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NES box art for MetalMech: Man & Machine, the cover of NEStalgia episode 450

450 · MetalMech: Man & Machine

▶ Game info
GenreAction
ReleasedMarch 1991
SeasonSeason 7
PublisherJaleco
October 16, 2026 · 42 min · transcript available

Sculptured Software, a Salt Lake City studio that would go on to make the Super Star Wars games and the SNES port of Doom, built this for Jaleco. It reached Japan first as Metal Flame: Psybuster. You pilot a giant mech, and when the mech can't go somewhere you hop out as a very small man. We have seen that trick before, and it was better in Blaster Master.

The machine and the man

  • Eject through the menu. Getting out of the mech means pausing and picking Eject, the only menu item that does anything. After a while we found the faster way, Select plus A, but getting back in is just Select, so nobody would guess it.
  • Stomping beats shooting. The turret is a nice touch, with a little indicator for the eight directions, but enemies sit too low or fly where it can't hit them. Squashing them is easier, and squashing feels great.
  • The little guy is no better. Out of the mech, Tony is a glass cannon who moves like he's on a grid. The mech never refills its health between stages either, so a tank that can take a beating still wears down.

Looking for a key

Each stage is not a run to the right. You hunt for a key, often tucked behind something destructible, and we only learned that by reaching the end of level one with nothing to open. We wanted the key to be the reason to leave the mech. Mostly it's an escape room for a machine built to smash things. Big mech-sized doors in the first level lead nowhere, which made us wonder if a Blaster Master style interior section got cut.

Story by scenery

There are no cutscenes, but the stages tell it anyway: city, sewers, Atlantis, an alien city underground, then the queen's mothership. The last level swaps to a jetpack with Solar Jetman style momentum, and the alien queen looks like a dragon, headbanging while you stand still. The ending reads "victory for now." The credits sit behind a menu item labeled only "Metal Mech," and the dashboard is full of beams and icons that appear to do nothing.

Odds and ends

Three people are credited, which is a good reason to go easy on the game. There are no sequels. The rights moved from Acclaim to Throwback Entertainment to Piko Interactive, and the Evercade is how you can play it on official hardware today. We also spent a while arguing whether the mech has two legs, three or four. It is a tripod.

The bottom line

Skip it. Nobody voted it onto the Essential Games List. The mech is cool to look at and the stomp is satisfying, but there is not much to do once you are in it, the little man is not fun to play, and the menu eject is a puzzle nobody asked for. Blaster Master is already on the list and covers the same idea far better, so go play that instead.

Written from our conversation in this episode.

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