Edge is a multi-format video game magazine published by Future plc in the United Kingdom, which publishes 13 issues of the magazine per year. The magazine was launched in October 1993 by Steve Jarratt, a long-time video games journalist who has launched several other magazines for Future; the artwork for the cover of the magazine's 100th issue was specially provided by Shigeru Miyamoto. The 200th issue was released in March 2009 with 200 different covers, each commemorating a single game. Only 200 magazines were printed with each cover, sufficient to more than satisfy Edge's circulation of 28,898. In October 2003, the then-editor of Edge, João Diniz-Sanches, left the magazine along with deputy editor David McCarthy and other staff writers. After the walkout, the editorship of Edge passed back to Tony Mott, editor prior to Diniz-Sanches; the only team member to remain was Margaret Robertson. In May 2007, Robertson stepped down as editor and was replaced by Tony Mott, taking over as editor for the third time.
Between 1995 and 2002, some of the content from the UK edition of Edge was published in the United States as Next Generation. In 2007, Future's US subsidiary, Future US began re-publishing selected recent Edge features on the Next Generation website. In July 2008, the whole site was rebranded under the Edge title, as, the senior of the two brands. In May 2014 it was reported that Future intended to close the websites of Edge and Video Games and their other videogame publications. Edge has been redesigned three times; the first redesign occurred in 1999. The first redesign altered the magazine's dimensions to be wider than the original shape; the latest design changes the magazine's physical dimensions for the second time, introduces a higher quality of paper stock than was used. Each issue includes a "Making-of" article on a particular game including an interview with one of the original developers. Issue 143 introduced the "Time Extend" series of retrospective articles. Like the "making-of" series, each focuses on a single game and, with the benefit of hindsight, gives an in-depth examination of its most interesting or innovative attributes."Codeshop" examines more technical subjects such as 3D modelling programs or physics middleware, while "Studio Profile" and "University Profile" are single-page summaries of particular developers or publishers, game-related courses at higher education institutions.
Although an overall list of contributors is printed in each issue's indicia, the magazine has not used bylines to credit individual writers to specific reviews and articles, instead only referring to the anonymous Edge as a whole. Since 2014, some contributed; the magazine's regular columnists have been credited throughout the magazine's run. The current columnists are Clint Hocking and Tadhg Kelly. In addition, several columnists appear toward the beginning of the magazine to talk about the game industry as a whole, rather than focusing on specific game design topics, they are Trigger Happy author Steven Poole, Leigh Alexander, Brian Howe, whose parody article section "You're Playing It Wrong" began with the new redesign. Previous columnists have included Paul Rose, Toshihiro Nagoshi of Sega's Amusement Vision, author Tim Guest, N'Gai Croal, game developer Jeff Minter. In addition, numerous columns were published anonymously under the pseudonym "RedEye", several Japanese writers contributed to a regular feature called "Something About Japan".
James Hutchinson's comic strip Crashlander was featured in Edge between issues 143 and 193. Edge scores games on a ten-point scale, from a minimum of 1 to a maximum of 10, with five as ostensibly the average rating. For much of the magazine's run, the magazine's review policy stated that the scores broadly correspond to one of the following "sentiments": 1 – disastrous 2 – appalling 3 – flawed 4 – disappointing 5 – average 6 – competent 7 – distinguished 8 – excellent 9 – astounding 10 – revolutionary However, with issue 143 the scoring system was changed to a simple list of "10 = ten, 9 = nine..." and so on, a tongue-in-cheek reference to people who read too much into review scores. It was three years before Edge gave a game a rating of ten out of ten, to date the score has been given to twenty-one games: In contrast, only two titles have received a one-out-of-ten rating, Kabuki Warriors and FlatOut 3: Chaos & Destruction. In a December 2002 retro gaming special, Edge retrospectively awarded ten-out-of-ten ratings to two titles released before the magazine's launch: Elite Exile Edge awarded a 10/10 score in one of the regular retrospective reviews in the magazine's normal run: Super Mario Bros.
