At a glance
Big John is the end-encounter reference for Mission 4 of Metal Slug 4. It is followed by Mission 5.
Mission numbers refer to the original campaign order. Boss names follow the community mission reference; they are encounter identifiers, not official stage titles.
Two haunted-park attractions
The fourth mission takes place in an abandoned amusement park. Its route choice sends the player through either a zombie attraction or a mummy attraction; both paths lead to Big John.
The two attractions use different transformation hazards. Remember the path you selected before comparing your movement with an earlier run through this mission.
Campaign reference: Metal Slug Wiki’s mission overview. Practice suggestions below are our own.
Keep the timer in perspective
Try this focused practice plan during your run. These are optional goals to set yourself, not extra objectives or achievements awarded by the game.
When the Metalish Gauge is active, keep checking your immediate surroundings.
Let an unsafe pickup go rather than committing to it automatically.
At Big John, return to your normal defensive rhythm instead of carrying the urgency of a scoring window into the encounter.
How do I reach Mission 4?
Progress through Mission 3 in Metal Slug 4 to reach this mission. A new arcade run begins at Mission 1.
The Play button selects this title in the collection. It does not launch this specific mission, change the original game’s difficulty or unlock later stages. Use the guides below to read ahead while your campaign follows its normal order.
Can I return to Mission 4 later?
Metal Slug 4 does not currently offer Save State or Load State because restored graphics can be unreliable. Keep the current page open and use pause for a break. Closing or reloading ends that run; a guide link cannot restore it.
Manual continues include free credits. Automatic continues can be changed in Options & Controls → Gameplay. Neither option is a mission selector. Read the save and continue guide.
Controls for this run
These are Classic keyboard defaults; saved bindings take precedence. Touch uses movement plus A / FIRE, B / JUMP and C / BOMB. Arrange touch controls before a long session, or see all controls.