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Metal Slug 2

Metal Slug 2 is a run-and-gun developed and published by , released on February 23, 1998, for the MVS platform as the direct sequel to the 1996 title . In the game, players select from one of four characters—veterans Marco Rossi and Tarma Roving, or newcomers Eri Kasamoto and Fio Germi—from the 's elite Peregrine Falcon Squad, advancing through side-scrolling levels filled with intense shootouts against enemy forces. The core plot revolves around stopping General Donald Morden, whose Rebel Army has regrouped and formed an uneasy with a hostile race aiming to conquer , leading to chaotic battles across diverse environments like jungles, caves, and urban ruins, with narrative twists involving the aliens' betrayal of the Rebel Army and a temporary alliance between the Regular Army and the Rebel Army to combat the alien threat. Renowned for its hand-drawn pixel animation and fluid, exaggerated character movements that blend humor with visceral action, Metal Slug 2 emphasizes fast-paced where players rescue prisoners of war for bonuses, collect power-ups, and commandeer such as the iconic tank, a rideable , or the Slug Flyer aircraft to turn the tide against waves of soldiers, tanks, and massive bosses. New mechanics include transformative power-ups that can turn characters into mummies (slowing movement but granting fire breath) or obese forms (reducing speed but increasing durability), alongside expanded weaponry like laser guns and fire bombs, enhancing strategic depth in co-operative two-player modes. The game introduces branching paths in certain stages, allowing for varied routes and replayability, while its soundtrack of rock tracks amplifies the high-energy combat. Originally an arcade exclusive, Metal Slug 2 later saw ports to home systems including the (via digital releases), , and was bundled in compilations like the for modern consoles, preserving its legacy as a pinnacle of gaming with ports maintaining the original's graphical fidelity and controls. Its influence extends to spin-offs and remakes, such as the enhanced version Metal Slug X (1999), which refines level designs and performance, solidifying the series' reputation for accessible yet challenging run-and-gun experiences.

Gameplay

Mechanics

Metal Slug 2 employs a classic run-and-gun format, in which players control soldiers progressing through side-scrolling levels, firing at enemies and dodging hazards such as projectiles, pitfalls, and environmental dangers to advance toward mission objectives. The controls utilize an 8-way for movement and directional aiming, paired with a two-button primary system for core actions: the A handles jumping and crouching (when combined with down on the ), while the B fires the equipped , which defaults to a standard but can be upgraded to heavier armaments like shotguns or lasers for greater firepower. A third (C) deploys grenades, providing area-of-effect damage for . The game supports two-player simultaneous cooperative play, enabling a second player to join mid-level without pausing, enhancing the chaotic, teamwork-oriented combat experience. Game progression spans five missions, each featuring linear advancement through varied terrains—from urban streets to jungle ruins—with occasional minor branching paths offering alternate routes or shortcuts based on player performance or timing, culminating in intense encounters at the end of every stage. A credit-based continue system allows players to insert additional credits upon losing all lives, respawning at the start of the current mission to maintain momentum in arcade-style sessions. Enemies encompass a diverse array, beginning with human soldiers wielding rifles and machine guns, progressing to mechanized threats like tanks and aircraft, and introducing novel alien adversaries—such as tentacled mutants and flying saucers—in the later missions to escalate the challenge with unpredictable attack patterns. The health system features a depletable bar representing the soldier's vitality; contact with enemy fire, explosions, or traps gradually reduces it, with partial recovery possible via collected items. Upon full depletion, the character dies dramatically (often with humorous animations), dropping any held weapons or power-ups for potential recovery, before respawning nearby with a restored health bar but at the cost of one life from the player's stock.

