Furils Theme - Panel de Pon (Nintendo Puzzle Collection) Music - ExtendedErnesto Aguirre2026-09-19 | Furils Theme - Panel de Pon (Nintendo Puzzle Collection) Music - ExtendedPsimbals Voice lines - Bloons Tower Defense 6Ernesto Aguirre2022-02-13 | Link to voices:Galaxilis Voice lines - Bloons Tower Defense 6Ernesto Aguirre2021-12-08 | Link to voices: drive.google.com/drive/folders/19FK-1XF_20csUDid3Yyz0f1tTZ-CfGUI?usp=sharingViking Saudas Voice lines - Bloons Tower Defense 6Ernesto Aguirre2021-10-18 | Link to voices: drive.google.com/drive/folders/1-eW_HmGnx5SqoNX3DojjZdvnXnj3-p-eUnused Underwater Area - Mission 4 - Metal Slug Advance PrototypeErnesto Aguirre2021-10-04 | This one doesn't seem to have as many differences than the final game, other than some enemy placement differences. Due to the vertical cave, I was unable to jump to where the exit was suppose to be, but it's likely it hasn't been programmed yet. You can access it by going to the memory viewer at 0300164E, and setting 00 FF to 03 05 while in-game.
You can check this video from the final game for differences: youtu.be/sVL9eZLvhp0?t=143Unused Underwater Exit - Mission 3 - Metal Slug Advance PrototypeErnesto Aguirre2021-10-04 | Now this one is completely different that what was left in the final. Here, you exit onto a stone ledge, while in the final release you get put onto a wooden bridge. You can access it by going to the memory viewer at 0300164E, and setting 00 FF to 02 08 while in-game.
Previous underwater area related to this: youtu.be/TTv3HqwPBpwUnused Underwater Area - Mission 3 - Metal Slug Advance PrototypeErnesto Aguirre2021-10-04 | Surprisingly, it does have some differences and the boulders which are suppose to block your path aren't there. Which means it did get a bit more development before being scrapped. You can access it by going to the memory viewer at 0300164E, and setting 00 FF to 02 06 while in-game.
The exit hasn't been programmed in the area, but does exist: youtu.be/TTv3HqwPBpw
You can check this video from the final game for differences: youtu.be/sVL9eZLvhp0?t=33Card Test Area - Metal Slug Advance PrototypeErnesto Aguirre2021-09-28 | A test area which contains several crates with cards in them. Sadly, card items don't seem to do anything in the prototype. It also seems to be the only test area, as the final release has 3. It has an exit point which sends you back to Mission 1. You can access it by going to the memory viewer at 0300164E, and setting 00 FF to 09 00 while in-game.
hiddenpalace.org/Metal_Slug_Advance_(Prototype)Early Mission 3 Cutscene - Metal Slug Advance PrototypeErnesto Aguirre2021-09-25 | An early area for the cutscene in Mission 3. Although everything seems solid, there's an invisible hole where you would fall in the cutscene, but here it just kills you. The background also ends further to the right. You can access it by going to the memory viewer at 0300164E, and setting 00 FF to 02 05 while in-game.
hiddenpalace.org/Metal_Slug_Advance_(Prototype)Early Intro Cutscene - Metal Slug Advance PrototypeErnesto Aguirre2021-09-25 | The cutscene doesn't play in the prototype, but the area does exist and can be played around in. You can access it by going to the memory viewer at 0300164E, and setting 00 FF to 00 04 while in-game.
Unlike the final game, it starts you off already inside the enemy base. There's too much to cover here, but I'm sure there's a decent amount of changes. Allen Jr. does actually work, but its 2nd phase still seems to use the AI of the 1st phase when he has his gun. Also his melee attacks can't seem to hurt you. Again, the boss does not function, but there is an exit point which leads back to the 1st mission.
