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Game info

Metal Law

Metal Law
GenrePlatform Shooter
Developer / PublisherNew Bits On The RAM
Media1 x disk
Reviewed byndial
Metal Law is a typical and rather difficult platform shooter game, which promised a lot of nice visuals and great sound, but its mediocre gameplay added nothing new to the genre. Released only for the Commodore Amiga (OCS/ECS chipset) in 1992.
Metal LawSomewhere in the future a city, called Neo York, spoiled by the reign of terror and turmoil. Without you there is no hope for the future of Neo York. You belong to a team of cyber-cop troopers, called E.F.I.S.T. (aka )that use an iron forcement suit, and are the only capable to restore freedom once again! The game offers 4 worlds to visit, each one divided by 4 sub-levels. Gameplay is typical, jumping around platforms, collecting power-ups, and shooting enemies.
There are several power-ups to collect during your mission, which come in the form of yellow-glowing crystals. These can be extra health, extra lives and the ability to upgrade your gun up to four times for bigger projectiles that do more damage!
Pressing up on the joystick, your hero will jump to a small height using his attached jet pack. But holding the fire button and pressing up at the same time, you can jump way higher, and be able to reach distant platforms and getting to the upward part of each stage (much like the Shinobi title).
Metal Laws looks like a mix of Shinobi and the Turrican series in terms of gameplay. The controls are tight and slightly sloppy in odd places, and between stages there is nothing new expect of the backdrops and music, not even and end-boss to encounter. Jumping around the stages, collecting power-ups, and shooting enemies are all enjoyable activities in this game, but lastability is more important in these games, so Metal Law is not a gem, rather than another mediocre game of the genre.

Visually the game is fine, offering some nice touches at the backdrops (which are mainly indoor) and, having several nicely drawn sprites of various sizes. Scrolling is fine, whilst sprites move equally good during gameplay, but its sloppy controls at times makes it rather frustrating. The screens offer up to 32 colors here.
The title screen is accompanied by a rather good track from the famous computer soundtrack legend Chris Hlsbeck. During there are several sampled SFX and beautifully composed tunes (by Rudolph Stember) which add to the general atmosphere to the game.
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Intro/Menu music:  In-game music sample:
Gameplay sample
Some videos belong to (indicated); others not
Hardware information

Amiga 500/500+

Amiga 500/500+CPU: Motorola MC68000 7.16 MHz
MEMORY: 512KB of Chip RAM (OCS chipset - A500), 512 KB of Slow RAM or Trapdoor RAM can be added via the trapdoor expansion, up to 8 MB of Fast RAM or a Hard drive can be added via the side expansion slot. The ECS chipset (A500+) offered 1MB on board to 2MB (extended) of Chip RAM.
GRAPHICS: The OCS chipset (Amiga 500) features planar graphics (codename Denise custom chip), with up to 5 bit-planes (4 in hires), allowing 2, 4, 8, 16 and 32 color screens, from a 12bit RGB palette of 4096 colors. Resolutions varied from 320x256 (PAL, non-interlaced, up to 4096 colors) to 640x512 (interlace, up to 4 colors). Two special graphics modes where also included: Extra Half Bright with 64 colors and HAM with all 4096 colors on-screen. The ECS chipset models (Amiga 500+) offered same features but also extra high resolution screens up to 1280x512 pixels (4 colors at once).
SOUND: (Paula) 4 hardware-mixed channels of 8-bit sound at up to 28 kHz. The hardware channels had independent volumes (65 levels) and sampling rates, and mixed down to two fully left and fully right stereo outputs
The Amiga 500/500+ (default) color palette
12bit RGB 4096-colors palette
(32 to 4096 colors on screen)
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