It's not perfect, but what it does it does really well. It is what a good Flash game should be, a nice time waster, not a life changing experience.
Something in the review about it though really caught my eye,
"My biggest gripe with Mechanaught is actually the implementation of
lives. I thought we'd covered this was an unnecessary and annoying idea
for a browser game. I sent out flyers and everything. This is a flash
game, not an arcade hall with a sticky floor. You're not going to get
quarters out of me, just an enraged baboon-like hooting.
If you run out of lives, that's it. Game over. You can go back to your
most recent save, but it's still frustrating. Maybe some people will
like the added difficulty, but the rest of us are going to be annoyed
that dying carries such a stiff penalty instead of simply popping you
back to the beginning of a stage. Maybe if health kits were a more
frequent find, it wouldn't be as much of an issue."
I must have missed the memo. It's one thing that a games difficulty may be out slightly for some players ( No one will ever get it perfect for everyone ), but a game with lives and a game over mechanic is far from a dated notion.
An end of level boss was originally a spike in the difficulty to increase the length of a game. These soon became the norm to the point that most players expect a boss battle and feel cheated if they don't get one. And yet, they are there for the very same reason that lives are. It's to increase the longevity of a game and introduce a pronounced risk / reward, in the case of lives something which is clearly tangible from the offset.