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Datamining has confirmed that Stone has the same damage as the normal grenades


* TrickBomb: Aside from the standard stick grenade, there's also the [[MolotovCocktail Fire Bomb]] and Stone. The regular grenade explodes in a vertical burst that does good damage to machines and kill several on-foot enemies in one go. Fire Bomb explodes 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 surprisingly heavier damage against machines.

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* TrickBomb: Aside from the standard stick grenade, there's also the [[MolotovCocktail Fire Bomb]] and Stone. The regular grenade explodes in a vertical burst that does good damage to machines and kill several on-foot enemies in one go. Fire Bomb explodes 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 surprisingly heavier damage against machines.has increased range.

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** In general, the games are fond of giving you blatantly weaker weapons after already giving you much better ones that you still have plenty of ammo for, and if you're playing any game before ''6'', picking up a weapon replaces the previous one. A good example would be the ShootEmUp section in the final mission of ''3'', where you will find yourself having to avoid Heavy Machine Guns after already having picked up Lasers and Shotguns. These weaker weapons can be useful for a second player, but they can make a single player's life hell against tough opponents if accidentally picked up.



* PrecisionFStrike: [[https://youtu.be/2W1D-ZotM9E?t=83 It sounds like Tarma is letting one out upon dying]], which is supported by the fact that the [[Bowdlerise bowdlerised]] [=PS1=] release of ''X'' replaces his death scream with Marco's. This can quickly turn into ClusterFBomb given the game's NintendoHard nature, which makes his aversion to swears in story-driven installments such as ''3D'' and the tower defense games all the more surprising.

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* PrecisionFStrike: [[https://youtu.be/2W1D-ZotM9E?t=83 It sounds like Tarma is letting one out upon dying]], which is supported by the fact that the [[Bowdlerise [[{{Bowdlerise}} bowdlerised]] [=PS1=] release of ''X'' replaces his death scream with Marco's. This can quickly turn into ClusterFBomb given the game's NintendoHard nature, which makes his aversion to swears in story-driven installments such as ''3D'' and the tower defense games all the more surprising.
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** There is a part during mission 4 of ''X'' where you fight soldiers on small boats below you that launch missiles. The prisoner you rescue just before fighting these enemies gives you one of three weapons. One of these is Big Rocket Launcher, and if you happen to be fat, they will home in on the enemies in a less accurate and '''much''' slower counterpart to the Enemy Chaser. It's not just the fact that they're slow that puts you at a major disadvantage, it's that they also home in on the enemy missiles more often than they do the boats, and it takes a long time to fire more rockets because you need to wait for the existing ones to leave the screen first and they will aimlessly wander around for several seconds before hitting anything.

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The game's rather threadbare story usually involves the general Donald 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.

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The game's rather threadbare story ([[AllThereInTheManual at least in the games proper]]) stories usually involves involve the general Donald 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.



* AllThereInTheManual: It is 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 (Duke Koudou), and that girl at the end credits of ''1'''s single-player mode who's mourning a lost love (Satiko Suzuki).

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* AllThereInTheManual: It is only via A pretty extreme example, as entire character backstories and various NPC and boss names are mentioned and elaborated upon in supplemental materials do you find out the names of lots of things, like the end-mission bosses materials, but have absolutely '''zero''' presence in the main games (sans Morden, probably), that explorer in ''2/X'' (Scott Amundsen Jr.), that old man whose briefcase you can take themselves and are only relevant to spinoff titles such as ''Metal Slug Attack'', if at all. Perhaps the most notable example is General Morden's motive for points (Duke Koudou), betraying and that girl at attempting to overthrow the end credits of ''1'''s single-player mode who's mourning Regular Army: his wife and child were killed in a lost love (Satiko Suzuki).bombing and he blames the Regular Army for being unable to save them.



** Morden, however, suffers from his eyepatch being worn on his left eye rather than his right, which he spends the entirety of the first game doing. ''Metal Slug 3'' turns this into a plot point: the fake Morden reuses the sprites from the first game while the real Morden has new sprites with his eyepatch in the correct position.

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** Morden, however, suffers from his In the first game, Morden's eyepatch being worn is mistakenly on his left eye rather than despite official art depicting it on his right, which he spends the entirety of the first game doing.right. ''Metal Slug 3'' turns this into a plot point: the fake Morden reuses the sprites from the first game while the real Morden has new sprites with his eyepatch in the correct position.



** '''UH-OH BIG!'''
*** '''MISHOWN COMEPLEET''' ''[ending theme]''

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** '''UH-OH '''WHOA, BIG!'''
*** ** '''MISHOWN COMEPLEET''' ''[ending theme]''



* ArmiesAreEvil: General Morden's Rebel Army show up in just about every game, and their job is to cause [[ForTheEvulz chaos and destruction as]] [[AllThereInTheManual payback for the death of Morden's wife and daughter]]. 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 Division 6 of the Japanese Army (found only on a secret path in ''Metal Slug 3'').

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* ArmiesAreEvil: General Morden's Rebel Army show up in just about every game, game except for ''5'', and their job is to cause [[ForTheEvulz chaos and destruction as]] [[AllThereInTheManual payback for the death of Morden's wife and daughter]]. 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 Division 6 of the Japanese Army (found only on a secret path in ''Metal Slug 3'').



** ''Metal Slug 7'' and its remastered version ''XX'' has pre-rendered background instead of being hand drawn, while averted for the rest of the characters and vehicles.

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** ''Metal Slug 7'' and its remastered version ''XX'' has have pre-rendered background instead of being hand drawn, while averted for the rest of the characters and vehicles.



** 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).

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** 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 However, you will get killed if you stand in the way of his claws (this uses the same death animation as when the player gets knifed). He will also leave surprisingly docilely 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).
times.



* BulletHell: An at-the-time unusual example for a series that isn't (usually) a ShootEmUp - 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.

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* BulletHell: An at-the-time unusual A rare-for-the-time example for a series that isn't (usually) a ShootEmUp - 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.said genre.



* CaptureAndReplicate: 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 Rugname, you'll find clones of said character as your enemy; much later, you'll find the said character in an aquarium-esque confinement where you have to rescue him/her while clones of said character attack you en masse. Afterward, most of the clones turn into significantly more dangerous zombified versions of themselves.

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* CaptureAndReplicate: Halfway through the 5th final stage in the third game, one of the player characters will get kidnapped by the Mars People. Later, as you storm the Rugname, you'll you find yourself fighting through dozens of clones of said character as your enemy; much later, you'll find the kidnapped character, followed by you finding said character in an aquarium-esque confinement where you have to rescue him/her while more clones of said character attack you en masse. Afterward, Afterwards, most of the clones turn into significantly more dangerous zombified versions of themselves.



** This is Ralf's specialty in ''6'' and ''7/XX.'' He is the only character capable of using melee attacks on vehicles and even '''bosses'''.



** The Metal Slug Type-R, a faster version of the original tank, is orange instead of gray.



* ContinuingIsPainful: You lose whatever weapon you were carrying, your bombs are reset to 10 (although this is helpful if you have used up your previous supply), and your recaptured hostage tally is reset. The blow is slightly softened by the fact that you will get a free Heavy Machine Gun after continuing.

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* ContinuingIsPainful: You lose whatever weapon you were carrying, your bombs are reset to 10 (although this is helpful if you have used up your previous supply), and your recaptured hostage rescued prisoner tally is reset. The blow is slightly softened by the fact that you will get a free Heavy Machine Gun after upon continuing.



* CoolPlane: The Slug Flyer is a hilariously small aircraft that functions just as well as a normal one, and comes with a rapid gun and missiles to boot. It can even carry an SV-001 on top of it without any hindrance in performance.

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* CoolPlane: The Slug Flyer is a hilariously small aircraft that functions just as well as a normal one, and comes with a rapid gun and missiles to boot. It can even carry another player or even an SV-001 on top of it without any hindrance in performance.



* CutscenePowerToTheMax: Jumping into the Bradley Slug for the first time has the player turn the Bradley Slug around to face the correct direction, something that would be incredibly useful to do in-game but is impossible for the player to do.

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* CutscenePowerToTheMax: Jumping into the Bradley Slug in''4'' for the first time has the player automatically turn the Bradley Slug around to face the correct direction, something that would be incredibly useful to do in-game but is impossible for the player to do.do manually.



** The "wind-up" animations enemy vehicles telegraph their attacks with have been changed and require different timing, presumably to throw off veterans who had enemy behavior hard-coded into their brains across the previous four games.

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** The "wind-up" animations soldiers and enemy vehicles telegraph their attacks with have been changed and require different timing, timing to avoid, presumably to throw off veterans who had enemy behavior hard-coded into their brains across the previous four games.



* DenserAndWackier: The first game only had occasional moments of humor, gave off the atmosphere of a WWII-style {{Dieselpunk}} [[FilmNoir Neo-Noir]] game otherwise ([[TwentyMinutesIntoTheFuture albeit actually being set in 2028]]), and featured an outright depressing credits sequence when finished with only one player. The second leaned hard into the cartoony animations, made the violence [[BloodyHilarious much harder to take seriously]], introduced far more outlandish locations, enemies, and weapons, and the rest is history.
* DependingOnTheArtist: The series has had multiple people providing artwork for it since its inception, and has no consistent style. This has resulted in in-game and promotional artwork run the gamut from being cutesy and {{Animesque}}, to gritty and realistic, to cartoonishly surreal, to [[NightmareFuel outright disturbing]]. Just compare Marco's [[https://static.wikia.nocookie.net/metalslug/images/c/c4/Marco-MS1.jpg/revision/latest?cb=20090919142208 appearance in the first game]] to his appearance in ''[[https://static.wikia.nocookie.net/metalslug/images/7/70/Marco-MSX.jpg/revision/latest?cb=20091006231805 X]]'' or his appearance in ''[[https://static.wikia.nocookie.net/metalslug/images/1/1f/Marco-MS5.jpg/revision/latest?cb=20090921140422 5]]''.