The map at 0:54 is empty, and the soldiers are a slightly different color. Although not show in the video, the bookcase at 1:09 cannot be shot at so you need to awkwardly clip through it. It's also suppose to lead into an area with a Melty Honey in it, but for some reason it instantly warps you to the next area, which can somewhat be seen in the video. For some reason this room at 1:57 has 3 hidden hotspots that contain nothing. Again, the colored soldiers have a slightly different color at 2:40. A Girida-O at 3:11 didn't spawn with its cannon. When first fighting Allen Jr. around 6:28, he freezes for a few seconds and can't be shot at. Normally he would drop dead, but for some reason at 7:00 he got stuck in his walking animation. And finally, entering the final boss area specifically from the Allen Jr. area causes you to clip through the boundaries and fall to your death.Mission 4 (+ some of Mission 5) - Metal Slug Advance PrototypeErnesto Aguirre2021-09-20 | hiddenpalace.org/Metal_Slug_Advance_(Prototype)
There are some noticable changes to the terrain in the 1st and 2nd area. The elevators in the 3rd area have not been fully implemented, so invisible platforms have been placed inbetween each shaft. However, only the first one has platforms which go all the way to the top. The boss has not been finished either, but there is an exit point at the end which strangely seems to put you after the parachuting area which cannot be accessed by selecting Mission 5, as it puts you straight into the enemy base.
The rocky area at 0:14 was made more apparent on where you could stand. This specific mortar soldier at 0:18 seems to be bugged and when killed will have its mortar continously create frames of it spinning off. The layout at 1:02 is different, which includes the path for the underwater section at 1:26. There's also a thin bridge sprite at 1:50 which I don't think is in the final game. The slug seems to have a bug where jumping frames can't be hit by bazooka soldier's projectiles at around 2:06. There's a misplaced rifle soldier which spawns at 3:34. Although an early sprite for the elevator does exist at 3:42, it will only go up so much when landing on the invisible platform and ignores any collision.Mission 3 - Metal Slug Advance PrototypeErnesto Aguirre2021-09-19 | hiddenpalace.org/Metal_Slug_Advance_(Prototype)
Does have some noticable differences. Background animations have yet to be implented. Again, the boss is unfinished but has an exit point that sends you to the next mission.
Strangely at 0:27 there seems to be a hidden path that was blocked off below. The elevator that would normally be at 0:57 has yet to be implemented, but there are invisible platforms which allow you jump up there. Interestingly enough, the path for the unused underwater section is actually open at 2:29. Also seen at around 2:42, the Enemy Chaser sometimes fails to deal damage. The hidden rooms at 2:57 and 3:36 were altered slightly. The platform at 4:08 cannot be jumped on, and the water cave area had some changes to the final game.Mission 2 - Metal Slug Advance PrototypeErnesto Aguirre2021-09-18 | hiddenpalace.org/Metal_Slug_Advance_(Prototype)
It has some minor noticable differences, such as the turrents having spikes on them and the Balor spawning further ahead, and possibly some placement differences. The boss has not been finished yet, but luckily the devs put an exit point at the end of the area which sends you straight to the next mission.
The SV-001 does have some minor bugs. At 0:09 shooting during the first few frames of entering the tank causes the shots to hit something invisible and also does not change the Bombs counter to Cannon. The entrance point does not seem to change depending on the angle of the tank as seen in 0:17.Mission 1 - Metal Slug Advance PrototypeErnesto Aguirre2021-09-17 | A playthrough of a prototype version of Metal Slug Advance which was released by endrift on Hidden Palace. It has some minor differences here and there.
Gameplay of a prototype for the unreleased GBA port of Metal Slug that was recently dumped and released on Hidden Palace by Endrift. It was likely cancelled due to the cart size limitations.
The options allows you to adjust music, sound and gamma. Not sure if gamma does anything, adjusting it doesn't seem to do anything. Pressing Select at anytime to instantly win the level. Press L or R to switch between Marco and Tarma.Shared_Royale_Music - Tetris (N3TWORK) Music - ExtendedErnesto Aguirre2020-03-05 | Anyone know where this plays? Is it part of Tetris Royale?
Go to address 083D4F30 in the memory viewer. Set the the coordinates to X 00A0 and Y 00C0. Make sure to set this before entering the area (Mission 2, Area 2). Set Obj ID to: 007F - Ruins Platform 0081 - Purple Ruins Block 0082 - Stalactite 0086 - Pathway Reference: twitter.com/Mr_Beacon00/status/1206527891120390144Unused Camera - Metal Slug AdvanceErnesto Aguirre2020-03-03 | An unused camera which constantly turns from left to right and back. There is a small colored square a few pixels underneath it which will occasionally disappear. Not sure if it was ever meant to shoot, or was ever programmed to.
