Twins, you only fight one at a time.
  • Dummied Out: A large number of things, most notably in Metal Slug 5. You can check a more detailed observation of said elements here.
  • Early Installment Weirdness: The first Metal Slug game has a number of things that seem strange now.
    • The grenades fly at a slightly shorter range and are tinged red.
    • No character select screen. No Fio or Eri.
    • No transformations.
    • Many staple weapons and vehicles haven't been introduced yet.
      • The Flame Shot shoots out a weak fireball that travels far across the screen, as opposed to the short-range but incredibly powerful Flame Shot of later Metal Slugs.
      • The Heavy Machine Gun doesn't arc diagonally when changing shooting directions.
    • The voice of the announcer is different.
    • The trademark wackiness of the series, though present, is much more subdued than most of the other games.
    • The game is also much kinder and forgiving, and it seems possible to gain a Metal Slug vehicle before each boss fight.
    • There are a number of unique mechanics and interaction with the Metal Slug that's only featured in the first game.
      • The health of the Metal Slug itself isn't fixed to a three-hitpoints system. It is possible to take less or more damage than 1 unit of hitpoint depending on the specific attack of the enemy.
      • The Metal Slug is capable of actually losing its vulcan gun on certain levels without actually losing any health via enemy soldiers climbing aboard and hammering away at the vulcan gun. The second game doesn't have it happen, but the Slugnoid, introduced in the sequel, can lose its vulcan gun.
      • Similarly to the above mentioned point, enemy rebels will attempt to climb and open the hatch of the Metal Slug and throw in a grenade (but the Metal Slug actually takes the hit, and not the player himself).
      • Additionally, enemy rebels will sometimes mount in front of the main cannon to block the cannon projectile from launching, forcing players to spend and waste three cannon shots to dislodge said rebel!
      • Enemy rebel soldiers that were killed via penetration (as opposed to the resulting explosion) of the cannon's projectile being launched through them are literally dismembered, maimed and decapitated.
    • The jump mechanics of the player character is higher and much floatier and a lot more sensitive (Think Luigi instead of Mario).
  • Eldritch Abomination: Scyther in 5, the Venusian Queen in 6, Lugus and Lieu in Metal Slug 3D.
  • Elevator Action Sequence: Happens in 3 and 4 and done in reverse in 5.
  • Elite Mook
    • The Sergeants are an uncommon Rebel foot soldier, and they wear yellow. They are just as weak as the normal soldiers, but they always drop a pickup when killed.
    • The Amadeus Infantry in Metal Slug 4 are among the most dangerous Rebel foot-soldiers, and they wear blue. Some of them are armed with the 7.62mm AR-10 Autorifle (The real name for the Heavy Machine Gun).
    • Ptolemaic Officers wear grey uniforms and don't cover their faces like the other soldiers. They can shoot their pistols in any direction and can take an unusual amount of damage for a human enemy, but they will run if their troops are killed.
    • The Ptolemaic Special Forces fight like an improved form of the standard Ptolemaic guerrilla. They tend to ambush you out of doors and elevators, and they can even throw knives.
    • Ptolemaic Shamans can take more than one attack and can fire green, homing projectiles.
    • The red Venusians can take far more damage than the average Venusian and tend to bounce around the area while spinning.
  • Emergency Weapon: The pistol and the knife. Depending on the circumstances, other emergency attacks include kicks, nightsticks, hand-axes, tridents, sporks, using your belt to Whip It Good while fat (or stabbing them with a giant fork), and the old telescopic-boxing-glove gag (for Tarma).
  • Enemy Mine: Statistically speaking, the Rebel Army is the king of this trope. They only truly appear in the first, second, third, and sixth Metal Slugs, and out of those 4, they team up with the heroes in 3.
    • In Metal Slug 2 their Martian allies betray them and kidnap their leader, causing the mooks to join forces with the heroes.
    • In Metal Slug 3 their leader was kidnapped and replaced by a disguised Martian, and after they figure this out, they join the heroes in their Battleship Raid of the Martian's Mothership.
    • Played with in Metal Slug 6; they team up with the Martians again, but a new alien species (Venusians) finds Earth right after Mission 2 and find it ripe for the conquering. As for the favorite food of these aliens? Mars People. So now you, Morden's army, and the Martians all team up against these new baddies.
  • Everything's Better with Monkeys: Utan, the Uzi-wielding chimpanzee partner that you could release from a box. In 4, your character could actually get turned into a similar monkey, with an increase in fire rate (as their weapon somehow turns into an Uzi too).
  • Evil Knockoff: The Ptolemaic Army from Metal Slug 5 stole the blueprints of the titular tanks which allowed them to create their own bastardized Metal Slugs. In fact the first boss is a titanic Metal Slug dubbed Metal Rear. In fact, according to Metal Slug Defense, they also seemed to have stolen blueprints of the Rebel Army's vehicles.