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* DenserAndWackier: The first game only had occasional moments of humor, gave off the atmosphere of a WWII-style {{Dieselpunk}} [[FilmNoir Neo-Noir]] game otherwise ([[TwentyMinutesIntoTheFuture albeit actually being set in 2028]]), and featured an outright depressing credits sequence when finished with only one player. The second leaned hard into the cartoony animations, made the violence [[BloodyHilarious much harder to take seriously]], introduced far more outlandish locations, enemies, and weapons, and the rest is history.
* DependingOnTheArtist: The series has had multiple people providing concept artwork for it since its inception, and has no consistent style. This has resulted in in-game and promotional artwork run the gamut from being cutesy and {{Animesque}}, to gritty and realistic, to cartoonishly surreal, to [[NightmareFuel outright disturbing]]. Just compare Marco's [[https://static.wikia.nocookie.net/metalslug/images/c/c4/Marco-MS1.jpg/revision/latest?cb=20090919142208 appearance in the first game]] to his appearance in ''[[https://static.wikia.nocookie.net/metalslug/images/7/70/Marco-MSX.jpg/revision/latest?cb=20091006231805 X]]'' or his appearance in ''[[https://static.wikia.nocookie.net/metalslug/images/1/1f/Marco-MS5.jpg/revision/latest?cb=20090921140422 5]]''.



* DevolutionDevice: The scientist enemies in ''4'' fire darts that turn the player into a monkey if they hit, and can also attack with a syringe at melee range that has the same effect. For some reason the transformed player's weapon also changes into an Uzi. If the player dodges the scientists' melee attack, they'll [[HoistByHisOwnPetard stab themselves with their own syringe]] and turn into a different monkey that can be collected for points.

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* DevolutionDevice: The scientist enemies in ''4'' fire darts that turn the player into a monkey (who reuses sprites of the monkey prisoner Utan from ''3'') if they hit, and can also attack with a syringe at melee range that has the same effect. For some reason the The transformed player's weapon also changes into an Uzi.the same Uzi that Utan uses. If the player dodges the scientists' melee attack, they'll [[HoistByHisOwnPetard stab themselves with their own syringe]] and turn into a different monkey that can be collected for points.



** The first ''Metal Slug'' game has a number of things that seem strange now.

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** The There are a number of things from the first ''Metal Slug'' game has a number of things that seem strange now.in retrospect:



*** The game's tone is fairly grounded, and the humor and cartoony elements made famous in subsequent games is more subdued here. The depressing ending after finishing the game with one player in particular would feel very out of place after the first entry. There are no transformations nor any supernatural elements to speak of.
*** The only weapons besides the pistol are the Heavy Machine Gun, Flame Shot, Rocket Launcher, and Shotgun. The brief diagonal firing that the Heavy Machine Gun does when switching directions is more finicky and unreliable to pull off here. The Flame Shot shoots out a weak fireball that travels far across the screen, as opposed to the shorter-range but incredibly powerful Flame Shot of later entries. The grenades fly at a slightly shorter range and are tinged red. The only usable vehicle is the Metal Slug, although the player can use a turret on the battleship in the final mission.
*** The voice of the announcer is different; he's also present in ''2'' before his better known, [[LargeHam hammier]] replacement debuted in ''X''. The "Mission Complete!" voice clip doesn't play until the "Mission Complete" text has already appeared.

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*** The game's tone is fairly grounded, and the humor and cartoony elements made famous in subsequent games is more subdued here. The depressing ending after finishing the game with one player in particular would feel very out of place after the first entry. There To wit, there are no transformations nor any supernatural elements to speak of.
*** The only weapons besides the pistol are the Heavy Machine Gun, Flame Shot, Rocket Launcher, and Shotgun. The brief diagonal firing that the Heavy Machine Gun does when switching directions is more finicky and unreliable to pull off here. The Flame Shot shoots out a weak fireball that travels far across the screen, as opposed to the shorter-range but incredibly powerful Flame Shot of later entries. The entries, and there is also an alternate "burning" animation for the enemies where only the top half of them catches on fire rather than their whole bodies (the flames also look quite different from the other animation) that is only used in the first game and never again.
***The
grenades fly at a slightly shorter range and are tinged red. The only usable vehicle is the Metal Slug, although the player can use a turret on the battleship in the final mission.
red.
*** The voice of the announcer is different; he's also present in ''2'' before his better known, [[LargeHam hammier]] replacement debuted in ''X''. The His "Mission Complete!" voice clip doesn't play until the "Mission Complete" text has already appeared.appeared, rather than immediately after the prisoner tally.
***The only usable vehicle is the Metal Slug, although the player can use a turret on the battleship in the final mission.



*** You can throw grenades out of the Slug's cockpit while crouching, but you can't collect them -- picking up Bomb crates while riding a Slug always gives you cannon ammo, and you have to get out and pick them up on foot if you want grenades instead. Starting in ''X'', picking up Bomb crates with the Slug in "crouch mode" gives you grenades, allowing you to choose which explosives you get. 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.

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*** You can throw grenades out of the Slug's cockpit while crouching, but you can't collect them -- picking up Bomb crates while riding a Slug always gives you cannon ammo, and you have to get out and pick them up on foot if you want grenades instead. Starting in ''X'', picking up Bomb crates with the Slug in "crouch mode" gives you grenades, allowing you to choose which explosives you get. The Also, you can actually throw grenades '''faster''' when using the Slug than when on foot--later games nerfed this so that you throw them at the same rate whether in a vehicle or not.
***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 Eaca-B and the Flying Tara behave distinctly from one another, the latter will fly from the background first before showing up and drop air-to-ground HE bombs, leave and repeat, while the former will always show up and launch missiles from its bottom hatch before leaving the field for good. In ''2'' and onwards, the Flying Tara behaves identically to the Eaca-B.
*** The jump mechanics of the player character is higher and much floatier and a lot more sensitive (Think ''[[VideoGame/SuperMarioBrosTheLostLevels Luigi]]'' instead of ''[[VideoGame/SuperMarioBros1 Mario]]'').

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*** The rescued prisoner list uses a different font, namely the same one used for the 1UP and ammo count.
*** The Eaca-B and the Flying Tara (which are palette swaps of an otherwise identical plane sprite) behave distinctly from one another, another: the latter will fly from the background first before showing up and drop air-to-ground HE bombs, leave and repeat, while the former will always show up and launch missiles from its bottom hatch before leaving the field for good. In ''2'' and onwards, the Flying Tara behaves identically to the Eaca-B.
*** The jump mechanics physics of the player character is higher and much floatier and a lot more sensitive (Think ''[[VideoGame/SuperMarioBrosTheLostLevels Luigi]]'' instead of ''[[VideoGame/SuperMarioBros1 Mario]]'').



** ''Metal Slug 2'' isn't immune to this either, and it's particularly pronounced if you go back to it after playing ''X'':
*** The announcer (the same one from the first game) does not say the name of the character you choose at the beginning, and the "WHOA, BIG" voice clip normally heard upon becoming fat is absent here.
*** Fio's death scream is the same as Eri's, and her victory animation is missing the part where she gives a "V for victory" sign.
*** The Camel Slug's bullets are identical to the Metal Slug's in ''2'', but were changed to larger oval-shaped bullets in ''X''.
*** The Slug Flyer's first appearance is in a stage that can be traversed perfectly fine on foot. Subsequent games would relegate the Flyer to dedicated ShootEmUp sections. As with the Camel Slug, its bullets are identical to the Metal Slug's in both ''2'' and ''X'' and were eventually changed to small lemon-shaped projectiles in ''3''.
*** The Heavy Machine Gun cannot be fired diagonally while fat in ''2''. This is particularly jarring since the segment in mission 4 in ''X'' where the [=UFOs=] show up practically requires you to take advantage of both fat mode and diagonal HMG fire.
*** Numerous enemies were introduced in ''X'' and are not present in ''2''; namely the mummy dogs and moth mummies in mission 2, the motorcycle soldiers in mission 4, and the white aliens in the final mission.
*** ''X'' also introduced several new weapons, and their absence in ''2'' is definitely felt (to put it in perspective, ''X'' has almost '''twice''' as many weapons as ''2'', not counting the "big" variants), especially since ''2'' has a disproportionately high amount of Heavy Machine Gun drops at the expense of the other weapons.



** ''Metal Slug Advance'' for the UsefulNotes/GameBoyAdvance has Formor, a larger version (2 times) of the Metal Slug.

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** Similarly, the first boss of ''Metal Slug Advance'' for the UsefulNotes/GameBoyAdvance has is Formor, a larger roughly twice-as-large version (2 times) of the Metal Slug.



** The Arabian enemies in Mission 1 of ''Metal Slug 2/X'' die in conspicuously more violent ways than the Rebel soldiers. The Arabian Soldiers can gorily disintegrate or spew out blood as they drop dead, and the Arabian Fighters will usually explode into severed heads and limbs.



* {{Flanderization}}: The Bull Chan receive this treatment. In ''1'', they fire from cliffs and only fell down when the edge of the cliff supporting the tank is destroyed, any Bull Chans that show up from the same destroyed cliff will only attempt to plummet down if their target is below them, a similar behavior was adopted in ''X'' when the Keesi acted as a mini-boss, though they may do so at will, either immediately or after firing a few rounds. However, in ''3'' and ''7/XX'', they are only known for their one characteristic, falling and crashing down.