Vehicles and items

In Metal Slug 2, players can commandeer various vehicles known as Slugs, which provide enhanced mobility, firepower, and protection compared to on-foot traversal. The SV-001, or tank, serves as the core rideable vehicle, featuring a rapid-fire for close-range suppression and a powerful for area denial against enemy and light vehicles. Additional vehicles expand tactical options: the Slug Flyer is an agile aircraft armed with Vulcans and homing missiles, allowing aerial evasion and bombardment; the Camel Slug mounts a on a fast but unprotected animal mount for in open terrain; and the Slugnoid is a versatile exosuit with dual Vulcans and a heavy cannon, though it loses functionality if damaged. These Slugs consume fuel over time and can be destroyed, reverting the player to standard movement. The game's arsenal includes the default for basic combat, supplemented by collectible heavy weapons that replace it upon pickup. The (H) delivers high-volume fire in four-shot bursts, ideal for with 200 initial rounds; the (R) fires guided projectiles for anti-vehicle strikes, starting with 30 rounds; the Laser Gun (L) emits a piercing beam that passes through multiple targets in a straight line, boasting 200 rounds for sustained engagements; and the (S) fires a spread of pellets for close-range , with 30 rounds. Grenades (G) function as standard throwable explosives for the , with pickups replenishing stock, while special variants like the Fire Bomb offer expanded blast radius. Ammunition crates scattered across levels restore partial or full weapon loads, and vehicle-specific pickups like Gas cans repair damage and extend fuel. Power-ups and items encourage exploration and risk-reward decisions. items, such as or from destructible crates and backgrounds, gradually restore , but overconsumption triggers the transformation, ballooning the character for doubled hit points at the cost of reduced speed and jump height. Enemy attacks, particularly from , induce the Mummy transformation, wrapping the character in bandages that limit mobility and restrict attacks to weak punches until cured by a item. Rescuing Prisoners of War (POWs) yields substantial bonuses, including extra lives, score multipliers, weapon restocks, or temporary invincibility, with freed prisoners often providing dialogue or items upon release. Destructible environmental elements, like wooden crates, vehicles, or walls, frequently conceal these pickups, adding layers to level navigation and combat strategy.

Plot

Summary

Two years after the events of the first game, the Peregrine Falcon Squad—comprising Marco Rossi and Tarma Roving—is assigned a secret mission by the to investigate and suppress resurgent activities by General Donald Morden's Rebel Army, beginning with a hijacked supply operated by the . Joined briefly by agents Eri Kasamoto and Fiolina Germi from the S.P.A.R.R.O.W. unit, the squad launches preemptive strikes against rebel operations worldwide to prevent a second . The narrative unfolds across a series of missions in varied environments, including urban districts, jungle terrains, ancient pyramids, and an interstellar vessel commandeered by the . As the squad advances, they encounter increasingly advanced weaponry and technology beyond human capabilities, leading to the revelation of Morden's pact with an alien species seeking to exploit Earth's conflicts for their own invasion. The story reaches its climax in a remote, frozen base where the heroes board the for a desperate confrontation, forging a tenuous alliance with himself to counter the threat. The game's resolution features a single ending depicting the defeat of the invaders, followed by illustrative post-credits vignettes.

Characters

The protagonists of Metal Slug 2 are Marco Rossi and Tarma Roving, elite soldiers in the Government Forces' Peregrine Falcon Squad tasked with thwarting General Morden's second . Marco Rossi, an Italian-American intellectual and expert agent who graduated from a military academy's special technologies college, serves as the squad's serious and strategic leader, wielding standard combat abilities including a powerful default equivalent to a . His gentle nature belies a deep rage toward Morden for the deaths of comrades during the prior war, and his of once led to an accidental security breach via a self-created . Tarma Roving III, Marco's best friend and a captain promoted after surviving the Great War, provides a laid-back counterpoint. The son of a distinguished soldier, Tarma entered special tactics training young, rescued the at age 20, and customizes motorcycles as a , aspiring to open a bike shop post-war but remaining in service due to his sense of duty. Despite teasing Marco, Tarma holds him in the highest regard as a warrior. Supporting characters Fio Germi and Eri Kasamoto, agents of the all-female S.P.A.R.R.O.W.S. reconnaissance and intelligence unit, join the mission as new recruits and become unlockable playable characters via input codes in certain ports and re-releases. Fio Germi, the only daughter of the wealthy Italian Germi family with a long military tradition, was lovingly raised to be an urbane young lady and studied chiropractics, acupuncture, and moxibustion in college with aspirations to become a sports doctor; she excels in grenade usage, receiving double the standard supply and throwing them with precise directional control. Eri Kasamoto, orphaned and abandoned at a church before leading a gang of street kids, received elite spy training from the Government Forces' Intelligence Agency and specializes in close-quarters combat, including rapid and far-reaching knife melee attacks; her background in assassinations led to her transfer to S.P.A.R.R.O.W.S. to cope with the moral strain. Both women are initially nervous around Marco and Tarma but prove their skills in suppressing the rebellion, with Fio participating in her first large-scale operation and Eri earning a promotion to sergeant second-class. The central antagonist is General Donald , the charismatic yet ruthless leader of the Rebel Army—nicknamed "Satan's stand-in"—who survived the first war and orchestrates a renewed global insurgency two years later, allying with unconventional forces to rebuild his depleted army. Morden appears in key confrontations, commanding from vehicles such as a massive elephant mount in jungle stages or a heavily armored in his final base. Joining him as new antagonists are the insect-like Mars People, squid-esque aliens from another planet who form a temporary pact with the to conquer Earth, deploying tentacles for attacks and advanced UFO technology; their queen-like mothership, the Rugname, serves as the game's climactic boss, dispatching troops and unleashing devastating energy beams. Non-combat cameos include Prisoners of War (POWs) scattered across missions, whom players rescue for items and ammunition; each features unique animations and reactions, such as the special agent Hyakutaro Ichimonji, who aids the squad with chi-powered Hadoken projectiles and roundhouse kicks after liberation, reflecting his iron-hard body and expertise developed for infiltration roles. Returning elements from prior games appear in brief narrative ties, while transformations like the form—induced by Mars People attacks—alter character sprites and behaviors in cutscenes, such as slower movement and altered victory poses, emphasizing the aliens' bio-weapon horror and adding humorous squad interactions.

