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Metal Slug 7 wallpapers

SNK Playmore has posted five sets of Metal Slug 7 wallpapers on Neo Geo World to go with the release date of the game.



07/17/2008 by enomosiki


Metal Slug 7 ROM now floating on the 'Net

Well, that didn't take long. In fact, the ROM was ripped and distributed even before the actual game was officially released.

That's really sad.

07/14/2008 by enomosiki


Metal Slug 7 leaked?

It appears that some of the shipments of Metal Slug 7 in Japan were leaked out into the public almost a week earlier than the intended released date.


The first hint was when I've noticed that there were two copies of the game being sold by a seller on eBay. No, they weren't offered as pre-order; they were offered as dead-serious Buy-It-Now. The second hint was when I've came across a photo of the game's instruction manual that was posted in 2ch. (Shown above.) So this is obviously not an isolated incident.

I've already placed my order for the game from the aforementioned seller on eBay, so it's just a matter of time before this little mystery is confirmed. But, honestly, the image that the seller put up looks fairly legit. (Shown below.)


The seller has another copy listed for sale, so, if you are willing to take some risks, go grab it quickly before someone else does. Otherwise, be patient until the 17th.

07/13/2008 by enomosiki


Interview of Choi Won-Suk about Metal Slug Zero

A Korean video game portal GameTime has posted an interview with WizHand's vice president, Choi Won-Suk, and grilled him for some questions about upcoming Metal Slug Zero, which can be read here if you are literate in Korean. Those who aren't, you are just in luck, because I actually went through the trouble to translate the thing at 5:00AM the morning. Anyways, the translated interview is below;

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.


One thing really bothers me; SD style is good and all, but it's a bit overused in the series. When can we expect a Metal Slug game with some serious tones?

07/03/2008 by enomosiki


Ignition Entertainment... Metal Slug 7... Nintendo DS... SNK Playmore USA... Blah, blah, blah

I have absolutely no comment on the press release that Ignition has made, other than the fact that SNK Playmore USA has been awfully quiet lately.

[Update: Scratch the part with SNKPUSA being quiet. The same press release can also be read at both Ignition USA's and SNKPUSA's site here and here. It makes me wonder if what roles the two companies will take in bringing the game ashore, however.]

SNK Playmore Corporation and Ignition Entertainment Announce Metal Slug 7 for Nintendo DS™

Glendale, CA -- June 27, 2008 -- Ignition Entertainment, a UTV Enterprise and worldwide publisher and developer of videogames, in conjunction with SNK Playmore announced today that Metal Slug 7 for Nintendo DS™ will be released this fall.

Developed by SNK Playmore Corporation and published by Ignition Entertainment, Metal Slug 7 follows in the footsteps of its predecessors by continuing to deliver the high-energy and frantic, fast-paced 2-D shooting action that the franchise has always been widely renowned for.

Players will join Marco, Tarma, Eri, Fiolina, Clark and Ralph as they prepare to take on Modern’s Forces across 7 new missions that will bring them from Garbage Island to the Fortress of Ruins and beyond. Aside from featuring 7 brand new and fully detailed missions and six playable characters, Metal Slug 7 will also feature a host of new weapons, colossal new bosses, new Slugs to pilot and new gameplay modes for added replay value.

“Truth be told, I have a pink DS and was embarrassed to play it in public. Now with Metal Slug 7 loaded, I have no qualms,” said Ajay Chadha, President of Ignition Entertainment. “Needless to say, and in all seriousness, we are very excited to announce our partnership with SNK Playmore USA to give both core and casual gamers a whole new insight into the unique, all-action, eye-popping world that is Metal Slug.”

First released in 1996, the Metal Slug series has continuously dazzled legions of fans with its awesome variety of frenetic action and superbly balanced, non-stop gameplay. Its unique art style and memorable boss battles have been hailed as sheer artistry and have been acclaimed by game fans of all genres.

For more information on Ignition Entertainment or SNK Playmore USA please visit www.ignitionusa.com or www.snkplaymoreusa.com

Look out for the official website coming soon!

© SNK PLAYMORE
“METAL SLUG” is a registered trademark of SNK PLAYMORE CORPORATION.



The release date is still set for November 18th for North America.

And, by the way, the official site for Metal Slug 7 by Ignition is still not up.

06/28/2008 by enomosiki


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