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* {{Flanderization}}: The gameplay behavior of an enemy, specifically the Bull Chan receive this treatment. Chan, of all things: In ''1'', they fire from cliffs and only fell down when the edge of the cliff supporting the tank is destroyed, destroyed; any Bull Chans that show up from the same destroyed cliff will only attempt to plummet down if their target is below them, a them. A similar behavior was adopted in ''X'' when the Keesi acted as a mini-boss, though they may do so at will, either immediately or after firing a few rounds. However, in ''3'' and ''7/XX'', they are only known for their one characteristic, falling and crashing down.



** While the Slugnoid firepower is stronger than the Slugs, it's very cumbersome to use, making it hard to keep it around.
** The Bradley Slug houses one of the most powerful secondary fires available, but due to a bug, is very fragile.

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** While the Slugnoid has two turrets and therefore twice the firepower is stronger than the of most Slugs, it's very cumbersome it will lose a turret upon getting hit, and will only be able to use, making it hard to keep it around.
use its cannon after two hits.
** The Bradley Slug houses one of the most Slug's missiles are very powerful secondary fires available, and useful, but due to a bug, is very fragile.it does not undergo MercyInvincibility after getting hit like every other vehicle does, making it extremely vulnerable to any enemy that fires multiple projectiles at a time like a Di-Cokka or an MH-6S Masknell.



* HarmlessFreezing: Getting hit by Yeti ice breath or blue floating pods will turn the player into a snowman. While this doesn't kill, the player becomes immobile [[SmashingSurvival until they break out of the snow]], and during than they're a sitting duck for enemy attacks.

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* HarmlessFreezing: Getting hit by Yeti ice breath or blue floating pods will turn the player into a snowman. While this doesn't kill, kill the player becomes player, they become immobile and a sitting duck for enemy attacks [[SmashingSurvival until they break out of the snow]], and during than they're a sitting duck for enemy attacks.snow]].



** For the players, there is the Enemy Chaser, which fires homing missiles that targets the nearest enemies, useful in getting players out of tricky situations.

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** For the players, there is the Enemy Chaser, which fires homing missiles that targets the nearest enemies, useful in getting players out of tricky situations. The rockets from the Rocket Launcher also attempt to home in on enemies, but aren't as reliable.



* InertiaIsACruelMistress: The Slug Mariner uses high-mass rounds, giving it serious difficulty when shooting from below.

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* InertiaIsACruelMistress: The Slug Mariner uses high-mass rounds, giving rounds that are affected by gravity, putting it serious difficulty at a disadvantage when shooting from below.firing at an enemy above it.



* LovableCoward: The SV-Camel 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.

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* LovableCoward: The SV-Camel refuses to follow the protagonists into an ancient tomb, or tomb in ''2/X'' and into an army of man-eating plants, but is invincible when you do have it.plants in ''3'', but, unlike vehicles, it doesn't take damage and can't be destroyed (at the cost of not providing any cover for the player).



** 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.

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** 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 to avoid projectiles that would otherwise hit them.
the player.
** The riot shield soldiers get this once their shields blown away. Too bad away...not that it does them any good, since the effect wears off immediately after they waste it on finish panicking.



** {{Subverted|Trope}} with the Bradley Slug. It receives no invincibility and can even be hit multiple times with the same bullet.

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** {{Subverted|Trope}} Notably [[averted Averted|Trope]] with the Bradley Slug. Slug, unlike all other controllable vehicles. It receives no invincibility can get destroyed extremely quickly and can even be hit multiple times with the same bullet.



* MoleMonster: The first level has tiny mole-like robots that periodically lunge out from underground and charge at the player. If they miss, they disappear back underground and try lunging out again and again until they either self-destruct after colliding with and killing the player, or get shot in mid-air.

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* MoleMonster: The first level of ''7/XX'' has tiny mole-like robots that periodically lunge out from underground and charge at the player. If they miss, they disappear back underground and try lunging out again and again until they either self-destruct after colliding with and killing the player, or get shot in mid-air.



** In ''Metal Slug 2'', there is much more dakka than the game engine can handle. One thing about ''Metal Slug X'' being an UpdatedRerelease is that the engine doesn't drop frames ''quite'' so much.

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** In ''Metal Slug 2'', there is much more dakka than the game engine can handle.handle, resulting in significant slowdown. One thing about ''Metal Slug X'' being an UpdatedRerelease is that the engine doesn't drop frames ''quite'' so much.



** In ''Metal Slug 4'''s final area, if a player gets caught in the explosion, then the ending will show both players hospitalized. Otherwise, they'll show up with the rest eating a large feast on the streets.

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** In ''Metal Slug 4'''s final area, if a player gets caught in the explosion, explosion after the final boss, then the ending will show both players hospitalized. Otherwise, they'll show up with the rest eating a large feast on the streets.



* {{Mummy}}: The second level in ''Metal Slug 2''/''X'' is an Egyptian tomb, which has mummies as enemies, which can turn you into one as well with their breath.

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* {{Mummy}}: The second level in ''Metal Slug 2''/''X'' is an Egyptian tomb, which has mummies as enemies, which can turn you into one as well with their breath. They return in ''3'' and ''4''.



** While they still die after one shot, enemies in ''X'' and on don't actually fall over after a single shot and can soak up bullets for a few seconds before keeling over (unless they get knocked over), indirectly nerfing the pistol and machine gun and making weapons that penetrate (such as the laser gun) more valuable.

to:

** While they still die after one shot, enemies Rebel soldiers in ''X'' and on don't actually fall over after a single shot and can soak up bullets for a few seconds before keeling over (unless they get knocked over), indirectly nerfing the pistol and machine gun and making weapons that penetrate (such as the laser gun) more valuable.



** Exaggerated 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 on a single continue is nothing short of insane. This is particularly grating considering the otherwise identical [=PS2=] version ([[NoExportForYou not released in the US]]) has unlimited continues. It is possible to effectively double your lives on 1-player mode by having two controllers plugged in, and pressing Start on the second immediately after you lose your last life on the first, but that's still a maximum of ten lives.

to:

** Exaggerated in the original Xbox port of ''3'' (not to be confused with the one on the 360) port of ''3''.Xbox 360 port). 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 on a single continue is nothing short of insane. This is particularly grating considering the otherwise identical [=PS2=] version ([[NoExportForYou not released in the US]]) has unlimited continues. It is possible to effectively double your lives on 1-player mode by having two controllers plugged in, and pressing Start on the second immediately after you lose your last life on the first, but that's still a maximum of ten lives.



* RewardingVandalism: 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. '''[[GratuitousEnglish (WHOA-HOH, 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...

to:

* RewardingVandalism: 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
item or food, you'll grow to be fat. '''[[GratuitousEnglish (WHOA-HOH, BIG!)]]''' This means you're slower and a bigger target, so don't lose enough food will turn you fat, which will upgrade your tank. Of course, being fat also upgrades all weapons. [[ZigZaggedTrope On the other hand]], your weapons, so...walking speed is slowed down in the process.



** The Elephant Slug can breathe electricity if it eats a car battery.

to:

** The Elephant Slug can breathe shoot electricity from its trunk if it eats a car battery.



* SpinToDeflectStuff: Downplayed since they still take damage despite it.
** The Invader drones in ''Metal Slug 6'' use this one quite often. They even roll on the floor and spin-jump around like a [[Franchise/SonicTheHedgehog certain blue hedgehog]]. And they kill you if you touch them while they're spinning.

to:

* SpinToDeflectStuff: Downplayed since they still take damage despite it.
**
The Invader drones Invaders in ''Metal Slug 6'' use this one tactic quite often. often -- if you shoot them with a pistol or Heavy Machine Gun while they are spinning, the bullets will bounce off of them. Despite this, they still take damage. They even also roll on the floor and spin-jump around like a [[Franchise/SonicTheHedgehog certain blue hedgehog]]. And they kill you if you touch them while they're spinning.hedgehog]].



* StockScream: 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.

to:

* StockScream: If the mooks get set on fire or blown up, they'll often let rip one of these.these (a couple of which are reused from the aforementioned ''Gunforce 2''). 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.



* VictoryPose: Every character from the main ''Metal Slug'' games does a victory pose in the end of each mission (except in the first game). When playing in co-op, the better performing player gets the honor of doing their pose.

to:

* VictoryPose: Every Each character from the main ''Metal Slug'' games does will do a victory pose in at the end of each mission (except in a mission, except for the first game).game where they simply stand in place. When playing in co-op, the better performing player gets the honor of doing their pose.



** In general, three lives per continue. The only way to get more lives is to put in more quarters.
** Present in certain ports of the games, each port gives out different sets of continues (some including Free Play as an option).

to:

** In general, By default, three lives per continue. The In the arcade versions, the only way to get more lives is to put in more quarters.
** Present in certain ports of
quarters, although the games, each port gives out different sets of continues (some including console versions allow you to edit it to higher amounts, with ''Metal Slug Anthology's'' Free Play as an option).effectively rendering them MeaninglessLives.



* WellIntentionedExtremist: 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''.

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* WellIntentionedExtremist: General Morden himself for the entire series except ''5'' - trying to take revenge for the Totally-Not-The-UN killing his son, and Oguma in ''Metal Slug 3D''.

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* BackwardsFiringGun: 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 fight is spent frantically running away from said boss.

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* BackwardsFiringGun: The SV-001 Type-R and the Slugnoid Type-R (which one you end up with depends on which level route you choose) in the first level of the third game has have the unique property of firing in the direction opposite the player points. This is important, since the first boss fight is spent frantically running away from said boss.



