Fortunately, there have been no reports of damage or injury, but once can help feeling the mars people, maybe even Morden, is behind all this.Īnd finally intelligence officers acquired conclusive proof:Ī group resembling Morden's army had his themselves in a mountainous region and was gathering weapons and building installations. Recent intel includes testimonials from people who have seen UFOs, aliens, and giant creatures. But the frequent chatter of late intercepted by the expanded and consolidated Intelligence Agency suggests this peace will not last long. But his whereabouts still remain unknown.īut even after with the remnants of Morden's army neutralized, our heroes' requests for discharge from the service were still refused.įor a brief moment, there was peace. Morden's third attempt at world conquest was over. Directional controls are affected as well.Īpplies a blurring filter to all sprites.ĭisables dithering only ever noticeable if you zoom in on sprites.Īdjusts the brightness to sprite-accurate levels.ĭisables all HUD graphics, but not the debug menu.The story listed on the Metal Slug Anniversary site is as follows:Ī farewell to arms―it was all supposed to have finished with that final battle. Rotates the screen 90 degrees counter-clockwise.įlips the screen horizontally, excluding the HUD. This option would also show objects and enemies load in where it's usually unseen when this option is turned off. Zooms out the screen and offers pixel-accurate visuals. Removes the flashing PAUSE caption when active.Ĭhanges the difficulty level from 1 to 8. VIEW GEO SCROLL B displays collision with sprite-based platforms using light-pink lines. VIEW GEO SCROLL A denotes static background collision with deep-pink/purple lines. Yellow rectangles are for hostiles (showing the range where a soldier will stop to knife you, for example), pink rectangles are for passive objects (prisoners or interactive scenery), while pink lines that stretch from objects to the player are to determine pathfinding for wandering prisoners, whether the target is in range for projectile-shooting enemies, and so on. Shows hitbox of sprites that the player cannot walk through, such as tanks or larger enemies. Yellow rectangles show objects that can be walked through (enemy soldiers, prisoners, etc) while blue rectangle denotes solid objects. Shows hitbox of objects that will react to damage. Red denotes harmful objects, while white shows the range where enemies will perform melee attacks. Shows the "attack" hitbox in red and white rectangles. This function will will continue until it is turned off. Reduces the stage timer to zero and instantly kill the player. Turns off the background music once a new screen is loaded in. Holding down A will result in automatic fire. The coin-drop score bonus gauge will not deplete. Pressing D will destroy everything on the screen - which includes killing enemies, freeing prisoners and destructible scenery. Also applies to the vehicles they are in. Grants unlimited ammunition to the player. Doesn't protect player from crushing death or bottomless pits, however. Metal Slug 6 features so many dipswitch options that they're spread across three windows.Įnables invincibility to the player. The debug menu behaves identically to the debug menu in the Neo-Geo games, and can be controlled with either player's controls: use the Stick to move through options, A Button to select, and B Button to cancel or exit the menu. Then, make your way to the first mission and press the D & E buttons simultaneously. For easier results using CheatEngine, select Demul while running Metal Slug 6 and add the address 2C38693C and freeze the value to be 1 or higher. Should the game pause during gameplay when Player D & E is pressed, then it is working. To access it, insert a credit on the title screen and mash the Service, Player 1 Start and Player 2 A buttons repeatedly. Unlike previous games, accessing the debug menu in Metal Slug 6 is a tad more complicated. This is a sub-page of Metal Slug 6 (Arcade).
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