PROJECT: METALMAN

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PROJECT: METALMAN
 

The Future.  Crystal City.  A one time Atlantis that lies on the verge of ruin, in a world devoid of natural resources, quickly running out of time as civilized society has begun to turn on itself.  But Aaron Schell, mayor of Crystal City, presents a glimmer of hope to the populace when he introduces Dr. D.C. Brooks, a molecular scientist who has tapped the purest form of light energy, which he calls MAGNITO-LIGHT, and proposes to power the city with this self-sustaining energy force, guiding the city into a new era of prosperity, and hopefully, peace.

 

But, in the hands of Arkane, Dr. Brooks’ former business partner, this light energy can and has been manipulated, and is being utilized to corrupt the brains of Crystal City’s unsuspecting youth through a popular video game called City Destroyer.  Video game headgear intercepts the normal flow of brain waves, triggering the release of a chemical that catalyzes aggressive behavior, which Arkane exploits as Master of the Game.

 

Under Arkane’s command, players are instructed to destroy the city.  Virtually brainwashed, the players operate as if they are playing a game, but the consequences and death toll are real, and Crystal City falls in one terrible night.  The game players are then rounded up and incarcerated in a prison camp which is surrounded by an impenetrable liquid acid jell wall.   The future is bleak.

 

But the fall of the city has inspired a revolution, and the revolutionaries’ aim is to destroy the wall, release the captives from physical and mental imprisonment, and restore the city to all its former and future glory.

 

Leading the underground revolt is Adrian Schell, son of Crystal City’s Mayor, and his friends Liza and Childs Brooks, children of Dr. D.C. Brooks, the Magnito-light’s creator.  Spared from the grasp of Arkane, they organize the resistance’s efforts to overthrow him.  The threesome sets out to infiltrate the prison camp, and in the process discover the secret to releasing Arkane’s mind-control over the ‘game’ players and the key to destroying the wall: they must reprogram the frequency of the Magnito-Light.

 

Much as he betrayed Brooks, Arkane is double-crossed by his own partner in crime, Warden Citron.  As the resistance surges, Citron releases his own secret weapon: PROJECT: METALMAN.  METALMAN is an indestructible fighting machine powered by the darker side of Magnito-Light, science’s latest horrific miracle; a fleshlike vapor held together by spiked chrome plates that glows iridescent green as the Magnito-light feeds on a human that serves as its foundation.  METALMAN is stored inside an aerosol-like spray container which, essentially, releases a warrior from a can, and can retract that warrior into its can like a genie back to it’s bottle.  The resistance is soon at the mercy of METALMAN.  Citron’s ultimate goal: to create an army of Greenmen using the captured prisoners as guinea pigs for the weapon. 

 

Once inside the city, the three revolutionaries set out to free their imprisoned comrades.  Adrian is betrayed by his father, the Mayor, and is captured by Citron and injected with the dark Magnito-Light, which transforms him into a METALMAN.  Liza, however, is able to steal some of the pure Magnito-light source, which serves as an antidote to the METALMAN serum.  Through his tour as METALMAN, Adrian realizes that only AS the METALMAN can he destroy the forces that have created it.  He breaks the wall, changing the frequency, allowing pure Magnito-light to flow once again, to return to its conduits through the city, releasing it from Citron’s grasp.

 

Adrian, Liza and Childs are victorious.  The prisoners are freed and their city is saved.  Adrian is transported to a hospital, and from his room atop the medical tower, has a view of the newly restored city, glistening like the land of Oz.

 

But lurking in the rubble of his decimated complex, Citron struggles to save a single METALMAN spray can.  All it takes is one…