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written by GunstarHero
Metal Slug 3 Rom Neo Geo 5.0
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Metal Slug 5
by GunstarHero
Graphics:
Superb as usual. I've come to expect nothing less than outstanding graphics in this series, and MS5 boasts some outstanding new backgrounds and a few new character sprites. The first thing I noticed about this game was just how colorful it is, the first stage in the game is awesome in this regard, with the lush green forest in the background, clashing with the blue river, and a vibrantly colorful canoe that you ride in. Right after this screen you enter a temple that is lit up with torches, giving the environment a nice flicker effect from the flames. Stage 3 really stuck out as well, with its industrial factory theme. All over the place are nicely drawn air vents and ducts, along with crates, boxes and elevators etc. Stage 3 has some really neat little touches that I always like to see, for instance if you look for it, you'll see a big industrial fan in the background, and thru it you will see rays of light coming through as the blades of the fan spin. That’s what it’s all about right there, attention to detail.
There have been some hacking of character sprites, but there are some totally new ones. The Jungle guys with the masks look totally new, they run different than soldiers do, and their clothes, plus the mask, are hilarious. I love these guys. They remind me of the jungle men you have to defeat in the 4th screen of Jungle Hunt, complete with masks and spears! They look just like them. Really, this game is completely filled with new enemies to fight, even if some are just wearing new clothes, I think it makes for an interesting new experience.
One new addition that sticks out for me that I have a gripe about is on the Water stage, they have redrawn the enemy subs to look more like Nuclear Boomer subs, which is fine, but for some reason when they explode the detail in the explosions is missing. Where there used to be a little smoke and fire, plus an unmistakable effect of the sub 'imploding'...now these kinda just separate into a bunch of pieces and that’s it. They could have put some more detail into that effect.
Audio:
Awesome. This is what everybody is talking about; the Metal soundtrack here is without a doubt, the best soundtrack to date. Metal fans rejoice, and it really kicks in to high gear near the end of the game. The final run-up to the end boss, the industrial stage where you fight shy-guys and various enemy slug-gunners, is extra heavy, it’s like the game is psyching you up for the big finale. The Stage 2 western/metal song is great, but it seems a little out of place since there's nothing western about it.
As we have found out by now, we know there are some audio glitches in the game. The most profound one I've heard is the stage 2 elevator screen. When you finish the enemies off, the elevator comes to a crashing halt and there are some explosions, but what you hear is a crackling sound, just like you would hear if your speaker was blown on your TV. There are some new sound f/x I've heard, in particular the enemy helicopters have some sound of their own now when they come into play, they sound like helicopters... what more can I say? You'll hear most of the same familiar screams and explosion noises you've come to expect with the series more over than not.
Slugs:
The meat and potatoes of any Slug game, these Slugs are guaranteed to satisfy you, I have no doubt! Just give me the Slug Gunner and I'm a happy man. This thing is sweet. It's basically a super armored version of the 'worker slug' in MS3, as it has the same jump ability, plus it can punch with a big sword, as well as have unlimited gatling gun ammo. Oh yeah, it’s got a tank cannon too, plus by pressing down on the joystick, it transforms into a tank! This just may be my favorite slug ever. You can't miss the casings coming out the back as you unload round after round of ammo on the enemy -it looks awesome, really giving you a sense of power. I seriously get excited using the Slug Gunner, the sense of power is amazing.
The Slug Mobile is a disappointment, and this is the one I was most excited about. You are just along for the ride when you get this. You perform a few jumps in it, and it can shoot machine guns and has bombs, but the stage is rather boring because there isn't much variety in enemies to fight against. You will come up against Missiles and a few airplanes and that’s about it. The hardest part is jumping over the gaps in the highway without hitting a missile, which will cause you to fall short and die.
The Spider Slug isn't in the manual, but you will find it on stage 5, and it appears on the attract screen. This thing is fun to use, it’s kinda limited in maneuverability, but it's got dual vulcan cannons, plus a harpoon special which does massive damage to enemy vehicles. It's fun to watch the thing walk around more than anything, it’s animated really well.
Gone are the Helicopter Slug, and I haven't yet seen the Bronze Slug Vehicle 001. Also the Worker Slug is gone, but the Slug Gunner like I said is the evolution of that one. Also the Ostrich Slug, Elephant Slug and Drill Slug are not here either.