Development

Concept

Following the commercial and critical success of the original , Corporation sought to create a that expanded the scope and appeal of the run-and-gun genre while preserving its core action-oriented identity. The primary motivation was to escalate the narrative threat beyond General Morden's rebel army by introducing invaders, thereby increasing the game's scale from a regional conflict to a global, crisis. This alien element was conceived as a way to deliver surprises and differentiate the sequel visually and thematically, with developers noting that "we wanted players to be able to look at the screen and tell right away that this was the , so we decided off the bat to create a lot of , unexpected enemies." Early concepts included additional vehicles like the Desk Slug and Dino Slug, as well as a fifth , Hyakutaro Ichimonji, but these were ultimately cut from the final game. The design influences for Metal Slug 2 emphasized a hand-drawn style that prioritized fluid, exaggerated animations to infuse humor and dynamism into destruction and combat sequences. Drawing from the team's expertise in action games, the aesthetic aimed to make and environments feel lively and relatable, contrasting with the emerging dominance of polygons in arcades. Developers highlighted the importance of detailed work for comedic effect, such as transformations into mummies or obese forms, to enhance the game's whimsical tone while maintaining realism in vehicles and weaponry. New features were planned to improve replayability and pacing, including branching paths in certain missions for varied routes, enhanced co-operative play with four selectable characters, and greater mission variety through diverse international settings like deserts and urban . These elements addressed perceived limitations in the predecessor's linear structure and tempo, incorporating RPG-like such as collecting prisoners of war (POWs) for score bonuses and multiple endings based on outcomes. Nazca's vision was to blend fast-paced run-and-gun action with collectible-driven progression, fostering a sense of worldwide adventure and strategic depth without abandoning the series' accessible controls.

Production

Nazca Corporation, a development studio formed by former employees and acquired by in late 1996, led the production of Metal Slug 2 as a direct follow-up to the successful 1996 debut of the series. The core team included key planners such as Akio Oyabu and Meeher, who oversaw design and stage planning, with additional contributions from staff like KINTE in special support roles. Development commenced in earnest in January 1997, building on the momentum from the original game, and wrapped up later that year for an early 1998 arcade launch, encompassing roughly of intensive work. The game was engineered specifically for the Neo Geo MVS/AES hardware, leveraging its capabilities through a substantial 134-megabit that enabled richer visuals and elements compared to its predecessor. Technical efforts focused on hand-drawn sprites, with the team producing approximately 6,000 animation frames for characters alone to achieve fluid, expressive movements. Custom sound effects were crafted to complement the action, drawing from the series' emphasis on arcade-quality audio feedback. Among the primary challenges was optimizing multiplayer functionality, particularly in vertical-scrolling stages where player speed differences risked causing issues or slowdowns on the limited . Integrating new vehicles demanded precise adjustments to avoid exceeding memory constraints while supporting two-player interactions like shared riding mechanics. The team also grappled with debugging the game's branching paths and multiple endings to ensure seamless progression without glitches. In interviews, developers highlighted their commitment to polish, incorporating subtle environmental interactions—such as chickens trailing behind players or uneaten food rotting over time—to foster a lively world. They infused humor into animations, exemplified by details like female characters experiencing hand numbness from sustained machine gun fire, aiming to delight players with unexpected charm amid the chaos. Meeher noted, "I had absolute faith that the animation of the girls having their hands go numb from the machine gun fire would bring the house down," underscoring the focus on engaging, personality-driven visuals.