In Edge's 10th anniversary issue in 2003, GoldenEye 007 was included as one of the magazine's top ten shooters, along with a note that it was "the only other game" that should have received a ten out of ten rating. The game had been awarded a nine out of ten, with the magazine stating that "a ten was considered, but rejected". Resident Evil 4, whi
The PlayStation 2 is a home video game console, developed by Sony Computer Entertainment. It is the successor to the original PlayStation console and is the second iteration in the PlayStation lineup of consoles, it was released in 2000 and competed with Sega's Dreamcast, Nintendo's GameCube and Microsoft's Xbox in the sixth generation of video game consoles. Announced in 1999, the PlayStation 2 offered backwards compatibility for its predecessor's DualShock controller, as well as for its games; the PlayStation 2 is the best-selling video game console of all time, selling over 155 million units, with 150 million confirmed by Sony in 2011. More than 3,874 game titles have been released for the PS2 since launch, more than 1.5 billion copies have been sold. Sony manufactured several smaller, lighter revisions of the console known as Slimline models in 2004. In 2006, Sony announced and launched its successor, the PlayStation 3. With the release of its successor, the PlayStation 2 remained popular well into the seventh generation and continued to be produced until January 4, 2013, when Sony announced that the PlayStation 2 had been discontinued after 12 years of production – one of the longest runs for a video game console.
Despite the announcement, new games for the console continued to be produced until the end of 2013, including Final Fantasy XI: Seekers of Adoulin for Japan, FIFA 13 for North America, Pro Evolution Soccer 2014 for Europe. Repair services for the system in Japan ended on September 7, 2018. Though Sony has kept details of the PlayStation 2's development secret, work on the console began around the time that the original PlayStation was released. Insiders stated that it was developed in the U. S. West Coast by former members of Argonaut Software. By 1997 word had leaked to the press that the console would have backwards compatibility with the original PlayStation, a built-in DVD player, Internet connectivity. Sony announced the PlayStation 2 on March 1, 1999; the video game console was positioned as a competitor to Sega's Dreamcast, the first sixth-generation console to be released, although the main rivals of the PS2 were Nintendo's GameCube and Microsoft's Xbox. The Dreamcast itself launched successfully in North America that year, selling over 500,000 units within two weeks.
Soon after the Dreamcast's North American launch, Sony unveiled the PlayStation 2 at the Tokyo Game Show on September 20, 1999. Sony showed playable demos of upcoming PlayStation 2 games including Gran Turismo 2000 and Tekken Tag Tournament – which showed the console's graphic abilities and power; the PS2 was launched in March 2000 in Japan, October in North America, November in Europe. Sales of the console and accessories pulled in $250 million on the first day, beating the $97 million made on the first day of the Dreamcast. Directly after its release, it was difficult to find PS2 units on retailer shelves due to manufacturing delays. Another option was purchasing the console online through auction websites such as eBay, where people paid over a thousand dollars for the console; the PS2 sold well on the basis of the strength of the PlayStation brand and the console's backward compatibility, selling over 980,000 units in Japan by March 5, 2000, one day after launch. This allowed the PS2 to tap the large install base established by the PlayStation – another major selling point over the competition.
Sony added new development kits for game developers and more PS2 units for consumers. The PS2's built-in functionality expanded its audience beyond the gamer, as its debut pricing was the same or less than a standalone DVD player; this made the console a low cost entry into the home theater market. The success of the PS2 at the end of 2000 caused Sega problems both financially and competitively, Sega announced the discontinuation of the Dreamcast in March 2001, just 18 months after its successful launch; the PS2 remained as the only active sixth generation console for over 6 months, before it would face competition from newer rivals. Many analysts predicted a close three-way matchup among the three consoles. While the PlayStation 2 theoretically had the weakest specification of the three, it had a head start due to its installed base plus strong developer commitment, as well as a built-in DVD player. While the PlayStation 2's initial games lineup was considered mediocre, this changed during the 2001 holiday season with the release of several blockbuster games that maintained the PS2's sales momentum and held off its newer rivals.
