Metal Black

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AMG AllGame Guide:

Metal Black

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  • Release Date: 1991
  • Genre: Shooter
  • Style: Side-Scrolling Shooter
  • Similar Games: Gradius (Arcade)

Game Description

In Metal Black players must pilot the fighter against the aliens and the human-controlled weapons of war under their domination. You can continue with extra lives after you're hit and destroyed by enemies, shots, or terrain. If you run out of extra lives the game ends. The game's weapons system is based on a power gauge rated from one to eight in power.

By collecting power-up icons you can marginally increase your power level. Collect enough icons and you can advance your power to the next level, all the way up to level eight, giving you a more powerful laser shot. Your power gauge can also be used to conduct a devastating attack that will damage all enemies on-screen by releasing energy in all directions. This attack drains your power gauge at a steady rate, and will last until your power gauge is drained down to level one.
~ Kyle Knight, All Game Guide

Roots & Influences

Metal Black's horizontal scrolling gameplay is reminiscent of games like R-Type, but its weapons system is unique.
~ Kyle Knight, All Game Guide

Review: Overall

Metal Black is a rather disappointing shooter. There aren't any glaring flaws, but a collection of small nagging problems work together to make the game a lackluster experience.

The first and most immediate problem is in the graphics. The backgrounds are well detailed, which is good. There are also several layers of background moving in parallax, which is also good. But somehow Metal Black manages to put them together to create a confusing environment to fly in. The erratic coloring scheme, which can range from decent to gaudy within the same level, doesn't help either. You will find yourself occasionally flying into parts of the mid-ground backdrop and dying just because you thought it was part of the background that you could fly over, or part of the foreground that you could fly under.

When you try to weave your way through enemy shots you'll usually be a bit more hesitant than in other shooters, because there are so many distracting things going on in the background that you have to mentally identify and separate them from enemy shots. So while you may be initially wowed by the exceptional graphics, in the end you'll be frustrated by the way they hamper your ability to play the game.

The second problem is in the game's weapons system. It's unique in that you don't grab traditional power-up icons of different types to get different weapons. Instead you grab these bouncing multi-colored things that look vaguely like high school chemistry models of molecules. You have a power gauge, and each power-up you grab bumps your gauge up marginally. If you get enough power-ups, perhaps 50 or 100, you can get your power gauge to the maximum level.

The strength of your shot is determined by the current power rating of your gauge. Furthermore you can use a screen-filling attack that drains your power gauge. Having to go after many power-ups instead of one power-up for one gauge level is a another unique idea, but that's as far as the developers took it. There's nothing else for you to do, and the difference between a level one and level eight shot isn't that significant anyway. Because your power-up options are so limited, the game can get boring after some time.

The third problem is in the otherwise decent but unimpressive gameplay. There are several instances in the game where you can be killed without a chance to save yourself. Sometimes things will fly through the screen without warning, and your ability to survive depends solely on whether you happen to be on the half of the screen that the object doesn't fly through. You can't evade the object because as soon as it appears your escape route is cut off. There's nothing wrong with difficulty, but being killed without having a chance to save yourself is unfair and annoying.

Metal Black's music doesn't have anything specifically wrong with it; it's just not very pleasant to hear. All the songs have multiple places where notes seem to sound off-key, or the tempo seems to slip.

Metal Black is not a shooter that you will want to play more than two or three times. To be remembered as a classic, a shooter must have a somewhat distinctive weapons system, at least decent graphics, and great gameplay. Metal Black's weapons system feels unpolished and half-baked. Its graphics are quite good, but ends up interfering with gameplay. And the gameplay is just not that great.
~ Kyle Knight, All Game Guide

Review: Enjoyment

There are some weak level designs, and the weapons system comes across as being unfinished.
~ Kyle Knight, All Game Guide

Review: Graphics

Good graphics with lots of detail and impressive parallax. Unfortunately, the graphics get in the way of gameplay.
~ Kyle Knight, All Game Guide

