Design Journal #5: Metal Slug

Metal Slug: SV-001



Actions:
The controls used in Metal Slug on the NeoGeo AES can be seen as being the following:
  • Up        = Aims up
  • Left       = Move Player Left
  • Down    = Crouches
  • Right     = Move Player Right
  • Start     = Start
  • Select   = Select
  • A         = Shoot
  • B         = Jump
  • C         = Grenade
  • D         = Not Used


Rules:

The rules aligned with the game metal slug are to complete each stage or mission without dying essentially with the added Achievements of freeing POWs (Prisoners of War) and racking up the most points you can.



Game Play:
Game play is achieved by moving your chosen character through the arena you are air dropped into, aiming, shooting and blowing up all enemies within your path to the final boss. This included upgrading weapons which can be either found within the map or rewarded to you by freeing prisoners of war. Collecting items generates more score points that can also be gathered by killing enemy troops. Running into an enemy does not kill you as your character has a set of melee moves that can be used at close distance with the standard fire button generating a stronger than ranged attack killing (usually) instantly. Throughout the game you encounter a number of 'Slugs' an Armored tank with two Vulcan mini guns that can shoot Omni-directionally.

Experience:
Many underlying  experiences are felt whilst playing Metal Slug which can be sub categorized into emotions and instincts such as the following:

Emotions:
                Anger:
  • Anger can be felt as one constantly dies unable to complete or pass a certain stage in a level having to restart the entire stage once again.

                Joy/ Happiness:
  • Joy and happiness can easily come from the mindless destruction and obliteration of the enemy soldiers and/or buildings for collateral damage/fun.

                Pride:
  • Pride can be gathered from both finishing a hard grueling level/mission or even having the highest score record between friends and family.

                Excitement:
  • Excitement much like happiness and joy can be derived from the killing and destruction of hundreds of both soldiers and buildings as you parade around as an overpowered marine.

Instincts:
                Self-identification:
  • Self identification can be seen partially as you play through the story and learn more about your character etc. Though not nearly as much as other games that were available.

                Competition:
  • Competition in the game is easily recognizable as you can amass a score board of the best players to compete for top spot as well as having multiple players play at the same time.


                Aggressiveness:
  • The game plays on a players Aggressive Instinct greatly as you are tasked to kill hundreds of soldiers usually quite easily cutting your way through enemies.


                Survival(Fight or Flight):
  • The game is primarily based on the need to survive, as you must survive through the waves of enemies on your pursue of your goals.


                Colour Appreciation:

  • The coulours within Metal Slug SV-001 are very suited to its application with mostly darker toned graphics suiting its mostly urban warfare and dark mood setting.


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