Bosses:
Again, very cool and it follows the storyline of the game. They are basically just gigantic versions of various slugs. Since this 'mysterious' organization stole all the slug secrets and plans, they are making enormous versions of them to use against you. I won't give away what they are, but trust me they are really cool and humongous. I actually like the Final Boss, contrary to some members, I think he's cool. One of his attacks is really cheap though and almost impossible to dodge, although I've managed to slip by a couple times, but only by luck.
Gameplay:
Tight control as usual. The game has a pacing problem on the first stage. When you are in the canoe and fighting against the airboats, it doesn't throw enough of them at you. There are lulls in the action, but only on that sequence. Otherwise I find the game to be intense, just like the music. There are a couple of times where the action gets intense enough to compare to the bridge stage of MS1, where you need to keep on your toes, shooting left, then right and utilizing the new 'slide' move to dodge bullets. The Slide is excellent, and its not a game breaker so don't worry. It's not an invincibility move at all; it’s just something that helps given the right situation.
Besides some of the boss’s attacks, I don't really find spots that make me feel I was cheated, or where I think there are cheap attacks taking place. The stages are well laid out, there's always enough room to maneuver around, using your slide, jumping etc. The only place that seems cramped is the first stage canoe sequence, but it's the first stage, so it’s on the lowest difficulty at that point.
There are plenty of Slugs to use, nicely spaced throughout the game, but I did find spots that were bare of any power-ups. There are parts of the game that are just screaming for a power-up, like stage 2 when you are meandering up the staircases, you use up your Heavy MG on some hovercrafts launching missiles, then after that you get nothing for quite awhile, and let me tell you, they throw a lot of guys and enemy slugs at you on this part. It'll make you tired killing all that stuff with the pistol.
The game needs some polishing with the audio, and even though it’s intense, I could actually go for some more enemies being thrown my way at certain spots. This being the last Slug on the Neo Geo certainly isn't a bad mark on the machine that’s for sure, but I'm not willing to say its one of the better ones overall. It's just got so much to live up to, and even with my praise of it, it falls short of MS1 and MS3. The game isn't nearly as long as it could have been, and there are some things that really annoy me with the way the game was programmed. For instance, like a Motion Picture, the game takes a lot of 'cuts' throughout. When changing scenery, the game just fades to black and comes back in to totally new scenery, where as in MS3, we would have actually seen the transition just by running, there would be no need to do a cut like that. Stage 2, the elevator sequence, when you finish killing the last red robot, again, the screen blacks out, then reappears with the elevator stopping...why the heck could they not program it to just slow down after the robot died, without doing a cut? There's no need for that and it bugs me. They never do a running transition in this game, when its time for a change of scenery it just has you run off the screen to the right, black out, then you reappear in a new setting, it kinda pisses me off to be honest.
Still this game is worth buying, it’s a lot of fun to play, and that’s the most important thing. It keeps you excited with the music and the action, and you'll appreciate the cool new backgrounds and humongous bosses.
- Russ
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More Reviews of This Game:
byRaiken- Courtesy of Kazuya's
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Metal Slug 5 |
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Developers: Playmore, Noise Factory This game has unused areas. |
To do: Add stuff from here. |
Metal Slug 5 is the first Metal Slug game not to feature General Morden as the main villain. Kind of odd, considering that the enemy sprites are just sprite edits of the Soldiers from the previous games. This is the first Metal Slug game to be developed by SNK Playmore after SNK's resurrection, and the last to be released on the Neo Geo. The game is also notoriously unfinished as it was heavily rushed. As a result, a huge amount of content remains unused.
- 1Debug Menu
- 2Unused Areas
- 3Unused Graphics
Debug Menu
おしながき
- メニューを とじる(PAUSEしたまま) - Close the Menu (While Paused)
- SET DEBUG DIP
- ステージ セレクト - Stage Select
- TEST STAGE
- サウンド テスト - Sound Test
- リセット - Reset
It is worth noting this Debug menu is shared by Metal Slug 2, X, 3, 4, and 5.
To access the debug mode, open the game in Console Mode and set debug developer mode On at the Neo Geo boot-up screen: this can be done via the Kawaks emulator, the Nebula emulator or using the Neo Geo UniBios.
Start the game, and press COIN up twice during gameplay: after pausing, the debug menu will appear - with options to activate the debug dipswitches (which can be activated separately through other options using Kawaks) and even the ability to play on any regular level, and even some test levels not available in the actual game. There is also a Sound Test screen.
SET DEBUG DIP
- ムテキ - Invincibility.
- VIEW INFOMATION - View debug information.