Sony countered the Xbox by temporarily securing PlayStation 2 exclusives for anticipated games such as the Grand Theft Auto series and Metal Gear Solid 2: Sons of Liberty. Sony cut the price of the console in May 2002 from US$299 to $199 in North America, making it the same price as the GameCube and $100 less than the Xbox, it planned to cut the price in Japan around that time. It cut the price twice in Japan in 2003. In 2006, Sony cut the cost of the console in anticipation of the release of the PlayStation 3. Sony, unlike Sega with its Dreamcast placed little emphasis on online gaming during its first few years, although that changed upon the launch of the online-capable Xbox. Coinciding with the release of Xbox Live, Sony released the PlayStation Network Adapter in late 2002, with several online first–party titles released alongside it, such as SOCOM: U. S. Navy SEALs to demon
Metal Slug 7
Metal Slug 7 is a run and gun video game developed by SNK Playmore for the Nintendo DS. It is the eighth title in the main Metal Slug series, it was announced in the September 2007 issue of Famitsu and marks the first game in the main series that would be released without an arcade version. The game was released in Japan on July 22, 2008 and North America on November 28, 2008 by Ignition Entertainment. A revised version of the game, titled Metal Slug XX, was released on December 23, 2009 in Japan and North America on February 23, 2010 by Atlus for the PlayStation Portable; this version of the game features additional content, including co-op multiplayer and downloadable content. Metal Slug XX was released on Xbox Live Arcade on May 19, 2010 and was made backwards compatible on Xbox One in November 12, 2015. Two years following the event of Metal Slug 4. Peregrine Falcon Strike Force, the SPARROWS, the Ikari Warriors are once again on a search for General Morden and his army, this time on a giant island landfill, converted into a military fortress, in order to stop his latest coup d'état.
After having his newest weapon crushed by the heroes, Morden receives unexpected help when a time portal opens up and high-tech soldiers from the future appear to pledge their support. With their advanced technology, Morden is able to further fortify his base, but the heroes push forward despite the incredible odds. At the end, the heroes are able to destroy the time portal and cut off the Rebel Army's suppliers. Morden confronts them over a lake of molten lava. After a long and arduous battle, Morden is defeated and his weapon begins to sink into the lava; the heroes capture Morden and escape via helicopter, but he escapes when the Martians attack the helicopter. The final scene shows the heroes chasing his men off into the sunset. There are seven levels and three difficulties: Beginner and Hard. Metal Slug 7 uses the Nintendo DS touchscreen as a map of the level, making it easier for the player to look at the level and where to get power ups or captured prisoners; the usual weapons make their return from the series including a new weapon called "Thunder Shot", which fires a homing electric blast to the enemy.
New to Metal Slug XX is downloadable content which includes the addition of Leona Heidern from The King of Fighters series as a playable character. Similar to Metal Slug 6, each character has unique gameplay traits. Marco Rossi - His default gun inflicts more damage than normal, he can rapid fire his default gun without mashing the fire button, but this requires him to stand still. Eri Kasamoto - She carries 20 grenades instead of 10 when she starts each life, can throw them in multiple directions and further. Collecting grenades will increase them by 20 instead of 10. Tarma Roving - He takes less damage when driving a Slug and can lock the Vulcan gun in a direction when firing for greater accuracy. In XX, he can attempt to fix damaged Slugs by kicking them, though this doesn't always work. Fiolina Germi - She gets 50% more ammunition for weapons and starts every life with a Heavy Machine Gun in her first weapon slot. Ralf Jones - His swift melee attack can damage artillery and he can use his Vulcan Punch to destroy most enemies, but he only gets half the normal ammunition for weapons and grenades.
He will die after a second hit. Collecting grenades will increase his grenade supply by 5 instead of 10. Clark Still - He can use the Super Argentine Backbreaker, a grabbing attack that can throw enemy infantry and renders him invincible when performing it. Chaining multiple grabs awards greater points each time. Leona Heidern - She gets slightly-increased ammunition for weapons and grenades and extra durability when in Slugs, can use a special Moon Slasher attack that can damage artillery and block projectiles; the three new vehicles are: Slug Truck: A road train-like machine that works similar to the Metal Slug, except that a cannon must be connected to the unit to access its secondary weapon. You can have up to four cannons connected, they have unlimited ammo, but they are destroyed with a single shot. Slug Gigant: The Slug Gigant is a giant robot, capable of massive firepower. Pressing the secondary fire button fires its wave cannon, which neutralizes enemy fire, throws a punch with its claws.
