Game Corner: Nuclear Strike (PlayStation)

Released: 31 August 1997
Developer: Electronic Arts
Also Available For: PC and Nintendo 64

The Background:
After almost six months of conflict and thousands dead, the Gulf War had finally ended in March 1991 but the bloodshed proved as much of an influence on developer Mike Posehn as the air rescue mechanics of Choplifter (Dan Gorlin, 1982) in the creation of Desert Strike: Return to the Gulf (Electronic Arts, 1992). Opting to eschew typical videogame mechanics and focusing on nonlinear, mission-based gameplay, Desert Strike became one of the Mega Drive’s top titles; its 16-bit sequels introduced new vehicles and locations and were similarly praised, though reviews sound found the formula becoming stale. By 1996, the videogame industry moved on from traditional 2D graphics in favour of 3D polygons, and arena Sony’s PlayStation was purposely built for and which upended the battle for supremacy between SEGA and Nintendo. Following an aborted attempt to continue the series on the 3DO, Mike Posehn got the ball running on a far more lifelike and much praised fully-3D entry on the SEGA Saturn and PlayStation. Following the positive reception of Soviet Strike (Electronic Arts, 1996), the same development team (minus Posehn) got to work on the fifth (and, so far, final) entry; Nuclear Strike reportedly built upon its predecessor’s game engine, increasing the frame rate, lowering load times, including lasting environmental damage, and adding additional camera angles and an in-game radar. New vehicles and weapons were also added, as well as helpful clues to make the game more accessible and address the franchise’s notorious difficulty, though reviews found the story to be lacking. The graphics and destructible environments were widely praised, however, and it was largely seen as a fun, if repetitive and derivative, experience.

The Plot:
Former spy Colonel Beauford LeMonde has stolen a nuclear weapon and joined forced with Triad leader Napoleon Hwong to threaten the safety of the civilised world. The player character, who pilots a Super Apache helicopter as part of anti-terrorist strike force STRIKE, is ordered to pursue the warlord, who kidnaps the world leaders and prepares to unleash chaos upon the globe!

Gameplay:
In keeping with the new visual style introducing in Soviet Strike, Nuclear Strike ditches the illusion of 3D created by the isometric perspective of its predecessors and opts for a top-down perspective, with the camera sitting slightly above and behind the player’s vehicle. Like in the last game, you can change your viewpoint with the ‘Select’ button and this time I was actually able to notice the difference; one view kept the camera locked in place and the other saw it swing around with your movements, which I found quite disorientating. All of the movement and control options introduced in Soviet Strike make a welcome return here; there are five different controller layouts on offer, but I found the default button settings to be perfectly fine: X fires your rapid-fire chain gun, Square fires your Hydra Rockets, Circle the Hellfile Missiles, and Triangle will fire the super powerful sidewinders if they’re assigned to your wingtip. As before, you can “jink” (essentially a strafing option) with L1 and R1 to circle targets and avoid incoming fire more effectively, drop your cargo by pressing L2 and R2 together (though I only encountered one use for this, in the second campaign, where you can drop a powerful nitro-glycerine bomb to instantly destroy a fortified oil rig), remove the ammo, fuel, and armour and/or the compass from the heads-up display (HUD) with R2, and review the map and your mission status and objectives by pressing the Start button. A new feature added to Nuclear Strike is the ability to lock each weapon with L2; I thought this was some kind of targeting feature, or a way to restrict the use and wastage of your stronger weapons, but all it seemed to do was put a red border around the ammo box so I’m not entirely sure of the purpose of this function.

New vehicles and gameplay modes help to spice up the tried-and-try mechanics.

