Metal Head

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Metal Head
Metal Head for Sega 32X.jpg
Developer(s) Sega
Publisher(s) Sega
Platform(s) Sega 32X
Release date(s) 1994
  • JP February 24, 1995
Genre(s) First-person shooter
Mecha simulation game
Mode(s) One player
Rating(s) ESRB: Kids To Adults
Media/distribution cartridge
System requirements

Sega Mega Drive, and 32X attachment

Metal Head is a 3D first-person shooter mecha simulation video game developed and published by Sega, and released in 1994 for the Mega Drive's 32X add-on, allowing for fully texture-mapped polygons.[1]

Contents

[edit] Story

Five years after the 'World Federation' was established strife and war are still on the rise. 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 border town and work your way in to reach the capital.

[edit] 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 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.

[edit] References

[edit] Sources

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