    • Metal Slug Advance for the Game Boy Advance has Formor, a larger version (3 times) of the Metal Slug.
  • Evil Laugh: General Morden, Allen O'Neal, Rootmars, and Amadeus.
  • Evil Overlooker: In an unlockable background in Metal Slug Anthology.
  • Expressive Mask: Tarma in XX, and also the tribesmen in 5, with their giant masks that laugh when they laugh.
  • Family-Unfriendly Death: For a game with a cartoony art style, people die in surprisingly disturbing ways. And there's blood everywhere.
    • Though in certain versions of the games you can change the color of the blood to white, which—depending on how childish you are—will either look like water, milk, or semen.
  • Fanservice: Metal Slug Anthology has a picture pack which includes lots of pictures of the female characters. In addition, when the female characters are killed, they sometimes suffer Clothing Damage to a degree the male characters do not - for example, the giant snail acid in 3 will instantly make a male character turn green and collapse into a puddle of ooze, whereas the female characters will have their clothes melt as they sink to their knees before keeling over, giving you a good eyeful.
  • Fanservice Pack: Poor Fio just won't stop gaining weight from one game to the next.
  • Fan Remake: A group known as AA Productions have set up a remake of the fifth game known only as 5 Elite, boasting true-to-arcade visuals and production values.
  • Flash of Pain: For an example, an orange variety is found in Metal Slug 1.
  • Food Chain of Evil: The Venusians in 6 eat Mars People. It gets bad enough that the Mars People and the Rebel Army team up with you to take them on!
  • Franchise Zombie: After SNK's bankruptcy, after 3 that is. Fans generally believe that with SNK Playmore taking the series back for 6 on, the zombie has recovered.
  • Gasmask Mooks: The Ptolemaic Army soldiers.
  • Gatling Good: See image at top of page. Some enemy soldiers wield them, for what good it does.
  • Getting Crap Past the Radar: In the form of a very long animation that one is unlikely to see in its entirety during the hectic gameplay. One of Utan (the chimp)'s idle animation is to pull bananas out of his diaper and eat them. If you wait long enough, after the third banana Utan will pull out by mistake his floppy monkey penis, get visibly embarrassed and then put it back down the diaper.
  • Giant Enemy Crab: Metal Slug 3's first mission is full of giant crabs, with a truly enormous one serving as the boss. Take the right alternate route in the fourth level and you'll find some more.
  • Giant Space Flea from Nowhere: Scyther, the final boss of the fifth game. After facing hordes of terrorists, robots, and cultists, you're greeted by a giant demon on the top of a tower. Only thing remotely connected is a single cutscene at the very beginning of the game, and that's it (there were supposed to be more cutscenes that would flesh it all out, but they were left on the cutting room floor).
  • Gone Horribly Wrong: Those weird mutants in 2 and X? Turns out they're the leftovers from a Super Soldier project.
  • Goofy Print Underwear: The POWs dispense Power Ups from giant pairs of blue-and-white-striped boxer shorts.
    • When the Mars People turn on General Morden in Metal Slug 3, they strip him to his polka-dot boxers. (When the same thing happened in Metal Slug 2/X, he was wearing pink bikini briefs.)
  • Grand Finale: 3 was intended to be this, as SNK was nearing bankruptcy at the time and decided to have one last hurrah. As a result, the craziness of the previous games is turned Up to Eleven and the final mission is equal parts Nostalgia Level and Marathon Level, culminating with a Free-Fall Fight with the leader of the aliens...but then the series continued with 4 two years later, and currently it's impossible to tell if it will attempt this again.
  • Gross-Up Close-Up: The character selection portraits in 2/X and 3. For bonus points, if you choose Tarma, a drop of snot will come down from his nose.
  • Guest Fighter: Ralf and Clark are playable in Metal Slug 6. Returning the favor, Fio is unlockable in The King of Fighters: Maximum Impact 2.
    • Since Ralf and Clark returned in 7, it seems likely that they're here to stay.
    • Marco Rossi also appeared in Neo Geo Battle Coliseum as a playable character.
    • XX (The PSP version of 7) added Leona. She previously appeared in the cell phone games.
  • Guns Akimbo: Metal Slug 4 introduces the TWO MACHINEGUN! (2H) weapon powerup.
  • Heroic Willpower: Probably the reason why your characters still retain their minds/sentience when turned into a Mummy or Zombie, while other infected humans become mindless monsters that immediately attack you on sight.
  • High-Pressure Blood: Mooks leave a quite respectable trail of blood upon being shot or cut. Shooting down a Mook with the Shotgun results in them literally exploding into a burst of blood that is roughly twice the size of their regular sprite.
    • Weaponized by the zombie versions of the player characters, where the grenade attack is changed to a sandblaster-like jet of blood.
