Part 1: Metal Slug – 1999 Developer Interview with designer/planner Meeher Source: http://shmuplations.com/ |
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Meeher, designer / planner. |
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Metal Slug UFO concept art with English translation. |
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Part 2: Metal Slug – 1996 Developer Interview, featured in the 10/96 edition of Neo Geo Freak magazine Source: http://shmuplations.com/ |
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● This is the first orthodox action game we’ve seen on the Neo Geo in awhile. What were some of the things you gave special care and attention to during the development? |
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● The POWs in Metal Slug sure look like they’ve been left there for awhile… |
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Metal Slug 2 concept art with English translation. |
To achieve his coup d’état, General Morden used the unethical tactic known as the “human shield.” That is, prisoners who were captured were then deliberately placed in the line of fire, and the government army couldn’t make any reckless attacks. |
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● It seems like the rebels have managed to obtain some of the new experimental tanks, the Metal Slugs. But they seem to be just left here and there around the maps; was this some part of the rebel’s strategy? |
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● Metal Slug isn’t over once you clear it: there’s also a great scoring system, with lots of hidden features. This must also have been one of your design goals? |
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● The rich variety of names for the prisoners is something Metal Slug is famous for, but were those names modeled after anything? Also, how many names did you think of? |
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There are many hardships when creating a game, and plenty of times when you want to hide away from the world and just let the tears flow. In those times, we read your fan letters and the reviews in magazines, and everyone gets cheered up. We will continue here at Nazca to try and create fun, enjoyable games that leave an impression on you, so please continue to share your support with us. |
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Metal Slug 2 concept art with English translation. |
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Part 3: Metal Slug 2 – Developer Interview, featured in the 6/98 edition of Neo Geo Freak magazine. Source: http://shmuplations.com/ |
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● Please tell us about the basic concept and selling point of Metal Slug 2. |
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Since the first Metal Slug, we’ve taken care to make sure the player characters and enemies are easy to see, so there aren’t any especially new elements we’ve needed to add for the sequel. There’s nothing in particular that we focus on for the stage design, either. |
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Based on what the designers were saying, I think their intention was to surprise everyone. |
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● In Metal Slug 2, you can transform into a mummy, or become obese. Can you tell us about these additions? |
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Concept art for the mummy/obesity transformations. |
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● Please tell us the model and specs of the computer Marco uses. |
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● What kind of motorcycle does Tarma ride? |
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● What do Marco and Tarma think of the new recruits, Eri and Fio? Conversey, what do Eri and Fio think of them? |
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● In Eri’s character profile, it says she doesn’t like to ride in cars if she isn’t the driver. Was there some accident in her past? |
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● In Fio’s character profile, it says her speciality is chiropracty, but how did she get into that? |
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● Eri and Fio are part of the same special ops squad, S.P.A.R.R.O.W.S. Are they acquainted with each other? |
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Arte conceptual de Hyakutaro. |
● There is also a new supporting character, Hyakutaro Ichimonji. Who in the world is he? He looks like some kind of special agent or spy, but he uses that amazing fighting technique. |
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Some of the special agents allowed themselves to be captured by the enemy so they could infiltrate them. Hyakutaro is one of those agents. Because of his tremendous martial arts skills and training, his body is hard as iron, and he knows a technique to channel the chi in his body and release it to attack enemies. Most of the spies don’t get directly involved in the fighting, but Hyakutaro utilizes this technique to help Marco and the others. |
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● What kind of organization is S.P.A.R.R.O.W.S.? Why did this group get assigned to work in tandem with the Marco and Tarma on this mission? |
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● How was General Morden able to prepare and stage another coup d’état so quickly? What’s his goal this time? |
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● Each mission seems to have a more international flavor to it this time around. Why is that? |
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● Who are the aliens that appear in the final stage? What are their intentions? |
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● Please give a final message to all our readers. |
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Metal Slug 2 concept art with English translation. |
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Metal Slug 2 concept art with English translation. |
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Metal Slug 2 concept art with English translation. “Asshi” means death by crushing, by the way. |
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Part 4: Metal Slug 3 – Developer Interview with planner Meeher Traducido de: http://neogeo.freeplaytech.com// |
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● What did you supervise this time around in "Metal Slug 3? |
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● Specifically, just what kind of work does that involve? |
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● Got me. What games have you been involved with in your career so far? |
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● Who's your favorite character in "Metal Slug? |
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● What are you in to these days? |
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● What's changed since the last Slug? |
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I'd sum it up this way: Warp Gates. These appear in game stages and let you explore a variety of hidden battlefields. Also, there's a whole potpourri of stages with radically overhauled player commands. |
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● A camel, an elephant -- what creatures will be showing up in "Metal Slug" next? |
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"Human". Or maybe a real "slug"? If you have any input, log us on, dude! |
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● When "Metal Slug" comes to mind, one's gotta think, Kick-butt 2D graphics. But are these hard to create? |
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● What was the part of "Metal Slug 3" that gave you the biggest headaches? |
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● Were there any major incidents making this game? |
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● Can we look forward to another Metal Slug? |
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● Finally, tell me what'll people love about "Metal Slug 3! |
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