Debug Dipswitches#
Metal Slug doesn't have a debug menu, unlike its later sequels. However, there are some debug features that can be enabled by toggling the debug dipswitches:
Bit |
DIP 1 |
DIP 2 |
|---|---|---|
1 |
Unknown |
Show screen debug data. |
2 |
Unknown |
Unknown |
3 |
Unknown |
Kill everything on-screen. |
4 |
Unknown |
Players are invincible. |
5 |
Unknown |
Show debug data for tanks. |
6 |
Unknown |
Y-position lock |
7 |
Unknown |
Unknown |
8 |
Players can move after boss is defeated |
Unknown |
DIP 2, Bit 1: Screen Debug Data#

This will show 7 4-digit hex numbers whom indicate.
- The set beneath the Player 2 HUD denotes on-screen enemies, though it doesn't seem to recognize some foes, particularly endlessly-spawning enemies.
- The small green marker is where the player will respawn.
- The coordinates on the left-side tracks how much of the level has been traveled.
- The center-top and center-middle values record horizontal screen coordinates.
- The rightmost value record vertical screen coordinates.
- The center-bottom values are yet to be identified.
This will give access to a primitive version of the later games' VIEW GEO SCROLL by pressing either combination of buttons simultaneously: A and D or B and D, with the latter having different colors and tiles. Pressing C and D will disable it.


Accessing this dipswitch also enables sound test and level select by holding Up and pressing D. For level select, the options can be scrolled through with the B button, and then confirm selection with the A button.
Sound Test#
Stage Select#
To operate level select, press the B button to go to the next option, and press the A button to select it. Available selections are shown below.
Bit |
DIP 2 |
|---|---|
1 STAGE |
Mission 1. |
2 STAGE |
Mission 2. |
3 STAGE |
Mission 3. |
4 STAGE |
Mission 4. |
5 STAGE |
Mission 5. |
6 STAGE |
Mission 6. |
ENDING 1 |
1P Ending. |
ENDING 2 |
2P Ending with "Hold You Still!" lyrics present, karaoke-style. |
ENDING 3 |
2P Ending, crashes the game if not in 2P. |
MANUAL |
Mission 1. |
7 STAGE |
Unused Area. |
8 STAGE |
Unused Area. |
9 STAGE |
Unused Area. |
12 STAGE |
Unused Area. |
VALKAN FIX |
Black screen. |
DIP 2, Bit 3: Kill Everything#
This dipswitch once enabled is basically the precursor to the "D Kills Everything" debug button in the later games, however the execution is much different here.
By using Player 2's controls, hold Right and press the A button to destroy all enemies and objects on-screen.
(Source: Mr_Beacon00 (信标先生)])
DIP 2, Bit 4: Invincibility#
This dipswitch enables invincibility for the player and the Metal Slug, at the consequence of the HUD not updating ammo, bombs and score. Even if this switch is turned off, players cannot advance to the next level thus necessitating level select listed above.
DIP 2, Bit 5: Tank Tread Debug Data#

This dipswitch specializes in tank tread physics, displaying coordinates and graphical indicators to the Metal Slug and the Girida-O tanks. The coordinates remain until either one or both is on-screen, and will cease operations once it leaves the screen or is destroyed.
The coordinates and their purpose are shown below.
- Unknown
- Unknown
- X coordinate of the first sphere.
- X coordinate of the second sphere.
- X coordinate of the third sphere.
- Y coordinate of the first sphere.
- Y coordinate of the second sphere.
- Y coordinate of the third sphere.
This will also show 3 sprites under any Metal Slug and Girida-O's thread, which will determine the tank sprite rotation amount while walking on a vertical drop. In that case, the 3 sphere sprites will result misaligned and the Metal Slug sprite colors will become brighter, except the Vulcan.
When jumping, the 3 spheres sprites will automatically align, while the Metal Slug sprite will return his normal palette and the 2 sphere sprites on the ends will change their color to black. When it lands, if there is a sphere which is not touching the ground, it will change its colors to brighter ones.
If there is a Girida-O in the screen, it will also show its 3 sphere sprites and the debug values will point to them in place of the Metal Slug's ones. However, the Girida-O palette won't change when its spheres get misaligned.
Unused Graphics#
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Player Characters#
At one point, the playable characters were to be more flexible with varied movements. This was axed for a simpler yet smooth set - and despite the fact that most are not used at all they all appear repeatedly in later games, to the extent that the same animation is made for other new playable characters and they still remain completely unused. Someone in the company seems to not want to let it go.