* BloodyMurder: When you're zombified, your bomb weapon changes into a massive and extremely powerful stream of bloody puke. This attack is so powerful it can destroy tanks in one use, and it even provides the page image for the trope, no less! [[spoiler:It's not as fun when you have to face alien zombie clones of your character, where they ''also'' have this attack]].

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* BloodyMurder: When you're zombified, your bomb weapon changes into a massive and extremely powerful stream of bloody puke. This attack is so powerful it can destroy tanks in one use, and it even provides the page image for the trope, no less! [[spoiler:It's not as fun when [[spoiler:The tables turn on you in the final mission of Metal Slug 3, where you have to face fight alien zombie clones of your character, where they character who ''also'' have this attack]].



* BreakableWeapons: The Slugnoid loses its cannons when damaged. After taking two hits, it's left without any vulcans.
* BulletHell: 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.

to:

* BreakableWeapons: The Slugnoid loses its cannons when damaged. After taking two hits, it's left without any vulcans.
vulcans and can only use the cannon.
* BulletHell: A rare platformer An at-the-time unusual example of one for a series that isn't (usually) a ShootEmUp - 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.



* ColourCodedForYourConvenience: 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.

to:

* ColourCodedForYourConvenience: A few examples of this can be found among the series enemies:
examples:
** In ''Metal Slug'' and ''Metal Slug 2'', 1 through ''3'', General Morden's infantry includes Sergeant Rank soldiers, who are pretty much like identical to any other soldier except for the fact that they wear a yellow uniform and they will drop an item for you when killed.



* ContinuingIsPainful: You drop your special gun, and your recaptured hostage tally is removed.

to:

* ContinuingIsPainful: You drop lose whatever weapon you were carrying, your special gun, bombs are reset to 10 (although this is helpful if you have used up your previous supply), and your recaptured hostage tally is removed.reset. The blow is slightly softened by the fact that you will get a free Heavy Machine Gun after continuing.
** The original Xbox release of ''Metal Slug 3'' took this to an extreme: your continues are limited with no way to continue infinitely like in almost every other console version, and using one of them takes you back to the beginning of the level you are on.



* CowardlyMooks: Barefoot soldiers will often run away scared of you, without even attempting to put a fight.

to:

* CowardlyMooks: Barefoot soldiers Soldiers will often freak out if you approach them when they're chatting and not currently attempting to kill you, and some will attempt to run away scared of you, without even attempting to put up a fight.



* DamnYouMuscleMemory: The "charging" animation enemy vehicles telegraph their attacks with has its timing changed up in ''5'', presumably to throw off veterans who had enemy behavior hard-coded into their brains across the previous four games.

to:

* DamnYouMuscleMemory: Two examples in ''5'':
**
The "charging" animation slide move, exclusive to this game, is performed by pressing the jump button while holding down. This very same manuever is a common tactic in previous games to shoot enemies underneath you, and players who forget about the slide can potentially be in for a nasty surprise and put themselves in harm's way.
** The "wind-up" animations
enemy vehicles telegraph their attacks with has its timing have been changed up in ''5'', and require different timing, presumably to throw off veterans who had enemy behavior hard-coded into their brains across the previous four games.



** ''Metal Slug 5'' eschews most of the comical parts of the series and plays it almost completely straight-faced. [[BigBad Morden]], [[TheDragon Allen]], and the Rebel Army are PutOnABus 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. However, most of the new enemies are all edits of Rebel soldier sprites. The game also features a more [[AutobotsRockOut heavy metal-induced soundtrack]] in comparison to the previous games.
** ''Metal Slug 6'' as well, albeit to a much lesser degree. For example, the game 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.

to:

** ''Metal Slug 5'' eschews most of the comical parts of the series and plays it almost completely straight-faced. [[BigBad Morden]], [[TheDragon Allen]], and the Rebel Army are PutOnABus 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, feels far less humorous than its predecessors, aside from the ability to turn fat. fat in the first mission. However, most of the new enemies are all edits of edited from Rebel soldier sprites.sprites and share their idiosyncratic and occasionally casual behavior. The game also features a more [[AutobotsRockOut heavy metal-induced soundtrack]] in comparison to the previous games.
** ''Metal Slug 6'' as well, albeit to a much lesser degree. For example, the game 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. Additionally, this game dropped the concept of character transformations, and they did not return for ''7'' either.



* DenserAndWackier: The first game only had occasional moments of humor, gave off the atmosphere (though not technically the setting) of a WWII-style {{Dieselpunk}} [[FilmNoir Neo-Noir]] game otherwise, and featured an outright depressing credits sequence (at least on 1-player mode). The second introduced far more outlandish locations, BloodierAndGorier enemies and weapons, and the rest is history.

to:

* DenserAndWackier: The first game only had occasional moments of humor, gave off the atmosphere (though not technically the setting) of a WWII-style {{Dieselpunk}} [[FilmNoir Neo-Noir]] game otherwise, otherwise ([[TwentyMinutesIntoTheFuture albeit actually being set in 2028]]), and featured an outright depressing credits sequence (at least on 1-player mode). when finished with only one player. The second leaned hard into the cartoony animations, made the violence [[BloodyHilarious much harder to take seriously]], introduced far more outlandish locations, BloodierAndGorier enemies enemies, and weapons, and the rest is history.



** 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).

to:

** The fourth game: Trevor's melee attack earns extra points but immobilizes briefly renders him unable to move 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 and, strangely, only earns less 100 points than as opposed to the 500 all other characters do with melee, though get. Although this is probably likely a glitch).programming oversight, it is retained in all console ports.



*** The grenades fly at a slightly shorter range and are tinged red.
*** Eri and Fio hadn't been introduced yet, and there's no character select screen. Because of this, Tarma can only be controlled by the second player.
*** 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 voice of the announcer is different; he's also present in ''2'' but not in ''X''.
*** 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.
*** Bonus points for the Metal Slug requires the player to bring the tank to the boss arena and keep it intact until the mission ends. Later games instead requires the player to be on a slug during the boss' defeat animation in order to receive credit (doing the final blow on foot does not count).
*** You can throw grenades out of the Slug's cockpit while crouching, but you can't collect them -- picking up Bomb crates while riding a Slug always gives you cannon ammo, and you have to get out and pick them up on foot if you want grenades instead. Starting in ''X'', picking up Bomb crates with the Slug in "crouch mode" gives you grenades, allowing you to choose which explosives you get.
*** 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 [[SubsystemDamage 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 guns.
*** 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 [[TakingTheBullet block the cannon projectile]] from launching, forcing players to [[BulletproofHumanShield spend and waste]] ''[[BulletproofHumanShield three]]'' [[BulletproofHumanShield cannon shots to dislodge said rebel!]]

to:

*** The grenades fly at a slightly shorter range only playable characters present are Marco and are tinged red.
*** Eri
Tarma, and Fio hadn't been introduced yet, and there's there is no character select screen. Because of this, screen -- Marco is automatically assigned to player 1 and Tarma can to player 2. They do not strike a victory pose at the end of a mission.
*** The game's tone is fairly grounded, and the humor and cartoony elements made famous in subsequent games is more subdued here. The depressing ending after finishing the game with one player in particular would feel very out of place after the first entry. There are no transformations nor any supernatural elements to speak of.
*** The
only be controlled by the second player.
*** No transformations.
*** Many staple
weapons besides the pistol are the Heavy Machine Gun, Flame Shot, Rocket Launcher, and vehicles haven't been introduced yet.
***
Shotgun. The brief diagonal firing that the Heavy Machine Gun does when switching directions is more finicky and unreliable to pull off here. The Flame Shot shoots out a weak fireball that travels far across the screen, as opposed to the short-range shorter-range but incredibly powerful Flame Shot of later entries. The grenades fly at a slightly shorter range and are tinged red. The only usable vehicle is the Metal Slugs.
Slug, although the player can use a turret on the battleship in the final mission.
*** The voice of the announcer is different; he's also present in ''2'' but not before his better known, [[LargeHam hammier]] replacement debuted in ''X''.
''X''. The "Mission Complete!" voice clip doesn't play until the "Mission Complete" text has already appeared.
*** The trademark wackiness of the series, though present, It is much more subdued than most of the other games.
*** The game is also much kinder and forgiving, and it seems
possible to gain bring a Metal Slug vehicle before to each boss fight.
*** Bonus
fight, a privilege subsequent games do not always grant you. To get bonus points for the Metal Slug requires Slug, the player simply needs to bring the tank to the boss arena and keep it intact until the mission ends. Later games instead requires add the requirement the player to be on a slug during the boss' defeat animation in order to receive credit (doing credit, and doing the final blow on foot does not count).
won't count.
*** You can throw grenades out of the Slug's cockpit while crouching, but you can't collect them -- picking up Bomb crates while riding a Slug always gives you cannon ammo, and you have to get out and pick them up on foot if you want grenades instead. Starting in ''X'', picking up Bomb crates with the Slug in "crouch mode" gives you grenades, allowing you to choose which explosives you get.
***
get. 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 In later levels, enemy soldiers will jump onto the Metal Slug while the player is capable of using it and attempt to either destroy your vulcan cannon with a hammer (the Metal Slug cannot [[SubsystemDamage 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 guns.
*** Similarly
cannon]] in any other game, although this idea was carried over to the above mentioned point, enemy rebels will Slugnoid from ''2'' onwards), attempt to climb and open the hatch of the Metal Slug and throw in a grenade (but ([[AcceptableBreaksFromReality which will damage the Metal Slug actually takes the hit, and not the player himself).
*** Additionally, enemy rebels will sometimes
player]]), or mount in front of the main cannon to [[TakingTheBullet block the cannon projectile]] from launching, forcing players to [[BulletproofHumanShield spend and waste]] ''[[BulletproofHumanShield three]]'' [[BulletproofHumanShield cannon shots to dislodge said rebel!]]rebel!]] This behavior is not present in any subsequent game.



