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Strike Gunner S.T.G.

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Strike Gunner S.T.G
Strike Gunner S.T.G
Arcade flyer
Developer(s)Athena
Publisher(s)Arcade: Tecmo
Super NES: Athena (JP), NTVIC (NA), Activision (EU)
Designer(s)Naoki Morishima
Aka Ishibashi
Tsutomu Tabata
Composer(s)Shotaro Sasaki
Aka Ishibashi
Platform(s)Arcade
Super NES
ReleaseArcade: 1991
SNES:
Genre(s)Shoot 'em up
Mode(s)Single-player
Multiplayer

Strike Gunner S.T.G (エス・ティー・ジー) is a vertical scrolling shoot 'em up video game originally released on the arcades in 1991 by Tecmo, and then later ported for the Super Nintendo Entertainment System. The Super NES version was released in Europe under the title Super Strike Gunner and was published by Activision.

The player takes control of a high-tech jet, the "Strike Gunner" of the title, and faces wave after wave of enemies, ranging from helicopters, jets, tanks and airships, among others.

Gameplay

General information

The player goes through various levels and stages, usually based around certain environmental elements such as snow or desert and faces numerous types of enemies. The levels feature wave after wave of normal enemies ranging from helicopters to Gun turrets that usually only require one or two hits to destroy. At various points in each level, the player faces a boss vehicle, such as a giant airship or an enormous desert tank. At certain points, a stealth bomber (or in later levels, a space shuttle or capsule) will appear to airdrop the player laser power-ups, recharge special weapons, or give a speed boost.

Using the Strike Gunner, the player is armed with a dual red laser weapon that can be upgraded several times to a more powerful blue laser. In addition to this weapon, the player chooses a second, more powerful "special weapon" with a limited charge before they begin the mission. There are 15 advanced weapons (10 in the arcade version) to pick from such as the devastating MegaBeam Cannon or AntiAir Mines (see below for a complete list). This allows for a strategic approach to the game because certain weapons are more effective on certain missions. The "special weapon" has various limitations, depending on which one is being used; for example, the MegaBeam Cannon is extremely powerful, but only lasts less five seconds and can only be used once per charge.

The game supports two players as well, with two Strike Gunners (Player 1 is Mark McKenzie, red and Player 2 is Jane Sinclair, blue) facing the same missions as single player. This adds another layer of strategy to the game because each player can choose their own "special weapons" and utilize a deadly combination of timed special attacks. Players can link their aircraft in two different ways by pressing the X or Y button.

Special weapons

The Special Weapon select screen (SNES version)

All 15 special weapons are available to the player at the start of the game. After each stage, the special weapon used in that stage is removed from the list for the rest of the game. The player has ten seconds to choose the weapon he wishes to use; if no selection is made the first remaining weapon on the list is selected automatically. Most of the weapons are self-explanatory:

  • Plasma Shield: A powerful energy shield that protects the player for about 12 seconds before fading away. The shield can also be used as a ramming weapon against weaker enemies.
  • Homing Missile: two missiles that home on enemies. A low-power weapon.
  • Atomic Missile: One powerful atomic projectile that destroys anything in its explosion area, including most sub-bosses.
  • Laser Cannon: Two red laser beams. A mid-power weapon.
  • MegaBeam Cannon: The most powerful weapon in the game, an energy beam that covers a full third of the screen and destroys anything in its path, including all but the last few stage bosses. For the duration of the firing, the player becomes invincible. Consumes all of the player's special weapon bar.
  • AntiAir Mines: Glowing orbs that hover in place and destroy lesser enemies.
  • Sonic Wave: Omnidirectional sonic blast which clears the screen of lesser enemies and all enemy fire.
  • Sonic Shooter: Weaker directional version of the above, a sonic wave which can be fired in one of eight directions. Clears enemy fire.
  • Spray Missile: Spread of small missiles. Useful against missiles. A low-power weapon.
  • Photon Torpedo: Five glowing torpedoes which can be fired in one of eight directions.
  • Comrade Fighter: Summons two tiny fighter jets which attach to the Strike Gunner, multiplying its basic firepower by three for about 15 seconds.
  • Adhesive Bombs: Air mines that attach to enemies and explode after a few seconds.
  • Heavy Vulcan: Autocannon that fires directly forward, supplementing the player's basic firepower.
  • Heat Arrow: A fiery arrow-shaped projectile that homes in on enemies.
  • AutoAim Vulcan: Similar to the Heavy Vulcan, but with weaker homing fire in all directions.

Port differences

Strike Gunner was ported from the arcades to the Super NES, although there were a few differences that resulted in the process:

  • The arcade version has 10 weapons instead of 15 which excludes the MegaBeam Cannon, Sonic Shooter, Adhesive Bombs, Heavy Vulcan and Heat Arrow.
  • The HUD was changed slightly in the home console version where it was set along the sides of the screen rather than the bottom.
  • The final boss was completely redesigned in the home console version as well as it being made significantly weaker.
  • The ending and Credit sequence was changed in the home console version, mostly to utilize Mode 7 effects.

The North American packaging was illustrated by Marc Ericksen.

Reception

Most of the criticism was based on the poor, unvaried graphics, and the gameplay being repetitive, and dull.[1]

References

  1. ^ a b Super Play Magazine Sept 93'. {{cite book}}: |access-date= requires |url= (help)