  • Hijacked by Ganon: Inverted in Metal Slug 4. What appears to be Allen O'Neal and General Morden are actually look-alike robots manufactured by a new enemy named Amadeus.
  • Humongous Mecha: The third boss in the third game is a big mech that attacks by dropping rockets and firing Eye Beams.
    • In one mission on XX, you get to pilot one near the end of the mission. And you get to fight Allen in a similar mecha as well.
  • Hyperspace Arsenal: One miniboss from X (which was also the first boss in Metal Slug 2) is a super-heavy assault plane that carries those huge tanks that drop themselves on you when they run out of ammo. It carries an infinite supply.
  • Identical Stranger: The NPC businessman (called Parker) encountered in 2's first mission has an uncanny resemblance to Amadeus, mentioned above.
  • I Have a Family:
  • Implacable Man: Allen O'Neal, Morden's bodyguard who soaks more damage than most tanks, and manages to come back from the dead an unnerving amount of times. In Metal Slug 2, he actually gets eaten by a killer whale which even spits out his bones afterward… and yet, in Metal Slug 3 he's there again, gatling and idiotic taunts and all, and he amazes us even more by coming back from the dead again and helping you in the endgame.
    • Although he took a vacation after number 3, not appearing for a few games The one in Metal Slug 4 is actually a robot, he returns in Metal Slug 7.
  • Improbable Weapon User: When in fat mode, your melee weapon (a combat knife or hatchet) is replaced with a really big spork. Or have a seat and whip out your plus-sized belt.
  • Infinity+1 Sword: The Slug Gunner of Metal Slug 3D appears when you assemble all Gunner parts onto your Slug, however, by the time when you assembled it, you have already cleared all missions with all 4 characters note .
  • Interquel: Word of God states that 6 takes place between 3 and 4 while 7 takes place between 3D and 5.
  • Large Ham: The announcers (except for the first one). "HEAVYYYY MACHINEGUN!" Allen as well: "AHAHAHAHAHA!! GO HOME TO MOMMY!"
  • Later Installment Weirdness:
    • Starting with 6, players are able to hold two weapons interchangeably, use the pistol while keeping their weapon ammo intact, and every character has their own characteristics.
    • A trend started from 5, later games would have barely, if any, character transformations.
  • Leitmotif: General Morden and Allen O'Neal occasionally have Assault as their main theme whenever they appear or when they are involved, though the latter uses it as his boss theme in ''7''.
  • Lettered Sequel: The console ports and updated re-release follows this name pattern: Metal Slug X, that actually is a PlayStation port of Metal Slug 2, and Metal Slug XX is a PSP version of Metal Slug 7.
  • Lighter and Softer: The original game had a relatively grounded military aesthetic and plenty of serious moments (such as backgrounds full of dead civilians and the famously Tear Jerker credits roll), with most of the goofier parts skewing towards Black Comedy. 2 and 3 introduced much more exaggerated enemy designs, a hammier announcer, sci-fi elements, and character transformations.
    • Darker and Edgier: 5, on the other hand, eschews most of the comical parts and plays it almost completely straight-faced. Morden, Allen, and the Rebel Army are Put on a Bus and replaced with a much different group of enemies ranging from veiled terrorists to armed mecha. As a result, the game lacks much of the humor found in the previous games, aside from the ability to turn fat in the first mission. However, most of the new enemies are all edits of Rebel soldier sprites. The game also features a more heavy metal-induced soundtrack in comparison to the previous games. 4 and 6 as well, albeit to a much lesser degree. Metal Slug 6, for example, features Marco and his team joining forces with both the Rebel Army and the Mars People fighting against a new, dangerous threat that not even the Mars People themselves can handle.
  • Load-Bearing Boss: Amadeus in Metal Slug 4.
  • Long Song, Short Scene: "Windy Day" in 5 is one of the best songs in the game. It's also only used in one location, that you can breeze through in less than a minute.
  • Luckily, My Shield Will Protect Me: Some Mooks get a riot shield. They will hide behind it, slipping out every so often to take a potshot. When you shoot the thing out of their hands, they waste their Mercy Invincibility by panicking.
  • Made of Iron: In a series where most characters (including yours) die from a single shot, Allen and Morden both absorb several hundred rounds of machine gun fire and/or dozens of direct hits from missiles and grenades every time they appear. Allen seemingly dies afterwards only to show up alive in the next game, but Morden is just knocked into submission by it. Morden also has been known to survive a gigantic metal plate crushing him and being strapped to a spaceship as it launches into space.
    • Ralf is so badass he can take two hits instead of one.
    • The Natives and Ptolemiac Shamans in 5 and the Hunters in 6 can take more than one hit unlike most human mooks.
  • Man-Eating Plant: The carnivorous plants found in 3 and 7 which can eat your character in one gulp. Even their seeds are deadly- touching them will cause them to kill your character in a writhing mass of vines. Bonus points for actually being called Man Eaters.
