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Bonus Boss is a disambiguation


* BonusBoss: Allen Jr. can be fought on the bottom path of the Final Mission.


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* OptionalBoss: Allen Jr. can be fought on the bottom path of the Final Mission.

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Removed: 611

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* DummiedOut: Underwater paths were advertised even in the box, but are scrapped in the game proper. The two areas are buried in the code with a couple of unused enemies and you can tell how they would've connected to the rest of the levels, but swimming and the Slug Marine are sadly unprogrammed.



* SequentialBoss: The twin Emain Macha tanks in Mission 2. After you destroy one, a PaletteSwap comes in with... the same attacks but with more agression, so this boss fight [[FridgeLogic actually]] functions exactly the same as any other in the game despite the fancy transition between phases.
* {{Speedrun}}: To collect a set of cards that depict each of the main bosses, you must kill each one as fast as possible. You're given very little time, so specific weapons must be used. It is all doable in a first playthough of each level if you happen to already know the location of required upgrades, though.

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* SequentialBoss: The twin Emain Macha tanks in Mission 2. After you destroy one, a PaletteSwap comes in with... the same attacks but with more agression, aggression, so this boss fight [[FridgeLogic actually]] actually functions exactly the same as any other in the game despite the fancy transition between phases.
* {{Speedrun}}: To collect a set of cards that depict each of the main bosses, you must kill each one as fast as possible. You're given very little time, so specific weapons must be used. It is all doable in a first playthough of each level if you happen to already know the location of required upgrades, though.
phases.



* TurnsRed: Every boss trembles and starts burning midway through the fight, becoming more agressive as a result.

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* TurnsRed: Every boss trembles and starts burning midway through the fight, becoming more agressive aggressive as a result.
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* EvilKnockoff: Like the Metal Rear in ''5'', the first boss is a large Metal Slug called "Formor" created by the Rebel Army as their answer to the SV-001.

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* EvilKnockoff: Like the Metal Rear in ''5'', the first boss is a large Metal Slug Slug[[note]]though admittedly not as huge as the former[[/note]] called "Formor" created by the Rebel Army as their answer to the SV-001.
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* EvilKnockoff: Like the Metal Rear in ''5'', the first boss is a large Metal Slug called "Formor" created by the Rebel Army as their answer to the SV-001.
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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/43932_front.jpg]]
[[caption-width-right:350:Notice Marco and Eri in the back there? [[CoversAlwaysLie Yeah, they don't show up in-game at all other than as cards.]]]]
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** Nearly every upgrade found during and after the Final Mission is mostly pointless since the game has no more real challenges to offer

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** Nearly every upgrade found during and after the Final Mission is mostly pointless since the game has no more real challenges to offeroffer.
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Linking directly instead of through redirect.


* HealthMeter: Like in the two ''Mission'' games, while on foot you can take a few hits before dying, depending of the damage source. Driving a Metal Slug gives you an extra health bar that follows the same rules and that can be extended by the Armor cards.

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* HealthMeter: LifeMeter: Like in the two ''Mission'' games, while on foot you can take a few hits before dying, depending of the damage source. Driving a Metal Slug gives you an extra health bar that follows the same rules and that can be extended by the Armor cards.

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** Nearly every upgrade found during and after the Final Mission is pointless since the game has no more real challenges to offer.

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** Nearly every upgrade found during and after the Final Mission is mostly pointless since the game has no more real challenges to offer.offer



* DoubleUnlock: There are 4 cards you must obtain to actually unlock the hidden rooms in Mission 3. The Ancient Soul even misleads you into thinking it will open a path on its own.

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* DoubleUnlock: There are 4 cards you must obtain to actually unlock the hidden rooms in Mission 3. The Ancient Soul even misleads you into thinking it will open a path on its own.own, but you need the Weird Ruins card as well to access it.



* GameBreakingBug: The Dungeon stage is glitched such that the Prisoner #90 located towards the goal pit might not get recorded after you rescue him no matter what.
* GoombaStomp: One card allows you to insta-kill machines by jumping on them with the Metal Slug. Even the first boss takes severe damage from this.



** The main ''Metal Slug'' installments often hide prisoners in random objects or in thin air for extra points. This game requires you to perform this EasterEgg hunt not just for 100% completion, but also to acquire useful upgrades. Worse, the Infra-red Vision card does not reveal the location of hidden cards and collectibles not held by prisoners.