Some of them do actually get used in various ways, as will be mentioned below.
Shooting Backwards#
Technically, these were used in the game. It is obscured by the stage title call. In missions where you drop into the area via parachute, hold Left and fire. Arcade version only allows pistol starts, but console ports on the Saturn and PSX has an option that allows you to keep your weapon after stages during Combat School, allowing them to be seen.
These were redrawn and re-purposed for the helper NPC Achilles in Metal Slug 5 and even so he is unused in the proper game. A frame of Tarma's fourth animation is used in the credits scene of Metal Slug 7/XX.
Alternate Throwing#
Lobbing grenades, front, backwards and backwards with weapon extended. Only the third and fourth sets are used for each character with the same method of shooting backwards, again, obscured by stage title call. Marco's first throwing animation finally sees its use in Metal Slug Attack, while the final frame of the animation is used in the credits scene for Metal Slug 7/XX.
The later new characters would receive their animations for the alternate crouch throw... and it remains unused.
Alternate Turning#
While the second set for both Marco and Tarma are used for the obscure shooting and throwing the grenade backwards, the rest simply won't appear in the game proper, possibly on how overly complicated they all look.
Looking Up#
Supposedly turning around while firing was to be smoother.
Startled Soldier#
A weird sprite of a soldier with a distinct uniform, which somewhat matches this concept art, suggesting that this is the original Metal Slug pilot from the tank-only prototype version of Metal Slug. This and the Metal Slug itself has similar amount of rotations (10, covering angles that is unused as well) too.
Enemies#
Grenade Soldiers#
Soldiers throwing grenades similar to those used by the players, a remnant of the early location tests where freed soldiers will tag along and help.
An exclusive remnant of the said prototype, where allied soldiers will throw pipe grenades while running, whereas regular infantries will stop to throw grenades. No pineapple grenade of this sprite exists.
Prisoner Soldiers#
More remnants from the tank-only prototypes. Some of the animations here were partially reused (the first two in particular) in Metal Slug 3's PS2/Xbox port as part of the Storming the Mothership mini-game, aside from being fully redrawn for the captured Regular Army trainees in Metal Slug Advance.
Turret Soldier#
Soldiers manning a mounted machine gun turret. Early previews show that they use the same mounted gun as you do in Mission 6 as allied soldiers, and when the concept was axed these later get used for Sea Satan's mounted gun in Metal Slug 4. There are no rotations pointing to the left as the early machine gun turret rotation is limited to 90-degrees angle.
These two gun emplacements on the other hand are originally purposed for the Mission 1 boss, Tetsuyuki, as evidenced by the early tank-only test versions, placed on its wings. Their graphics are found close to the boss' in the final, with the machine gun emplacement being static and the launcher have rotations for five directions downwards.
While it is used by enemy soldiers against the player, it's also usable against the boss itself if it was hijacked by friendly soldiers.
Diagonal Floating Soldier#
The enemy itself is actually used, but it appears to have 2 unused animations and an unused singular frame. The animations are practically identical to those used for floating and firing, except the fact that the bazooka is aiming diagonally.
It would find use in the unused area 8:1 of Metal Slug X, for some odd reason.
Taunting Soldier#
A rebel soldier licking his fingers before stuffing it in his ears. Presumably a taunt, but it could be a reaction to the player. Used in Metal Slug Attack.
Donald Morden (2 Players Ending)#
These animation frames of Donald Morden would make a better transition between his two states.
Vehicles#
KT-21#
This tank, named as the KT-21 from the game's concept arts survived long enough to have a good set of animations. Its animations make it seem to be the prototype of the Di-Cokka. A fired shell exclusive to itself exists, which is similar to the unused Di-Cokka shell.
Armored Vehicle#
A vehicle with sandbags and appears to be falling. A destroyed version of it exists too.
Iron Iso#
Iron Iso's turret turning, which would not be seen until Metal Slug 4. This animation would play in the game, but the camera doesn't let you get past the tank.
The turret originally would be separated off the tank body on destruction, as seen in the location test version.
Early projectiles for the Iron Iso, the ones used in-game would follow soon after in the tileset.
Bull Chan#

The Bull Chan firing in different angles.
Metal Slug#
Based on early screenshots of the tank-only prototypes, this splotchy animation is the Metal Slug firing its cannon while crouching, instead of the driver throwing out grenades as in the retail version.
The Metal Slug has multiple rotations, even covering angles that are impossible to see in-game.
Items and NPCS#
Elk#
Would be fitting for Mission 3 or the ending sequence.
