Metal Slug 6
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Metal Slug 6 | |
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Developer(s) | SNK Playmore |
Publisher(s) | Sega |
Release date(s) | February 24, 2006 (JP)
2006 (US) |
Genre(s) | Run and gun |
Mode(s) | Single player, 2 player Co-op |
Platform(s) | Arcade |
Input | 8-way Joystick, 5 Buttons |
Arcade cabinet | Upright |
Arcade system(s) | Atomiswave |
Arcade display | Raster (Horizontal) |
Metal Slug 6 (メタルスラッグ 6?) is a run and gun video game for the Sammy Atomiswave arcade platform. It was released in 2006 and is the latest game in the Metal Slug series. There was a PS2 port in September 19, 2006. It has also been confirmed to be being released on the upcoming Metal Slug Anthology for the Wii and PSP. Metal Slug 6 is the first main game in the franchise not to run on SNK's Neo Geo MVS arcade hardware.
Metal Slug 6 is both a departure and a return of sorts for the series. Whereas Metal Slug 4 dealt with technological and cybernetic themes and Metal Slug 5 possessed a paranormal motif, Metal Slug 6 returns to the Rebel-Martian alliance featured in Metal Slugs 2, X, and 3, but on a much broader scale. Rather than repeating the previous games' events of the Martians breaking the alliance and the Rebels assisting the player in turn, the player now teams up with the Rebels and Martians to combat an even greater threat.
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[edit] Gameplay
For most intents and purposes, Metal Slug 6's gameplay is the most heavily altered of the series; there are a number of key enhancements.
First, there are now two modes of play the player can choose from right at the beginning, which are appropriately titled Easy and Hard. Easy mode, as the name implies, lowers the difficulty of the game. Additionally, it changes the player's default weapon to the Heavy Machine Gun (that, like the pistol it replaces, has infinite ammo); however, the game ends just before the fifth and final mission. Hard mode, the self-proclaimed "biggest offensive ever", utilizes the more traditional form of gameplay seen throughout the series.
As with previous installments, Metal Slug 6 adds a number of new pseudo-vehicular Slugs (including a cart-toting Donkey Slug, the subterranean Slug Digger, and a Slug Gunner Prototype) as well as a new weapon, the Zantetsu Sword [Z], a sonic blade emitting lethal energy waves that are easily able to neutralize enemy firepower.
New techniques are now present as well, activated through certain button combinations. By pressing C and D simultaneously, characters can now throw away one gun powerup's worth of ammunition, to give to the other player or simply discard altogether. A and D, when pressed at the same time, call forth a secondary melee attack. Conversely, the sliding technique from Metal Slug 5 has been removed.
Metal Slug 6 introduces a new play mechanic dubbed the Weapon Stock System. Two gun powerups can now be carried at the same time. By pressing the Atomiswave's E Button, players can switch between the two weapons, or simply put them both away in favor of the default weapon. When obtaining a new weapon powerup, it will automatically occupy the inactive slot (or, if both are holstered, replace the less recent weapon of the two.)
The score is now multiplied by powers of 2. The faster the speed at which enemies are killed, the higher the power, as a meter at the bottom of the screen shows. When it says "Max" enemies will drop coins.
[edit] Characters & Abilities
With the coming of Metal Slug 6, the playable cast has expanded for the first time since Metal Slug 2; the original team of Marco Rossi, Tarma Roving, Eri Kasamoto and Fio Germi is joined by newcomers Ralf Jones and Clark Steel of King of Fighters and Ikari Warriors fame.
As a series first, each playable character now possesses his or her own unique attributes. The amount of ammunition received from weapons, defensive ability of vehicles, and running speed vary from person to person, each of whom possess a special ability:
- Marco: His default weapon (Pistol on Hard, Heavy Machine Gun on Easy) has twice the ordinary strength.
- Tarma: While riding in or on a Slug, durability and the effects of power-ups are doubled; additionally, the vulcan cannon's power is increased by 50%. He also is capable of using Vulcan Fix when on or in any vehicle.
- Fio: Begins each mission or extra life with the Heavy Machine Gun (on Easy mode, she begins with the Big Heavy Machine Gun from Metal Slug X and 3). Weapon supply is also increased by 50%.
- Eri: Receives twice as many grenades upon starting or resupplying. When throwing, she can aim in a specific direction using the joystick.
- Ralf: Melee attack speed is doubled, at the expense of weapon and grenade supplies being halved. He can also use the special Vulcan Punch attack, melee strikes capable of damaging vehicles. Can take two hits from most attacks before losing a life.
- Clark: Utilizes the Super Argentine Backbreaker, a special technique that, used properly, can net exorbitant sums of points. He also gains temporary invincibility while doing so.
Vulcan Fix is activated by holding down the A button, which will fix the direction of the vulcan cannon while firing automatically. Ralf and Clark's special abilities are activated by holding UP on the joystick and pressing A and D simultaneously.
[edit] Playstation 2 Port
The PS2 version came with features:
- Art Gallery - Concept Art of Metal Slug 1 to 6.
- Sound Gallery - Music from Metal Slug 1 to 6.
- Game Options - Including difficulty, lives, and violence setting (on: red blood and gore for morden soldiers and for new aliens, their gore stays on the ground shortly before disappearing.) Two cheats can also be unlocked: Infinite ammunition and bombs.
- Combat School - A modified version of Arcade Mode where skills are tested.
[edit] External links
- Metal Slug 6 at the official Japanese website of SNK Playmore