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** The main ''Metal Slug'' installments often hide prisoners in random objects or in thin air for extra points. This game requires you to perform this EasterEgg hunt not just for 100% completion, but also to acquire useful upgrades. Worse, You need the Infra-red Vision and the X-ray Vision card does not to reveal the location of both prisoners and other hidden cards and collectibles not held by prisoners.items.


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* {{Speedrun}}: To collect a set of cards that depict each of the main bosses, you must kill each one as fast as possible. You're given very little time, so specific weapons must be used. It is all doable in a first playthough of each level if you happen to already know the location of required upgrades, though.
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i cant believe i got the names confused with the pocket kof games
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i cant believe i got the names confused with the pocket kof games
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i cant believe i got the names confused with the pocket kof games


Although obviously downscaled, it is closer to the gameplay of the main arcade games than the ''R'' games for the Neo-Geo Pocket were and follows the usual linear 5 Missions structure. It still keeps the life gauge for when the player is on foot, though, and introduces upgrades that can be found hidden through each stage.

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Although obviously downscaled, it is closer to the gameplay of the main arcade games than the ''R'' ''Mission'' games for the Neo-Geo Pocket were and follows the usual linear 5 Missions structure. It still keeps the life gauge for when the player is on foot, though, and introduces upgrades that can be found hidden through each stage.



* HealthMeter: Like in the two ''R'' games, while on foot you can take a few hits before dying, depending of the damage source. Driving a Metal Slug gives you an extra health bar that follows the same rules and that can be extended by the Armor cards.

to:

* HealthMeter: Like in the two ''R'' ''Mission'' games, while on foot you can take a few hits before dying, depending of the damage source. Driving a Metal Slug gives you an extra health bar that follows the same rules and that can be extended by the Armor cards.



* SpiritualSuccessor: Not unlike ''[[VideoGame/SonicAdvanceTrilogy Sonic Advance]]'' to ''VideoGame/SonicPocketAdventure'', this game keeps a few things from the ''Metal Slug R'' games for the Neo-Geo Pocket.

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* SpiritualSuccessor: Not unlike ''[[VideoGame/SonicAdvanceTrilogy Sonic Advance]]'' to ''VideoGame/SonicPocketAdventure'', this game keeps a few things from the ''Metal Slug R'' Mission'' games for the Neo-Geo Pocket.
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* DummiedOut: Underwater paths were advertised even in the box, but are scrapped in the game proper. The areas are buried in the code with a couple of unused enemies and you can tell how they would've connected to the rest of the levels, but swimming and the Slug Marine are sadly unprogrammed.

to:

* DummiedOut: Underwater paths were advertised even in the box, but are scrapped in the game proper. The two areas are buried in the code with a couple of unused enemies and you can tell how they would've connected to the rest of the levels, but swimming and the Slug Marine are sadly unprogrammed.

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Changed: 268

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* BraggingRightsReward: Nearly every upgrade found during and after the Final Mission is pointless since the game has no more real challenges to offer. Also, rescuing every prisoner and collecting all 99 hidden cards just gets you the final card that does nothing.

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* BraggingRightsReward: BraggingRightsReward:
**
Nearly every upgrade found during and after the Final Mission is pointless since the game has no more real challenges to offer. Also, rescuing every prisoner and offer.
** Several Cards that take effort to unlock have no effect, including the final one for
collecting all 99 hidden cards just gets you the final card that does nothing.previous 99.



* ContinuingIsPainful: The game gives checkpoints and infinite continues, but at the cost of all the stuff and prisoners you collected through the level. Press on anyway and you'll have an even harder time from a lack of upgrades.
* DoubleUnlock: There 4 cards you must obtain to actually unlock the hidden rooms in Mission 3. The Ancient Soul even misleads you into thinking it will open a path on its own.
* DummiedOut: Underwater paths were advertised even in the box, but are scrapped in the game proper. The areas are there with a couple of unused enemies and you can tell how they would've connected to the rest of the levels, but swimming and the Slug Marine are sadly unprogrammed.

to:

* ContinuingIsPainful: The game gives checkpoints and infinite continues, but at the cost of all the stuff cards and prisoners you collected through the level. Press on anyway and you'll have an even harder time from a lack of upgrades.
* DoubleUnlock: There are 4 cards you must obtain to actually unlock the hidden rooms in Mission 3. The Ancient Soul even misleads you into thinking it will open a path on its own.
* DummiedOut: Underwater paths were advertised even in the box, but are scrapped in the game proper. The areas are there buried in the code with a couple of unused enemies and you can tell how they would've connected to the rest of the levels, but swimming and the Slug Marine are sadly unprogrammed.
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''VideoGame/MetalSlug Advance'' is a 2004 spinoff of the popular run and gun series developed by Noise Factory for the UsefulNotes/GameBoyAdvance. It follows the adventure of Peregrine Falcon recruits Walter Ryan and Tyra Elson as the island they've been training on is invaded by General Morden's troops.