Release

Original platforms

Metal Slug 2 debuted on the arcade hardware on February 23, 1998, in . The title utilized a substantial 362-megabit format, enabling its detailed , multiple stages, and enhanced animations compared to its predecessor. The home console port for the AES arrived shortly after on April 2, 1998, exclusively in , delivering identical gameplay and visuals to the arcade version but commanding a premium price—often exceeding $200 USD at launch—owing to the high manufacturing costs of ROM cartridges for the luxury home system. A adaptation followed on June 25, 1998, also limited to , converting the cartridge-based game to storage to reduce costs while preserving core mechanics. This version incorporated loading screens between levels and boss encounters, typically lasting 20-40 seconds depending on the scene, due to the system's limited 1MB and slower drive speeds. Minor audio adjustments were made, such as compressed ADPCM sound effects and music to fit the CD format's constraints, resulting in slightly lower fidelity compared to the arcade and releases. Regional differences distinguished Japanese and international editions, with the former retaining uncensored depictions of violence, including red blood splatters from enemy defeats and explosions, while U.S. and other Western versions toned down gore by replacing blood with white sweat or neutral splatter effects to comply with content ratings. As the direct sequel to the 1996 hit , the game was marketed emphasizing its expanded storyline, where players battle General Morden's rebels amid a surprise , complete with new vehicles, weapons, and global locales to heighten the run-and-gun spectacle. Promotional materials and flyers highlighted this extraterrestrial twist to draw in fans of the original's military-themed action.

Ports and re-releases

Metal Slug 2 was included in the Metal Slug Anthology compilation, released in 2006 for PlayStation 2 in Japan, 2007 for PSP and Wii in North America and PAL regions, faithfully recreating the arcade experience. The game appeared on the Wii Virtual Console in October 2008 (Japan), December 2008 (North America), and November 2008 (PAL regions), emulating the original Neo Geo hardware. It was also released digitally on the PlayStation Network for PS3 and PSP in 2011. In 2013, Metal Slug 2 launched on and devices, adapted by with touch-optimized controls and options to switch between the original Metal Slug 2 and the enhanced Metal Slug X variant for varied gameplay experiences. These mobile versions emphasized accessibility on handheld devices while preserving the core run-and-gun mechanics. Modern re-releases expanded availability across current-generation platforms. The version debuted in April 2016, featuring updates like online leaderboards and achievement integration to engage contemporary audiences. In 2017, Hamster Corporation's ACA NeoGeo edition rolled out for , , , and PC, emulating the original hardware with added quality-of-life options. As of November 2025, the title remains accessible through digital storefronts like and , though no standalone major re-releases occurred from 2020 to 2025. Re-releases introduced several technical enhancements to address original hardware limitations. Emulation improvements in the ACA NeoGeo and versions mitigate the slowdown issues inherent to the 1998 release, allowing smoother performance during intense sequences. Support for HD resolutions upscales visuals without altering the style, and features like save states enable pausing and resuming mid-mission. Availability has faced challenges in recent years, particularly on mobile. The and versions were delisted from major app stores post-2020, with removing Metal Slug 2 entirely in June 2025 as part of SNK's broader portfolio adjustments.

