The side-scrolling arcade game called Metal Slug that everyone enjoyed will be debuting as Metal Slug Zero as an online game. Announced last year, Metal Slug Zero is currently being developed by WizHand. To answer a few questions about how Metal Slug Zero will look like, we ask WizHand's Vice President Choi Won-Suk for some details.
GameTime: The sound of creating a Metal Slug game in 3D sounds quite unfamiliar.
Choi Won-Suk: Previous Metal Slug games were superbly created in 2D dot images. A lot of people worked on it, not to mention the time that it took to finish them. It is possible to have the game made in 2D, but we decided that it would be better to create it in 3D with the considerations for future updates. Despite the fact that we all enjoyed Metal Slug in 2D before, we are doing our best to ensure the same level of entertainment.


GT: How does the game progress?
Choi: Users will be stationed in "base" or some other fenced areas before starting a stage. The area is filled with other users, and they can party, trade or engage in missions. (Quests) When everyone is ready, the users can enter the stage and play. We are building the levels in a way that each of them will last at least fifteen minutes, but less than half an hour.
GT: Did SNK have any involvement in the development?
Choi: Yes. Both companies, as well as WizHand, have co-operated considerably to the development.
GT: It seems hard to make side-scrolling maps with high degree of replayability.
Choi: It is natural that having to repeat something will become boring. That is why Metal Slug Zero has a variety of missions that increases the replay value. A single map can contain several different missions, including item acquisition, target elimination or boss elimination. Also, like how previous Metal Slug games were able to have two players in co-op mode, Metal Slug Zero can allow a maximum of four people to play in a single stage, which will result in more entertainment due to increased teamwork.
GT: Even if a single stage lasts for fifteen to thirty minutes, specific missions like item acquisition and target elimination sound as if they will make the competition fierce.
Choi: Of course. But that is hard to avoid in any other games, too.
GT: Do character levels make appearance in Metal Slug Zero?
Choi: No. If that was the case, there will be too much hassle in terms of character balancing, so we are focusing on maximizing the entertainment value of a pure side-scroller.
GT: Can you elaborate on the Card System that you have mentioned earlier?
Choi: The Card System is sort of like the cash system in game, as well as being an important factor in the game's playability. All characters, weapons, Slugs and NPCs are obtained as Cards.
Cards that have been collected in stages can be traded with other users in the base, equipped by the player, or stored in the "Metal Book". The "Metal Book" can be considered as a sort of an inventory, and can be used to store the collected Cards. Cards can be sold, while equipping them will grant the players bonuses during the stages.


GT: How many maps are we likely see in the closed beta test?
Choi: We are creating several maps, and three will be available during the test. After that, we expect to create more maps in a variety of settings.
GT: Do the players have to be stuck with routine paths in order to be granted access to other stages?
Choi: No. The goal of "Metal Slug Zero" is that the players will be able to play in a variety of worlds, but this does not mean that they will be stuck with a predefined path. They will be able to play the stages in several different branches that they choose, and may try a stage that they find too difficult for them later on when they have finished the others. Obviously, harder maps will result in higher rewards.
GT: One of the most fun things about "Metal Slug" are the vehicles. (Slugs) What can we expect in "Metal Slug Zero"?
Choi: Slugs can be obtained during the game and have the ability to be upgraded. There are two things that get factored into the Slugs, being weapons and defense. Even with the upgrades, however, we are balancing them so that no one Slug can necessarily surpass another. Upgrades can be obtained as items by clearing through stages. But we are attempting to make the Slugs not too powerful in the game, so it would be be better to see them as something that offers entertainment, not a tremendous force multiplier.
Slugs have several defining features, such as hitpoints. When depleted of it, they will require to be repaired before being able to be used. Also, some Slugs are better suited for some stages than others, so the proper decision to use which Slugs is critical.
GT: How do players progress whenever they die in stages?
Choi: To name a few, they have the option to continue or requirement of clearing the stage with a single life. It does not matter as much when the mission's objective is to find an item or eliminating a target, but something such as boss elimination require the player to be able to clear the stage with a single life. It will be hard, but the effort will be well worth it.
GT: Is there anything else to add?
Choi: Like I have said before, "Metal Slug Zero" will try to include as much entertainment value as other "Metal Slug" games. I think that this will start a new trend like older side-scrollers used to. We will do our best to creating this game, so keep your interests up.