  • Mickey Mousing: "Into the Sky", the track that plays during the auto-scrolling part of 3's final mission, starts off triumphantly for the sky section, then gets more tense as you start encountering more and more resistance in the ground part (ramping up to the fight with Allen).
  • The Many Deaths of You: Besides getting shot or stabbed, there are countless sprite animations for death, ranging from (while in fat mode) bursting like a balloon to getting sucked up by flying tentacle aliens to the various deaths when turned into zombies or mummies! Lots of these can result in some pretty severe feelings of terror.
  • Marathon Level: Many final stages are quite lengthy, but 3's final stage deserves a special mention. It is literally about half the game's length, taking as long as half an hour to finish.
  • Mascot Mook: The hapless Rebel Grunts. Many fans were saddened by their absence in the fifth game, and they even got to be playable in an unlockable minigame in the PS2 and Xbox ports of 3.
  • Mecha-Mooks
  • Mechanical Monster: Many people wouldn't know what it was when they first encountered it in Metal Slug 2/X, given that only its "head" is visible, but the Aeshi Nero is a giant robot snake that's trying to "swallow" the pillar you're on!
  • Meganekko: Fio.
  • Mercy Invincibility: Jumping out of any Slug will give you a split second of this, and on top of that will leave the slug undamaged. This is often exploited to great effect in most no-death runs by jumping out of slugs when projectiles would hit them.
    • The riot shield soldiers get this once their shields blown away. Too bad they waste it on panicking.
  • Military Mashup Machine: Almost every boss you encounter - especially in the later games - is a great hulking mishmash of military vehicles. The classic Land Battleship (by which we mean, "A battleship with giant treads bolted on") Big Shiee makes an appearance in Metal Slug 2 (and X), and the very first boss in Metal Slug 3 is a giant lobster with an artillery cannon fitted on top of it.
  • Mind Control: In Metal Slug 3, the character that you are controlling is abducted and then turned into clones, and then clone zombies. In Metal Slug 6, one of the playable characters (which it is depends on the current Player Character(s) being usednote ) becomes controlled by the flying parasites.
  • Mini-Mecha: The Slugnoid introduced in the second game is a humanoid Slug with 2 vulcan guns as well as a cannon on its... crotch. The third game also has the Rebel Army's LV Armor that you can use. You can also equip it with the pick-up guns such as Heavy Machine Gun or Flame Shot. The fifth game introduces Slug Gunner, a modified Metal Slug with legs, Pile Bunker arm and Gatling Good arm that can also deploy its treads to move faster. An incomplete "prototype" version of it appears in the sixth game, with more standard vulcan guns. The seventh game has a modified LV Armor that has its own cannon and vulcan gun.
  • Mirror Boss: Allen O'Neal.
    • You also fight one of your fellow playable characters in Metal Slug 6, controlled by an alien. He/she has access to several of your special weapons, like grenades, knife/hatchet, the Heavy Machine Gun, Flame Shot, and Rocket Launcher.
  • Mooks: With various animations and behavior, too.
  • Mook Horror Show: Human enemies panic when you respawn in front of them. Except for bosses, but everyone from the lowest infantry to blue-suited doom troops lose their shit.
  • More Dakka: The Metal Slug franchise is heavily based off of awesome firepower, with heavy machine guns, BIG heavy machine guns, dual machine guns, and other powerful weapons. This is then taken even further by the fact that players can become fat, increasing the power of their weapons (think of a heavy machine gun that is BIG and while fat). The vehicles with a huge vulcan machine gun (or 2) are also based off of this.
    • Taken even further in Metal Slug 6 and 7, where playing as Fio immediately gives the player the (Big) Heavy Machine Gun. She also gets 50% more ammunition upon picking up other weapons.
    • In Metal Slug 2, there is much more dakka than the game engine can handle. One thing about Metal Slug X being an Updated Re-release is that the engine doesn't drop frames quite so much.
  • Nerf: In Metal Slug 6, either due to the weapon-stock mechanic or Fio being able to gain more weapon ammo, weapons have their ammunition reduced. For example, a Rocket Launcher would originally give out thirty rockets in earlier games, while in 6, Fio receives fifteen, the rest ten, and Ralf five. Metal Slug 7/XX reverts to its original amounts, so by the previous example, Fio now receives forty-five, the rest thirty, and Ralf fifteen.
    • While they still die after one shot, enemies in Metal Slug 3 and on don't actually fall over after a single bullet and can body-block their comrades for a couple of seconds, indirectly nerfing bullet weapons and making weapons that instantly disintegrate foes (such as the laser gun) more valuable.
  • Night of the Living Mooks: 2 has an Egyptian tomb populated by mummies, X adding mummy dogs. 3 and 4 have zombie-themed levels as well as the mummies.