- イツデモPAUSE - Allows pausing during score tally, cutscenes, and credits.
- VIEW GEO SCROLL A - 1st plane check, shows the walkable ground, makes the foreground choppy as it scrolls when activated. May linger if not turned off properly.
- VIEW GEO SCROLL B - 2nd plane check, makes the background choppy as it scrolls when activated.
- VIEW ATTACK RECT - View attack hitbox.
- VIEW BODY RECT - View body hitbox.
- VIEW PUSH RECT - View objects that block the player's path.
- ムセイゲン グレネード - Infinite grenades.
- ムセイゲン POWガン - Infinite ammunition.
- VIEW PA ポイント - A sprite appears, showing the player's respawn point.
- Dボタン、テキ ゼンメツ - Press D to destroy all onscreen enemies (no score bonuses).
- ”PAUSE”ヒョウジOFF - Disables the blinking pause message.
- BGM OFF - Turns off the BGM.
- WARN パレット オーバー - Has something to do with the palette.
TEST STAGE
- FOR 08ブキコ1 - FOR 08Armory1
- FOR 09ブキコ2 - FOR 09Armory2
- FOR 10ノリモノ - FOR 10Vehicle
A set of test stages can also be played from the debug menu, although compared to Metal Slug 2, X, and 3, they are very lacking. Out of the 10 test stage entries, only three are functional: FOR 08 (a vehicle and weapon test room), FOR 09 (a dual machine gun test room), and FOR 10 (another vehicle test room). They all use the underground subway stage as their background, and are devoid of enemies.
FOR 08ブキコ1
FOR 09ブキコ2
FOR 10ノリモノ
Sound Test
SFX and BGM test screen.
RESET
The final option of the debug menu resets the game.
Unused Areas
1:2 3_2 つり てんじょう
While this area is actually used being the very second screen of the game, it actually has a hidden alternate path at the end, hidden by a floor sprite. The tunnel boundaries can be seen with VIEW GEO SCROLL active, but the tunnel ends in an invisible wall as it does not have an exit coded to it.
To scroll the camera with Cheat Engine: enter area 1:3, search for hex value 00001000, then enter area 2:2. Looking for hex value 00002000. The horizontal axis can be edited using the first two and last two numbers, and the vertical axis with the center four.
1:6 3_6 にかいだて
An empty tunnel with the upper floor lacking collision. At the end the path leads to the boss fight (1:9). It's possible this was to be a continuation of the final room (1:5), which ends with a similar two-tiered layout.
1:B 3_1 イセキテスト
This spawns you at the waterfall in Mission 1, directly to your death and later respawning on the raft. You're stuck on it even after destroying the helicopter, however.
3:3 1_2 ろうか
The path starts off with a waiting Augensterm, with several enemies as you progress in this unused tunnel area.
The end of the path will lead to 3:6, though you will have to ditch the Augensterm first.
3:4 1_3 はい こうじょう
Originally, you are to spawn a bit further back to show a room of a group of robots deploying (the same seen at the end of the area, only longer) as evidenced by the pre-release videos, though that appears to have been cut as well.
As a result, your spawn point is moved further forward and the room in the final, while still available, needs some camera trickery to see it proper.
3:8 1_7 ぬきあし
A short tunnel area with gas mask soldiers dropping down from the upper floor. This leads to the final area before the boss, 3:4.
3:9 T_1 アニメーション テスト
While on the surface it looks like the the second area of Mission 3 (3:2), it’s actually been stripped of the normal items placement and is chock full of enemies - both used and unused - for testing purposes spawned from out of nowhere when you walk up to the crates, to the point of lagging the game.
Enemies drop weapons and items (the cut Flame Shot being one of them), and a few prisoners can be found as you progress. This area contains a prisoner unique to this area (often fan-dubbed as Achilles, though his name is actually randomized).
Should you choose to not proceed, the start of the area is actually a sprite viewer with controls similar to 3:D (see below).
This area leads to the unused tunnel area with the Augensterm (3:3).
3:A T_2 アイテム テスト
Literally named 'Item Test', it spawns you to a tunnel similar to 3:3, devoid of vehicles, obstacles and enemies.
Shooting various parts of the ceiling will drop a mix of used and unused items, though shooting the ceiling above the first light will cause the game to crash and reset. Unlike 3:3, the tunnel leads to a dead end.