Aiming its gun all the way down causes it to claw enemies on the ground. However, its primary weapon is the standard Vulcan, it has more health than most slugs, if it is destroyed, the player loses a life and respawns in a new Slug Gigant. Because of this invincibility, it will survive to fight the boss of the level it is in. Slug Armor: Has both vulcan and cannon. Can slide at high speed by holding D-pad down and a direction. Referred to in the manual as the Slug Gunner; the music in the game was composed by Toshikazu Tanaka, following on from his work on Metal Slug 4, Metal Slug 5, Metal Slug 3D. Metal Slug 7 received mixed to positive reviews. GameZone's Steven Hopper gave the PSP version a 7 out of 10, saying "If you are a hardcore Metal Slug fan this is a good portable fix, it offers up plenty of action. The campaign is super-short, but this is a game, meant to be played over and over again. Just don’t expect much in the way of innovation." Japanese Official Site of Metal Slug 7 Japanese Official Site of Metal Slug XX
Shoot 'em up
Shoot'em up is a subgenre of the shooter genre of video games. There is no consensus as to; some restrict the definition to games featuring spacecraft and certain types of character movement. The genre's roots can be traced back to Spacewar!, one of the earliest computer games, developed in 1962. The shoot'em up genre was established by the hit arcade game Space Invaders, which popularised and set the general template for the genre in 1978, the genre was further developed by arcade hits such as Asteroids and Galaxian in 1979. Shoot'em ups were popular throughout early 1990s. In the mid-1990s, shoot'em ups became a niche genre based on design conventions established in the 1980s, catered to specialist enthusiasts in Japan. "Bullet hell" games are a subgenre that features overwhelming numbers of enemy projectiles in visually impressive formations. A "shoot'em up" known as a "shmup" or "STG", is a game in which the protagonist combats a large number of enemies by shooting at them while dodging their fire.
The controlling player must rely on reaction times to succeed. Beyond this, critics differ on which design elements constitute a shoot'em up; some restrict the genre to games using fixed or scrolling movement. Others widen the scope to include games featuring such protagonists as robots or humans on foot, as well as including games featuring "on-rails" and "run and gun" movement. Mark Wolf restricts the definition to games featuring multiple antagonists, calling games featuring one-on-one shooting "combat games". Critics described any game where the primary design element was shooting as a "shoot'em up", but shoot'em ups became a specific, inward-looking genre based on design conventions established in those shooting games of the 1980s. Shoot'em ups are a subgenre of shooter game, in turn a type of action game; these games are viewed from a top-down or side-view perspective, players must use ranged weapons to take action at a distance. The player's avatar is a vehicle under constant attack. Thus, the player's goal is to shoot as as possible at anything that moves or threatens them.
In some games, the player's character can withstand some damage. The main skills required in shoot'em ups are memorising enemy attack patterns; some games feature overwhelming numbers of enemy projectiles and the player has to memorise their patterns to survive. These games belong to one of the fastest-paced video game genres. Large numbers of enemy characters are featured; these enemies may behave in a certain way dependent on their type, or attack in formations that the player can learn to predict. The basic gameplay tends to be straightforward and many games offset this with boss battles and a variety of weapons. Shoot'em ups have realistic physics. Characters can change direction with no inertia, projectiles move in a straight line at constant speeds; the player's character can collect "power-ups" which may afford the character greater protection, an "extra life", or upgraded weaponry. Different weapons are suited to different enemies, but these games keep track of ammunition; as such, players tend to fire indiscriminately, their weapons only damage legitimate targets.
Shoot'em ups are categorized by design elements viewpoint and movement:Fixed shooters restrict the protagonist to a single axis of motion, enemies attack in a single direction, each level is contained within a single screen. Atari's Centipede is a hybrid, in that the player can move but that movement is constrained to a small area at the bottom of the screen, the game otherwise meets the fixed shooter definition. Tube shooters feature craft flying through an abstract tube, such as Gyruss. Rail shooters limit the player to moving around the screen. Examples include Space Harrier, Captain Skyhawk, Star Wars: Rebel Assault, Panzer Dragoon, Star Fox 64, Sin and Punishment. Light-Gun games that are "on-rails" are not in the shoot-em-up category but the FPS category, the term has been applied to scripted events in first-person shooters such as Call of Duty. Scrolling shooters include horizontal scrolling games. Vertically scrolling shooters: In a vertically scrolling shoot'em up, the action is viewed from above and scrolls up the screen.