  • Ninja Pirate Zombie Robot:
  • Nintendo Hard: Not surprising, since arcade games need to be able to get your quarters. There is a rule among fans: "When fighting a boss, use all your grenades immediately. You'll die and get a new set in a few seconds." Metal Slug 1 was hard, yet still the easiest of the games. 3 and 4 are the most difficult, and one could say the purchase of any one of the games for a home console will pay for itself in saved quarters very quickly.
    • Mike Uyama, speedrunning legend, explicitly states here it's harder than Contra III. And he beat that game in 15 minutes.
      • —>From Uyama himself: "Metal Slug 3 is longer, has more randomness, bosses don't die as quickly, and the hardest difficulty is considered impossible (or nearly impossible) to beat on one life. Whereas in Contra III, the game moves quickly, but there isn't much randomness. If that doesn't convince you, Contra III took me 10 days (this includes both practice and recording), Metal Slug 3 took me over a year."
    • The developers know that a very tiny fraction of clears will be proper clears done on one credit, because the ending result screen shows how many continues you used up. It's not uncommon to see, for instance, a continue count of 50 or more (in other words, over 150 lives lost) on Metal Slug 3, especially given that it's longer than the other ones.
    • Taken Up to Eleven in the Xbox (not to be confused with the one on the 360) port of 3. Using a continue starts you from the beginning of the level. If you've played the game, you'll know that expecting a player to complete the final mission with only 5 lives at most is nothing short of insane. This is particularly grating considering the otherwise identical PS2 version (not released in the US) has unlimited continues. However, in the Xbox version you can effectively double your lives by having two controllers plugged in, and pressing Start on the second immediately after you lose your last life on the first.
  • No Celebrities Were Harmed: The Big Bad Morden bears an uncanny resemblance to Saddam Hussein. According to the game's Back Story, he's actually from the province of New Brunswick in Canada.
  • No Swastikas: Mercilessly parodied via the enemy army, who aren't actually Nazis — even in the Japanese version — but wear Nazi uniforms, and have insignia strongly resembling poorly-censored Nazi symbols: Swastikas become plain black X's and eagles become Phoenixes.
  • The Nudifier: The "slimy protagonist death" animations. Males get Stripped to the Bone. The girls, on the other hand, get their clothes dissolved as they keel over, with a brief moment of cleavage or Panty Shot before they just disappear into a green mush.
  • Obligatory Swearing: Tarma F-bombs upon defeat.
  • Obvious Beta: Metal Slug 5. A lot of the things in the game were Dummied Out, and most of it was What Could Have Been. For example, we have no reason as to why the Ptolemaic Army are our enemies, or why the Scyther is the Final Boss of the game.
  • Octopoid Aliens: The Mars People resemble octopi that can stand on their tentacles and wield rayguns. They also curl up into something resembling a jellyfish to glide short distances.
  • One Bullet at a Time: Well, more like Two Grenades At A Time. Getting in close and lobbing grenades like a maniac isn't just the key to speedruns — sometimes it's the only remotely easy way to clear an area.
  • One-Hit Kill: Certain attacks can kill Ralf (such as getting eaten by Man Eaters) and Slugs (e.g. being crushed by Dragon Nosuke or Metal Rear) in one hit.
  • One-Hit-Point Wonder: It's an arcade Run-and-Gun game, so no surprises here. If you're in a Slug, it will take 3 (or rarely 4) hits for you. There are, however, some aversions:
    • Ralf in Metal Slug 6 and 7, who can take two hits. He's just that tough! Considering how close Ralf needs to get to tanks in order to use his anti-tank Vulcan Punch, it's quite helpful. It is also most likely a Shout-Out to his The King of Fighters '99 victory quote "I can survive anything - even nukes!".
    • From 6 onward, putting Tarma in a Vehicle doubles its defense, letting you take twice as many hits.
    • Interestingly enough, Metal Slug Advance gave you a lifebar (refillable through eating food). Played straight, however, upon activation of the "Paper Thin" card. Completing a level with it gave you another card for 100% Completion. Same happened in Neo Geo Pocket Color's Metal Slug 1st Mission and 2nd Mission, but it was a bit harder to activate the "Paper Thin" mode, which also enforced you to use the Taser Glove and Zantetsuken.
    • In Metal Slug 3, getting run over by an Ohumein-Conga won't kill you, but rather knock your character down, causing them to get up afterwards (though you lose special weapons in the process). Getting hit by Robot Allen's melee attack in 4 has the same effect.
    • 3D, being a Third-Person Shooter, has an interestIng variation of this: the lifebar system subtly averts this trope, allowing you to take more than one hit in most situation. Emptying all the life bar, or in certain One-Hit Kill situations (such as falling Into Bottomless Pits), however, nets you an instant game over with option to continue on last checkpoints or going back to menu.
