The story is set in 2062, eight years after a great war between space colonies. The player takes on the role of Tadashi, a heavy machines operator based on Earth. After buying a worker mech for his business with his girlfriend Elina, they discover it is actually a "Metal Slader", a military grade mech used during the war. The machine holds a secret message saying Earth is in danger and to seek the "creator". Tadashi, Elina and his younger sister Azusa decide to fly to the nearby space stations and colonies near Earth and the Moon to investigate the mech's origins and the meaning of the strange message.
Tadashi and crew soon learn that their Slader is a particularly powerful one-of-a-kind model named "Glory" and Tadashi's deceased father was its former pilot. As they continue to search for who may have designed or built Glory, a shape-shifting alien infiltrates their ship and kidnaps Azusa. In their search for Azusa and solving the mysteries of Glory, they discover a secret organization of Slader pilots that had worked with Tadashi's father. Catty, one of the leaders of the organization, explains that they were founded by a now deceased Slader designer. She also explains how the war from eight years ago was not fought between colonies but with extraterrestrials; the colony rebellion story was a cover-up. Because the aliens have the ability to take on the appearance of humans and infiltrate society, the Slader pilots prefer to stay a secret organization away from the potentially compromised government. She continues, saying that they will soon launch an attack on the aliens, and want Tadashi to participate as only he can pilot Glory. Tadashi agrees, but first they set off in search of Azusa.
Tadashi, Elina, and Catty travel to an abandoned colony to search for Azusa. After combating with several aliens, they find Azusa alive and lodged in a ventilation shaft. As they return to the secret base, they learn its location has been compromised. They escape on a large ship and prepare the Sladers for battle. Tadashi pilots Glory in a battle with the aliens and is ultimately successful at destroying their ship and saving Earth.
Once a team was built, Yoshimiru spent the first six months working with programmers to help them understand the type of game he wanted to build. While the programmers spent three months creating the basic framework for the game, Yoshimiru worked on the script. He would first create flowcharts to show how the story would unfold, then write the script based on the flowcharts. As there were no word processors at the time, all this work was handwritten. Once the script was around 80% complete, the team started discussing whether the game could fit in a Famicom cartridge or not. They ultimately had to cut more than half of Yoshimiru's original script from the final game.
After the first year of planning, the team spent the next three years programming and rendering graphics. The graphics in Metal Slader Glory were the most difficult and time-consuming part of the project. The Famicom was not capable of displaying freely drawn graphics, instead using tile-based graphics and only displaying a limited number of unique tiles at any time. The hardware was capable of holding 128x128 pixels worth of data in "banks" which held the tiles to be displayed on screen at any one time. All image data had to be broken down to 8x8 tiles to fit within a bank. One of these banks only filled a quarter of the screen, and sprite data took up another quarter, so to display larger and more elaborate scenes, the team had to use repeat tiles from the bank or draw some sprites to the background. Most games of the era repeated 16x16 tiles for the background, and each tile was limited to a palette of three colors. As using an entirely different color palette on blocks adjacent to each other would make the boundaries obvious, so the artists had to plan artwork carefully to hide these boundaries and create convincing large images. Working with the tiles to create impressive imagery and save space was the main reason for the game's protracted development.
Yoshimiru created his artwork with home television sets in mind versus the professional video monitors used in the office. Before creating pixel art, he would always draw his ideas first. When transferring his ideas into computer graphics, he conveyed his pencil work through careful use of color. He placed medium shades between dark and light shades, effectively a fake anti-aliasing technique. Three assistants helped with converting his pencil drawings to pixel art. Animation was also important to Yoshimiru, so he made sure to add expression and emotion into each scene. The system had limited memory, so he reused animated character portraits throughout the game. These space limitations restricted some of Yoshimiru's artistic vision.
The game features patterned sounds to represent speech. This was somewhat revolutionary at the time as most other games used the same repeating tones to represent speech. Initially there were five sounds used that would play alternately depending on the letters in the dialogue, but this variation made the speech sound too much like music. The speed of the text was made different between characters after Yoshimiru spoke with a programmer who said it was possible to sync the text and speech sound. Some of the more risque text was censored later in development, as well as visuals.
The long development cycle, expensive cartridges, and lack of sales brought on financial strain to HAL Laboratory. Beyond Metal Slader Glory, the company's growing success through the late 1980s pressured programmers to release games faster and place less effort on quality. Sales were generally not strong enough to recoup development costs, and the company nearly fell into bankruptcy. In 1992, Nintendo offered to rescue HAL from bankruptcy on the condition that Iwata was appointed as HAL's president.
