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== Gameplay == == Gameplay ==


Metal Head's levels are broken down into missions, though most of the missions are to destroy all of the enemies in that particular area using the Mech's various projectile weapons. The time the user have remaining for each mission will count down and is displayed below the power gauge health bar. Before each mission a talking head appears of presumably one of the superior commanders in the Federation Armed Forces/Federation Police, and will instruct the user of the objective of the mission, which includes full ]. A summary of the current mission will also appear when the game is paused. pay attention richard pay attention richard pay attention richard pay attention richard pay attention richard pay attention richard pay attention richard pay attention richard pay attention richard pay attention richard pay attention richard pay attention richard pay attention richard pay attention richard pay attention richard pay attention richard pay attention richard pay attention richard pay attention richard pay attention richard pay attention richard pay attention richard pay attention richard pay attention richard pay attention richard pay attention richard pay attention richard pay attention richard pay attention richard pay attention richard pay attention richard pay attention richard pay attention richard pay attention richard pay attention richard pay attention richard pay attention richard pay attention richard pay attention richard pay attention richard pay attention richard pay attention richard pay attention richard pay attention richard Metal Head's levels are broken down into missions, though most of the missions are to destroy all of the enemies in that particular area using the Mech's various projectile weapons. The time the user have remaining for each mission will count down and is displayed below the power gauge health bar. Before each mission a talking head appears of presumably one of the superior commanders in the Federation Armed Forces/Federation Police, and will instruct the user of the objective of the mission, which includes full ]. A summary of the current mission will also appear when the game is paused.


Designed for Sega's 6-button controller, the games uses a first-person view looking through the windshield of one of the game's 'Metal Head' mechs. Below the screen is a control panel displaying the remaining ] status, represented by a power-gauge and a percentage number, the time the user has remaining for the mission, the weapon the user is currently accessing and a screen displaying various other information for what is required (i.e. a 'miss' when the user does not hit an enemy target). Designed for Sega's 6-button controller, the games uses a first-person view looking through the windshield of one of the game's 'Metal Head' mechs. Below the screen is a control panel displaying the remaining ] status, represented by a power-gauge and a percentage number, the time the user has remaining for the mission, the weapon the user is currently accessing and a screen displaying various other information for what is required (i.e. a 'miss' when the user does not hit an enemy target).

Revision as of 19:27, 16 March 2009

1994 video game
Metal Head
Developer(s)Sega
Publisher(s)Sega
Platform(s)Sega 32X
Release1994
Genre(s)Action, Simulation
Mode(s)One player

Metal Head is a 3D First-person shooter video game developed and published by Sega and released for the Sega 32X add-on for the Sega Mega Drive, allowing for full, texture-mapped polygons.

Story

Five years after the 'World Federation' was established strife and war are still rife. In order to keep the peace the Federation Armed Forces, part of the Federation Police, build fully armed, bipedal Mechs also known as 'Metal Heads'. The Metal Head's success causes an over militarization of the countries of the Federation.

A sudden and chaotic revolution led by terrorists, armed with their own fully armed Mechs breaks out and the terrorists take control of a whole country. The Player (in a Metal Head) is sent in with his team to liberate the country's capital.

You start in a small boarder town and work your way into to reach the capital.

Gameplay

pay attention richard pay attention richard pay attention richard pay attention richard pay attention richard pay attention richard pay attention richard pay attention richard pay attention richard pay attention richard pay attention richard pay attention richard pay attention richard pay attention richard pay attention richard pay attention richard pay attention richard pay attention richard pay attention richard pay attention richard pay attention richard pay attention richard pay attention richard pay attention richard pay attention richard pay attention richard pay attention richard pay attention richard pay attention richard pay attention richard pay attention richard pay attention richard pay attention richard pay attention richard pay attention richard pay attention richard pay attention richard pay attention richard pay attention richard pay attention richard pay attention richard pay attention richard pay attention richard pay attention richard Metal Head's levels are broken down into missions, though most of the missions are to destroy all of the enemies in that particular area using the Mech's various projectile weapons. The time the user have remaining for each mission will count down and is displayed below the power gauge health bar. Before each mission a talking head appears of presumably one of the superior commanders in the Federation Armed Forces/Federation Police, and will instruct the user of the objective of the mission, which includes full voice-acting. A summary of the current mission will also appear when the game is paused.

Designed for Sega's 6-button controller, the games uses a first-person view looking through the windshield of one of the game's 'Metal Head' mechs. Below the screen is a control panel displaying the remaining health status, represented by a power-gauge and a percentage number, the time the user has remaining for the mission, the weapon the user is currently accessing and a screen displaying various other information for what is required (i.e. a 'miss' when the user does not hit an enemy target).

In the top-right of the quadrant of the screen is a map of the level. The user's vehicle is represented as a triangle and remaining enemies' vehicles are represented as pulsating circles, which allows navigation throughout each level.

Sources

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