One way Nuclear Strike stands out not just from its predecessor but the last two games is the welcome return of additional vehicles; almost every campaign sees you commanding a different type of helicopter, and each one contains another craft you can switch to either by choice or at the behest of your mission objectives. You can hop back into a hovercraft, jump into a heavily-armoured harrier jet, and even roll around in a super tough tank or missile launcher, with the majority of your weapons still at your disposal (though the tank only has its main gun). When in one of these additional vehicles, you can hold L2 and R2 to initiate a self-destruct mode that will see it explode and your main chopper fly in to pick you up, which is handy when you’re stuck halfway across the map in the tank or hovercraft. All-in-all the game boasts it contains several playable vehicles, though as most are variations on the chopper this is a bit misleading but there are some key differences; your default chopper can only carry six passengers, for example, whereas the Huey (which also sports twin guns) can carry twelve. In campaign three, you’re placed at the controls of a smaller, feebler chopper than can only fire weak bullets and non-lethal rounds like smoke and tear gas and can only carry four passengers; you must use these limited options to flush out delegates and get them to safety and then blast parts of the environment (radio towers, petrol stations, and train barriers) to crush or destroy incoming enemy vehicles before switching to a more capable aircraft, which can be tricky as your little chopper is pretty pathetic. Two campaigns also introduce a degree of real-time strategy gameplay to the series; in one campaign, waves of enemies will come rolling across the map and you must fly to different bases to command ground forces to intercept them and form roadblocks. You can fly around trying to take them out yourself, but the sheer number makes this all-but impossible, though I found it equally difficult to find the bases and command my allies as you can’t do it remotely. This function pops up again in the final campaign, where you can direct some commandos to help you take out six radar towers, and your co-pilot will also help you to destroy a proto-nuclear missile and its launcher rig by jumping into her own chopper.

A variety of objectives and improvements help keep the game fun and engaging.

The game’s map system is exactly the same as the one seen in Soviet Strike but with some tweaks to the presentation; dialogue and onscreen notifications give information about your mission objectives, which you can read up on and cycle through from the map screen. I found that I was only able to tackle one mission at a time rather than reading ahead on a few of them as in previous games, though this might be because I played the game on the “Normal” difficult instead of the “Easy” setting. Either way, you can through your mission objectives, enemies, and notable resources and have each of these highlighted on the map to make it easier to plot an optimal route. Nuclear Strike also adds a helpful mini radar to the HUD and a green arrow to the compass that points you in the direction of whatever target you’ve selected on the map; the only thing to remember about the HUD is that enemy forces are highlighted in red and blue as blue indicates mission objectives so you might need to fire upon both. Even better is the fact that there’s finally a way to quick-exit a campaign if you fail or are in danger of failing; simply press Start and Select simultaneously and you’ll be returned to the main menu rather than having to slog all the way back to home base, though there’s still no option for analogue support. You are once again given a choice of a few loadouts for your chopper, though: you can balance out your ammo, focus on your missiles, or even fly into battle with just your chain gun; you can also customise the wingtip loadout to carry sidewinder missiles, additional fuel, or disrupt the enemy’s radar. As always, you get three lives (known as “attempts”) per campaign and will automatically winch up resources (fuel, ammo, and armour), targets (friendlies (your co-pilot and other agents), enemy commanders, dignitaries, and so forth), and cargo (nitro, cages) simply by flying over them and the new maps make it a little easier to accomplish this compared to the last game. Like Soviet Strike, you can no longer bash into buildings or mountains or parts of the environment, which is useful for reducing the damage you take, and you’re still awarded passwords after completing each campaign (though you must manually save your progress from the main menu) and at least one campaign even has a checkpoint, of sorts, that allows you to skip to a later point in the narrative after a nuclear device has exploded.

Escort missions, defensive objectives, and time-sensitive sections mix-up the usual gameplay.