This version features improved graphics and additional story sequences cut from the original game due to size constraints. The team was composed of mostly new talent instead of the old team. This time around, Yoshimiru did not experience any graphics limitations as he did with the original. Since his artistic style had changed over time, he created the new artwork based on the originals, adding colors, highlights, and shadows. The original music could not be used because of copyright, so the composer wrote new music.
Yoshimiru felt the game was a great opportunity for those that could not afford the original or fans that wanted to revisit it. Like with the Wii rerelease of the original later, the game did not include the back story featured in the original manual. This version was released on the Wii U Virtual Console on 9 December 2015.
Yoshimiru has continued to explore the game's themes in his manga and other works. There were two fan books, a drama CD in 2010, and gashapon toys in 2011. He has expressed interest in a follow-up adventure game set in the Metal Slader Glory universe, and would take it up if offered the chance to develop it as he cannot develop it on his own. He has theorized a virtual reality headset game with a system that could react to the player's facial expressions.
"VC メタルスレイダーグローリー". Nintendo (in Japanese). 2007. Archived from the original on 10 December 2016. Retrieved 2 September 2018. https://www.nintendo.co.jp/wii/vc/vc_msg/index.html
ゲームの進めかた. Nintendo (in Japanese). 2007. Archived from the original on 22 August 2015. Retrieved 2 September 2018. ゲームの進めかた
4.『メタルスレイダーグローリー』開発スタッフインタビュー/ページ5. Nintendo (in Japanese). 2000. Archived from the original on 31 July 2018. Retrieved 2 September 2018. 4.『メタルスレイダーグローリー』開発スタッフインタビュー/ページ5
ドット絵の匠 ファミコンで最も精緻なドット絵 ☆よしみる 編. ファミ熱!!プロジェクト (in Japanese). Archived from the original on 29 July 2018. Retrieved 17 August 2018. (Translation Archived 26 August 2018 at the Wayback Machine) ドット絵の匠 ファミコンで最も精緻なドット絵 ☆よしみる 編
Crimmins, Brian (21 November 2017). "Why Does HAL Laboratory Only Make Nintendo Games?". Waypoint. Archived from the original on 2 September 2018. Retrieved 1 July 2018. https://waypoint.vice.com/en_us/article/ne3mjd/hal-laboratory-metal-slader-glory-nintendo-history
ドット絵の匠 ファミコンで最も精緻なドット絵 ☆よしみる 編. ファミ熱!!プロジェクト (in Japanese). Archived from the original on 29 July 2018. Retrieved 17 August 2018. (Translation Archived 26 August 2018 at the Wayback Machine) ドット絵の匠 ファミコンで最も精緻なドット絵 ☆よしみる 編
ドット絵の匠 ファミコンで最も精緻なドット絵 ☆よしみる 編. ファミ熱!!プロジェクト (in Japanese). Archived from the original on 29 July 2018. Retrieved 17 August 2018. (Translation Archived 26 August 2018 at the Wayback Machine) ドット絵の匠 ファミコンで最も精緻なドット絵 ☆よしみる 編
Crimmins, Brian (21 November 2017). "Why Does HAL Laboratory Only Make Nintendo Games?". Waypoint. Archived from the original on 2 September 2018. Retrieved 1 July 2018. https://waypoint.vice.com/en_us/article/ne3mjd/hal-laboratory-metal-slader-glory-nintendo-history
ドット絵の匠 ファミコンで最も精緻なドット絵 ☆よしみる 編. ファミ熱!!プロジェクト (in Japanese). Archived from the original on 29 July 2018. Retrieved 17 August 2018. (Translation Archived 26 August 2018 at the Wayback Machine) ドット絵の匠 ファミコンで最も精緻なドット絵 ☆よしみる 編
ドット絵の匠 ファミコンで最も精緻なドット絵 ☆よしみる 編. ファミ熱!!プロジェクト (in Japanese). Archived from the original on 29 July 2018. Retrieved 17 August 2018. (Translation Archived 26 August 2018 at the Wayback Machine) ドット絵の匠 ファミコンで最も精緻なドット絵 ☆よしみる 編
ドット絵の匠 ファミコンで最も精緻なドット絵 ☆よしみる 編. ファミ熱!!プロジェクト (in Japanese). Archived from the original on 29 July 2018. Retrieved 17 August 2018. (Translation Archived 26 August 2018 at the Wayback Machine) ドット絵の匠 ファミコンで最も精緻なドット絵 ☆よしみる 編
