We couldn't find some of the information and covers for this game. Thanks to ALEX BUELL for providing the game hires covers. Square Button + Triangle Button + Analog Stick Up Use alternate melee attack (clark and ralf only). Testing other emulators/plugins is up to you. We provide you with one working set-up so that you may get the game up and running, hassle-free. There are others that will work (better or worse) for your particular hardware. NOTE: This is not the only possible combination of plugins. ( Interpolation = 4 Disable Effects Processing = No Use the de-alias filter = No Enable Dubug options = No Module = 1 Synchronizing Mode = TimeStretch Mix Audio Expansion Mode = Stereo ) ( Allow 8-bit textures = Yes Alpha Hack = No Offset Hack = No Skipdraw Hack = 0 ) Stereo = Yes / Mono = Yes / Dolby Surround = No / Dolby Digital = No Dolby Pro logic II = NoĮE Cyclerate = 0 VU Cycle Stealing = 0 Enable INTC Spin detection = Yes Enable Wait Loop Detection = Yes Enable fast CDVD = No mVU Flag Hack = Yes MTVU (Multi-Threaded Micro VU1) = Yes Next to the main Arcade Mode, there is Combat School, a modified version where skills are tested.Īs a bonus, the PS2 port includes an art gallery with concept art, and a sound gallery with music, from Metal Slug 1 to 6.Īrcade version appeared in seven of his of "Metal Slug" series PS2! Add new character, of course, weapons can stock up to two "Weapon stock system", score magnification in a continuous attack within a certain time jumps "Rush Blaster system", such as the new installed "Combat School mode"! Hidden element and speedrun element is also packed!ĥ0 Hz = No / 60 Hz = Yes / Progressive Scan = No / 16:9 Option = No In the Easy mode, the fifth and final level cannot be accessed, but instead of the pistol, the default weapon is the heavy machine gun with unlimited ammo. Two new difficulty levels have been added: Easy and Hard. When the meter maxes out, enemies drop coins. When enemies are killed at a fast rate, more points are received, and this is reflected by a meter at the bottom of the screen. An additional melee attack has been added, and the sliding technique from the previous game has been removed. Next to new drivable vehicles, there is also a new weapon, the Zantetsu Sword, a blade that neutralizes enemy firepower. The characters can now carry two power-ups at the same time, and choose to discard one, or give it to another player in the Co-op mode. The characters also vary by running speed, the defense abilities when driving vehicles, and the amount of ammo received. The four original heroes, Marco, Tarma, Fio and Eri, are joined by Ralf and Clark, of King of Fighters and Ikari Warriors fame, each with different attributes and a special ability. In this version however, all sides team up to combat a threat together. The storyline is reminiscent of Metal Slug 2, X, and 3, as it focuses on the Rebel-Martian alliance where the team, with the help of the Rebels, had to fight the Martians. The Flying Core in Mission 3 will fire junk as projectiles, resorting to shooting fish if you dodge it three times.The seventh main game in the series stays close to the fast-paced 2D side-scrolling shooting gameplay of the original, but with a few enhancements. This wrecked missile is supposed to appear at the end of Mission 2 when the train boss crashes against the wall, but the missile always explodes before then, leaving it unused. The UFOs have an unused animation for phasing in, but they just enter from offscreen in-game. The animation was later used in Metal Slug Defense and Attack. Likely a transitional animation they forgot to implement.Ī Hunter Walker inverting itself from walking on the ground to the ceiling. These frames are stored at the end of the infected soldiers' landing animation and are minor edits of their idle animation. Only the second animation is visible, so the first one probably isn't animated correctly. These graphics are loaded during the first screen of Mission 5 and are even visible off the side of the screen if the Shrunk Screen Mode dipswitch is on. Only two frames of animation are used during the cutscene at the end of Mission 2, so these extra four frames go unused. Unused and partially-unfinished conversions of the MV-280B jeep into the MV-280C added in this game. It does not even animate in that state in-game. The Protogunner has an unused frame for firing its cannon while in mid-air. The throwing animation with the dual machine gun as seen here still cuts off like it did in the previous game, for instance. However, these animations are not quite complete. The old alternate turn and shoot, looking up, and turning while looking up animations returns. Ralf and Clark has their own win animations, and so these are rendered unused. Ralf and Clark get their versions of unused animations from the previous games, seemingly using Metal Slug 5 as the base. (Source: METAL SLUG 6 - Random Hoo Haas) Unused Graphics Ralf & Clark
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