Horizontally scrolling shooters: In a "horizontal shooter" or "side-scrolling shooter", the action is viewed side-on and scrolls horizontally. Isometrically scrolling shooters: A small number of scrolling shooters, such as Sega's Zaxxon, feature an isometric point of view. Multidirectional shooters feature 360 degree movement where the protagonist may rotate and move in any direction. Multidirectional shooters with one joystick for movement and one joystick for firing in any direction independent of movement are called "twin-stick shooters."Bullet hell is a shoot'em up in which the entire screen is almost fille
Metal Slug Anthology
Metal Slug Anthology is a video game compilation for the PlayStation 2, PlayStation Portable, PC and the Wii. The Wii version boasts different controller configurations, most taking advantage of the Wii Remote, but the Classic Controller is not supported; the game marks the return of SNK Playmore as a third-party developer for a Nintendo console since the SNES era. The graphics are the same as the original versions released on arcade; the only major change is. Cooperative gameplay is enabled on the console versions of the game, while the PSP version has a wireless mode so that two people can play together and work as a team. A downloadable version was made available on the PlayStation Store for PSP on October 1, 2009; the Metal Slug Anthology was released on PC in 2009 under the name Metal Slug Collection PC. However, this version offers an alternative menu interface, it was released on PlayStation Store for PlayStation 3 and PlayStation 4 in 2015 and 2016 respectively. Metal Slug Metal Slug 2 Metal Slug X Metal Slug 3 Metal Slug 4 Metal Slug 5 Metal Slug 6Metal Slug 1-5 and X are done via emulation of the Neo Geo AES versions, while 6 is an arcade port.
Metal Slug 1-6 and X are included in the release, the games have not been altered in any way. This is the same with the abilities, which have all been kept the same. However, the game's manual erroneously states that the'slide' ability is achievable in Metal Slug 4, 5, 6 — Metal Slug 4 and 6 do not include this feature in either the arcade or console version; the game includes several special features. Art Gallery - Concept art of Metal Slug 1 to 6. Wallpapers - PSP-only option. A collection of wallpapers that can be copied to the Memory Stick. Sound Gallery - Music from Metal Slug 1 to 6; the PSP version includes an option that allows the player to copy the music to the Memory Stick as Atrac3+ format audio files with the proper track name and album tags. Game Options - Including difficulty, lives and a rapid-fire option for all games except Metal Slug 6. Interview - A readable interview with some of the games' designers and programmers about the Metal Slug series itself; the Metal Slug Anthology received positive reviews but was criticized for its lack of Classic Controller support on the Wii version.
Japanese Official Site of Metal Slug Complete IGN: Metal Slug Anthology Preview IGN: SNK Slugs Wii
Metal Slug Advance
Metal Slug Advance is a run and gun video game for the Game Boy Advance handheld system created by SNK Playmore in 2004, is canon to the Metal Slug series. It is notable as the only Metal Slug video game not to feature Marco Rossi as a playable character. A survival training camp for new Peregrine Falcon recruits has just begun, where the recruits must survive on an unnamed island with limited supplies and weaponry. However, a large blimp begins to hover above the island, as General Morden's troops parachute down and attempt to build a new base, while capturing many of the new recruits. Players play as either new recruits Walter Ryan or Tyra Elson as the survival training soon becomes a full-fledged assignment for the remaining recruits as they pierce through enemy lines; the gameplay is similar to any other Metal Slug game, but with two new systems. The life system is a life bar for players, as it replaces the extra lives from all the other Metal Slug games; as players take damage, the life bar depletes.
Collecting food items can restore health, players die from being crushed, or falling down a pit. The Card system is a card collecting part of the game. Cards can be found from shooting certain parts of the background, by obtaining it from certain hostages, sometimes by doing both; the cards have many different purposes, from giving detailed info on items and characters from the Metal Slug series to boosting player abilities, unlocking special slugs. There are 100 cards to collect, collecting them all becomes the main objective to anyone who defeats the final boss; the Metal Slug, the Slug Flyer, the Slug Gunner make a return in the game. There are two new slugs which are Metal Slug modifications. A light-brown Metal Slug which fires the vulcan gun tandem the direction the player is; this type of vulcan is the same as the Metal Slug Type-R in Metal Slug 3. The Slug in Metal Slug Advance is not the same, however, as the agile, golden Metal Slug in Metal Slug X. Type-R must be unlocked in order to be used.