Crimmins, Brian (21 November 2017). "Why Does HAL Laboratory Only Make Nintendo Games?". Waypoint. Archived from the original on 2 September 2018. Retrieved 1 July 2018. https://waypoint.vice.com/en_us/article/ne3mjd/hal-laboratory-metal-slader-glory-nintendo-history
"【連載コラム】ゲームコレクター・酒缶の「RE:コレクション」:第55回(最終回)「休む」(『メタルスレイダーグローリー』)". GameSpot Japan (in Japanese). 26 March 2012. Archived from the original on 16 December 2012. (Translation Archived 26 August 2018 at the Wayback Machine) https://web.archive.org/web/20121216215928/http://japan.gamespot.com/wii/news/35015478/
ドット絵の匠 ファミコンで最も精緻なドット絵 ☆よしみる 編. ファミ熱!!プロジェクト (in Japanese). Archived from the original on 29 July 2018. Retrieved 17 August 2018. (Translation Archived 26 August 2018 at the Wayback Machine) ドット絵の匠 ファミコンで最も精緻なドット絵 ☆よしみる 編
ドット絵の匠 ファミコンで最も精緻なドット絵 ☆よしみる 編. ファミ熱!!プロジェクト (in Japanese). Archived from the original on 29 July 2018. Retrieved 17 August 2018. (Translation Archived 26 August 2018 at the Wayback Machine) ドット絵の匠 ファミコンで最も精緻なドット絵 ☆よしみる 編
"【連載コラム】ゲームコレクター・酒缶の「RE:コレクション」:第55回(最終回)「休む」(『メタルスレイダーグローリー』)". GameSpot Japan (in Japanese). 26 March 2012. Archived from the original on 16 December 2012. (Translation Archived 26 August 2018 at the Wayback Machine) https://web.archive.org/web/20121216215928/http://japan.gamespot.com/wii/news/35015478/
ドット絵の匠 ファミコンで最も精緻なドット絵 ☆よしみる 編. ファミ熱!!プロジェクト (in Japanese). Archived from the original on 29 July 2018. Retrieved 17 August 2018. (Translation Archived 26 August 2018 at the Wayback Machine) ドット絵の匠 ファミコンで最も精緻なドット絵 ☆よしみる 編
ドット絵の匠 ファミコンで最も精緻なドット絵 ☆よしみる 編. ファミ熱!!プロジェクト (in Japanese). Archived from the original on 29 July 2018. Retrieved 17 August 2018. (Translation Archived 26 August 2018 at the Wayback Machine) ドット絵の匠 ファミコンで最も精緻なドット絵 ☆よしみる 編
Crimmins, Brian (21 November 2017). "Why Does HAL Laboratory Only Make Nintendo Games?". Waypoint. Archived from the original on 2 September 2018. Retrieved 1 July 2018. https://waypoint.vice.com/en_us/article/ne3mjd/hal-laboratory-metal-slader-glory-nintendo-history
Crimmins, Brian (21 November 2017). "Why Does HAL Laboratory Only Make Nintendo Games?". Waypoint. Archived from the original on 2 September 2018. Retrieved 1 July 2018. https://waypoint.vice.com/en_us/article/ne3mjd/hal-laboratory-metal-slader-glory-nintendo-history
ドット絵の匠 ファミコンで最も精緻なドット絵 ☆よしみる 編. ファミ熱!!プロジェクト (in Japanese). Archived from the original on 29 July 2018. Retrieved 17 August 2018. (Translation Archived 26 August 2018 at the Wayback Machine) ドット絵の匠 ファミコンで最も精緻なドット絵 ☆よしみる 編
"Satoru Iwata – 1999 Developer Interview". Used Games (in Japanese). 1999. (Translation Archived 12 July 2016 at the Wayback Machine) http://shmuplations.com/iwata/
ドット絵の匠 ファミコンで最も精緻なドット絵 ☆よしみる 編. ファミ熱!!プロジェクト (in Japanese). Archived from the original on 29 July 2018. Retrieved 17 August 2018. (Translation Archived 26 August 2018 at the Wayback Machine) ドット絵の匠 ファミコンで最も精緻なドット絵 ☆よしみる 編
"【連載コラム】ゲームコレクター・酒缶の「RE:コレクション」:第55回(最終回)「休む」(『メタルスレイダーグローリー』)". GameSpot Japan (in Japanese). 26 March 2012. Archived from the original on 16 December 2012. (Translation Archived 26 August 2018 at the Wayback Machine) https://web.archive.org/web/20121216215928/http://japan.gamespot.com/wii/news/35015478/
ドット絵の匠 ファミコンで最も精緻なドット絵 ☆よしみる 編. ファミ熱!!プロジェクト (in Japanese). Archived from the original on 29 July 2018. Retrieved 17 August 2018. (Translation Archived 26 August 2018 at the Wayback Machine) ドット絵の匠 ファミコンで最も精緻なドット絵 ☆よしみる 編
"【連載コラム】ゲームコレクター・酒缶の「RE:コレクション」:第55回(最終回)「休む」(『メタルスレイダーグローリー』)". GameSpot Japan (in Japanese). 26 March 2012. Archived from the original on 16 December 2012. (Translation Archived 26 August 2018 at the Wayback Machine) https://web.archive.org/web/20121216215928/http://japan.gamespot.com/wii/news/35015478/