  • One-Man Army: Sometimes the Mooks actually scream and run for their lives if you approach them. They know. This is usually after they've killed you, only for you to accept the Continue screen and come back again. For some fun, find two soldiers chatting with each other. Kill one and watch his friend freak out and run.
  • Painfully Slow Projectile: The NOP-03 Sarubia (tall gray tanks) specializes in shooting slow rolling bombs to force the players to dodge and jump, making them easy targets for its allies.
  • People Jars: Mission 5 in Metal Slug 6 sees you rescuing Mars People from these sort of jars.
  • Pile Bunker: Slug Gunner's melee weapon.
  • Piranha Problem: The Flying Killers in 3 and 6. Drop in Stage 1's water in 3 and they rip you to shreds. They can also jump out of the water and fly at you.
  • Precision F-Strike: Tarma lets one out upon dying.
  • Prequel: Metal Slug: 1st Mission and 2nd Mission both take place before Metal Slug 1.
  • Qurac: First level of Metal Slug 2 (and therefore X). One would assume that's why the next level has mummies, too.
  • Rated M for Manly: Let's see. Stuff Blowing Up? Check. Large Ham Announcer Chatter? Check. Crowning Music of Awesome? Check. More Dakka? Check. Just as Nintendo Hard as Contra? Check. Ralf, Clark, and Leona from The King of Fighters being included in future Metal Slug games? Check. This series will surely make your Neo Geo grow some balls and chest hair as well as a beard, and will make you a man.
  • Recurring Boss: Crablops in 7 appears as the second boss, but doesn't explode to bits when beaten. It then reappears as the third boss... but it now detaches both halves to attack you separately.
  • Recycled In Space: Contra AS AN SNK GAME!
  • Recycled Title: The 3D Metal Slug game for the PS2 is simply titled Metal Slug.
  • Redshirt Army: Whenever you team up with the Rebels to fight either the Martians or the Venusians, they become this.
  • Reliable Traitor: Tequila in Metal Slug 2nd Mission, a Rebel Soldier that has the ability to stage select. He also provides you with some information before you tackle levels, by contacting him.
  • Rewarding Vandalism: If you destroy any objects in the background, chances are it'll drop a useful item.
    • Interestingly enough, in one of the levels of Metal Slug 2, vandalism gets punished - if you eat too much food, you'll grow to be fat. (UH OH BIG) This means you're slower and a bigger target, so don't lose your tank. Of course, being fat also upgrades all your weapons, so…
  • Ring Menu: On some of the console versions.
  • Robotic Reveal: General Morden and Allen O'Neal in Metal Slug 4.
  • Sand Worm: A giant flying worm is the fourth boss in 6. However, you face it in a bay.
  • See You in Hell: Allen O'Neal's death cry, and one of his CatchPhrases.
  • Sequel Difficulty Spike: Metal Slug 3. Boy, oh boy, Metal Slug 3. Take how many continues you took to complete 2 and double it. That's about how much you'll be spending in 3.
  • Sequential Boss: A few bosses in the series do have second phases.
  • Shock and Awe: Several enemies use electrical attacks. the Sewer Sub boss from 1 and future rebels from 7 are prominent examples-the latter going so far as to have tesla coil armed specialist infantry and electrified gauntlets replacing knives as standard issue close combat weapons…
    • You also have the Thunder Shot from 7 and the Thunder Cloud from 3.
  • Short-Range Shotgun: Taken literally and Up to Eleven. The Shotgun is basically a directed explosion; it doesn't even hit past half a screen, but whatever it hits it virtually obliterates. The "Big" Shotgun, first seen in X, does hit half the screen.
  • Shout-Out: Now has its own page.
  • Sink The Life Boats: If you destroy one of Morden's boats, the soldiers will bail out and the ship will break apart… but when the smoke clears you'll see the boat, now tilted upward dangerously and obviously crippled, with a lone weaponless soldier desperately trying to bail it out. You have to destroy every enemy to move on during most screens, and while the boat's still floating, it counts. Do note, enemies will file out if you take too long.
  • Spin to Deflect Stuff: The Venusians in Metal Slug 6 use this one quite often. The even roll on the floor and spin-jump around like a certain blue hedgehog… Oh, and they kill you if you touch them while they're spinning.
    • Semi-subversion; the bullets do deflect off (while not harming you, thankfully), but the Venusians will still take damage.
    • The trooper clones in 3's final level (spaceship section) deflect HMG and Vulcan bullets while jumping.
  • Spiritual Successor:
    • Metal Slug shares a lot of graphical and gameplay similarities with the earlier shooters In the Hunt and Gunforce 2, both of which were made by the same team. It also shares a lot of visual design and trope usage with Undercover Cops, a Beat 'em Up also developed by said team.