A black Metal Slug, a secret boss in Metal Slug 5. It has a painted "Devil's Eye" on the side, a bazooka replacing the vulcan gun. However, this version of the slug has lost its arcing laser attack, replaced the RPGs it shot from the bazooka with black enemy chasers, it has a firing delay of about half a second. Like the Type-R, It must be unlocked; the Slug Mariner was planned for the game, as well as an underwater level, but was removed in the final product. Metal Slug Advance at MobyGames
Metal Slug 4
Metal Slug 4 is a run and gun video game for the Neo-Geo console/arcade platform created by SNK. It was released in 2002 for the MVS arcade platform and the AES game console, is the fourth game in the Metal Slug series. Two years Playmore published Metal Slug 4; this was the only Metal Slug game, produced during SNK's bankruptcy, until its sequel released after SNK was "resurrected" as SNK Playmore. Metal Slug 4 retains the same game-play as previous titles, with the addition of some new enemies, weapons, several new vehicles and a new bonus combo system, it was ported to Microsoft Xbox and Sony PlayStation 2 as a stand-alone game in Japan and Europe, along with Metal Slug 5 as a compilation in North America and South Korea. Nintendo Switch version was released in 2018. A bonus scoring system was added that allows the player to be rewarded depending on how many enemies are killed in the time allotted; the time allotted is determined from the type of emblem, picked up. A time meter will appear on the top of the screen, if the player lives through the end of the level, they will be awarded bonus points for badges that represent feats accomplished.
Eri and Tarma were replaced with Trevor. One year after the events of Metal Slug 3 the world is trembling under the new threat of a mysterious but deadly cyber virus that threatens to attack and destroy any nation's military computer system. With Tarma and Eri unable to help due to their own assignments in the matter, Marco Rossi and Fiolina Germi are called in to investigate the situation and are joined by two newcomers, Nadia Cassel and Trevor Spacey. In their investigation, the group discovers that a rich terrorist organization known as the Amadeus Syndicate is behind the nefarious plot and has allied with General Morden's Rebel Army, they head into battle against Amadeus' forces, hoping to destroy the cyber virus before it gets the chance to wipe out the entire world's military computer system. Halfway through the game's story mode, the player is confronted by who they presume to be General Morden, however in the final stage they find an underground facility where android doubles of Morden are being manufactured.
Allen O' Neil fights the player in this stage for the last time, is revealed to be a machine replica. The player confronts the leader of the syndicate, Dr. Amadeus himself, who attacks with a series of powerful robots, but he is defeated and is trapped in his own devices as the base self-destructs killing him. If the player safely escapes the base's bonus explosion stage, the credits will show the main cast eating a feast of food, but if the player gets caught in the explosion, the player character will appear in the hospital and bed-ridden, being brought get-well gifts of food from Eri Kasamoto and Tarma Roving. After the credits, a single computer monitor is seen transmitting data to an unknown location before shutting down. Double Heavy Machine Guns: The stronger version of the Heavy Machine Gun in the previous series. Allow players to carry two submachine guns which cause the damage of 1 per shot and with more rapid firing than Heavy Machine Guns. However, the 2Hs are rare in the game and only have 200 shots like the Heavy Machine Gun and can only fire in four directions.
Monkey Transformation: In the underground path of stage 1 and the final stage, there are scientists with rifles. These aren't loaded with bullets but a special chemical shot, that transforms characters into gibbons which are like the monkey Utan in Metal Slug 3. Although this transformation is new, the sprites used for it are not, they are recycled from Metal Slug 3. Players gain a much stronger jumping ability and the ability to hang on the bars over their heads, which saves them from most of the attacks from the enemy, although they are unable to shoot upward while on the bars, but they can only fire a small gun, similar to the Heavy Machine Gun, walk slowly, takes longer to throw grenades. Players can be transformed back into human form by picking up an antidote dropped by scientists; this transformation is the only one in the series with an animation for returning to human form, in which the player falls asleep as a monkey promptly wakes up as a human. Players who are hit by the chemical shot while in the monkey form will die.
Bradley: First appeared in MS2 as an enemy rocket shooting vehicle, it is equipped with powerful rocket shots and a vulcan cannon like the slugs, players can use it after killing the enemy soldier inside it. However, this vehicle has a short jumping range and crouches much slower than the other vehicles, will not become temporarily invincible after receiving an attack from the enemy. Metal Crow: First appeared in MS1 as the "Melty Honey" under the control of the Rebel soldiers, it will appear with Bradley in stage two. It is equipped with a blade-covered shield that shreds enemies, enables it to take five shots before it is destroyed. In stage 5. Crawler: A mechanical version of the sub-human mutants from Metal Slug 2/X which appears in stage four. Much like the Camel Slug in the previous two games, it provides no protection to the player, but has a better jumping ability and does not harm the player if it touches a rolling bomb. Forklift Truck: It will appear in stage 5 along with the Metal Crow.
Like the Drill Slug from MS3, it can "jack up" if the player presses the jump button during the on board in the Forklift Truck. It will stab the enemy with the fork at the front in the player presses