*** Thematically, the first game is also notable for it's ''lack'' of weirdness. No Mars people, mummies, zombies, lasers, Iron Lizards, or any stuff like that. Just a straight-up war story. It's also less BloodierAndGorier than later games, actually.
** When the Two Machine Guns were first introduced in ''4'', the weapon is treated as a "penetration" type weapon as shown where Rebels died in a rather gruesome manner if used on them. This particular damage-type does not return in ''5'' and onwards, where the the [=2MG=] is treated as a "normal" type weapon instead.

to:

*** Thematically, the first game is also notable for it's its ''lack'' of weirdness. No Mars people, mummies, zombies, lasers, Iron Lizards, or any stuff like that. Just a straight-up war story. It's It is also surprisingly less BloodierAndGorier violent than later games, actually.
entries.
** When the Two Machine Guns were first introduced in ''4'', the weapon is treated as a "penetration" type weapon as shown where Rebels died in a rather gruesome manner if used on them. This particular damage-type does not return in ''5'' and onwards, where the the [=2MG=] is treated as a "normal" type weapon instead. This behavior also applied to the Rocket Launcher in the first game before being changed in ''2''.



* EpisodeOfTheDead: In the third game, the second level has you fight zombified people, and later, zombified soldiers of the Rebel Army. The reason for the zombie phenomenon is tied to the level's boss: an alien artifact (and the aliens that guard it) mutating civilians.

to:

* EpisodeOfTheDead: In the third game, the second level has you fight zombified people, and later, zombified soldiers of the Rebel Army. The reason for the zombie phenomenon is tied to the level's boss: an alien artifact (and the aliens that guard it) mutating civilians. The zombies return in the fourth level of the fourth game, with no explanation other than that the "hazmat" soldiers in the same level were evidently responsible.



** During the Iceman route in Mission 2, after going the end area where you can liberate an Elephant Slug to aid you and go back, you will encounter bodies of Yetis who are killed in a surprisingly graphic fashion, courtesy of the zombies suddenly swarming in.
** If a Division 6 fighter pilot rams a wall, their plane gets crushed, along with the pilot, complete with a gruesomely detailed animation of their death.

to:

** During the Iceman route in Mission 2, 2 of ''Metal Slug 3'', after going the end area where you can liberate an Elephant Slug to aid you and go back, you will encounter bodies of Yetis who are killed in a surprisingly graphic fashion, courtesy of the zombies suddenly swarming in.
** If In the fourth mission of 3, if a Division 6 fighter pilot rams a wall, their plane gets crushed, along with the pilot, complete with a gruesomely detailed animation of their death.



* GrandFinale: ''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 NostalgiaLevel and MarathonLevel, culminating with a FreeFallFight with the leader of the aliens and ending with the main character throwing their gun as a symbolic gesture that the war is over... [[SeriesFauxnale but then the series continued]] with ''4'' two years later, and currently it's impossible to tell if it will attempt this again.



** 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 twice the size of their regular sprite.

to:

** 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 emitting a massive burst of blood that is twice the size of their regular sprite.



* ImprobableWeaponUser: 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.

to:

* ImprobableWeaponUser: 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 spork or, if you are crouching, your plus-sized character's belt.



* JetPack: Your character gets one of these in the beginning of 3's final mission, where in case the Slug Flyer / Copter gets destroyed, they will rely on their jetpacks instead. Said jetpack also contains its own built-in rocket launchers in place of the player's grenades. The same jetpack is used during the boss battle of 5, if player's Slug Flyer lose to the Shooting Ray during the aerial combat.

to:

* JetPack: Your character gets one of these in the beginning of 3's final mission, where in case the Slug Flyer / Copter gets destroyed, they will rely on their jetpacks instead. Said jetpack also contains its own built-in rocket launchers in place of the player's grenades. The same jetpack is used during the mission 2 boss battle of 5, if player's Slug Flyer lose to the Shooting Ray during the aerial combat.



** A trend started from ''5'', later games would have barely if any, character transformations.

to:

** A trend started from The last appearance of any character transformations was in the first mission of ''5'', later games would have barely if any, character transformations.where it was possible to turn fat.



** Exaggerated 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 ([[NoExportForYou not released in the US]]) has unlimited continues. [[spoiler: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.]]

to:

** Exaggerated 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''' on a single continue is nothing short of insane. This is particularly grating considering the otherwise identical [=PS2=] version ([[NoExportForYou not released in the US]]) has unlimited continues. [[spoiler:However, in the Xbox version you can It is possible to effectively double your lives on 1-player mode by having two controllers plugged in, and pressing Start on the second immediately after you lose your last life on the first.]]first, but that's still a maximum of ten lives.



** ''Metal Slug 4'' seems to have had some screwups in the music department. Early versions of the game had the Final Boss' intro theme switched with his battle theme. The game's OST also had five tracks that are mislabeled and played out of order; the track labeled "Snowy Road" is the most blatant error, as it was clearly meant for Stage 3 yet plays the 1st Boss theme instead.

to:

** ''Metal Slug 4'' seems to have had some screwups in the has multiple misplaced music department.tracks. Early versions of the game had the Final Boss' intro theme switched with his battle theme. The game's OST also had five tracks that are mislabeled and played out of order; the track labeled "Snowy Road" is the most blatant error, as it was clearly meant for Stage 3 yet plays the 1st Boss theme instead. Oddities like Nadia gaining fewer points while using her melee attack than the other characters and the player-controlled Bradley Tank having no MercyInvincibility also point to a rushed development.



* PrecisionFStrike: [[https://youtu.be/2W1D-ZotM9E?t=83 It sounds like Tarma is letting one out upon dying].] This can quickly turn into ClusterFBomb given the game's Nintendo Hard nature, which makes his aversion to swears in story-driven installments such as ''3D'' and the tower defense games all the more surprising.

to:

* PrecisionFStrike: [[https://youtu.be/2W1D-ZotM9E?t=83 It sounds like Tarma is letting one out upon dying].] dying]], which is supported by the fact that the [[Bowdlerise bowdlerised]] [=PS1=] release of ''X'' replaces his death scream with Marco's. This can quickly turn into ClusterFBomb given the game's Nintendo Hard NintendoHard nature, which makes his aversion to swears in story-driven installments such as ''3D'' and the tower defense games all the more surprising.



* SeriesFauxnale: SNK was nearing bankruptcy during the development of ''3'' and decided to have one last hurrah (however, tentative but ultimately unused ideas for a fourth game did exist at the time). As a result, the craziness of the previous games is turned up to eleven and the final mission is equal parts NostalgiaLevel and MarathonLevel, culminating with a FreeFallFight with the leader of the aliens and ending with the main character throwing their gun as a symbolic gesture that the war is over. Neverthless, the fourth game came out just two years later.



** ''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.

to:

** ''Metal Slug X'' was a major redesign of ''Metal Slug 2''. 2'', to the point where it introduced more iconic elements to the series than ''2'' did. Besides the much-maligned slowdown from ''2'' being virtually absent, greatly reduced, ''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), numerous new enemies, and increased the difficulty.
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** ''Metal Slug XX'' (2009; Playstation Portable, Xbox 360, Playstation 4)

to:

** ''Metal Slug XX'' (2009; Playstation [=PlayStation=] Portable, Xbox 360, Playstation [=PlayStation=] 4)



* ''Metal Slug 3D'' (2006; Playstation 2) (Japan Only)

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* ''Metal Slug 3D'' (2006; Playstation [=PlayStation=] 2) (Japan Only)



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* {{Flanderization}}: The Bull Chan receive this treatment. In ''1'', they fire from cliffs and only fell down when the edge of the cliff supporting the tank is destroyed, and any Bull Chans that show up will fire a few tank shells before eventually crashing it down (the same behavior that they adopt in ''X'' when the Keesi is fought). However, in ''3'' and ''7/XX'', they are only known for their one trait, falling and crashing down.

to:

* {{Flanderization}}: The Bull Chan receive this treatment. In ''1'', they fire from cliffs and only fell down when the edge of the cliff supporting the tank is destroyed, and any Bull Chans that show up from the same destroyed cliff will fire a few tank shells before eventually crashing it only attempt to plummet down (the same if their target is below them, a similar behavior that they adopt was adopted in ''X'' when the Keesi is fought). acted as a mini-boss, though they may do so at will, either immediately or after firing a few rounds. However, in ''3'' and ''7/XX'', they are only known for their one trait, characteristic, falling and crashing down.

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* {{Flanderization}}: The Bull Chan receive this treatment. In ''1'', they fire from cliffs and only fell down when the edge of the cliff supporting the tank is destroyed, and any Bull Chans that show up will fire a few tank shells before eventually crashing it down (the same behavior that they adopt in ''X'' when the Keesi is fought). However, in ''3'' and ''7/XX'', they are only known for their one trait, falling and crashing down.



%% * GettingCrapPastThe Radar: Due to overwhelming and persistent misuse, GCPTR is on-page examples only until 01 June 2021. If you are reading this in the future, please check the trope page to make sure your example fits the current definition.



** The Bradley Slug houses one of the most powerful secondary fires available, but is very fragile.

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** The Bradley Slug houses one of the most powerful secondary fires available, but due to a bug, is very fragile.

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** 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.

to:

** 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.in (though oddly enough neither the POW or a Rebel suffer the same fate if they do the same). 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.block (again no Rebels are treated in the same manner if they fall too).