Variants

Metal Slug X

Metal Slug X is an enhanced port and remix of Metal Slug 2, developed by Nazca Corporation and published by SNK in March 1999 for the Neo Geo MVS arcade hardware in Japan. It addresses technical shortcomings of the original, such as excessive slowdown during intense action sequences, while rearranging level layouts and incorporating new elements for improved gameplay flow. The core story remains unchanged, following the Peregrine Falcon Squad's efforts to thwart the Rebel Army's alliance with alien invaders, but the title introduces variations to make it a distinct variant. Later ports included the PlayStation in Japan (January 2001) and North America (April 2001), followed by releases on platforms like PlayStation 2, PSP, Wii, PC, iOS, and Android. Key modifications enhance the run-and-gun experience with a faster overall pace and refined . is significantly reduced, allowing smoother performance amid enemy swarms. New weapons expand the arsenal, including the Enemy Chaser (homing missiles that track foes automatically), Iron Lizard (remote-controlled crawling explosives), and (bouncing cannonballs that detonate on impact). Additional enemies, such as mummy dogs in sections, and bosses—like a repurposed design from the first replacing the original stage-one encounter—increase variety and challenge. Levels feature day/night variants for visual and strategic diversity, such as a darkened first stage altering enemy placements and atmosphere. The SV-Camel vehicle enables mounted traversal in desert areas, while retaining options like the Slug Flyer and Slugnoid. tweaks include more alternate routes in missions for replayability and making the "fat" —triggered by overeating items—avoidable through selective consumption, though it still boosts firepower at the cost of mobility when activated. As a rapid follow-up project to Metal Slug 2, Metal Slug X reused core assets from its predecessor and incorporated elements of the then-in-development engine to optimize performance without creating a full sequel. positioned it as a " version" or , focusing on fixes and enhancements rather than expansive new content, completed in a short timeframe to capitalize on the series' popularity. This approach allowed quick iteration on existing levels, enemy behaviors, and music tracks, some of which were subtly remixed for freshness. Metal Slug X has garnered a strong legacy as the preferred iteration of Metal Slug 2 among fans, praised for its refinements and often included in SNK compilation releases like the Metal Slug Anthology series across modern platforms. Its arcade roots and port accessibility have sustained its appeal in the run-and-gun genre.

Reception

Critical response

Upon its 1998 release, Metal Slug 2 garnered acclaim for its exceptional sprite-based artwork, whimsical humor, and varied level designs that expanded on the original game's formula, particularly through the introduction of alien antagonists in later stages. Reviewers highlighted the fluid animations and detailed pixel art as standout features, elevating the run-and-gun genre with vibrant, destructible environments and memorable boss encounters. For instance, a contemporary assessment praised its depth in character interactions and foreground elements, noting how these elements added replayability despite the arcade format's constraints. The game's lighthearted tone, including comical prisoner rescues and exaggerated enemy behaviors, was frequently cited as a refreshing contrast to more serious shooters of the era. In subsequent ports and re-releases, modern retrospectives have reinforced Metal Slug 2's reputation for superior animation quality and multiplayer enjoyment, while acknowledging challenges like its steep difficulty curve and brief campaign length. A 2009 review of the version scored it 7.5 out of 10, emphasizing the enduring hilarity and fast-paced action that make it a solid standalone entry. Similarly, a analysis of the port lauded its arcade authenticity, including co-op dynamics, though it noted occasional sprite slowdown as a remnant of the original hardware. Critics often point to the co-op mode's seamless integration as a key factor in its lasting appeal for group play. The enhanced version, Metal Slug X, addressed technical issues like input lag from the base , earning aggregated scores of 85% on across platforms, with praise for smoother performance and refined pacing. Metal Slug 2 has appeared in various "best games" compilations, such as ranking fourth overall in a ranking of the series for its balanced level variety and visual innovation. The 2013 iOS port received an average of 76% on , commended for preserving the core experience on mobile despite minor control adaptations. A 2020 analysis highlighted the game's as timeless, particularly its intricate sprites and dynamic animations amid a resurgence in retro remakes, where it continues to influence design in contemporary titles.

Commercial performance

Metal Slug 2 experienced strong initial success in arcades, ranking third in the Game Machine magazine's chart for March 1998. Its variant, X, also performed well, reaching seventh place in the same publication's April 1999 chart. Home versions for the AES and CD found a dedicated audience in , bolstered by the system's popularity among enthusiasts there, though high hardware costs limited global reach and made it a niche title outside . The port of X contributed to the franchise's growing console presence. In the digital era, re-releases such as the ACA NeoGeo versions on have maintained steady sales; inclusion in promotional bundles has further enhanced visibility and accessibility. The title's commercial impact is evident in its role within the broader Metal Slug series, which surpassed 10 million units sold across all entries by 2020 according to SNK reports, though no notable sales spikes for Metal Slug 2 specifically occurred between 2020 and 2025. Regionally, the game enjoyed enduring popularity in Asian arcades due to its arcade roots, while Western markets saw moderate uptake primarily through later console ports.

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