ドット絵の匠 ファミコンで最も精緻なドット絵 ☆よしみる 編. ファミ熱!!プロジェクト (in Japanese). Archived from the original on 29 July 2018. Retrieved 17 August 2018. (Translation Archived 26 August 2018 at the Wayback Machine) ドット絵の匠 ファミコンで最も精緻なドット絵 ☆よしみる 編
"【連載コラム】ゲームコレクター・酒缶の「RE:コレクション」:第55回(最終回)「休む」(『メタルスレイダーグローリー』)". GameSpot Japan (in Japanese). 26 March 2012. Archived from the original on 16 December 2012. (Translation Archived 26 August 2018 at the Wayback Machine) https://web.archive.org/web/20121216215928/http://japan.gamespot.com/wii/news/35015478/
"【連載コラム】ゲームコレクター・酒缶の「RE:コレクション」:第55回(最終回)「休む」(『メタルスレイダーグローリー』)". GameSpot Japan (in Japanese). 26 March 2012. Archived from the original on 16 December 2012. (Translation Archived 26 August 2018 at the Wayback Machine) https://web.archive.org/web/20121216215928/http://japan.gamespot.com/wii/news/35015478/
Crimmins, Brian (21 November 2017). "Why Does HAL Laboratory Only Make Nintendo Games?". Waypoint. Archived from the original on 2 September 2018. Retrieved 1 July 2018. https://waypoint.vice.com/en_us/article/ne3mjd/hal-laboratory-metal-slader-glory-nintendo-history
ドット絵の匠 ファミコンで最も精緻なドット絵 ☆よしみる 編. ファミ熱!!プロジェクト (in Japanese). Archived from the original on 29 July 2018. Retrieved 17 August 2018. (Translation Archived 26 August 2018 at the Wayback Machine) ドット絵の匠 ファミコンで最も精緻なドット絵 ☆よしみる 編
"【連載コラム】ゲームコレクター・酒缶の「RE:コレクション」:第55回(最終回)「休む」(『メタルスレイダーグローリー』)". GameSpot Japan (in Japanese). 26 March 2012. Archived from the original on 16 December 2012. (Translation Archived 26 August 2018 at the Wayback Machine) https://web.archive.org/web/20121216215928/http://japan.gamespot.com/wii/news/35015478/
Crimmins, Brian (21 November 2017). "Why Does HAL Laboratory Only Make Nintendo Games?". Waypoint. Archived from the original on 2 September 2018. Retrieved 1 July 2018. https://waypoint.vice.com/en_us/article/ne3mjd/hal-laboratory-metal-slader-glory-nintendo-history
ドット絵の匠 ファミコンで最も精緻なドット絵 ☆よしみる 編. ファミ熱!!プロジェクト (in Japanese). Archived from the original on 29 July 2018. Retrieved 17 August 2018. (Translation Archived 26 August 2018 at the Wayback Machine) ドット絵の匠 ファミコンで最も精緻なドット絵 ☆よしみる 編
"【連載コラム】ゲームコレクター・酒缶の「RE:コレクション」:第55回(最終回)「休む」(『メタルスレイダーグローリー』)". GameSpot Japan (in Japanese). 26 March 2012. Archived from the original on 16 December 2012. (Translation Archived 26 August 2018 at the Wayback Machine) https://web.archive.org/web/20121216215928/http://japan.gamespot.com/wii/news/35015478/
ドット絵の匠 ファミコンで最も精緻なドット絵 ☆よしみる 編. ファミ熱!!プロジェクト (in Japanese). Archived from the original on 29 July 2018. Retrieved 17 August 2018. (Translation Archived 26 August 2018 at the Wayback Machine) ドット絵の匠 ファミコンで最も精緻なドット絵 ☆よしみる 編
ドット絵の匠 ファミコンで最も精緻なドット絵 ☆よしみる 編. ファミ熱!!プロジェクト (in Japanese). Archived from the original on 29 July 2018. Retrieved 17 August 2018. (Translation Archived 26 August 2018 at the Wayback Machine) ドット絵の匠 ファミコンで最も精緻なドット絵 ☆よしみる 編
"【連載コラム】ゲームコレクター・酒缶の「RE:コレクション」:第55回(最終回)「休む」(『メタルスレイダーグローリー』)". GameSpot Japan (in Japanese). 26 March 2012. Archived from the original on 16 December 2012. (Translation Archived 26 August 2018 at the Wayback Machine) https://web.archive.org/web/20121216215928/http://japan.gamespot.com/wii/news/35015478/
ドット絵の匠 ファミコンで最も精緻なドット絵 ☆よしみる 編. ファミ熱!!プロジェクト (in Japanese). Archived from the original on 29 July 2018. Retrieved 17 August 2018. (Translation Archived 26 August 2018 at the Wayback Machine) ドット絵の匠 ファミコンで最も精緻なドット絵 ☆よしみる 編
ドット絵の匠 ファミコンで最も精緻なドット絵 ☆よしみる 編. ファミ熱!!プロジェクト (in Japanese). Archived from the original on 29 July 2018. Retrieved 17 August 2018. (Translation Archived 26 August 2018 at the Wayback Machine) ドット絵の匠 ファミコンで最も精緻なドット絵 ☆よしみる 編
ドット絵の匠 ファミコンで最も精緻なドット絵 ☆よしみる 編. ファミ熱!!プロジェクト (in Japanese). Archived from the original on 29 July 2018. Retrieved 17 August 2018. (Translation Archived 26 August 2018 at the Wayback Machine) ドット絵の匠 ファミコンで最も精緻なドット絵 ☆よしみる 編
