Metro-Cross

Arcade
Metro-Cross is a platform game released in arcades by Namco in 1985. It was later ported to the Amstrad CPC, Atari ST, Commodore 64, Family Computer, and ZX Spectrum. Metro-Cross runs on Namco Pac-Land hardware, but with a video system modified to support a 2048-color palette like that used in...
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Developer
Namco
Released on
1985
Size
1–2 Players
Version
Arcade
Requirements
Arcade
Downloads
Racing
ESRB Rating
Not Rated
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Description

Metro-Cross is a platform game released in arcades by Namco in 1985. It was later ported to the Amstrad CPC, Atari ST, Commodore 64, Family Computer, and ZX Spectrum.

Metro-Cross runs on Namco Pac-Land hardware, but with a video system modified to support a 2048-color palette like that used in Dragon Buster. It uses a Motorola M6809 microprocessor, with a Hitachi HD63701 sub-microprocessor (both running at 1.536 MHz) and Namco 8-channel waveform PSG for audio.

The player must take control of a man known only as Runner, who is given a time limit to run through each of the game’s thirty-two rounds while avoiding obstacles and collecting drink cans. The actual running happens automatically: the job of the player is to avoid the obstacles and collect the cans by moving the Runner with the stick and adjusting his speed accordingly.

If the Runner finishes the round within the time limit, the remaining time will be awarded to him as bonus points, and he will proceed to the next round. Every fourth round is special, using the remaining time from the three previous ones as additional time. However, if the Runner has not finished the round when the limit runs out, he will be electrocuted and the game will immediately be over.

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 into the air and cause him to land on his back. Later rounds also feature Jumbo Tires that bounce towards the Runner, Walls that emerge from the ground before receding back into it, cubes that move through particular columns of tiles, Mice that attempt to jump onto the Runner and slow him down, and Chess Knights and Kings that bounce from one tile to another.

The rounds also feature Springboards, which can be used to propel the Runner forward at a great speed. Some rounds have a special layout of Springboards, where it is possible to use one springboard to land directly on the second one. Some other rounds also feature skateboards, which will speed the runner-up and make him immune to Slip Zones. There are also two different types of drink cans; kicking them will either gain the player bonus points (from 100 to 5000) or speed the runner-up, but jumping on them will stop the timer for a few seconds.

Metro-Cross

Overview & History

Released by Namco in 1985 for the arcades running on Namco Pac-Land hardware, Metro-Cross is a uniquely themed obstacle-course platformer that stands apart from standard side-scrollers of its era. Players take control of the roller-skating runner, Chaz, as he navigates a futuristic, metallic highway riddled with environmental hazards. The overarching premise is a timed dash toward the finish line across 32 distinct zones, offering an eccentric blend of high-speed athletics and arcade puzzle-solving. Though it never achieved the ubiquitous mainstream household name status of Pac-Man or Dig Dug, it gained a cult following for its vibrant pastel color palette, upbeat chiptune soundtrack by Nobuyuki Ohnogi, and distinctive strategic depth.

Gameplay Features & Mechanics

Unlike traditional run-and-gun titles, Metro-Cross is all about momentum management and precision timing against a relentless countdown timer. Each stage is viewed from an isometric perspective, where Chaz automatically rolls forward, requiring the player to focus on lateral steering, jumping, and ducking. The playing field is littered with treacherous obstacles including rolling spiked cylinders (pylons), sticky slime patches that slow down momentum, gaping pit traps, and springboard hurdles. Players must collect soda cans scattered across the course to boost their score and manipulate the environment. Timing jumps over approaching pylons causes them to bounce forward, which can be used strategically to clear paths or destroy incoming nuisances. Mastery of the game relies on memorizing obstacle placements and efficiently utilizing skateboards found along the track to drastically increase speed, leaping massive gaps that would otherwise spell instant failure.

Keyboard Controls

  • Arrow Keys / D-Pad: Move
  • Action Keys: Attack / Jump
  • Enter: Start / Pause

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