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* SurprisinglyRealisticOutcome: In ''3's'' Mission 5 during the ground area, you will encounter a row of three Landseeks driving in a straight line. Destroying the lead Landseek will cause a domino effect where the other two following Landseeks crash into one another, destroying themselves in the process.
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* ImplacableMan: Allen O'Neal, Morden's bodyguard who soaks more damage than most tanks, and manages to [[BackFromTheDead 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, [[GatlingGood gatling]] and idiotic taunts and all, and he amazes us ''even more'' by [[spoiler:[[BackFromTheDead coming back from the dead]] ''again'' and helping you]] in the endgame.
** Although he took a vacation after ''3'', not appearing for a few games (the one in ''Metal Slug 4'' [[spoiler:is actually a robot]]), he returns in ''Metal Slug 7''.

to:

* ImAHumanitarian: Implied. If an Arabian Fighter gets gibbed, there is a chance that they will drop a meat, sometimes more than one, implying that these are their remains and the players can eat them via collecting them for points.
* ImplacableMan: Allen O'Neal, O'Neil, Morden's bodyguard who soaks more damage than most tanks, and manages to [[BackFromTheDead 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, [[GatlingGood gatling]] and idiotic taunts and all, and he amazes us ''even more'' by [[spoiler:[[BackFromTheDead coming back from the dead]] ''again'' and helping you]] in the endgame.
**
endgame. Although he took a vacation after ''3'', not appearing for a few games (the one in ''Metal Slug 4'' [[spoiler:is actually a robot]]), he returns in ''Metal Slug 7''.
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* SamusIsAGirl: As revealed in ''1st and 2nd Mission'', some of the bearded prisoners that you rescue are female, confirming that their general appearance is a disguise. [[spoiler:The second ending for ''1's'' "Another Story" even have a POW shed a disguise to reveal that this particular POW is a female in a bikini.]]

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* SamusIsAGirl: As revealed in ''1st and ''Metal Slug: 2nd Mission'', some of the bearded prisoners that you rescue are female, confirming that their general appearance is a disguise. [[spoiler:The second ending for ''1's'' "Another Story" even have a POW shed a disguise to reveal that this particular POW is a female in a bikini.]]

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*** There are a number of unique mechanics and interaction with the Metal Slug that's only featured in the first game: Bonus points for the Metal Slug requires the player to bring the tank to the boss arena and keep it intact until the mission ends. Later games instead requires the player to be on a slug during the boss' defeat animation in order to receive credit (doing the final blow on foot does not count). You can throw grenades out of the Slug's cockpit while crouching, but you can't collect them -- picking up Bomb crates while riding a Slug always gives you cannon ammo, and you have to get out and pick them up on foot if you want grenades instead. Starting in ''X'', picking up Bomb crates with the Slug in "crounch mode" gives you grenades, allowing you to choose which explosives you get.

to:

*** There are a number of unique mechanics and interaction with the Metal Slug that's only featured in the first game: Bonus points for the Metal Slug requires the player to bring the tank to the boss arena and keep it intact until the mission ends. Later games instead requires the player to be on a slug during the boss' defeat animation in order to receive credit (doing the final blow on foot does not count). count).
***
You can throw grenades out of the Slug's cockpit while crouching, but you can't collect them -- picking up Bomb crates while riding a Slug always gives you cannon ammo, and you have to get out and pick them up on foot if you want grenades instead. Starting in ''X'', picking up Bomb crates with the Slug in "crounch "crouch mode" gives you grenades, allowing you to choose which explosives you get.



*** The Eaca-B and the Flying Tara behave distinctly from one another, the latter will fly from the background first before showing up and drop air-to-ground HE bombs, leave and repeat, while the former will always show up and launch missiles from its hatch before leaving the field for good. In ''2'' and onwards, the Flying Taras behave identically to the former.

to:

*** The Eaca-B and the Flying Tara behave distinctly from one another, the latter will fly from the background first before showing up and drop air-to-ground HE bombs, leave and repeat, while the former will always show up and launch missiles from its bottom hatch before leaving the field for good. In ''2'' and onwards, the Flying Taras behave Tara behaves identically to the former.Eaca-B.

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* EarlyInstallmentWeirdness: 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.
** Eri and Fio hadn't been introduced yet, and there's no character select screen. Because of this, Tarma can only be controlled by the second player.
** 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 voice of the announcer is different; he's also present in ''2'' but not in ''X''.
** 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:
*** Bonus points for the Metal Slug requires the player to bring the tank to the boss arena and keep it intact until the mission ends. Later games instead requires the player to be on a slug during the boss' defeat animation in order to receive credit (doing the final blow on foot does not count).
*** You can throw grenades out of the Slug's cockpit while crouching, but you can't collect them -- picking up Bomb crates while riding a Slug always gives you cannon ammo, and you have to get out and pick them up on foot if you want grenades instead. Starting in ''X'', picking up Bomb crates with the Slug in "crounch mode" gives you grenades, allowing you to choose which explosives you get.

to:

* EarlyInstallmentWeirdness: EarlyInstallmentWeirdness:
**
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.
** *** Eri and Fio hadn't been introduced yet, and there's no character select screen. Because of this, Tarma can only be controlled by the second player.
** *** 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 voice of the announcer is different; he's also present in ''2'' but not in ''X''.
** *** 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:
***
game: Bonus points for the Metal Slug requires the player to bring the tank to the boss arena and keep it intact until the mission ends. Later games instead requires the player to be on a slug during the boss' defeat animation in order to receive credit (doing the final blow on foot does not count).
***
count). You can throw grenades out of the Slug's cockpit while crouching, but you can't collect them -- picking up Bomb crates while riding a Slug always gives you cannon ammo, and you have to get out and pick them up on foot if you want grenades instead. Starting in ''X'', picking up Bomb crates with the Slug in "crounch mode" gives you grenades, allowing you to choose which explosives you get.



** The jump mechanics of the player character is higher and much floatier and a lot more sensitive (Think ''[[VideoGame/SuperMarioBrosTheLostLevels Luigi]]'' instead of ''[[VideoGame/SuperMarioBros1 Mario]]'').
** Thematically, the first game is also notable for it's ''lack'' of weirdness. No Mars people, mummies, zombies, lasers, Iron Lizards, or any stuff like that. Just a straight-up war story. It's also less BloodierAndGorier than later games, actually.

to:

** *** The jump mechanics of the player character is higher and much floatier and a lot more sensitive (Think ''[[VideoGame/SuperMarioBrosTheLostLevels Luigi]]'' instead of ''[[VideoGame/SuperMarioBros1 Mario]]'').
** *** Thematically, the first game is also notable for it's ''lack'' of weirdness. No Mars people, mummies, zombies, lasers, Iron Lizards, or any stuff like that. Just a straight-up war story. It's also less BloodierAndGorier than later games, actually.actually.
** When the Two Machine Guns were first introduced in ''4'', the weapon is treated as a "penetration" type weapon as shown where Rebels died in a rather gruesome manner if used on them. This particular damage-type does not return in ''5'' and onwards, where the the [=2MG=] is treated as a "normal" type weapon instead.



* FamilyUnfriendlyDeath:
** For a game with a cartoony art style, people die in surprisingly disturbing ways with lots of blood ''everywhere''. The most notable being the "penetration" death animation where a Rebel is mutilated, decapitated, and maimed.

to:

* FamilyUnfriendlyDeath:
** For
FamilyUnfriendlyDeath: It's a game with a cartoony art style, and it has lots of blood, and people die in surprisingly disturbing ways with lots of blood ''everywhere''. The most notable being the ways. Noteworthy samples are:
** Whenever a Rebel soldier gets killed by a
"penetration" death attack, they are dismembered, maimed, and beheaded. The console versions of ''1'' and ''X'' omit this gruesome animation where a Rebel (and in the latter, the disintegration animation is mutilated, decapitated, and maimed.used, though their corpse afterwards is still there).


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** If a Division 6 fighter pilot rams a wall, their plane gets crushed, along with the pilot, complete with a gruesomely detailed animation of their death.
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** 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 [[{{Squick}} semen]].

to:

** For a game with a cartoony art style, people die in surprisingly disturbing ways. And there's ways with lots of blood ''everywhere''.
** Though in certain versions of
''everywhere''. The most notable being the games "penetration" death animation where a Rebel is mutilated, decapitated, and maimed.
** During the Iceman route in Mission 2, after going the end area where
you can change the color liberate an Elephant Slug to aid you and go back, you will encounter bodies of Yetis who are killed in a surprisingly graphic fashion, courtesy of the blood to white, which—depending on how childish you are—will either look like water, milk, or [[{{Squick}} semen]].zombies suddenly swarming in.
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* TheLoad: The Chinese soldiers in the Beijing mission from ''Metal Slug 6'' do nothing but chat (and spit on the floor), run around aimlessly, and on one occasion, holding a chicken with a meat cleaver on hand, in the '''middle''' of an Invader attack on their capital! Their only purpose is to act as hosts for Flying Parasites, an Invader bioweapon that can insta-kill even the likes of ''[[MadeOfIron Ralf]]''. This goes over to MilitariesAreUseless, as their troops manning [=MV-280C=]'s (the only one's actually doing their job) ''actively'' attempts to gun down the heroes combating the Invaders.

to:

* TheLoad: The Chinese soldiers in the Beijing mission from ''Metal Slug 6'' do nothing but chat (and spit on the floor), run around aimlessly, and on one occasion, holding a chicken with a meat cleaver on hand, in the '''middle''' of an Invader attack on their capital! Their only purpose is to act as hosts for Flying Parasites, an Invader bioweapon that can insta-kill even the likes of ''[[MadeOfIron Ralf]]''. This goes over to MilitariesAreUseless, as their troops manning [=MV-280C=]'s (the only the one's actually doing that do fight (through their job) [=MV-280C=]'s) ''actively'' attempts attempt to gun down the heroes combating the Invaders.

