Behind the Bullets: The Untold Story of Metal Slug 2’s Chaotic Development

The tank was supposed to be the player.
A resurfaced 1998 interview with Metal Slug 2’s creators, courtesy of shmuplations reveals how SNK’s cult-classic run-and-gun sequel defied industry trends, swapped tanks for soldiers, and crammed absurdist charm into every pixel. Developers Meeher (planner), Akio Oyabu (planner), and Kinte (producer) shared candid insights into the game’s creation, from scrapped concepts to hidden mechanics that shaped its legacy.
From Tanks to Toons: A Pivot That Saved the Series
Originally, Metal Slug’s iconic tank was meant to be the player character. Early development art shows the vehicle as the hero, but the team realized faceless machines lacked relatability. “Characters with faces are memorable,” Kinte admitted. This late-stage shift forced SNK to rebuild maps and mechanics, repurposing tank-centric stages for human soldiers. The desert level (Stage 1) was a last-minute replacement for Hong Kong (Stage 4), which missed deadlines but later became a fan-favorite for its rotting food and chicken-raising Easter eggs.




Credit: Metal Slug Wiki
Animation Overload: 6,000 Frames of Mayhem
The team’s obsession with detail bordered on madness. Female characters Eri and Fio had cut scenes comparing bust sizes, numb hands from machine guns, and Sarah Connor-inspired reloads—animations that designers initially resisted. “We wanted players to feel the characters were alive,” Meeher said. Each soldier required ~6,000 animation frames, dwarfing most 2D fighters. Hidden details, like Rumi’s scrapped Cutey Honey-esque design, showcased SNK’s “setting otaku” philosophy: absurd gags first, lore justifications later.
Boss Battles and Dogfights: Risk vs. Reward
Stage 2’s vertical scroller nearly broke the team. Co-op play caused chaos if players split up, but SNK embraced the chaos. The Slug Flyer jet, inspired by fan feedback, allowed wing-riding stunts (for two players) and dogfights against the dragon boss Dragon Nosuke. “We wanted high-octane surprises,” Meeher said, noting lava submarines and lightning attacks were cut for scope. Even the final boss, a tank-destroying giant, was reworked last-minute to prioritize “fun over logic.”
Legacy: Why Metal Slug 2 Still Matters
Despite releasing in 1998—a peak era for 3D games—Metal Slug 2 doubled down on 2D polish. It's 1001 POW names (a one-up from the original’s 980), global stage variety, and meticulous gun designs (like the break-action revolver “for gun otakus”) cemented its cult status. While the infamous slowdown plagued the arcade version, the charm endured: chicks hatching into egg-laying hens, soldiers mugging for the camera mid-battle, and Hong Kong’s rotting duck dinners became synonymous with SNK’s irreverent style.
Its great to read these insights from the time when the game was fresh and new, with the benefit of hindsight and also having the context of knowing these 25+ year old games. I highly recommend checking out Shmuplations to get more interesting insights for your favourite games, which add another dimension to why they are how they are.