3:B T_3 エネミー テスト
Appears to be the same as area 3:6, but instead of a Slug Gunner as usual you will find the Black Hound from Mission 1 instead. The fight is similar (aside from the enemy appearing to sink a little lower before correcting itself), except as it goes offscreen the Black Hound will appear in the top floor instead. It does not go back down on subsequent tries however.
Once it is defeated, the music stops, and you're stuck with nowhere else to go.
3:C T_4 ハイチ テスト
Another tunnel, this time with a container for a Slug Gunner, some ruins (some destructible) from the raft segment of Mission 1, and an invincible hover jet passing through.
It's possible this room was used for testing movement across slopes and irregular surfaces. Again, you won’t find a light at the end of this tunnel.
3:D T_5 コウセイ テスト
Brings you to an internal sprite viewer. This version displays static sprites and you can manually scroll through each frame of animation. The controls are as follows:
- PLAYER 1 A – Next frame.
- PLAYER 1 B – Previous frame.
- PLAYER 1 C – Next sprite.
- PLAYER 1 D – Previous sprite.
- PLAYER 2 A – Next palette.
- PLAYER 2 B – Previous palette.
- PLAYER 2 C – Toggles game speed.
- PLAYER 2 D – No apparent purpose.
- PLAYER 2 JOYSTICK – Moves sprite.
It should be noted that this section doesn't contain everything, the rest can be viewed in 3:E. Walking forward will change the background colors from green, then blue, red, black, white, and then cycles through the last two repeatedly.
The sprite viewer also plays the sounds associated with the first frame of animation; for example, if you get the first frame of a soldier dying, their death scream will play.
3:E T_6 アニメ テスト
The second internal sprite viewer, and this time they are animated and have a bigger library than 3:D. The controls are slightly different, as shown below.
- PLAYER 1 A – Next animation.
- PLAYER 1 B – Previous animation.
- PLAYER 1 C – Next object.
- PLAYER 1 D – Replays animation.
- PLAYER 2 A – Next palette.
- PLAYER 2 B – Previous palette.
- PLAYER 2 C – Shrinks sprite.
- PLAYER 2 D – Expands sprite.
Aside from the sprites playing sound like the previous sprite viewer, if a sprite plays an animation that creates an object, i.e. a grenade or a landmine, that object will appear and are able to kill you.
4:5 2_4 BOSS2-1
This appears to be a duplicate of the boss stage.
5:2 5_2 ちかてつ いりぐち
Another area with a small unseen chunk of the map, you only see from the purple curtain and onwards as you enter this area.
5:6 BOSS だいぶA
A normal stage warp, though it is notable that far below the screen boundary there is an unseen backdrop of spinning cogs.
5:8 5_T かめBOSS
A warp of 5:4 after the fight through the apartment. It leads to the tower full of cultists and robots (5:5).
Curiously, the name for this area warp is quite literally 'Turtle BOSS' (5_T かめBOSS).
5:9 5_E ぞうBOSS
The same as the second-to-last area (5:6), but instead spawns you on one of the pillars. It is otherwise exactly the same, complete with its unused underside.
Unused Graphics
Intro Background
This is actually used, but only a small part of the image is seen through the viewfinder animation.
Ptolemaic Tara with Bomb
A Ptolemaic Tara carrying the MS1-styled bombs. The ones that appear only use missiles.
Jet
An unknown character piloting a jet. Probably supposed to appear in Mission 2.
Flame Shot and the Resulting Mess
The Flame Shot goes unused in this game for some strange reason, but it can be found in the unused stage 3:9 and works as expected. Its Big counterpart does similarly work proper, although there is no way to pick one up without the use of modded ROMs.
Its absence also means that most of the burning death animations for the common enemies are rendered unused, save for the gas mask soldiers where it is used if you shoot their motorbikes.
Players
These graphics would've been used for when the characters were fat, wielding the Dual Machine Guns, and died. Instead, in the game they just make the characters drop their weapon.
Region-exclusive Messages
Depending on what BIOS is used, the message shown at startup will be different.
Descargar Metal Slug 5 Rom Neo Geo
Japan |
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The Metal Slug series | |
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Neo Geo | Metal Slug: Super Vehicle-001 • Metal Slug 2: Super Vehicle-001/II • Metal Slug X: Super Vehicle-001 • Metal Slug 3 • Metal Slug 4 • Metal Slug 5 |
Game Boy Advance | Metal Slug Advance |
Atomiswave | Metal Slug 6 |
Nintendo DS | Metal Slug 7 |
PlayStation Portable | Metal Slug XX |