| The Famicom manual calls the cartridge a Namcot game cassette and Metro-Cross a unique action game that Namco unveiled in 1985, now on the Famicom; the back page gives Namco's name and address. | image 2image 3image 16, back page | Manual |
| In the Famicom manual's story, a man who has lost his memory comes to in an endless corridor, perhaps in a huge building or a spaceship, and runs on, believing it a dream he can wake from; when he wakes, the second round has begun. | image 6image 6image 6image 6image 6image 6 | Manual |
| On the Famicom, the runner has to reach the goal before the TIME counter runs out, or the game is over. A stage is four rounds: clearing the first three adds the time left from them to the fourth round's limit. Below 10 the timer throws sparks on the screen. | image 7image 7image 7image 7image 7 | Manual |
| The Famicom manual's controller diagram gives the control pad to move the runner, START to start and pause, B to drink a special drink, and A to jump; reset doesn't clear the high score. | image 5image 5image 5image 5image 5 | Manual |
| The Famicom manual's obstacles are green slip zones that slow the runner, pitfalls that take time to get out of, crackers that burst and throw him, big rolling jumbo cans, hurdles that unbalance him, cubes that crush him, walls that slide in and out, bouncing jumbo tires, rats that bite and slow him, a king and a knight that ram him and move by the rules of chess, conveyors, and the rook and bishop of shogi. | image 4image 8image 8image 9image 9image 9image 10image 10image 10image 10image 8, 落とし穴 (pitfall)image 8, ジャンボカン (jumbo can)image 9, ハードル (hurdle)image 10, キングとナイト (king and knight) | Manual |
| The Famicom manual's helpers are aluminum cans, worth a bonus when kicked, that stop the timer when stamped on; special drinks that speed the runner up and can be saved until the end of the special round; skateboards, on which slip zones don't slow him; super boots, which make him invincible for a while; a special drink pack worth two drinks; and springboards that send him far when he takes off from them on time. | image 12image 12image 12image 12image 12image 11image 4 | Manual |
| The Famicom manual's tips: tapping the jump button gets a runner who has fallen or dropped into a hole up quickly, holding it down while stepping on a cracker jumps far, and learning where the obstacles appear lets a player plan a route. | image 13, 転んでもはやく立ち直れimage 14image 14image 13image 13 | Manual |