Metal Arms: Glitch in the System
From SDA Knowledge Base
- Main page
- Levels
- Hero Training
- Do Ore Die
- Seal the Mines
- Clean Up
- Wasteland Thunder
- They Live
- Wasteland Journey
- Mozer, Schmozer
- The Zombiebot King
- Into the Trenches
- Infiltrate the Compound
- Destroy Comm Arrays
- Hold Your Ground
- What Research?
- The Search for Krunk
- F&!?ing Krunked
- You Know the Drill
- Wasteland Chase
- Morbot City
- I, Predator
- The Reactor Core
- Fire it Up
- The Hand is Mightier
- Find the Spy Factory
- Unhandled Exception
- Access the Ruins
- Seen Better Days
- The Sniper's Lair
- Secret Rendezvous
- Bright Lights, Mil City
- Get to the Tower
- Unwelcome Home
- 15 Minutes
- Round Two
- Last Bot Standing
- Fall to Pieces
- Race to the Rocket
- One Small Step
- Fully Operational
- Bring it Down
- General Corrosive
- Final Battle
- Other
No verified speedrun has been done for this game.
Contents
How to Run Metal Arms
STEP 1
If you are speedrunning this game, please introduce yourself in this thread.
Setup
Because the introductory cutscene is quite long, the best way to run this game is to create a profile, complete the first level, then just copy that profile to a different memory card every time you want to start a new run. This will let you skip the first cutscene, and even though it will save the coring charge and washer count of the copied profile for the start of level 2, those shouldn't be changing anyways on normal runs.
Timing
For single-segment runs, it is handy to keep a save file that has the first level completed, so that any time you start a new run you can simply copy that file and replay level 1, which will let you skip the intro cutscene. The only thing to be wary of is that you should always finish the level with the same amount of coring charges: the typical any% run should finish with 4 charges, while the 100% run should finish with 9.
Splits should be marked the instant you are able to continue past the stats screen at the end of a level; mostly because it's easier to hit the shortcut key there instead of when the save window comes up.
For segmented runs, the time starts the first frame that you can see the player, and ends on the first frame(inclusive) that you can see the "Saving Profile" notification.
Note: In-game times are only accurate on two conditions: You don't die, and you don't reset. Dying sets the timer back to what it was at the last checkpoint, and resetting doesn't reset the timer.
Continuity
While the game is separated into levels, you bring the state of every weapon and ammo count with you. The only thing that changes between levels is that your health is refilled.
When a level is finished for the first time, the game records the state of your gun and ammo and loads it into the next level. Replaying a level does not affect the state of your weapons for the next level.
Cutscenes
This game only allows you to skip pre-rendered cutscenes if you are replaying a level. In-engine cutscenes can be skipped at any time though.
Checkpoints
If you die after a checkpoint, the game will restore you to either the health you had when you hit the checkpoint, or 1.5 bars, whichever is higher. This can be abused to gain health and continue on a mission without going out of the way for health drops.
Reloading the game to a previous checkpoint does strange things to the game also. Enemy units are reset to their original positions, but their AI is left on the state that it was at when you died. This means that enemies who were alert to your presence before dying will still be alert after you reload the checkpoint, and are likely to behave differently as a result.
Authors note: as an example, in Into The Trenches a Titan that I would usually be able to sneak behind on the first run through, would instantly turn and shoot at me on the next run through.
These points hold true for resetting the level as well.
Item Drops
All enemy units have specific items that they drop upon death. This includes washers, ammo, and health pickups. Learning which enemies drop which items is absolutely necessary for efficiently completing runs.
Glitches/Techniques
Ramp Jump
You can jump much higher if you jump right after hitting a slope.
Wrench Clipping
When moving towards a wall, use the wrench right as you hit and you will clip through when you rebuild.
Speed Sliding
When you are pushed above a certain speed, the physics change slightly and you slide across the ground. This can be done either by going down a steep slope, landing and moving forward on a slope after jumping, or being pushed into it from various vehicles or NPCs in the game (i.e. the loader, or zombiebots).
Enemies
General Notes
Aside from bosses, the only damage that truly counts towards a kill is damage that directly hits the main body of the enemy unit. Damage to the head, arms, legs, or rocket launcher (in the case of Titans) only affect how those enemies react/move.
Grunt
Can be killed with:
- 20 SPEW Rounds
- 1 direct rocket hit
- 2 indirect rocket hits
- 2 Scatter Blaster hits
- 5 level 1 Rivet rounds OR 3 level 2 rivet rounds
Elite Grunt
Can be killed with:
- 4(?) Explosive devices (rockets or grenades)
Titan
Can be killed with:
- 6 Explosive devices (rockets or grenades)
- 3 Direct Tank shots
Scientist
Generally, these won't attack you unless you attack them first.
Can be killed with:
- 3 Explosive devices (rockets or grenades)
- 80(?) Spew Rounds
Speedrunners
ed58: Youtube
ecna_: Twitch