As much I hate to advocate another notch in the belt of superfluous “special editions,” Metal Slug 5x (or DX or whatever they hell they want to call it...) could fix some of the more glaring design problems that annoyingly plague an otherwise solid game. A short list might include:
1) A continuation of the “mysterious mask” storyline played out at the end of the first stage. This
über-boss, as it were, might make sense of this otherwise neglected strand of “story.” That, and I happen to agree with everyone else that both of those sprites are incredible and need not go to waste...
2) A more generous (read: evenhanded) use of branching level design. Correct me if I’m wrong, but the first level seemed riddled with alternate paths (though some only infinitesimally different from others) and they pretty much stopped there. I exaggerate, of course, but SNK/Playmore really blew their wad early on the branching feature, in my opinion...
3) Some sort of denouement, perhaps for vanquishing the über-boss [see #1] or something... I’m not asking for them to surpass the remarkable work of art that the original Metal Slug ending was, but Christ... the Car Slug driving into the sunset... would that be
so fucking much SNK/Playmore???
Setsuna1982 said:
Debugging the Metal Slug 5 rom my cousin Ignis (programmer of Metal Slug Complete) found animations and graphics not used in normal gameplay like...
Speaking of which, how the hell is that going>>>?
The site hasn’t been updated since... oh,
forever... And it’s not as though the people behind the project (yourself excluded) are usually available for comment. I haven’t checked the message boards for a few months now, but my masterful powers of deduction tell me that even if I
did I’d likely be greeted with a wild cocoon of cobwebs like something out of
Raiders of the Lost Arc... What’s going on? Inquiring minds want to know...
Maybe these sprites might find their way into the hybrid/masterpiece-in-the-making that
is Metal Slug Complete. We can certainly hope...