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Metal slug 6 boss
Metal slug 6 boss






metal slug 6 boss

The only real consensus is that it's better than 4. Either you love it for both introducing an entirely new set of enemies and (mostly) abandoning the more outlandish elements of the previous sequels, its rocking soundtrack, and its inventive level design, or you hate it for straying too much from the lore with most of the enemy style clashing with the previous games as well as the complete lack of humorous elements. As beloved as it is to most gamers, there is some point of contention concerning its length some welcome the epic length of the game compared to other titles, but others feel that it succumbs to Ending Fatigue (the final mission alone takes up about half the length of the game) and as a result is very brutal in difficulty compared to other games. Unlike most examples though it is Difficult, but Awesome, as one wrong button press could lead to the use of the Slug's ramming explosive attack.

  • Complacent Gaming Syndrome: Players going for a one-coin run often repeatedly enter and exit of a Slug to take advantage of the invincibility frames given during such actions.
  • It comes after the especially exhausting Crablops boss from Mission 3 (who spams attacks all over the player) and before the Union (which require players to constantly jump in between three segments).
  • Fall Mecha from 7/XX, whose attacks consist of releasing easy-to-destroy turrets from above the players, while launching slow-moving cannons from a hatch below.
  • The latter attack actually works against Big John's favour, because players, upon being zombified, can use the awesome zombie blood puke to deal severe damage on Big John, an advantage they have on NONE of the other bosses. In the later half of the fight once its robotic head is exposed, Big John will then release a single missile (which can be easily shot or jumped on) besides siccing those oh-so vulnerable rebels and some zombifying bubbles on the players.
  • Big John from 4, who attacks with an easy-to-avoid descending claw and a fireball launcher, one at a time, compared to previous bosses who repeatedly spams missiles and/or cannons all over the place.
  • The entire boss fight is just a matter of running back and forth, in and out of the Nosuke's bottom, until its defeated. Occasionally, Nosuke will unleash its slow-as-molasses flamethrower on players trying to take cover underneath it, but players have plenty of time to flee to the other side of the screen, before returning fire.
  • Dragon Nosuke from 2/X, sandwiched between Aeshi Nero and Big Shiee, both being bosses that force the player(s) to be constantly on the move in comparison the Nosuke is a Stationary Boss whose attacks (80% of them) can be avoided by taking cover underneath it.
  • Their forward-facing cannons are only a threat on their respective elevations, while their slow-moving rockets could be dodged by leaping aside once Karn is defeated, the players can spam their Slug's cannon (or grenades if they don't have a Slug) at Shoe from underneath while dodging its missiles without worrying about the cannons, which is made easier since there's a platform right beneath Shoe the players can stand on and lob their attacks. Although they appear together, Shoe and Karn each inhabits a single platform and are only a threat at their respective positions so players only need to fight one while avoiding attacks from the other (preferably starting with Karn at the bottom, first).

    metal slug 6 boss

    Shoe and Karn from the first game while they're Dual Bosses that attacks together, individually they have pathetic health (for a boss), especially if the player have a Slug at their service.Breather Boss: Some of the mid-level bosses, encountered halfway through the game, are actually considerably easier, especially compared to some prior bosses.He does make an appearance as an April Fools' Day unit in Attack, over a decade after the fact.Was supposed to be subverted in Metal Slug 4, where fishpeople where planned to be the main enemies of the game or enemies exclusive to an underwater city mission note The former idea based on this French video while the latter is based on an interview in Metal Slug Anthology, but went under due to the staff losing interest in the idea and by SNK's bankruptcy at the time. Big-Lipped Alligator Moment: The sinking gun hitting the fishman in the end of Metal Slug 3.Not only does it look incredibly detailed in-game, with all its visible moving parts in place, the concepts are also a sight to behold. The design of the machinery also deserve mention.








    Metal slug 6 boss