ドット絵の匠 ファミコンで最も精緻なドット絵 ☆よしみる 編. ファミ熱!!プロジェクト (in Japanese). Archived from the original on 29 July 2018. Retrieved 17 August 2018. (Translation Archived 26 August 2018 at the Wayback Machine) ドット絵の匠 ファミコンで最も精緻なドット絵 ☆よしみる 編
4.『メタルスレイダーグローリー』開発スタッフインタビュー/ページ1. Nintendo (in Japanese). 2000. Archived from the original on 31 July 2018. Retrieved 2 September 2018. 4.『メタルスレイダーグローリー』開発スタッフインタビュー/ページ1
"【連載コラム】ゲームコレクター・酒缶の「RE:コレクション」:第55回(最終回)「休む」(『メタルスレイダーグローリー』)". GameSpot Japan (in Japanese). 26 March 2012. Archived from the original on 16 December 2012. (Translation Archived 26 August 2018 at the Wayback Machine) https://web.archive.org/web/20121216215928/http://japan.gamespot.com/wii/news/35015478/
Crimmins, Brian (21 November 2017). "Why Does HAL Laboratory Only Make Nintendo Games?". Waypoint. Archived from the original on 2 September 2018. Retrieved 1 July 2018. https://waypoint.vice.com/en_us/article/ne3mjd/hal-laboratory-metal-slader-glory-nintendo-history
"【連載コラム】ゲームコレクター・酒缶の「RE:コレクション」:第55回(最終回)「休む」(『メタルスレイダーグローリー』)". GameSpot Japan (in Japanese). 26 March 2012. Archived from the original on 16 December 2012. (Translation Archived 26 August 2018 at the Wayback Machine) https://web.archive.org/web/20121216215928/http://japan.gamespot.com/wii/news/35015478/
ドット絵の匠 ファミコンで最も精緻なドット絵 ☆よしみる 編. ファミ熱!!プロジェクト (in Japanese). Archived from the original on 29 July 2018. Retrieved 17 August 2018. (Translation Archived 26 August 2018 at the Wayback Machine) ドット絵の匠 ファミコンで最も精緻なドット絵 ☆よしみる 編
"【連載コラム】ゲームコレクター・酒缶の「RE:コレクション」:第55回(最終回)「休む」(『メタルスレイダーグローリー』)". GameSpot Japan (in Japanese). 26 March 2012. Archived from the original on 16 December 2012. (Translation Archived 26 August 2018 at the Wayback Machine) https://web.archive.org/web/20121216215928/http://japan.gamespot.com/wii/news/35015478/
Crimmins, Brian (21 November 2017). "Why Does HAL Laboratory Only Make Nintendo Games?". Waypoint. Archived from the original on 2 September 2018. Retrieved 1 July 2018. https://waypoint.vice.com/en_us/article/ne3mjd/hal-laboratory-metal-slader-glory-nintendo-history
Cunningham, Andrew (15 July 2013). "The NES turns 30: How it began, worked, and saved an industry". Ars Technica. Archived from the original on 2 December 2017. Retrieved 2 September 2018. https://arstechnica.com/gaming/2013/07/time-to-feel-old-inside-the-nes-on-its-30th-birthday/2/
Crimmins, Brian (21 November 2017). "Why Does HAL Laboratory Only Make Nintendo Games?". Waypoint. Archived from the original on 2 September 2018. Retrieved 1 July 2018. https://waypoint.vice.com/en_us/article/ne3mjd/hal-laboratory-metal-slader-glory-nintendo-history
Crimmins, Brian (21 November 2017). "Why Does HAL Laboratory Only Make Nintendo Games?". Waypoint. Archived from the original on 2 September 2018. Retrieved 1 July 2018. https://waypoint.vice.com/en_us/article/ne3mjd/hal-laboratory-metal-slader-glory-nintendo-history
"Satoru Iwata – 1999 Developer Interview". Used Games (in Japanese). 1999. (Translation Archived 12 July 2016 at the Wayback Machine) http://shmuplations.com/iwata/
ドット絵の匠 ファミコンで最も精緻なドット絵 ☆よしみる 編. ファミ熱!!プロジェクト (in Japanese). Archived from the original on 29 July 2018. Retrieved 17 August 2018. (Translation Archived 26 August 2018 at the Wayback Machine) ドット絵の匠 ファミコンで最も精緻なドット絵 ☆よしみる 編
"【連載コラム】ゲームコレクター・酒缶の「RE:コレクション」:第55回(最終回)「休む」(『メタルスレイダーグローリー』)". GameSpot Japan (in Japanese). 26 March 2012. Archived from the original on 16 December 2012. (Translation Archived 26 August 2018 at the Wayback Machine) https://web.archive.org/web/20121216215928/http://japan.gamespot.com/wii/news/35015478/
ドット絵の匠 ファミコンで最も精緻なドット絵 ☆よしみる 編. ファミ熱!!プロジェクト (in Japanese). Archived from the original on 29 July 2018. Retrieved 17 August 2018. (Translation Archived 26 August 2018 at the Wayback Machine) ドット絵の匠 ファミコンで最も精緻なドット絵 ☆よしみる 編
