Metro-Cross/Walkthrough

Namco's 1985 platform arcade game of Metro-Cross is divided into thirty-two rounds. The Runner, who is the protagonist of this game, is given a preset time limit to make it to the goal at the end of each round, and the player can adjust his speed and 2.5-dimensional position upon the ground by using the eight-directional joystick. Obstacles along the way include: Slip Zones, which will slow the Runner down if he tries to cross over them, Pitfalls, which will break under the Runner's weight (and drop him into the holes beneath them), and Crackers, which will launch the Runner up in the air and cause him to land on his back. Enemies that encounter along the way include: Jumbo Cans that roll towards you, Jumbo Tires that bounce towards you, Hurdles that must be leaped over, Walls that emerge from the ground like barriers before receding back in it, Cubes that move either upwards or downwards through particular columns of tiles, Mice that attempt to jump onto the Runner and slow him down, and Chess Knights/Kings that bounce from one tile to another. Contact with any obstacle or enemy will temporarily stun the Runner (unless he is in mid-jump - and if he is, he will continue running when he lands), but he will soon get back on his feet; if the Runner makes it to the goal at the end of the round before the timer runs out, he will receive 50 bonus points (100 at the end of every fourth round) for every tenth of a second he has remaining, and proceed to the next round. Every fourth round of the game is special, and uses the remaining time from the three previous ones as additional time - but if the Runner has not made it to the goal that's at the end of any round by the time the timer runs out, he will be electrified, and the game will be over (indicated by the text "YOUR TIME IS UP" appearing at top of the screen).

If the Runner kicks one of the Aluminum Cans that often appear static on the ground he will receive 100 extra points; however, if he kicks it for a second time, he will receive 200 more extra points. He will then receive 500, 1000, 2000, and 5000 more extra points for each consecutive kick he gives it, for it will disappear off the bottom of the screen after the seventh - however, if he jumps on any Aluminum Can instead of kicking it, it will temporarily stop the timer. If he jumps on one of the Special Cans that also appear static on the ground and are slightly fatter than the Aluminum Cans, it will also temporarily stop the timer; however, if he kicks any Special Can instead of jumping on it, he will receive an increase in speed (this is indicated by the text of "SPEED UP" appearing at the top of the screen). If the Runner runs up to any Skateboard that he finds during a round, he will immediately begin riding it - and as it propels him forward, it won't slow down if it passes over a Slip Zone, but it will roll away if he crashes into an enemy, or simply jumps up. If the Runner transfers from one Skateboard to another without touching the ground, the text of "GOOD! 2000 PTS" will appear at the top of the screen to indicate the bonus; if he passes through the goal of any round on one, the text "GOOD! 10000 PTS" will appear at the top of the screen to indicate the bonus. And if the Runner runs up to any Springboard that he encounters during a round, it will propel him forward through the air; you can maximize the distance that the Runner can spring by holding the Jump Button as he runs up to or bounces onto any Springboard. If the Runner is propelled up and over the goal of any round by a Springboard, the text "GOOD! 5000 PTS" will appear at the top of the screen to indicate the bonus - and now it's time to insert your coin.