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*** The Eaca-B and the Flying Tara behave distinctly from one another, the latter will fly from the background first before showing up and drop air-to-ground HE bombs, leave and repeat, while the former will always show up and launch missiles from its hatch before leaving the field for good. In ''2'' and onwards, the Flying Taras behave identically to the former.



* SpinToDeflectStuff:

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* SpinToDeflectStuff: Downplayed since they still take damage despite it.



*** Semi-subversion; the bullets do deflect off (while not harming you, thankfully), but the drones will still take damage.
** The trooper clones in ''3'''s final level (spaceship section) deflect HMG and Vulcan bullets while jumping.

to:

*** Semi-subversion; the bullets do deflect off (while not harming you, thankfully), but the drones will still take damage.
** The trooper PF and SPARROWS commando clones in ''3'''s final level (spaceship section) deflect HMG and Vulcan bullets while jumping.jumping ala ''Contra''.



* UnwillingSuspension: More often than not, you can find prisoners being strung from treetops, high platforms or ledges by their wrists, hanging in midair until you shoot the ropes to release them. Prisoners dropping from higher levels would make a flapping motion with their arms as they fall before landing.

to:

* UnwillingSuspension: More often than not, you can find prisoners being strung from treetops, high platforms or ledges by their wrists, wrists overhead (except for soldier variants who is hanging by their ankles instead), hanging in midair until you shoot the ropes to release them. Prisoners dropping from higher levels would make a flapping motion with their arms as they fall before landing.



* WalkingShirtlessScene: Allen O'Neal always fights without a shirt.

to:

* WalkingShirtlessScene: Allen O'Neal O'Neil always fights without a shirt.shirt, showing off on how absolutely ripped he is.



* WelcomeToCorneria: Allan O'Neil's pre-programmed dialogue while he battles the players, which consists of "Come on boy! Go home to mommy!" in '''EVERY'''. '''SINGLE'''. '''GAME'''. While it makes sense in the first due to Marco and Tarma being the only playable characters, in the sequels if players are assuming the role of a female commando (Eri, Fio or Nadia) Allen will still continually taunt them with a "Come on '''boy'''!"

to:

* WelcomeToCorneria: Allan Allen O'Neil's pre-programmed dialogue while he battles the players, which consists of "Come on boy! Go home to mommy!" in '''EVERY'''. '''SINGLE'''. '''GAME'''. While it makes sense in the first due to Marco and Tarma being the only playable characters, in the sequels if players are assuming the role of a female commando (Eri, Fio or Nadia) Allen will still continually taunt them with a "Come on '''boy'''!"

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** The Chinese soldiers in the Beijing mission from ''Metal Slug 6'' are completely invulnerable to any kind of damage. [[TheLoad They do nothing]] but chat (and spit on the floor), run around aimlessly, and on one occasion holding a chicken with a meat cleaver on hand. Occasionally they might get hijacked by alien parasites and attack you, but shooting them enough only kills the parasite controlling them while leaving the soldiers unharmed. Keep in mind those parasites are capable of killing ''you'' in one hit, even if you're playing as Ralf who can take two hits from a cannon.



* LighterAndSofter: The original game had a relatively grounded military aesthetic and plenty of serious moments (such as backgrounds full of dead civilians and the credits roll that shows all the carnage ''you'' caused), with most of the goofier parts skewing towards BlackComedy. ''2'' and ''3'' introduced much more exaggerated enemy designs, a hammier announcer, ScienceFantasy elements, and character transformations, although ''3'' [[UnexpectedlyDarkEpisode slowly subverts this in its final level]].

to:

* LighterAndSofter: The original game had a relatively grounded military aesthetic and plenty of serious moments (such as backgrounds full of dead civilians and the credits roll that shows all the carnage ''you'' caused), with most of the goofier parts skewing towards BlackComedy. ''2'' and ''3'' introduced much more exaggerated enemy designs, a hammier announcer, announcer (introduced in ''X''), ScienceFantasy elements, and character transformations, although ''3'' [[UnexpectedlyDarkEpisode slowly subverts this in its final level]].



* TheLoad: The Chinese soldiers in the Beijing mission from ''Metal Slug 6'' do nothing but chat (and spit on the floor), run around aimlessly, and on one occasion, holding a chicken with a meat cleaver on hand, in the '''middle''' of an Invader attack on their capital! Their only purpose is to act as hosts for Flying Parasites, an Invader bioweapon that can insta-kill even the likes of ''[[MadeOfIron Ralf]]''. This goes over to MilitariesAreUseless, as their troops manning [=MV-280C=]'s (the only one's actually doing their job) ''actively'' attempts to gun down the heroes combating the Invaders.



** [[VideoGame/IkariWarriors Ralf]] is so badass he can take ''two'' hits instead of one.

to:

** [[VideoGame/IkariWarriors Ralf]] is so badass he can take ''two'' hits instead of one. Including from a ''tank shell''.



** The fifth game introduces Slug Gunner, a modified Metal Slug with legs, PileBunker arm and GatlingGood 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.

to:

** The fifth game introduces Slug Gunner, a modified Metal Slug with legs, PileBunker arm and GatlingGood arm that can also deploy its treads to move faster. \n*** An And an incomplete "prototype" version of it appears in the sixth game, with more standard vulcan guns.



** Allen O'Neal, being a sole person with a gun and grenades, just like you.

to:

** Allen O'Neal, O'Neil, being a sole person with a gun and grenades, just like you.you. Except he can take an unrealistic amount of punishment before keeling over.



** While they still die after one shot, enemies in ''Metal Slug 3'' and on don't actually fall over after a single shot and can soak up bullets for a few seconds before keeling over, indirectly nerfing the pistol and machine gun and making weapons that penetrate (such as the laser gun) more valuable.
* NeverGetsFat: Subverted in ''Metal Slug 2'' and onward; eating enough dropped food items will make the player character(s) fat. This slows them down a bit, but also strengthens their firepower.

to:

** While they still die after one shot, enemies in ''Metal Slug 3'' ''X'' and on don't actually fall over after a single shot and can soak up bullets for a few seconds before keeling over, over (unless they get knocked over), indirectly nerfing the pistol and machine gun and making weapons that penetrate (such as the laser gun) more valuable.
* NeverGetsFat: Subverted in ''Metal Slug 2'' and onward; onwards; eating enough dropped food items will make the player character(s) fat. This slows them down a bit, but also strengthens their firepower.



* NintendoHard: 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.

to:

* NintendoHard: NintendoHard:
**
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.



* ObligatorySwearing: It sounds very much like Tarma is letting out an F-bomb when he gets killed.



** ''Metal Slug 5''. A lot of the things in the game were cut, and most of it was WhatCouldHaveBeen. For example, we have no reason as to why the Ptolemaic Army are our enemies, or why the [[GiantSpaceFleaFromNowhere Avatar of Evil]] is the FinalBoss of the game.

to:

** ''Metal Slug 5''. A lot of the things in the game were cut, and most of it was WhatCouldHaveBeen.What Could Have Been. For example, we have no reason as to why the Ptolemaic Army are our enemies, or why the [[GiantSpaceFleaFromNowhere Avatar of Evil]] is the FinalBoss of the game.



* PrecisionFStrike: [[https://youtu.be/2W1D-ZotM9E?t=83 It sounds like Tarma is letting one out upon dying.]]
** This can quickly turn into ClusterFBomb. [[NintendoHard You know why.]]
** Averted in story-driven installments such as ''3D'' and the tower defense games. Tarma doesn't even say cuss words in-story.

to:

* PrecisionFStrike: [[https://youtu.be/2W1D-ZotM9E?t=83 It sounds like Tarma is letting one out upon dying.]]
**
dying].] This can quickly turn into ClusterFBomb. [[NintendoHard You know why.]]
** Averted
ClusterFBomb given the game's Nintendo Hard nature, which makes his aversion to swears in story-driven installments such as ''3D'' and the tower defense games. Tarma doesn't even say cuss words in-story.games all the more surprising.



* RedshirtArmy: Whenever you team up with the Rebels to fight either the Martians or the Venusians, they become this.

to:

* RedshirtArmy: Whenever you team up with the Rebels to fight either the Martians or the Venusians, Invaders, they become this.



* RuleOfCool: Going over its silly nature, this is the only reason as to why some of the Rebel Army infantrymen are issued with man portable mini-guns with an ammo pack for an automatic weapon (normally an AwesomeButImpractical weapon in real life). When a Ptolemaic guerilla pulls out a practical submachine gun to mow you down, you know that these guys mean business.



* SamusIsAGirl: As revealed in ''1st and 2nd Mission'', some of the bearded prisoners that you rescue are female, confirming that their general appearance is a disguise. [[spoiler:The second ending for ''1's'' "Another Story" even have a POW shed a disguise that reveal that this particular POW is a female in a bikini.]]

to:

* SamusIsAGirl: As revealed in ''1st and 2nd Mission'', some of the bearded prisoners that you rescue are female, confirming that their general appearance is a disguise. [[spoiler:The second ending for ''1's'' "Another Story" even have a POW shed a disguise that to reveal that this particular POW is a female in a bikini.]]

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* SamusIsAGirl: As revealed in ''1st and 2nd Mission'', some of the bearded prisoners that you rescue are female, confirming that their general appearance is a disguise. [[spoiler:The second ending for ''1's'' "Another Story" even have a POW shed a disguise that reveal that this particular POW is a female in a bikini.]]