Crimmins, Brian (21 November 2017). "Why Does HAL Laboratory Only Make Nintendo Games?". Waypoint. Archived from the original on 2 September 2018. Retrieved 1 July 2018. https://waypoint.vice.com/en_us/article/ne3mjd/hal-laboratory-metal-slader-glory-nintendo-history
"NEW GAMES CROSS REVIEW: メタルスレイダーグローリー [ファミコン]". Famitsu (in Japanese). No. 142. ASCII Corporation. 6 September 1991. p. 38. (Transcription by Famitsu.com. Archived 2019-02-03 at the Wayback Machine). https://archive.org/details/famitsu0142/page/38/mode/1up
Crimmins, Brian (21 November 2017). "Why Does HAL Laboratory Only Make Nintendo Games?". Waypoint. Archived from the original on 2 September 2018. Retrieved 1 July 2018. https://waypoint.vice.com/en_us/article/ne3mjd/hal-laboratory-metal-slader-glory-nintendo-history
"Satoru Iwata – 1999 Developer Interview". Used Games (in Japanese). 1999. (Translation Archived 12 July 2016 at the Wayback Machine) http://shmuplations.com/iwata/
"NEW GAMES CROSS REVIEW: メタルスレイダーグローリー [ファミコン]". Famitsu (in Japanese). No. 142. ASCII Corporation. 6 September 1991. p. 38. (Transcription by Famitsu.com. Archived 2019-02-03 at the Wayback Machine). https://archive.org/details/famitsu0142/page/38/mode/1up
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Crimmins, Brian (21 November 2017). "Why Does HAL Laboratory Only Make Nintendo Games?". Waypoint. Archived from the original on 2 September 2018. Retrieved 1 July 2018. https://waypoint.vice.com/en_us/article/ne3mjd/hal-laboratory-metal-slader-glory-nintendo-history
"【連載コラム】ゲームコレクター・酒缶の「RE:コレクション」:第55回(最終回)「休む」(『メタルスレイダーグローリー』)". GameSpot Japan (in Japanese). 26 March 2012. Archived from the original on 16 December 2012. (Translation Archived 26 August 2018 at the Wayback Machine) https://web.archive.org/web/20121216215928/http://japan.gamespot.com/wii/news/35015478/
Crimmins, Brian (21 November 2017). "Why Does HAL Laboratory Only Make Nintendo Games?". Waypoint. Archived from the original on 2 September 2018. Retrieved 1 July 2018. https://waypoint.vice.com/en_us/article/ne3mjd/hal-laboratory-metal-slader-glory-nintendo-history
Crimmins, Brian (21 November 2017). "Why Does HAL Laboratory Only Make Nintendo Games?". Waypoint. Archived from the original on 2 September 2018. Retrieved 1 July 2018. https://waypoint.vice.com/en_us/article/ne3mjd/hal-laboratory-metal-slader-glory-nintendo-history
"【連載コラム】ゲームコレクター・酒缶の「RE:コレクション」:第55回(最終回)「休む」(『メタルスレイダーグローリー』)". GameSpot Japan (in Japanese). 26 March 2012. Archived from the original on 16 December 2012. (Translation Archived 26 August 2018 at the Wayback Machine) https://web.archive.org/web/20121216215928/http://japan.gamespot.com/wii/news/35015478/
"【連載コラム】ゲームコレクター・酒缶の「RE:コレクション」:第55回(最終回)「休む」(『メタルスレイダーグローリー』)". GameSpot Japan (in Japanese). 26 March 2012. Archived from the original on 16 December 2012. (Translation Archived 26 August 2018 at the Wayback Machine) https://web.archive.org/web/20121216215928/http://japan.gamespot.com/wii/news/35015478/
Crimmins, Brian (21 November 2017). "Why Does HAL Laboratory Only Make Nintendo Games?". Waypoint. Archived from the original on 2 September 2018. Retrieved 1 July 2018. https://waypoint.vice.com/en_us/article/ne3mjd/hal-laboratory-metal-slader-glory-nintendo-history
Crimmins, Brian (21 November 2017). "Why Does HAL Laboratory Only Make Nintendo Games?". Waypoint. Archived from the original on 2 September 2018. Retrieved 1 July 2018. https://waypoint.vice.com/en_us/article/ne3mjd/hal-laboratory-metal-slader-glory-nintendo-history
"Satoru Iwata – 1999 Developer Interview". Used Games (in Japanese). 1999. (Translation Archived 12 July 2016 at the Wayback Machine) http://shmuplations.com/iwata/
