metal slug advance
![[Walter and Tyra assault the island - together, apart]](http://toase.net/gfx/metalslugadv-01.jpg)
After Resurrection of the Dark Dragon, Metal Slug Advance was to be the next major event on the Gameboy Advance for me. Its first delay from a summer release gave me the excuse to pick up the thumb-numbingly good Astro Boy: Omega Factor, which I killed time with while travelling around Hong Kong. Also a side scrolling action game, Omega Factor reminded me why 2D platformers aren't dead, and in fact can still feel fresh and interesting while dipping into fond memories of gaming's collective subconcious. Metal Slug Advance is not one of these games.
You can't expect much of a story going into a game like Metal Slug, and so it comes as no surprise that there isn't one in this incarnation. At the beginning of the game you choose from two new characters to the series: Walter or Tyra. Though it makes little difference, unless you've been waiting all these years to play Metal Slug as a woman. Why not make this a co-operative multiplayer affair? Two players blasting away on-screen would certainly lower the difficulty later on, but at that point the game would need at least another five levels.
Still firmly baked in the mold of past efforts, Metal Slug drops you into a series of familiar-feeling levels, gun in hand, and politely asks you to destroy everything in sight. You'll have various power-ups at your disposal - whether found in crates or given out by rescued hostages, as well as the series' namesake, a sturdy tank with a sizable complement of weapons. The difficulty that the series is known for is also here, and though the first two levels lull you into sense of security, it only gets harder from there. What annoyed me the most were the respawning enemies - no matter who you cut down in your path, changing screens will redraw those enemies and you'll have to kill them again. This essentially makes the strategy "run and gun" in the purest sense - you really can't stop without taking damage. One thing I would have liked is the ability to shoot diagonally, like in the Metroid series. While you can run and shoot upwards, it's impossible to shoot at someone on higher ground on the opposite side of a chasm or long drop.
The seemingly random distribution of weapon power-ups echo the feel of whenever you stumbled upon a power-up in Contra; the excitement of getting spray fire knew no bounds. But as soon as you died, you lost it and were reverted back to the basic rifle. Problem is, power-ups in Metal Slug Advance are finite - and you can thank the addition of the health bar for that. Instead of the "one shot death" traditional to Metal Slug, you have hit points. When a weapon power up runs out of ammo, you revert back to the basic pistol regardless of how many hits you've taken. Forcing you to use a power-up until its gone seems wasteful - especially when there are much tougher and bigger enemies that you could be saving them for. CT Special Forces, a game mostly dismissed as a Metal Slug knockoff, has an equally varied arsenal that you can switch between as needed.
Aside from the addition of a health bar for your character, Metal Slug Advance's unique feature is a series of 100 cards found throughout the levels that can enhance your abilities, or in some cases unlock some hidden "dungeon" areas within a level. The catch is that you have to finish each level with them in your possession, because that's the only time your progress will be saved and you can use the benefits of the cards in later levels. Any death and subsequent restart of an area will negate any card-collecting you've done up to that point. As it was with Resurrection of the Dark Dragon, the addition of a card system to a port of an old game achieves minimal results.
The levels certainly appear to be part of the Metal Slug lineage, and since the game takes place on a nondescript tropical island you don't expect much in the way of varied terrain. From beach fronts to ancient underground ruins, though, the game still suprises in some respects. Metal Slug Advance has five levels in total, each increasing in size and difficulty. The levels are in turn broken up into smaller sections, allowing you to continue from those points if you die. It isn't the same as a save point, though - for that you have to finish the entire level. This becomes a problem later in the game when the boss battles become longer and drawn out. I turned my GBA off in frustration after many failed attempts at beating the game's bosses, and for doing that you have to start the entire level over again.
It's probably unfair to call it a rail shooter - I mean it is a side scrolling action game after all. I just felt like I was on a conveyor belt with my thumb constantly pressing the "Fire" button. And with the amount of enemies on-screen at any given time, that's basically the way you've got to play it. You only have to look as far as the "Options" menu - there is a choice to turn on Auto-fire or you'll find yourself repeatedly tapping the fire button. I can't help but contrast this against CT Special Forces, which coaxes you along, but you still feel like you're exploring the levels. There are occasional obstacles that require backtracking, or the scaling of a mountain cliff only to parachute to safety below. Not to mention the inclusion of a few top-down helicopter flying missions reminiscent of Desert Strike. The gameplay felt more varied, instead of the obvious repetition and course memorization that you're subjected to in Metal Slug Advance.
In the fall, SNK Playmore announced it would be taking Metal Slug to 3D on the PS2. Though they aren't the only one - Hip Games revealed that CT Special Forces would be given the same treatment in a behind-the-shoulder 3D action game. While it may seem like a good idea to push these franchises into the third dimension, I've said in the past that this does not always result in a successful game. Why the Gameboy Advance has been delegated the position of holding fast the traditions of 2D gaming is a wonder; I honestly believe that extrapolating the success of Viewtiful Joe should be pursued by other developers.
Like Resurrection of the Dark Dragon, Metal Slug Advance is visually a faithful recreation. Any fan of the series would be hard pressed to argue that. But in terms of new gameplay additions, I wouldn't classify this game as anything other than a cash-in on a well known franchise. The game length is artificial, extended through the difficult, enemy-packed areas and no mid-level saves. And once you're done, the bitter taste of the heart rending boss battles will make you cringe at the thought of picking it up again. Metal Slug Advance's card system may provide some extended play for obsessive completists, but I'm reluctant to recommend it for anyone's holiday playlist.
he slept through half the show
