This leads to a final stage where you can rescue captured Mars People and have them gang up on a universal foe.
There’s a new set of bad guys to fight, which are some evil insects that are apparently living underneath the earth’s crust. Most of the levels are pretty dull, consisting of the usual mountain scapes and wrecked cities. Granted, we’ve been seeing these effects in 2D games for a long time now, but this is the first time we’ve seen them in a Metal Slug game.Īlas, the same attention to detail hasn’t been lavished on the rest of the game. Later bosses are equally cool, including a huge robot controlled by a brain in a jar, and a worm that squirms around the screen with some impressively sprite rotation effects. The visual improvements are only applied to the boss fights, which are probably the best part of the game – the second stage features a giant tank, rolling down an infinite mountain, launching missiles so huge that the camera needs to zoom out just so you can see everything. Plus, the sprites are exactly the same as they’ve always been. The backgrounds are supposedly high res, and they’re all prerendered backgrounds as opposed to the tiles from the older games, but they look pretty bland and boring. While you can look at The King of Fighters XI and see a definite (albeit relatively minor) improvement over the Neo Geo versions, Metal Slug 6 barely looks much different. Metal Slug 6 is the first (and will be the only) game based on the Atomiswave hardware, so SNK had the opportunity to really put the hardware to use and show off more of the crazy sprite work they’ve been known for. In some ways, this is what the fans want – the recent 3D reinvention was met with almost universal apathy – but it has begun to feel like the later installments are just unnecessary. Metal Slug 3 has pretty much been the pinnacle the series, and the fourth and fifth installments have pretty much been “The Same, But Not As Good” – we’ll call this the Mega Man Syndrome. Up until this point, there has been no such thing as a “bad” Metal Slug game (at least, in the realm of 2D), but there have been ones that are subpar for the course. Running forward! Jamming on the fire button! Jumping and stabbing and oh-so-much exploding.
GDEMU*: Set “image_tests=0” in gdemu.When you get a Metal Slug game, you pretty much know what you’re getting into. all the information you need is in the MAME source code”. So far, Megavolt85 has only stated “Atomiswave is Dreamcast with small changes. We won’t know exactly until more technical details of the conversion process emerge. Pedantically speaking, it may be unfair to even call these ports if the Dreamcast turns out to be code-compatible with Atomiswave. Of course, the AW is not a 1:1 DC clone by any means, so any ports we do get will always be special occasions to celebrate. Metal Slug 6 was an excellent first candidate for release, because even die hard Metal Slug fans rarely get to experience 6 on real hardware.
#METAL SLUG 6 CRACKED#
Indeed, if Megavolt85 has completely cracked the secret of porting Atomiswave to Dreamcast, it will be huge for arcade fans, and will allow people to experience a great library of rare and interesting games for the first time, in potentially arcade-perfect form. Needless to say, AW on DC is infinitely more accessible than Naomi ports, especially in our current golden age of Dreamcast ODEs, so this is very exciting news.
#METAL SLUG 6 480P#
Atomiswave is 480p native, and the MS6 port runs in 480p VGA on the Dreamcast, and Megavolt85 appears to be looking into composite support as well. And that game is Metal Slug 6 no less, for 1-2 players. The Dreamcast Junkyard has a great piece on the history of the Atomiswave with more technical details that I encourage you to check out.Ī number of Atomiswave games have been ported to Naomi by the community, and now for the first time one has emerged for the Sega Dreamcast care of Megavolt85, who quietly released a GDI image on the Dreamcast-Talk Forum. Unlike Naomi though, Atomiswave has been largely overlooked due to its rarity and relative failure to successfully break into arcades. Interestingly, it was very similar to the Dreamcast hardware, even more so than the Sega Naomi. The Atomiswave arcade platform is seen by many as a spiritual successor to the Neo Geo MVS, being a collaboration between Sammy, SNK, and Sega.