* SurvivorGuilt: At the ending of the first game, in the second mission, you find what has usually presumed the daughter of a dead enemy soldier. [[https://www.youtube.com/watch?v=ukBzGrsA1Ds 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).
*** Though according to [[http://randomhoohaas.flyingomelette.com/msmia/1/ug.html this]], the enemies in the co-op ending [[WhatCouldHaveBeen were to be Regular Army troops using the Rebel Army sprites, albeit white-colored]].

to:

* SurvivorGuilt: At the ending of the first game, in the second mission, you find what has usually presumed the daughter of a dead enemy soldier. [[https://www.youtube.com/watch?v=ukBzGrsA1Ds Jump at 2:44.]]
**
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).
*** Though according to [[http://randomhoohaas.flyingomelette.com/msmia/1/ug.html this]], the enemies in the co-op ending [[WhatCouldHaveBeen were to be Regular Army troops using the Rebel Army sprites, albeit white-colored]].
etc).
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This particular death animation for Rebel soldiers actually appear in all games (except 5).


*** 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 [[MadeOfPlasticine dismembered]], [[LudicrousGibs maimed]] ''and'' [[OffWithHisHead decapitated]].
Is there an issue? Send a MessageReason:
Up To Eleven is a defunct trope


* GrandFinale: ''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 UpToEleven and the final mission is equal parts NostalgiaLevel and MarathonLevel, culminating with a FreeFallFight with the leader of the aliens and ending with the main character throwing their gun as a symbolic gesture that the war is over... [[SeriesFauxnale but then the series continued]] with ''4'' two years later, and currently it's impossible to tell if it will attempt this again.

to:

* GrandFinale: ''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 UpToEleven up to eleven and the final mission is equal parts NostalgiaLevel and MarathonLevel, culminating with a FreeFallFight with the leader of the aliens and ending with the main character throwing their gun as a symbolic gesture that the war is over... [[SeriesFauxnale but then the series continued]] with ''4'' two years later, and currently it's impossible to tell if it will attempt this again.



** In ''Metal Slug 2'', there is much more dakka than [[UpToEleven the game engine can handle.]] One thing about ''Metal Slug X'' being an UpdatedRerelease is that the engine doesn't drop frames ''quite'' so much.

to:

** In ''Metal Slug 2'', there is much more dakka than [[UpToEleven the game engine can handle.]] handle. One thing about ''Metal Slug X'' being an UpdatedRerelease is that the engine doesn't drop frames ''quite'' so much.



** Taken UpToEleven 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 ([[NoExportForYou not released in the US]]) has unlimited continues. [[spoiler: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.]]

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** Taken UpToEleven Exaggerated 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 ([[NoExportForYou not released in the US]]) has unlimited continues. [[spoiler: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.]]



* ShortRangeShotgun: Taken UpToEleven. The Shotgun's explosive bursts can't even reach the midpoint of the screen [[note]]most of your munitions in this series travel the length of the screen[[/note]], but can scrap enemy tanks in a few shots. The "Big" Shotgun, first seen in ''X'', ''does'' hit half the screen.

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* ShortRangeShotgun: Taken UpToEleven. The Shotgun's explosive bursts can't even reach the midpoint of the screen [[note]]most of your munitions in this series travel the length of the screen[[/note]], but can scrap enemy tanks in a few shots. The "Big" Shotgun, first seen in ''X'', ''does'' hit half the screen.
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No longer a trope. Can't tell if replacement or others applicable.


* AbsenteeActor:
** The Rebel Army and Morden don't show up in any capacity for ''5''.
** Morden and Allen O'Neil don't show up in ''Advance''. Allen's son Allen Jr. debuts as the main villain but he's just an optional mini-boss. The Cabrakan is the final boss with no visible controller.
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Dewicked trope


* {{Meganekko}}: Fio is the sole playable character with eyeglasses.
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usage in descriptions is fine; my mistake


* TheNudifier: The "slimy protagonist death" animations. Males get StrippedToTheBone. 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.

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* TheNudifier: The "slimy protagonist death" animations. Males get StrippedToTheBone. The girls, on the other hand, get their clothes dissolved as they keel over, with a brief moment of cleavage or panty shot PantyShot before they just disappear into a green mush.
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trope def-only


* TheNudifier: The "slimy protagonist death" animations. Males get StrippedToTheBone. The girls, on the other hand, get their clothes dissolved as they keel over, with a brief moment of cleavage or PantyShot before they just disappear into a green mush.

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* TheNudifier: The "slimy protagonist death" animations. Males get StrippedToTheBone. The girls, on the other hand, get their clothes dissolved as they keel over, with a brief moment of cleavage or PantyShot panty shot before they just disappear into a green mush.
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tropen't


* YouGottaHaveBlueHair: Leona from the more recent games have blue hair. And then there's pink-haired Nadia.
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None


* TheGroundIsLava: The final boss of ''[=7/XX=]'' is fought in a huge smelting vat mad eout of the caldera of an extinct volcano, while your character jumps from platform to platform. If you touch the molten metal, you burst into flames and die. It has several moves that involve taking away a few platforms, or dragging them into its milling machinery to destroy them--and you.

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* TheGroundIsLava: The final boss of ''[=7/XX=]'' is fought in a huge smelting vat mad eout made out of the caldera of an extinct volcano, while your character jumps from platform to platform. If you touch the molten metal, you burst into flames and die. It has several moves that involve taking away a few platforms, or dragging them into its milling machinery (mounted on the outside of the Worm Mecha its using as CombatTentacles) to destroy them--and you.

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Changed: 46

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None


* TheGroundIsLava: The final boss of ''[=7/XX=]'' is fought in a huge smelting vat, while your character jumps from platform to platform. If you touch the molten metal, you burst into flames and die. It has several moves that involve taking away a few platforms, or dragging them into its milling machinery to destroy them--and you.

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* TheGroundIsLava: The final boss of ''[=7/XX=]'' is fought in a huge smelting vat, vat mad eout of the caldera of an extinct volcano, while your character jumps from platform to platform. If you touch the molten metal, you burst into flames and die. It has several moves that involve taking away a few platforms, or dragging them into its milling machinery to destroy them--and you.


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* PocketRocketLauncher: Similarly to ''Contra,'' every weapon besides the pistol and (for the games that have it) the Zantetsu Sword, uses the machine gun sprite, including the Rocket Launcher (high damage rockets with slow travel and a slight homing capability), Enemy Chaser (high travel speed, greater homing capability missiles), Super Grenade (dumbfire rocket-propelled grenades with similar power to a tank shell), and Iron Lizard (novelty weapon; rocket-propelled toy cars carrying a bomb).
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None

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* TheGroundIsLava: The final boss of ''[=7/XX=]'' is fought in a huge smelting vat, while your character jumps from platform to platform. If you touch the molten metal, you burst into flames and die. It has several moves that involve taking away a few platforms, or dragging them into its milling machinery to destroy them--and you.
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None


** ''2'' introduced supernatural and sci-fi elements, but they weren't that many and it was rather conservative with them [[note]]The mummies are confined to the second mission, the exploding mutants only appear in a single section of the fifth, and the aliens don't show up until the last portion of the final mission, though they have an expanded role in ''X''[[/note]]. ''3'', on the other hand, ramped up these elements considerably: the very first mission pits you against mutated crab monsters, giant insects and flying pirahnas; the following mission is a ZombieApocalypse (with the chance of fighting yetis depending on the path you take), the fourth mission features the mummies from ''2'', {{Man Eating Plant}}s and an underground tunnel filled with giant insects, snails and worms; and lastly, 2/3 of the (extremely long) last mission is spent fighting against aliens.
** Zigzagged as the series progressed: ''4'' focuses much more on human enemies, featuring only yetis on the third mission and mummies and zombies on the fourth (on different branched paths each); ''5'' is the first game since ''2'' not to feature any kind of fantastic or sci-fi element with the excpetion of the FinalBoss. ''6'' brings back the aliens, and introduces a new kind, the Invaders, who become the main antagonists in the second half of the game; ''7/XX'' focuses on human enemies entirely once again, with the twist that they come from the future and thus use futuristic technology.

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** ''2'' introduced supernatural and sci-fi elements, but they weren't that many and it was rather conservative with them [[note]]The mummies are confined to the second mission, the exploding mutants only appear in a single section of the fifth, and the aliens don't show up until the last portion of the final mission, though they have an expanded role in ''X''[[/note]]. ''3'', on the other hand, ramped up these elements considerably: the very first mission pits you against mutated crab monsters, giant insects and flying pirahnas; the following mission is a ZombieApocalypse (with the chance of fighting yetis depending on the path you take), the fourth mission features the mummies from ''2'', {{Man Eating Plant}}s and an underground tunnel filled with giant insects, snails and worms; and lastly, 2/3 of the (extremely long) last mission is spent fighting against aliens.
the Mars People.
** Zigzagged as the series progressed: ''4'' focuses much more on human enemies, featuring only yetis on the third mission and mummies and zombies on the fourth (on different branched paths each); ''5'' is the first game since ''2'' ''1'' not to feature any kind of fantastic or sci-fi element with the excpetion exception of the FinalBoss. ''6'' brings back the aliens, Mars People, and introduces a new kind, kind of aliens, the Invaders, who become the main antagonists in the second half of the game; ''7/XX'' focuses on human enemies entirely once again, with the twist that they come from the future and thus use futuristic technology.
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None

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* DiligentDraftAnimal: In Metal Slug 6, a new unit in the second level is called the Donkey Slug, which serves as a steed to players. The donkey will give the player a lift for miles from early in the level to the boss' arena, while carrying a mini-gun containing thousands of rounds, and even willingly pulls behind a donkey cart mounted with a Vulcan cannon while carrying its owner.

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