He can perform his "Super Argentine Backbreaker" against most non-vehicle enemies using it on a vulnerable target grants him temporary invincibility during and after the move, while earning generous amounts of points that increase with each additional enemy thrown. Clark: Gets an extra chance at start of respawn.Lastly, he is the only character able to damage vehicles and larger enemies with his melee attacks. Additionally, he can take two hits from most attacks before losing a life. He can also use the special "Vulcan Punch" attack. Ralf: Melee attack speed is doubled, at the expense of weapon and grenade supplies being halved.When throwing, she can aim in a specific direction. Eri: Receives twice as many grenades upon starting or resupplying.Fio: Begins each mission with the Heavy Machine Gun (on Easy mode, she begins with the Big Heavy Machine Gun from Metal Slug X and 3).He also is capable of using Vulcan Fix when on or in any vehicle. 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%.Marco: His default weapon (Pistol on Hard, Heavy Machine Gun on Easy) has twice the ordinary strength.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: The number of playable characters 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 Still of King of Fighters and Ikari Warriors fame.Īs a series first, each playable character now possesses his or her own unique attributes. When it says "Max" enemies and destructible objects will drop coins for an extra high score. The faster the speed at which enemies are killed, the higher the power, as a meter at the bottom of the screen shows. The score is now multiplied by powers of 2. When obtaining a new weapon power-up, it will automatically occupy the inactive slot, or, if both are holstered, replace the less recent weapon of the two. Players can switch between the two weapons, or simply put them both away in favor of the default weapon. Two gun power-ups can now be carried at the same time. Metal Slug 6 introduces a new play mechanic dubbed the 'Weapon Stock System'. Conversely, the sliding technique from Metal Slug 5 has been removed, and players except Fio and Ralf only receive half as much ammo for special guns. A secondary melee attack is also available. Characters can now throw away one gun power-up's worth of ammunition, to give to the other player or simply discard altogether. New techniques are now present, activated through certain button combinations. Easy mode lowers the difficulty of the game and changes the player's default weapon to the Heavy Machine Gun however, the game ends just before the fifth and final mission.Īs with previous installments, Metal Slug 6 adds a number of new Slugs as well as a new weapon, the Zantetsu Sword, which allows the player's melee weapon to emit lethal energy waves that can neutralize enemy firepower. There are now two modes of play the player can choose from right at the beginning: Easy and Hard. 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. Metal Slug 6 returns to the Rebel-Martian alliance featured in Metal Slugs 2, X, and 3, but on a much broader scale.
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