    • The Neo Geo run & gunner Cyber-Lip is frequently said to also have been done by that team, although it's stylistically very different from Metal Slug.
    • Opposite of Cyber-Lip, SNK's 1994 platformer Top Hunter shares strong stylistic and tonal similarities with Metal Slug, although the actual gameplay is completely different.
  • Stock Scream: If the mooks get set on fire or blown up, they'll often let rip one of these. Also, if you die, they laugh and shrug as if to say "what was the big deal?"… only to freak out when you come back thanks to the magic of extra lives.
  • Strong Flesh, Weak Steel: The special ability of one of the Ikari Warriors in 6 (Ralf Jones) is to punch right through tank armor.
  • Stuff Blowing Up: A LOT
  • Sufficiently Advanced Alien: Tuatha De Dunaan.
  • Super Drowning Skills: Unless you have the appropriate equipment.
    • Justified in Metal Slug 3's Mission 1. The water is infested with man-eating fish that will strip a character down to their skeleton should they fall in.
      • Incomparably frustrating if this happens while missing the jump to the Marine Slug (and associated level path).
    • Also justified in Metal Slug 2/X's final mission. The water is ICY COLD and a drop in it will make your character frozen in an ice block.
    • And justified in Metal Slug 6's mission 1's river, the current was rapid. And mission 2 had the same flying piranhas!
  • Surprisingly Good English: Though made in Japan, the Metal Slug 3-D cutscenes had fully-spoken English with Japanese subtitles. The regular announcer also speaks perfect English…most of the time (ROCKET LAUWNCHER!).
  • Survivor Guilt: At the ending of the first game, in the London level, you find what is usually presumed the daughter of a dead enemy soldier. Jump at 2:44.
    • She only appears if you finish in one player mode, where the credits scroll over the destruction you left behind (graves, devastated buildings, wrecked tanks, etc). Complete a co-operative game, and all the enemy forces are seen having a party instead. The outro music also changes appropriately (or inappropriately, depending on your point of view).
  • Suspicious Videogame Generosity: Right at the end of Metal Slug 6. No enemies, no music, and a Metal Slug for you to ride. Uh-oh…
  • Tank Goodness: An incredibly cute example, with a strong resemblance to the mini-tank from Dominion Tank Police.
  • This Is a Drill: In one path of Metal Slug 3, you get a Drill Slug, which can drill right through those nasty big creepy crawlies. Ichor spews EVERYWHERE.
  • Trick Bomb: Aside from the standard stick grenade, there's also the Fire Bomb and Stone. The regular grenade explodes in a vertical burst that does good damage to machines and kill a number of on-foot enemies in one go. Fire Bomb explode in a spread of flames, making it good against swarms of on-foot enemies but not on machines. Stone can only hit one target at a time, so it's not good on on-foot enemies, but does a surprisingly heavier damage against machine.
  • Trick Boss: The Final Boss of Metal Slug 6 is a yellowish alien core thingy. It doesn't even move, and is aided by only a few mooks that come at moderate intervals. Rebel soldiers also come in to deal some damage (and die to the mooks as well). After defeating it, more Rebel soldiers come in and celebrate your victory over the enemy… when the alien in the destroyed core fires out a destructive wave, killing all of them. Time for the REAL final boss battle.
    • Done again in Metal Slug 3D, though the first "battle" is against an actual challenging enemy.
  • Trouser Space: The POWs take this a step further by keeping powerups in their underwear.
  • Turns Red: Allen O'Neil turns red gradually as you hurt him more. He might change his pattern a little bit, but the major point to him turning red is to assure you that, yes, you are in fact making progress.
    • Similarly, Sol Dae Rokker in Metal Slug 3 will gradually turn red as it takes more and more damage, along with gaining extra fire rate and deciding that two explosive ghost wolves at a time isn't enough anymore.
  • Uncommon Time: No two versions of Steel Beast (The boss theme of the first Metal Slug) share a time signature (Except 2 and 3).
  • Unexpected Gameplay Change: Occasionally, Metal Slug games will shift from a Run-and-Gun to a Shoot 'em Up. Okay, so they're not all that different as genres (some people class the former under the latter, even), but the way you play changes a bit.
  • Ungrateful Bastard: Despite saving his ass (and organization!) in both Metal Slug 2/X and 3, Morden still tries to kill the protagonists in 6 and 7/XX. Although he is leader of the world-wide rebellion which player opposes.
    • For what it's worth, though Either Morden or Rootmars will save the player at the end of Metal Slug 6, depending on what route you took in stage 4.
  • Unstable Equilibrium: By the end of a given stage, the POWs you rescue (especially if any of them are special POWs) and whatever Slug you can carry to the end of the stage will be worth hundreds of thousands of points, or even a million or two. It takes only a single life loss—even if it happens with the endboss down to three pistol bullets left—to lose all of those rewards, and if you were in an armored Slug, chances are it'll be blown the hell up before you finish the boss. All of this in a sadistically Nintendo Hard series.
