Metal Warriors (SNES, 1995)
Graphics-7.5/8* Sound-7.5 Control-7.5 Challenge-7.5 Story-6
Level Design-7.5 Frustration-8 Fun-7.5 Originality-6
Overall Score-7.5
*Cutscenes
+
Fairly advanced controls (16-way aiming, deployable shield (see Another World), alternate weapons, sword, move outside your mech like in blaster master, jetpack)
Mini-map
Pretty nice anime style graphics (reminiscent of Super Metroid and Assault Suits Valken/Cybernator)
Interactive control configuration
Cutscenes between levels (good use of color and composition but sloppy lines and anatomy)
Pretty varied missions (rescue hostages, obtain supplies, defend structures, dock ships)
Partially destructible set pieces (shots also leave a mark)
Temporary reverse gravity power up
Minor puzzles
Take over unused enemy mechs
2-player vs. mode (arena fighting)
One hidden mission (7B/The Tower - need to beat the previous missions without using a continue) - kinda tedious mission though
Cool race/escape sequence after the final boss (race the boss pilot on foot for the mech right at the exit of the base)
Unlockable spoof version of the vs. mode (beat the game)
+/-
Can't move while using the regular shield (only turn around)
Can't duck
Can't stomp on foot enemies to death
Temporary main weapon upgrades
No weapon/power up inventory
One of your mechs gets stolen during mission 3
Pretty good but few bosses
Unlimited flight when using the default mech and the on foot pilot (thrust-based)
Fairly easy final boss fight (the race afterwards might catch you off guard though) - apparently you can kill the pilot with the heavy cannon mech's flamer if you stand in exactly the right spot and kill the mech in the right spot
No alternate paths and no equipment screen in-between missions
-
No checkpoints (missions are generally divided into a couple of sub areas but still)
You can mount several different mechs but most of them worse than the main one because of their limited maneuverability
Trial & error (power ups from opened containers disappear pretty quickly, mechs die a lot faster when not piloting them, alternate weapons are timed (only 10-15 sec) instead of ammo-based and you sometimes need to know beforehand when and where to use them (some walls can only be destroyed by these weapons - not required but you'll miss some power ups and mechs), shots from off screen)
Some control/interface issues (no health meter (your mech changes color to indicate damage but it's a bit vague and hard to get used to), you can’t review an objective given during a mission, can't use the sword or pull out the regular shield in mid-air, can't cancel a sword swing, knockback when using the sword on destructible tiles, can't jump down through elevators, no aim lock/strafe, awkward climbing controls for the spider mech)
Somewhat uneven difficulty curve
Many attacks can't be dodged
No difficulty options
No save feature
Seeker weapon (bubbles) is pretty weak
Lacks some explosion sounds
Some tedious parts (most of mission 6)
No sense of escalation in mission 7 (defend base against three giant robot worms)
You don't get to see much of what happened after you beat the final boss (a short cutscene shows your mech crashing and the main ship coming to pick you up but then the game goes to the staff roll)
Level Design-7.5 Frustration-8 Fun-7.5 Originality-6
Overall Score-7.5
*Cutscenes
+
Fairly advanced controls (16-way aiming, deployable shield (see Another World), alternate weapons, sword, move outside your mech like in blaster master, jetpack)
Mini-map
Pretty nice anime style graphics (reminiscent of Super Metroid and Assault Suits Valken/Cybernator)
Interactive control configuration
Cutscenes between levels (good use of color and composition but sloppy lines and anatomy)
Pretty varied missions (rescue hostages, obtain supplies, defend structures, dock ships)
Partially destructible set pieces (shots also leave a mark)
Temporary reverse gravity power up
Minor puzzles
Take over unused enemy mechs
2-player vs. mode (arena fighting)
One hidden mission (7B/The Tower - need to beat the previous missions without using a continue) - kinda tedious mission though
Cool race/escape sequence after the final boss (race the boss pilot on foot for the mech right at the exit of the base)
Unlockable spoof version of the vs. mode (beat the game)
+/-
Can't move while using the regular shield (only turn around)
Can't duck
Can't stomp on foot enemies to death
Temporary main weapon upgrades
No weapon/power up inventory
One of your mechs gets stolen during mission 3
Pretty good but few bosses
Unlimited flight when using the default mech and the on foot pilot (thrust-based)
Fairly easy final boss fight (the race afterwards might catch you off guard though) - apparently you can kill the pilot with the heavy cannon mech's flamer if you stand in exactly the right spot and kill the mech in the right spot
No alternate paths and no equipment screen in-between missions
-
No checkpoints (missions are generally divided into a couple of sub areas but still)
You can mount several different mechs but most of them worse than the main one because of their limited maneuverability
Trial & error (power ups from opened containers disappear pretty quickly, mechs die a lot faster when not piloting them, alternate weapons are timed (only 10-15 sec) instead of ammo-based and you sometimes need to know beforehand when and where to use them (some walls can only be destroyed by these weapons - not required but you'll miss some power ups and mechs), shots from off screen)
Some control/interface issues (no health meter (your mech changes color to indicate damage but it's a bit vague and hard to get used to), you can’t review an objective given during a mission, can't use the sword or pull out the regular shield in mid-air, can't cancel a sword swing, knockback when using the sword on destructible tiles, can't jump down through elevators, no aim lock/strafe, awkward climbing controls for the spider mech)
Somewhat uneven difficulty curve
Many attacks can't be dodged
No difficulty options
No save feature
Seeker weapon (bubbles) is pretty weak
Lacks some explosion sounds
Some tedious parts (most of mission 6)
No sense of escalation in mission 7 (defend base against three giant robot worms)
You don't get to see much of what happened after you beat the final boss (a short cutscene shows your mech crashing and the main ship coming to pick you up but then the game goes to the staff roll)