The popular SNK run-and-gun action series *Metal Slug* will celebrate its 30th anniversary in 2026. As a compilation that lets players enjoy the entire history of the series, *METAL SLUG ULTIMATE COLLECTION* was announced during a Nintendo Direct presentation.
In addition to the main numbered titles in the series, this collection includes *Metal Slug Advance* and the arcade test version of the original *Metal Slug*—a version that players have rarely had the chance to experience until now. It also features a host of modern features, such as quick save, rewind, online co-op play, and score attack modes.
Game*Spark recently interviewed the development team at SNK working on this title. We spoke with them about everything from how the project came to be, to the story of discovering the long-lost location test version, their collaboration with M2, and the future of the *Metal Slug* series beyond its 30th anniversary.
[Interview Participants’ Profiles]

■ Shiro Mukate
Member of the Retro Division, Japan Studio Headquarters.He has over 30 years of experience in the game industry. He has been involved in the development of numerous games; in the past, he served as script supervisor and managed external developers for *Metal Gear Solid: The Twin Snakes*, and provided support for art team management and negotiated with art vendors for *Legend of Mana: VISIONS of MANA*.For this title, as producer, he is comprehensively responsible not only for the game’s content but also for business aspects such as budget, schedule, contracts, and promotion.

■ Sayaka Kita
Member of the Retro Department, Japan Studio Headquarters. Assistant Producer for this title. With three years of experience in the game industry, this is her first title working directly on the game development front lines.She has also participated in back-end support for *SNK VS. CAPCOM SVC CHAOS* and the *NEOGEO PREMIUM SELECTION* series. For this title, she is responsible for coordination and collaboration with external development companies, progress management, and various tasks leading up to the release.

■ Seung-ju Song
Member of the Brand & Franchise Management Department, Global Publishing Headquarters. Brand Manager for the *Metal Slug* series.He has five years of experience in the game industry. At Sega, he was in charge of Asian marketing for *Shin Megami Tensei V: Vengeance* and *Yakuza 8: Pirates in Hawaii*; at SNK, he served as brand manager for *Fatal Fury: City of the Wolves* and *METAL SLUG ULTIMATE COLLECTION*.
Did the project actually start with something other than *Metal Slug*...?
――First, could you tell us how the project for *METAL SLUG ULTIMATE COLLECTION* got started?
Mr. Mukate: My boss and M2 (*), the company in charge of development this time, had been discussing for a while, “Is there something we can do?” Among the various ideas that came up, someone suggested, “A *Metal Slug* collection title might be a good idea.” Since it coincided with the 30th anniversary, we thought, “This might work,” and that’s what got the ball rolling.
*M2… M2 Co., Ltd. A Japanese company with a strong reputation for porting classic games. In recent years, they have worked on titles such as *Gradius Origins*, *Castlevania Dominus Collection*, and *DoDonPachi Dai-Oh: Rinkai Tensei*.

――What was the deciding factor in choosing M2 to handle development this time?
Mr. Mukate: Rather than looking for a development company after the plan was set, the project actually began with M2 and me saying, “Let’s do something together.” Our priority from the start was to collaborate with M2, a company with a solid reputation for porting classic games.
――What criteria were used to select the titles included in this collection?
Mr. Mukate: First and foremost, it was essential that we include all the main numbered titles in the series. In addition, we’ve included *Metal Slug Advance*, which hadn’t yet been ported to current-generation consoles, so that players can enjoy it on today’s hardware.

Then there’s the location test version, which was virtually unknown. Since we were able to track it down this time, we included that as well.
――On the other hand, there are some titles, such as *Metal Slug Double X*, that aren’t included. How did you decide on the scope of this collection?
Mr. Mukate: As part of our policy to include all the numbered titles, we absolutely wanted to include *Metal Slug 7*. Since *Double X* is, in a sense, a remake of *7*, we prioritized including *7* first. Although we couldn’t include it this time due to certain circumstances, the truth is, we certainly wanted to include it.We’ve heard your feedback, so we’ll continue to review the matter. Please stay tuned for further updates.
“Unearthing” the Legendary Localtest Version Caused a Big Stir Even Within the Company
――Could you tell us how you came to include the location test version?
Mr. Mukate: We found it while searching through old data to prepare for this project. It really felt like an “excavation.” I think it’s quite rare for users to have actually played it. Since we were lucky enough to find it, we decided to include it so we could share it with everyone.
—What was the reaction within the company when the location test version was found?
Mr. Kida: When it was found, everyone on the Retro Team was absolutely thrilled. I was in a different department at the time, so I just watched from the sidelines thinking, “The Retro guys are really excited” (laughs). Now that I’m involved myself, I’ve realized just how amazing it really is, and I’m incredibly excited.