  • Unusually Uninteresting Sight: In the first stage of X, there are a pair of background NPCs who keep on chatting calmly even as you start gunning down mooks. They'll run away only if you shoot at them specifically.
  • Updated Re-release: Metal Slug X was a redesign of Metal Slug 2. Besides the much-maligned slowdown from 2 being virtually absent, X also introduced the Iron Lizard, Drop Shot, Super Grenade, and Enemy Chaser weapons. It also gave us the BIG versions of the Original weapons (Heavy Machine Gun, Rocket Launcher, Shotgun, Flame Shot, and even the Laser Gun), and increased the difficulty.
    • XX is an updated version for the PSP and Xbox Live Arcade of Metal Slug 7 for the DS.
  • Victory Pose: Every character from the main Metal Slug games does a victory pose in the end of each mission (except in the first game).
  • Video Game Flamethrowers Suck: Averted. It ignores the ever-annoying riot shield troopers, and tears tanks apart in as little as two shots.
  • Wake Up Call Level: The last mission of Metal Slug 3. It's just as long, if not longer than the rest of the missions combined, throwing in twist after twist at you along with very hard sequences and bosses.
  • Walking Shirtless Scene: Allen O'Neal.
  • Walking Tank: The Slug Gunner from 5. 3 has a Mook which is quite literally a hollowed-out tank carried by two Japanese soldiers, with a third as the commander.
  • War Has Never Been So Much Fun: Boy howdy.
  • Wave Motion Gun: The Lasergun from Metal Slug 2 onwards. Shown LITERALLY in-game if the player fires a Laser Gun or BIG Laser Gun while fat.
  • Weaponized Animal: The Camel Slug, Elephant Slug, Ostrich Slug, and Donkey Slug, animals with a rapid-fire gun attached to them. On the Rebel Army's side, we have Huge Hermit, a huge hermit crab with a tank for its shell.
  • Well-Intentioned Extremist: General Morden himself for the entire series - trying to take revenge for the Totally-Not-The-UN killing his son, and Oguma in Metal Slug 3D.
  • Womb Level: The Venusian Nest from Metal Slug 6 and Lieu from Metal Slug 3D
  • Wolfpack Boss: The Union from 7, which is made of three enemies that attack separately. "Killing" one part makes it stop attacking, but it's still usable as a platform.
  • The Worf Effect: The first game sets up Morden as an influential, well-armed, and nearly indestructible general. The second and third games allow the Mars People to humiliatingly defeat him to show how much more dangerous they are. The sixth game demonstrates the Venus People as an even greater threat by showing them obliterating Morden and the Mars People.
  • You Gotta Have Blue Hair: Leona.
  • Zeerust: Most of the "High-Tech" devices in the series are intentionally Zeerusty, from the aforementioned land battleship, to pulp robots, to 50s B-movie flying saucers. In particular, many vehicles (including aircraft) appear to be constructed of heavier metals riveted together.
  • Zerg Rush: There are a few sequences like this in the series, but the best one might be the ridiculous Venusian onslaught in Mission 3 of Metal Slug 6. They just keep coming in from the right and coming in from the right…
  • Zombie Apocalypse: The second Metal Slug 3 level pits you against zombies, apparently caused by an alien-infested meteorite. They reappear in 4 with no context, though the virus has apparently been studied and weaponized in the interval between the two games. You can be turned into a zombie, which greatly reduces your walking speed and and confines you to using your pistol, but gives you an obscenely powerful blood vomit attack instead of grenades and makes you immune to normal mooks' attacks. Later in 3, evil duplicates of the player get turned into zombies… and unfortunately also have the blood vomit attack.
    • Unfortunately, the alien zombie clones can't zombify you with their blood vomit - it just kills your character outright. Which gives them a nasty advantage over you, especially if you lose your only advantage against them (namely, small hills protecting you from the blood blasts).
      • Better yet, occasionally during this sequence you can find an evil, non-zombie duplicate during this section. In previous sections, they died with a single bullet, but in this section they have as much health as a zombie. This means you need to use a few grenades, several bullets, or a powerful weapon to kill them while they jump around and melee/shoot you. Meanwhile, more evil duplicate zombies are coming from the left, using their vomit attack, and you're most likely out of grenades and reduced to your pistol. Have fun!
  • Zombie Puke Attack: Zombies attack solely by this method (although the release method is different between types: for example, fat zombies will let the puke burst out of their ribcages, while zombie scientists will pull out their intestines and squeeze the bile out at you); when a player character is zombified, their grenade attack is turned into a bloody version of this.


''MISSION ALL OVER!''
http://tvtropes.org/pmwiki/pmwiki.php/VideoGame/MetalSlug