Missing Areas

There hasn't been any evidence of a debug menu in the game as of this writing, so it's tough to say how many unused areas there are and what purposes they served (most of them appear to be leftovers that would be finished up for Metal Slug XX), and it's a nuisance to access them! Save yourself the hassle and use these DeSmuME savestates (16.3MB, compatible with v0.9.1)) helpfully provided by 이지우 (Lee Jiwoo). Thank you very much!

이지우 accessed these areas using Cheat Engine and using the "Memory View" function on the DeSmuME emulator. The sheer wall of numbers may look terrifying, but there's only two addresses you want to fiddle with:

Changing 14565B03E (area) will instantly transition to the new area; changing 14565B03F (mission) will not take effect until a transition.
Combat School challenges may behave incorrectly if warped into, lacking their usual objectives or occasionally their gimmicks, such as the sinking snow.




Mission 1

00Mission start. Junkyard.
01Inside the junk.
02Tanks and junk.

Mission 2
10Mission start. Lifts.
12Sloped track with Slug Trolley.
14Mission 1 boss cinematic.

Mission 3

20Mission start. Horizontal lift.
21Vertical lift.
22Rolling ball.
24UNUSED. Vertical junk tunnel.

Mission 4
30Mission start. Cliffside.
31Descending the cliff.
32Man-eating plants.
34Boss defeated.

Mission 5
40Mission start. Parachuting in.
41Descending the ruins.
42UNUSED. Vertical junk tunnel?
43Sloped path with laser cameras.
45UNUSED. Dead end tunnel.
46UNUSED. Underwater tunnel?
47UNUSED. Vertical.

Mission 6
50Mission start. Snowy path.
51Cliff ascent with future soldiers.
52Uphill climb with sliding logs.
53Entering the Slug Gigant.
54Slug Gigant attack.
55UNUSED. Black screen with Slug Gigant.

Mission 7
60Mission start. Entering the base.
61Inside the base.
62Climbing the gauntlet.

70Mission All Over!

Combat School (Mission 1)
80Special Training A (avoid falling blocks)
81Special Training B (destroy obstacles)
82Special Training C (collect items)

Combat School (Mission 2)
83Special Training A (destroy the air forces)
84Special Training B (bounce the ball)
85Special Training C (transport the ball)
86Special Training D (collect the balls)

Combat School (Mission 3)
87Special Training A (bounce the ball)
88Special Training B (move the lift)
89Special Training C (defeat all enemies)
810Special Training D (enemy time attack)

Combat School (Mission 4)
811Special Training A (collect items)
812UNUSED. Mission 4 boss arena?
813Special Training B (collect the balls)
814Special Training C (defeat all enemies)

Combat School (Mission 5)
815Special Training A (enemy time attack)
816Special Training B (bounce the ball)
817Special Training C (keep jumping)

Combat School (Mission 6)
818Special Training A (Slug Gigant survival)
819Special Training B (sinking snow survival)
820Special Training C (sled chicken)
821Special Training D (weaponless Slug Gigant survival)

Combat School (Mission 7)
822Special Training A (platform time attack)
823Special Training B (platform survival)
824Special Training C (collect items on platforms)

100UNUSED. Two Slug Gigants in 2-Player?
101Game Over.


A vertical passage made of junk, with paths and drops leading to the bottom. This area was made into an alternate path for Mission 1 in Metal Slug XX. This is the only unused area to have a functioning minimap and background music.


A vertical passage with a Slug Flyer at the start, though it seems you can't enter it; there are no other objects. It leasd to screen 21, the downward-sloping road. XX made this into an alternate path for Mission 5 and made it lead to a new area.


A horizontal tunnel that the player enters from a gap in the ceiling. It actually has a full roster of objects and enemies; the only real oddity are the slow-moving floating motorcycles at the mid-point. You reach a dead end and go back the way you came (with new enemies and objects in the path), ending in a Slug Armor you can enter. The level has a functioning exit that leads to the boss, with your character warping in right in front of it. The backdrop for this area was reused for both alternate paths in XX.


A similar tunnel to the last area, only tinted blue (similar to its appearance in XX)... but most curiously of all, the player physics are slow and floaty as if underwater! The characters also only ever use their pistol graphics even if you're wielding a weapon. There's a Slug Flyer you can enter and a long vertical drop you can fly down, leading to leftward path and another drop, but this one will kill the player. The Slug Flyer behaves normally, but ejecting will shoot the player so high they brush the top of the screen. Some type of physics test...?


The same area was the previous screen, complete with Slug Flyer, only with regular physics and you now fly up a vertical passage; trying to go the route in the last stage will trigger an invisible wall and cause the scrolling to behave strangely. There are no other objects and no exit.


A screen with the player piloting the Slug Gigant. It appears to have no background, objects or collision detection of its own, and just loads whatever. The only things concrete about it are the Slug Gigant and that it only scrolls a tiny bit before progressing to the next area.


A copy of the Mission 4 boss arena, only without the boss. The "GO!" icon urges you to go right, but you're locked in. There's an invisible platform on the bottom left, though. This area has a totally blank bottom screen.


Found by 이지우, this screen has two Slug Gigants, one controlled by the player and the other immobile. There's nothing to see and nowhere to go, and it also has a totally blank bottom screen.

... however, warping to another area will bring that extra player with you! You can't control them, naturally, but they react to enemy attacks like you'd expect and even have the P2 icon above them when entering a screen. If they die they do not respawn, though. Without the means to test it further, it's unclear why SNK chose not to include the 2-player function, besides shilling its inclusion in Metal Slug XX.