Review: Sound

Off-tempo and off-key songs.
~ Kyle Knight, All Game Guide

Review: Replay Value

Average replay for a shooter.
~ Kyle Knight, All Game Guide
Wikipedia on Answers.com:

Metal Black (video game)

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Metal Black
Arcade flyer of Metal Black
Developer(s) Taito
Publisher(s) Taito
Platform(s) Arcade
Sega Saturn
Release date(s) 1991 (arcade)
May 24, 1996 (Saturn, JP)
Genre(s) Horizontal scrolling shooter
Mode(s) Single player, Two player
Cabinet Upright
Arcade system Taito F1 System
Display Raster (Horizontal)

'Metal Black' is an arcade shoot 'em up released by Taito. It is the end result of "Project Gun Frontier 2," being made by the same development staff, though it bears little resemblance to the original Gun Frontier. It is more similar to another Taito shooter, Darius.

Players control the Black Fly on their mission to defeat the forces of Nemesis in hopes of saving the human race. Players collected many small power-ups to build their weapon's power. Players could then unleash a large beam attack that would drain their power level back to zero. Bosses could also collect these power-ups and use similar beam attacks. When a player's beam collided with a bosses, it would culminate in a spectacular reaction before the more powerful attack would push the weaker down.

Contents

Story

The year is 2042: A companion star of the planet Jupiter appears a few Astronomical Units away from the planet and not long before its discovery propels the asteroids along Jupiter's orbit which sends a wave of meteorites towards the Earth. As the Earthlings struggled to survive, extraterrestrial cybernetic invaders from beyond the distant star used the meteorites as cover for invading Earth with little resistance, intending to plunder Earth for inorganic materials needed to sustain their forms. Both the aliens and the star they came from were quickly dubbed 'Nemesis.'

What resistance the aliens did face from Earth's combined international defense forces were quickly obliterated by the alien's powerful beam weapons. Earth's scientists studied the molecules that powered the alien's weaponry which started to litter the Earth and called the molecule 'Newalone.' With Newalone in their hands, scientists quickly began Project Metal Black, which focused on developing at least twenty-thousand human space craft capable of wielding the same beam-weaponry as the aliens. The space craft was known as the CF-345 Black Fly, named by its method of Newalone energy use.

However, ten years after the invasion, Earth's remaining diplomats passed a treaty on to the aliens under a peaceful surrender, which promised to keep all of Earth's remaining forces from attacking: This applied to Project Metal Black which sealed the Black Fly space craft from the people. The Earth's natural resources were dying and the planet's population was thinning... it was only a matter of time until someone discovered Metal Black and struck back.

Gameplay

The gameplay to Metal Black was unique in that there were no alternate weapons or bombs: the player's only weapon power-up were the innumerous Newalone molecules scattered by Nemesis. Collecting Newalone increased the player's beam level which served as the player's only defense. The more Newalone the player picks up, the stronger their standard beam fire became.

When reaching a mid-level or maximum level on the ship's Beam Level gauge, players could then unleash a very large beam capable of destroying various enemies as well as causing a lightening effect that would briefly shock the screen and consequentially destroy enemies behind and around the Black Fly.[1]

However, certain enemies also had beam gauges of their own, most notably the end-level bosses who would in turn collect as much Newalone as they could and unleash their own beam weapon. When the player and the boss' beam weapons fired simultaneously, one beam would overpower the other depending on how high each gauge was, initiating a 'Beam Duel.' Players would have to mash the beam button repeatedly in order to keep the large beam blast away from them which would accumulate into a large ball of destructive matter. The blast would change in color depending on which wielder had a stronger beam.[1]

There were six levels in the game. After the first level of each three sets of levels, a Bonus Stage would occur to indicate the player's advancement into space (the first bonus stage occurs when the players leave Earth's atmosphere and the second occurred as players entered a worm hole as a shortcut to Jupiter). Each Bonus stage had the player encircle a group of crustacean shaped enemies. The player had to lock on to the moving targets in order to launch cluster missiles at them for extra points. Each bonus stage was timed so as to challenge the player in seeking and destroying before the timer ran out.