Although obviously downscaled, it is closer to the gameplay of the main arcade games than the ''R'' games for the Neo-Geo Pocket were and follows the usual linear 5 Missions structure. It still keeps the life gauge for when the player is on foot, though, and introduces upgrades that can be found hidden through each stage.
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!!This game features the following tropes:
* BonusBoss: Allen Jr. can be fought on the bottom path of the Final Mission.
* BonusDungeon: Literally. The post-game Dungeon level that can be unlocked during the final stage has a [[TheMaze maze-like]] structure. Collecting any of the cards hidden through the level ends it, forcing you to clear it multiple times. It has no boss fight.
* BraggingRightsReward: Nearly every upgrade found during and after the Final Mission is pointless since the game has no more real challenges to offer. Also, rescuing every prisoner and collecting all 99 hidden cards just gets you the final card that does nothing.
* TheCameo: The main villain of the series, Morden, only appears in portraits during the Final Mission and the Dungeon. Also, the protagonists of the other games are featured in some collectable cards.
* CollectionSidequest: The game keeps track of the cards and prisoners you collect, with some cards being upgrades or optional effects.
* ContinuingIsPainful: The game gives checkpoints and infinite continues, but at the cost of all the stuff and prisoners you collected through the level. Press on anyway and you'll have an even harder time from a lack of upgrades.
* DoubleUnlock: There 4 cards you must obtain to actually unlock the hidden rooms in Mission 3. The Ancient Soul even misleads you into thinking it will open a path on its own.
* DummiedOut: Underwater paths were advertised even in the box, but are scrapped in the game proper. The areas are there with a couple of unused enemies and you can tell how they would've connected to the rest of the levels, but swimming and the Slug Marine are sadly unprogrammed.
* ExtendedGameplay: There's the aforementioned Dungeon where you can find cards that unlock small hidden rooms in stages 1 and 3.
* GuideDangIt:
** The main ''Metal Slug'' installments often hide prisoners in random objects or in thin air for extra points. This game requires you to perform this EasterEgg hunt not just for 100% completion, but also to acquire useful upgrades. Worse, the Infra-red Vision card does not reveal the location of hidden cards and collectibles not held by prisoners.
** Even after getting the "Complete!" icon on each mission, you'll likely be missing some cards that are unlocked by performing specific tasks.
* HealthMeter: Like in the two ''R'' games, while on foot you can take a few hits before dying, depending of the damage source. Driving a Metal Slug gives you an extra health bar that follows the same rules and that can be extended by the Armor cards.
* JokeItem: The Marsnium card makes your Slug invincible... but constantly drains HP and stops the effect once it hits 1. The drain is fast enough to make the ability worthless, since gas tank items don't appear often.
* TheMole: The protagonist is betrayed by their commander in Mission 3. The guy actually was Allen Jr. all along.
* OneHitKill: The poison gas hazards in Mission 3 kill instantly.
* OneHitPointWonder: The Paper-thin card reduces your health to 1 like in the main games and you'll get another card for clearing any level that way. Good thing Mission 2 starts with a Metal Slug.
* SequentialBoss: The twin Emain Macha tanks in Mission 2. After you destroy one, a PaletteSwap comes in with... the same attacks but with more agression, so this boss fight [[FridgeLogic actually]] functions exactly the same as any other in the game despite the fancy transition between phases.
* SpiritualSuccessor: Not unlike ''[[VideoGame/SonicAdvanceTrilogy Sonic Advance]]'' to ''VideoGame/SonicPocketAdventure'', this game keeps a few things from the ''Metal Slug R'' games for the Neo-Geo Pocket.
* TurnsRed: Every boss trembles and starts burning midway through the fight, becoming more agressive as a result.
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