Tiny Fish#
A very tiny fish. Is unknown if it was an item or a decoration. Probably intended for the ship scenario in the final mission.
Little Otter#
A little otter. Probably used on the ship scenario in the final mission as a decoration.
Mission 5 Dog#
Animations of one of the dogs in Mission 5 walking and sniffing as opposed to running. In the final game, the dogs are only seen running in-game.
Kid#
These kids show up in all games, and yet didn't show up in the game at all proper.
Female Civilians#
Only one frame each.
Metal Slug's Vulcans#
The vulcan guns, detached and still sparking before landing on ground (or water) before exploding. In-game, they spark in blue and explode in mid-air instead.
Parachutes#
Parachutes with clamps - probably for parachuting in Metal Slugs but it was never used.
Cargo Lift#
These cargo lifts were used for dropping in the Metal Slug after dying in the original tank-only location test version of Metal Slug.
Cannon Shell#
A fired cannon shell, found between the tiles for Girida-O and Iron Iso. Neither do the two use this kind of shell but at least the former can fire it in multiple angles.
This one is found close to the Di-Cokka's tiles. Originally that tank were to fire this shell than fireballs, as shown in various early footages of the location test build of the game. This is similar to the unused tank's projectile detailed above.
Early Turret#
Early turret used by friendly soldiers in Mission 6 has only one ammo box and four rotations. The final version has boxes on each sides, and has more rotations.
Located just right after the turret graphics are these discarded casings. Metal Slug's vulcans and the machine gun turret in Mission 6 of the location test prototypes would originally eject these casings. They would be later repurposed for rebel soldiers with miniguns in later games and also by the Slug Gunner in Metal Slug 5.
Rotating Balls#
Translucent balls with roman numerals in it. The static ones are used for debug features described above.
Background Objects#
Turret Outpost#
The turret outposts in Mission 4 have four unused variants, with varying amounts of foliage and designs for the cannon port. The top-left design would later be used in Metal Slug 4 for Mission 2.
Effects#
Tilted Splash#
Tilted water splashes not used anywhere in-game.
Dust Clouds#
This elaborate explosion effect was used in the location test prototypes of the game as part of the Metal Slug cannon shell hitting the ground and its rolling ball projectile exploding. It's repurposed in later games as a part of the mummy transformation, but not all of its last frames are used.
Dust cloud most likely kicked up by the Metal Slug and Girida-O tank threads when moving from idle. The ones used in-game are less elaborate.
Found among the Metal Slug's tilted cannon blast animations. Unknown what it was used for.
Early Shotgun Blast#
Appears to be an early animation for the shotgun blast.
Missile Exhaust#
Exhaust effect meant for the missiles fired by the Hairbuster Riberts boss in Mission 2.
Miscellaneous#
Nazca Corp logo#
This should have been shown in the title screen in conjunction with the unused soundbyte below, but they don't. They appear to be animated to rotate as well.
It even has an unused sound found at 0x002C identifier, which means it was to be used with the logo. This sound can be listened to by using the Neo Geo UniBios, and can also be heard in the first track of Metal Slug Complete Sound Box (SCDC-00542~9, Disc 1). The same jingle was used in Nazca's previous game, Neo Turf Masters, albeit with the voice of that game's female announcer in place of the male voice heard here.
S, G, H and M Icons#
Seems to be early pick-up sprites of the special weapons.
Grenade-Juggling Monkey#
This monkey is unused in the arcade version, but shows up in the console ports as a part of the loading screen and preserved even until present day. Its latest appearance is in Metal Slug Ultimate Collection as a loading screen element.
HUD Elements#
Technically this is used in the AES version as the cursor for the main menu. Originally its purpose was to be the life counter indicator for the location test prototypes where you only played as the tank.
This is the health bar for the slug, again from the early test version. Final version uses a single bar that's filled with a single color.
(Source: A special thanks to randomhoohaas.flyingomelette.com for a majority of the unused graphics found.)
Regional Differences#
While "Hold You Still!" will play in both regions' two-player ending, the Japanese version is unique in that it becomes a karaoke session with lyrics. The credits will roll like the 1-player ending in other regions otherwise. It's not completely excised, as the karaoke ending can be played via the debug menu listed above regardless of region.
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US/Europe |
Japan |
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The Metal Slug series | |
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Neo Geo |
Metal Slug • Metal Slug 2 • Metal Slug X • Metal Slug 3 • Metal Slug 4 • Metal Slug 5 |
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Game Boy Advance |
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Atomiswave |
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Nintendo DS |
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PlayStation Portable |
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See Also | |