Levels

  • Level 1: Down to the Earth - Players start their journey in a desolated Shinjuku in the Black Fly space craft. What few remaining air and ground forces of Earth are thrown at the players along with the only positive glimpse of the alien invaders as the player/s fly towards the Tokyo Metropolitan Government Building. Songs: "Born to Be Free" (stage), "Visitor" (fight with Apartheid)
    • Bonus Level 1: Over Ride - As the Black Fly leaves the atmosphere, they are confronted by mechanical forces. This is where the Black Fly's secondary weapon is put to the test. The player has 30 seconds to destroy 5 enemies. Song: "Dancing Homing"
  • Level 2: Cry for the Moon - The journey continues to Earth's Moon which the aliens have also seized, though its appearance is hauntingly different because the first moon seen is not what it appears to be... Songs: "Dual Moon" (stage), "Yueez" (fight with Feeder)
  • Level 3: Dream Land - Any and all space exploration colonies and satellites stationed away from Earth remain here as the grave-mark of the lives that were lost and their destroyed dreams. Parts of the broken satellites were gathered by the aliens and transformed into an enormous stronghold code-named Sargassum. Songs: "Memory" (stage start), "Area 26-10" (stage), "Dio Panic!" (fight with Daio & Gishiin)
    • Bonus Level 2: Black Out - The journey continues as the player/s enter a wormhole where once again mechanical drones storm the entrance. The player has 1 minute to destroy 10 enemies. Song: "Non-fiction"
  • Level 4: Crystal Lize - Further into the worm hole, players encounter an alternate dimension filled with rock formations and bizarre mineral-based life-forms. Songs: "Waste Days" (stage), "Gate of Guardian" (fight with Amazo)
  • Level 5: Nemesis Crisis - The wormhole takes the player/s closer to Jupiter where the players enter an asteroid close to Callisto. The asteroid drifts dangerously close to The Great Red Spot where a boss battle ensues. Songs: "Doubt" (stage), "Phantasm" (fight with Ghost)
  • Level 6: Mirage of Mind Gaia - The player/s finally reach the star Nemesis as close as they can get to it. The player/s encounter strange rock formations and what appear to be remnants of a strange mechanical object scrapped together before encountering the heart of the alien forces where the plot unfolds. Song: "Time" (stage). During the fight with the final boss, Omega Zone, the song played is a medley of most of the previous songs of this game. The song and the Omega Zone's difficulty changes as damage increases. The songs included on the medley are strictely on the following sequence: "Yueez", "Visitor", "Dio Panic!", "Born to Be Free", "Dual Moon", "Gate of Guardian", "Area 26-10" and "Time".

As the final credits show up, an edit version of "Non-Fiction" (with ending) is played.

Production

When development began on Metal Black, it was originally planned as Darius III, where Proco and Tiat would return from Sol after the events of Darius II, only to find Darius horribly ravaged by the Belser Army. Taito, however, ultimately decided that this was too bleak a scenario for the Darius series, and so gave Metal Black its own setting. Vestiges of the game's time as a Darius title still persist in a select few marine-themed enemies (e.g. sunfish-shaped ships, Feeder's similarity to a giant rattail, diatom-like enemies in the fourth stage, the giant Opabinia that supports and powers Daio-to-Gishiin at the end of the third stage, the aircraft carrier-bearing hermit crab in the middle of the first stage).

Home releases

Metal Black was ported in 1996 to the Sega Saturn; in 2006, it was included in the compilation Taito Legends 2 for Windows, Xbox, and PlayStation 2.

Cultural reference

The companion star in the story is based on the Nemesis hypothesis as the source of Earth's most notable extinctions.

Legacy

A similar "beam duel" system combat was featured in Taito's G-Darius. The game Border Down (made by G.rev, which includes many former Taito employees) also featured such a system, and the game itself references Metal Black in other ways.

References

  1. ^ a b "METAL BLACK". http://shmups.classicgaming.gamespy.com/reviews/metalblack/index.html/. 

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