――When fans actually play the location test version, what aspects would you like them to pay attention to?
Mr. Mukate: In the location test version, the tank is the protagonist. Even among those who love the series deeply, I imagine very few have actually played this location test version. I think it would be interesting for players to compare the location test version with the original game and play while imagining, “I wonder how it evolved from the location test version into the final product.”
――The final version has changed quite a bit, hasn’t it?
Mr. Mukate: I think that’s the result of the development team at the time taking customer feedback very seriously. I imagine it took a lot of courage to make such major changes.
As the “culmination” of the 30th anniversary, we’re aiming for a title that both new and longtime players can enjoy.
――As you’ve looked back on the entire series, are there any aspects you’ve noticed that have changed over time, or conversely, that have remained the same?
Mr. Mukate: I think it’s a natural progression for any sequel to become increasingly flashy and packed with new features. On the other hand, “Metal Slug” has remained consistent throughout the series in its commitment to pixel art, its animations, and the exhilarating feeling of defeating enemies. I feel that the core concept has never wavered.
――Support features tailored for modern players, such as quick save, quick load, and rewind, have also been added. How would you like newcomers to the series to enjoy the game?
Mr. Kida: First and foremost, I want them to just give it a try without any pressure. While the range of available features varies slightly depending on the included title, we’ve included a number of convenient features to support players, such as quick save, quick load, and rewind.
While *Metal Slug*’s appeal lies in its challenging gameplay—a hallmark of arcade games—it’s now more accessible even for those who might think, “Isn’t it hard because it’s an old game?” or “Isn’t it hard to play?” I hope players will use these support features to enjoy the game in a way that suits their own skills and playstyle.
――If you had to recommend just one *Metal Slug* game to someone playing it for the first time, which one would you suggest?
Mr. Kida: Since *Metal Slug 3* was way too hard for a beginner like me (laughs), I think it’s best to start with the original and work your way through the series in order. I’d also really like you to try the location test versions. Personally, when I’m test-playing, I use the rewind feature all the time—I save frequently, take a breather, and then try again.
Mr. Mukate: I also think people who haven’t played the series before should start with the original. I think they’ll really get a sense of how the series developed and underwent such incredible evolution.
Mr. Song: Since you two are both recommending the first game, I’m going to go out on a limb and recommend the hardcore “3” (laughs).I actually want people to start with *3* right from the beginning. When I ask hardcore fans, “Which game have you played the most?” many answer *3*, so I think one way to enjoy the series is to first fully experience its appeal and then expand from there by wondering, “I wonder what the others are like?”

――For players who have played the series extensively, we’ve also included features like score attacks, speedruns, and online leaderboards. Could you tell us the goal behind adding these features?
Mr. Kida: I believe *Metal Slug* is a series that inherently offers the joy of deep play—not just beating the game, but challenging yourself to see “how high a score you can get” or “how fast you can clear it.”While cherishing the appeal of the original series, we’ve implemented online co-op, score attacks, speedruns, and leaderboards so that long-time fans can discover new goals and ways to enjoy the game.
Since this marks the 30th anniversary, we also want to make this title a kind of culmination of the series. We intend to include as many features and elements as possible that are fitting for this milestone.
――Did you include online co-op because you felt it was a necessary element for a 30th-anniversary title?
Mr. Mukate: Exactly. We did have some initial discussions about whether to include online co-op, but when we asked for feedback within the company, the consensus was, “We really can’t do without it.” Since it’s the 30th anniversary—a celebration—we’re determined to do everything we possibly can.
――Will online co-op allow players to match with people other than their friends?
Mr. Mukate: We plan to include a feature that allows you to play not only with friends but also with strangers online. The details are still being worked out, but we’re currently fine-tuning various aspects as we move toward completion.
――Elements like Combat School, the Gallery, and the Museum are also included. Were these necessary components in aiming to create a “culmination” of the 30th anniversary?
Mr. Kida: That’s right. We’re aiming to create a definitive collection where players feel that, with this single title, they can gain a comprehensive understanding of the *Metal Slug* series.
Since this marks a major milestone—the 30th anniversary—we want to create a title that allows players to experience not only the main game but also the history of the series itself. The illustrations and soundtracks created over the years are all truly wonderful, so we want to include them in a way that allows as many people as possible to see and hear them.
Rediscovering the Amazing Power of Pixel Art and Sound
――As you’ve been revisiting the past titles, could each of you share a moment that surprised you—a moment where you thought, “The development team back then was capable of something this amazing”?
Mr. Mukate: It’s the attention to detail in every single pixel. I think this is a skill that’s gradually being lost these days. I believe there’s real significance in bringing these works, created with such incredible skill, back into the world.
I don’t want people to just think, “There were such amazing people back then, but we can’t play these games anymore”—I want them to actually experience them.
Mr. Song: The background music that plays during the missions in the first game is truly wonderful. When people think of *Metal Slug*, they often praise the excellence of the pixel art, but the background music is also incredibly varied and full of charm.
We even get comments on our official X account from the people who created these works 30 years ago. That makes me feel that the passion of our predecessors from back then is still being passed down today.
Mr. Kida: I think it’s truly amazing how smoothly the aliens and other characters move (laughs). When they swarm in, I end up screaming “Gyaa!” while fighting desperately, but seeing those pixel art characters move so smoothly—even during playtesting—really makes me take my hat off to them.
Making “Metal Slug” a Flagship IP for SNK Through “MISSION REBOOT”