Open the memory viewer, go to address 083D4F30 and set Obj ID to 00CA, X to 00A0 and Y to 00EA. Make sure to set this before entering the area (Mission 2, Area 2). Reference: twitter.com/Mr_Beacon00/status/1206527891120390144Unused Area Switch - Metal Slug 7Ernesto Aguirre2020-03-03 | An unused switch which would have presumably triggered something, maybe in relation to the wall? It comes in fire and lightning, and takes 3 hits to destroy. There is a yellow palette for these, likely meant for the lightning one, but I couldn't seem to get it to load.
Replace it with "eset_0101.bin" using Tinke. Tested only in the US version.Wolfpack Quincys Voice lines - Bloons Tower Defense 6Ernesto Aguirre2020-01-31 | Link to voices: drive.google.com/open?id=12H62U9I1HdFj1faSZ0P3ayRq1tCrZFpgUnused POW Variations - Metal Slug AdvanceErnesto Aguirre2020-01-13 | Although the caged recruit is used during a cutscene, it also functions as a regular POW. The one that is chained up with shackles or whatever is completely unused.
Go to address 083D4F30 in the memory viewer. Set the the coordinates to X 00A0 and Y 0090. Make sure to set this before entering the area (Mission 2, Area 2). Set Obj ID to: 00C3 - Caged Recruit POW 00C4 - Shackled Recruit POW Reference: twitter.com/Mr_Beacon00/status/1206527891120390144Unused Screw Weapon - Metal Slug 7Ernesto Aguirre2020-01-09 | A screw thing which charges to the left when it appears. If it manages to get you, it uh... turns the player into canned food momentarily? You can't be harmed during the phase, and you respawn shortly afterward. For some reason, it doesn't have any collision if it appears on the main pathway, so I had to spawn in it via the junk pile thing to destroy it.
Replace "eset_0101.bin" and "eset_0103.bin" with the edited files respectively. Tested in the US version only.Unused Wall - Metal Slug 7Ernesto Aguirre2020-01-09 | A giant wall which blocks projectiles and can't be passed through (from the left). Looks like it was meant for Mission 5, seeing as how it looks similar to the wall-in from one of the alternative paths in Metal Slug XX. Although that one is part of the background, not an object. Maybe it was meant to do something?
Replace it with "eset_0101.bin" using Tinke. Tested only in the US version.Unused Slug Leftovers - Metal Slug 7Ernesto Aguirre2020-01-06 | Not really anything new, but the fact these survived up until Metal Slug 7, and presumably XX as well, is something. With the reverse SV-001 not being used at all. File edit below, which replaces the 3 soldiers and POW at the start. Although you'll have to find a link to the ROM yourself due to legal issues.
Only for the US version. It may work on other regions, but haven't gotten around to testing them. Use Tinke to open the ROM file. From there, scroll down until you see "eset_0101.bin", which is where the area's object data is stored. Select "Change file", and replace it with the edited one above. Save the ROM, open it up using your preferred method of playing DS games, enter the first mission and viola.Unused Turrets - Metal Slug AdvanceErnesto Aguirre2019-12-19 | Unused turrets which were like meant for Mission 2, seeing as how they fit nearly perfect on the wooden structure. Were likely meant to be some sort of "mini-boss" like the Balor. Although functional, it's quiet unfinished, as the mounted soldiers just reuse the Rebel Soldier sprites from the T-2B Melty Honey and stationary Mortar. It also has no fancy explosions when the entire thing is demolished. They're a bit too much for the game's limited vram, so sometimes the top turret will be unmanned when it loads with too many enemies on screen and small graphical issues when a turret is destroyed.
To get these to show up, go to address 083D4F30 in the memory viewer, set to 16-bit (should be by default). From there, follow the offsets. I recommend setting the the coordinates to X 00A0 and Y 0090 just so they won't be too far off from the start. Set Obj ID: 007B - Gate 007C - Short Gate 009A - Target 009E - Target (Facing Slight More Forward Than Before™)