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"【連載コラム】ゲームコレクター・酒缶の「RE:コレクション」:第55回(最終回)「休む」(『メタルスレイダーグローリー』)". GameSpot Japan (in Japanese). 26 March 2012. Archived from the original on 16 December 2012. (Translation Archived 26 August 2018 at the Wayback Machine) https://web.archive.org/web/20121216215928/http://japan.gamespot.com/wii/news/35015478/
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Crimmins, Brian (21 November 2017). "Why Does HAL Laboratory Only Make Nintendo Games?". Waypoint. Archived from the original on 2 September 2018. Retrieved 1 July 2018. https://waypoint.vice.com/en_us/article/ne3mjd/hal-laboratory-metal-slader-glory-nintendo-history
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"【連載コラム】ゲームコレクター・酒缶の「RE:コレクション」:第55回(最終回)「休む」(『メタルスレイダーグローリー』)". GameSpot Japan (in Japanese). 26 March 2012. Archived from the original on 16 December 2012. (Translation Archived 26 August 2018 at the Wayback Machine) https://web.archive.org/web/20121216215928/http://japan.gamespot.com/wii/news/35015478/
"【連載コラム】ゲームコレクター・酒缶の「RE:コレクション」:第55回(最終回)「休む」(『メタルスレイダーグローリー』)". GameSpot Japan (in Japanese). 26 March 2012. Archived from the original on 16 December 2012. (Translation Archived 26 August 2018 at the Wayback Machine) https://web.archive.org/web/20121216215928/http://japan.gamespot.com/wii/news/35015478/
"メタルスレイダーグローリー ディレクターズカット | Wii U | 任天堂". 任天堂ホームページ (in Japanese). Archived from the original on 1 July 2017. Retrieved 2 September 2018. https://www.nintendo.co.jp/titles/20010000016407
"NEW GAMES CROSS REVIEW: メタルスレイダーグローリー [ファミコン]". Famitsu (in Japanese). No. 142. ASCII Corporation. 6 September 1991. p. 38. (Transcription by Famitsu.com. Archived 2019-02-03 at the Wayback Machine). https://archive.org/details/famitsu0142/page/38/mode/1up
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"NEW GAMES CROSS REVIEW: メタルスレイダーグローリー [ファミコン]". Famitsu (in Japanese). No. 142. ASCII Corporation. 6 September 1991. p. 38. (Transcription by Famitsu.com. Archived 2019-02-03 at the Wayback Machine). https://archive.org/details/famitsu0142/page/38/mode/1up
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Crimmins, Brian (21 November 2017). "Why Does HAL Laboratory Only Make Nintendo Games?". Waypoint. Archived from the original on 2 September 2018. Retrieved 1 July 2018. https://waypoint.vice.com/en_us/article/ne3mjd/hal-laboratory-metal-slader-glory-nintendo-history
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Crimmins, Brian (21 November 2017). "Why Does HAL Laboratory Only Make Nintendo Games?". Waypoint. Archived from the original on 2 September 2018. Retrieved 1 July 2018. https://waypoint.vice.com/en_us/article/ne3mjd/hal-laboratory-metal-slader-glory-nintendo-history
ドット絵の匠 ファミコンで最も精緻なドット絵 ☆よしみる 編. ファミ熱!!プロジェクト (in Japanese). Archived from the original on 29 July 2018. Retrieved 17 August 2018. (Translation Archived 26 August 2018 at the Wayback Machine) ドット絵の匠 ファミコンで最も精緻なドット絵 ☆よしみる 編
Crimmins, Brian (21 November 2017). "Why Does HAL Laboratory Only Make Nintendo Games?". Waypoint. Archived from the original on 2 September 2018. Retrieved 1 July 2018. https://waypoint.vice.com/en_us/article/ne3mjd/hal-laboratory-metal-slader-glory-nintendo-history
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Yarwood, Jack (11 March 2025). "Last Super Famicom Game 'Metal Slader Glory: Director's Cut' Gets English Fan Patch". Time Extension. Hookshot Media. Archived from the original on 11 March 2025. Retrieved 11 March 2025. https://www.timeextension.com/news/2025/03/last-super-famicom-game-metal-slader-glory-directors-cut-gets-english-fan-patch
Hoshi, Yoshimiru (2013). 幻のゲーム企画の真相!! 『SFCメタルスレイダーグローリー』 (in Japanese). Mc Berry's. p. 4.
