MechWarrior (SNES)
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MechWarrior | |
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Developer(s) | Beam Software |
Publisher(s) | Activision |
Platform(s) | Super NES |
Release date | 1993 |
Genre(s) | Action |
Mode(s) | Single player |
Media | 8-megabit Cartridge |
MechWarrior is a first-person action game for the Super NES based on the Battletech universe. The SNES game was based upon the original PC MechWarrior, with modern (for the era) graphics and using Mode 7 for the Battlemech mission sequences instead of the PC version's wire-frame 3D graphics.
Contents |
[edit] Story
You play this game as a Mechwarrior named Harras. His family was all killed by a group of military rouges called "The Dark Wing Lance." Playing as Herras, you battle many enemies, trying to seek out the leader of the rouges, whilst relying on intel from a host of contacts and allies of yours at a bar on a nearby planet in the system. In the end, your objective is to hunt down and kill the members of the Dark Wing Lance and avenge the deaths of Harras' family.
[edit] Mechs
Mechwarrior on SNES is unsual for several reasons; one is that the game featured a unique stable of Mechs that were developed specifically for the game. Many share similarities or are clear variations of other Mechs from other games, but others are completely unique. There are 8 mechs in all in this game - 4 Light Mechs, 2 Medium Mechs, a Heavy Mech, and an Assault Mech. The unique mech designs were most likely set up in such a way as to cut down on memory used; by using modular leg and arm components between the different Mechs, more different Mech designs could be included successfully. Like all of the games in the mechwarrior series, the mechs can take damage in various locations. However, to save on memory, all three torso locations and the head location were simplified into one "torso" section. Also, the Nexus and Nexus-A and the Ragnarok both lack arms.
Light Mechs:
Nexus: Functionally similar, physically, to an Inner Sphere Locust, this is the game's lightest and smallest mech. You start with this Mech.
Nexus-A: Very similar to the Nexus mech, this lightweight mech is very similar to the Clan Jenner in appearance; it has more in common with the Locust than the Jenner does, however, as its only real difference is a set of forward-jointed, rather than reverse-jointed legs.
Nexus-B: A variant of the Nexus which adds a pair of arms, giving it an appearance not too different from a Cougar/Adder. This variant has heavier firepower and more armor than the previous Nexus models due to a larger power-plant.
Nexus-C: The heaviest of the light mechs, the Nexus-C is functionally a Nexus-B, but with weapon-arms added, much like the Nexus-B.
Fujin: One of the game's 2 Medium Mechs, the Fujin bears a distinct resemblance to the Inner Sphere Phoenix Hawk, but its legs are reverse-jointed. Though slower than the Light Mechs, it has notably more firepower and armor.
Raijin: The heavier of the game's Medium Mechs, the Raijin looks identical to the Fuijin but has forward-jointed humanoid legs. This makes it look even more like the Inner Sphere Phoenix Hawk mech.
Crusader: The game's lone Heavy mech, and one of the best mechs available in the game period, the Crusader is the only mech which is carried over from other Battletech references - it looks nearly identical to the Inner Sphere Crusader mech. Boasting heavy firepower and extremely thick armor, this sluggish behemoth is devastating when used correctly.
Ragnarok: The game's singular Assault mech, the Ragnarok looks virtually identical to the Inner Sphere Stalker mech, though it has a slightly more slimmed-down profile. It has even heavier firepower and armor than other Mechs, but its relatively few components makes it easier to bring down with focused fire for experienced pilots.
[edit] Weapons
The game was unique due to the sheer customization available; You could completely retool your Mech's armor, engines, and equipment as you saw fit - adding or removing Jump Jets, Heat Sinks, Armor, or weapons, to completely revamp the gear on your Mech. You need to repair and rearm your mech as well - you're completely in charge of it and it's up to you to succeed and get better and better Mechs and weapons.
Weapons included:
- Short-Ranged Missiles (SRMs) and Short-Ranged Homing Missiles (SRMHs):
These lightweight missiles are cheap and effective, and you get a lot of them. Their biggest advantage is that they're easy to use and you can crank a ton of them on even a light mech for easy damage. Homing Missiles will track targets, making them a little better than regular SRMs. You get 50 Missiles per pack.
- Medium-Ranged Missiles (MRMs) and Medium-Ranged Homing Missiles (MRMHs):
Longer ranged than SRMs, but bigger and heavier, you can fit fewer MRMs per pack than SRMs, and MRMs do the same damage. The difference is that MRMs have a notably better maximum range, letting you engage from further away. Engaging at a distance is always preferable, as to cut damage, so this is a good tradeoff. Homing missiles, as is the case with SRMHs, will track targets for better accuracy. You get 40 Missiles per pack.
- Long-Ranged Missiles (LRMs) and Long-Ranged Homing Missiles (LRMHs):
LRMs are the longest-ranged missiles, but they're also the biggest and heaviest, so you fit the fewest number of them per pack. The advantage is that these powerhouses have extremely long range, allowing you to engage and damage enemy mechs from standoff ranges. As is the case with other missiles, LRMHs track targets for better accuracy. You get 20 Missiles per pack.
- Machine Guns
The Machine Gun array cranks out direct-fire damage very quickly, and is surprisingly powerful when used right. Machine guns deal fair damage, but their biggest selling point is their speed; because of this they're an oft-overlooked powerhouse for what would otherwise be a "filler" weapon. You get 360 shots per Machine Gun.
- Small Laser
The weakest laser weapon, Lasers generate heat when they fire, but are nonetheless valuable, as they have unlimited ammunition and strike instantaneously. Commonly taken as a filler weapon due to its light weight, so that a Mechwarrior who runs out of ammo for their other weapons isn't right hosed.
- Medium Laser
Stronger and with better range than the Small Laser, the Medium Laser is a good filler weapon for heavier mechs. It builds up heat quicker, however, as a tradeoff.
- Large Laser
The strongest of the laser weapons, the Large Laser has the best damage and range, but it also has the highest heat-buildup. A solid overall weapon, it's valued for both its high damage and unlimited ammunition both - making it a valued weapon for veteran pilots.
- Particle Projection Cannon (PPC)
The strongest overall weapon, the PPC fires extremely destructive bolts of energy and is the strongest energy weapon available. It's extremely heavy, and its high damage and long range come at the price of an intense amount of heat buildup, but it is generally considered to be worth the tradeoff considering the fact that it has unlimited ammunition and such high damage and range as well. A centerpiece weapon for the heavier Mechs.