――Now that it’s celebrating its 30th anniversary, how do you plan to develop the *Metal Slug* franchise moving forward?
Mr. Song: To mark the 30th anniversary, our company has adopted “MISSION REBOOT” as the concept for *Metal Slug*’s 30th anniversary.
This doesn’t mean “dredging up something that was active in the past but has been dormant for a while.” The series has been active all along, but with this 30th anniversary as a catalyst, SNK is committed to fully dedicating itself to developing it into a flagship IP and franchise.
When people think of SNK, they tend to have a strong image of fighting games like *Fatal Fury* and *THE KING OF FIGHTERS*. We’re carrying out our 30th-anniversary initiatives with the goal of increasing the number of people worldwide—even if it’s just one more person—who say, “When you think of SNK, you think of *Metal Slug*,” so that it’s just as strong an association as the fighting games.
――Finally, could you share a message for fans who have been playing the series for many years, as well as players experiencing it for the first time?
Mr. Mukate: We’re pouring our hearts into development so that both long-time fans and those trying the series for the first time can enjoy the game with confidence. We’d appreciate it if you could wait just a little longer until its release.
Mr. Kida: The development team—including M2, the developer—is made up of many people who absolutely love the *Metal Slug* series. I believe this title will be enjoyable not only for those who have played the series for years, but also for those who haven’t played much or who find challenging games difficult, so I’d be thrilled if as many people as possible gave it a try.
Mr. Song: We’re truly grateful for the tremendous response from fans around the world to the announcement of *METAL SLUG ULTIMATE COLLECTION*.
Of course, we’ll do our absolute best to develop this title and bring it to you, but the 30th anniversary doesn’t end here. We plan to continue rolling out new *Metal Slug* titles, further grow the franchise, and nurture it into an IP that’s loved even more. Please look forward to future updates.
――Thank you very much!

*METAL SLUG ULTIMATE COLLECTION* is scheduled for release in 2027 on PC (Steam),PS5, Xbox Series X|S, Nintendo Switch, and Nintendo Switch 2.
![The Long-Lost Locale Test Version Was “Unearthed” Internally! We Ask the Development Team Behind *METAL SLUG ULTIMATE COLLECTION* About the 30th-Anniversary “Culmination” and “MISSION REBOOT” [Interview]](/imgs/p/_zOaUlRqojxBw0ee6C2849PQ-N8W3dzb2tnY/25152.jpg)

![The Long-Lost Locale Test Version Was “Unearthed” Internally! We Ask the Development Team Behind *METAL SLUG ULTIMATE COLLECTION* About the 30th-Anniversary “Culmination” and “MISSION REBOOT” [Interview]](/imgs/p/_zOaUlRqojxBw0ee6C2849PQ-N8W3dzb2tnY/25154.jpg)
![The Long-Lost Locale Test Version Was “Unearthed” Internally! We Ask the Development Team Behind *METAL SLUG ULTIMATE COLLECTION* About the 30th-Anniversary “Culmination” and “MISSION REBOOT” [Interview]](/imgs/p/_zOaUlRqojxBw0ee6C2849PQ-N8W3dzb2tnY/25155.jpg)
![The Long-Lost Locale Test Version Was “Unearthed” Internally! We Ask the Development Team Behind *METAL SLUG ULTIMATE COLLECTION* About the 30th-Anniversary “Culmination” and “MISSION REBOOT” [Interview]](/imgs/p/_zOaUlRqojxBw0ee6C2849PQ-N8W3dzb2tnY/25156.png)
![The Long-Lost Locale Test Version Was “Unearthed” Internally! We Ask the Development Team Behind *METAL SLUG ULTIMATE COLLECTION* About the 30th-Anniversary “Culmination” and “MISSION REBOOT” [Interview]](/imgs/p/_zOaUlRqojxBw0ee6C2849PQ-N8W3dzb2tnY/25157.png)
![The Long-Lost Locale Test Version Was “Unearthed” Internally! We Ask the Development Team Behind *METAL SLUG ULTIMATE COLLECTION* About the 30th-Anniversary “Culmination” and “MISSION REBOOT” [Interview]](/imgs/p/_zOaUlRqojxBw0ee6C2849PQ-N8W3dzb2tnY/25158.png)