Hoshi, Yoshimiru [@yoshimiru_SS] (14 May 2023). "おはようございます!『64DD~SFC #メタルスレイダーグローリー 【幻のゲーム企画の真相!!】』実は64DDで本当のギャルゲー(笑)を企画していました。しかし、いつしかそれはスーパーファミコン版メタルスレイダーグローリーの企画に… #任天堂 #Nintendo" [Good morning! "64DD~SFC #Metal Slader Glory [The truth behind the phantom game planning!!]" Actually, I was planning a real gal game (lol) in 64DD. However, before I knew it, it turned into a project for the Super Famicom version of Metal Slayer Glory... #Nintendo #Nintendo] (Tweet) (in Japanese). Retrieved 6 May 2024 – via Twitter. https://x.com/yoshimiru_SS/status/1657866872849858560
Crimmins, Brian (21 November 2017). "Why Does HAL Laboratory Only Make Nintendo Games?". Waypoint. Archived from the original on 2 September 2018. Retrieved 1 July 2018. https://waypoint.vice.com/en_us/article/ne3mjd/hal-laboratory-metal-slader-glory-nintendo-history
"【連載コラム】ゲームコレクター・酒缶の「RE:コレクション」:第55回(最終回)「休む」(『メタルスレイダーグローリー』)". GameSpot Japan (in Japanese). 26 March 2012. Archived from the original on 16 December 2012. (Translation Archived 26 August 2018 at the Wayback Machine) https://web.archive.org/web/20121216215928/http://japan.gamespot.com/wii/news/35015478/
"メタルスレイダーグローリーファンブック リマスター / レトロゲーム総合配信サイト、プロジェクトEGG". Amusement Center (in Japanese). 2013. Archived from the original on 14 December 2016. Retrieved 2 September 2018. http://www.amusement-center.com/project/egg/special/book_msgfanbook/
"【連載コラム】ゲームコレクター・酒缶の「RE:コレクション」:第55回(最終回)「休む」(『メタルスレイダーグローリー』)". GameSpot Japan (in Japanese). 26 March 2012. Archived from the original on 16 December 2012. (Translation Archived 26 August 2018 at the Wayback Machine) https://web.archive.org/web/20121216215928/http://japan.gamespot.com/wii/news/35015478/
Caoili, Eric (12 April 2011). "GameSetWatch SR Video Game Robotics Features Border Break, Metal Slader Glory Figures". GameSetWatch. Archived from the original on 16 October 2015. Retrieved 2 September 2018. http://www.gamesetwatch.com/2011/04/sr_video_game_robotics_feature.php
ドット絵の匠 ファミコンで最も精緻なドット絵 ☆よしみる 編. ファミ熱!!プロジェクト (in Japanese). Archived from the original on 29 July 2018. Retrieved 17 August 2018. (Translation Archived 26 August 2018 at the Wayback Machine) ドット絵の匠 ファミコンで最も精緻なドット絵 ☆よしみる 編
"【連載コラム】ゲームコレクター・酒缶の「RE:コレクション」:第55回(最終回)「休む」(『メタルスレイダーグローリー』)". GameSpot Japan (in Japanese). 26 March 2012. Archived from the original on 16 December 2012. (Translation Archived 26 August 2018 at the Wayback Machine) https://web.archive.org/web/20121216215928/http://japan.gamespot.com/wii/news/35015478/
ドット絵の匠 ファミコンで最も精緻なドット絵 ☆よしみる 編. ファミ熱!!プロジェクト (in Japanese). Archived from the original on 29 July 2018. Retrieved 17 August 2018. (Translation Archived 26 August 2018 at the Wayback Machine) ドット絵の匠 ファミコンで最も精緻なドット絵 ☆よしみる 編