While many of Nuclear Strike’s mission objectives are very similar to those of the previous games, it definitely felt like things were a lot more varied and far less tedious this time around. At first, your doing familiar actions like firing upon burning smoke pits, destroy enemy forces to recruit and rescue targets, and taking out radar sites but there’s often a twist: when you rescue one target, you’re surprised by an ambush; other friendlies you rescue will fly into battle with you in choppers to help root out three enemy generals, for example. There are far more escort missions this time around; your ally and co-pilot, Naja Han, will lead you to target sites by driving erratically across the map on a motorcycle and will also need covering as she rescues diplomats from buildings. This results in two of the tougher missions, one where she’s driving a busload of work leaders through heavily-defended streets while you just have your piddling little chopper and another where you need to protect her as she drives a train to safety. The former can be quite fun as you blast barriers to move her down safer routes, watch her jump a gap in the bus, and listen to her passenger’s bicker and ask for ice cream; the latter is a little more stressful as you must quickly destroy or redirect suicidal trains and take out the heavy ordinance that can quickly make mincemeat of the train. While the second campaign is primarily about large-scale destruction of the enemy’s sea forces, you’ll also need to bribe a local mercenary by dropping off a crate load of treasure, drop him off to uncover missile sites that need destroying, and take out a fleet of Chinese ships before they escape. The final mission includes a huge electromagnetic pulse (EMP)  in the middle of the map that disables all of your weapons except the chain gun and is heavily defended by cannons and massive tank-like Guardian Guns that can only be destroyed by having your co-pilot disable them first. You’ll need to take out the EMP by slipping inside and destroying the camouflaged trucks your co-pilot highlights and also investigate six Mongol-like structures trying to find and destroy three nuclear missiles. Overall, while the missions are very similar to its predecessors, there’s a lot less ferrying of passengers or repetitive tasks; the ability to command ground forces helps to mitigate a lot of the frantic flying about and there are lots of combat options available thanks to you and your co-pilot being able to command other vehicles.

Graphics and Sound:  
Nuclear Strike offers much of the same as its predecessor in terms of its presentation, bringing its varied and ambitiously detailed environments to life using only the finest polygonal graphics of the era, but goes a step further in a lot of little ways. While you mainly pilot variations of an attack chopper, just the fact that there are several vehicles to use is a step up from the last game; each is a fully functioning 3D model with differing speeds and handling, which starts to smoke when they take enough damage and explode in flames when shot down. Thanks to the game not being restricted to the Soviet Union and instead taking place around China and Korea and other such locations, the game maps are far more varied this time around; there’s a decent smattering of water to show off the new splash effects from weapons and explosions, fields and villages, and fully 3D models of buildings to recreate cities and Mongol temples in later campaigns. Probably the most diverse location in the game is Pyongyang, which starts out as a bustling city with functioning train tracks and ornate buildings to liberate dignitaries from and ends up a nuclear wasteland following an explosion; radioactive pits, wrecked buildings, and smouldering ruins scatter the landscape and really help to sell the gravity of the situation. Not only did I not notice any of the PlayStation’s trademark texture warping and screen tearing this time around, but any damage you cause to the environment was permanent this time around, meaning you’ll always see evidence of your firefights and the destruction caused from your conflicts.

The landscapes now change, sometimes drastically, from the game’s combat and events.

While the game is still limited to five campaigns, your missions are as varied as the environments this time around; the second and final campaigns probably offer the most visual and gameplay variety, with you flying across the map taking out missiles and fortified oil rigs in the former and both avoiding heavy artillery and trying to knock out the EMP in the latter. Campaign four is especially notable for showcasing just how powerful the PlayStation is compared to its 16-bit predecessors as the sheer number of enemy forces can be overwhelming at times; they’ll trickle down through narrow passes, burst out from holes, and come crashing into your bases disguised as supply drops and they all need fending off and obstructing with your ground forces. There’s even a bit of day and night action here as the mission progresses and it can get extremely chaotic if you don’t properly marshal your reinforcements. Like its predecessor, Nuclear Strike also includes some in-game music to keep the adrenaline pumping throughout your high-stakes missions; while it dips in and out more often that in the last game, you’ll get a bit more variety other than some thumping tracks with victory jingles and even “Ride of the Valkyries” playing at one point, which did make me chuckle. As before, there’s a lot of voice work on offer here, too; everyone from your commanding officer, your co-pilot, and those you’ve rescued will offer encouragement, reprimands, and reminders as you blast your way through enemy targets and the game’s story is once again told entirely through some of the cheesiest and overly-edited FMV sequences from this era of gaming.

Enemies and Bosses:
If you’ve played any of the Strike games before, particularly the previous game, then you know exactly what to expect in terms of enemies. Interestingly, I noticed that there seemed to be far less soldiers this time around; they’re still there, now sporting conical headwear and still shooting rifles and rockets from the ground and from trees, but they seemed less frequent than before. There are some variants here, too; after Pyongyang is devastated by a nuclear explosion, enemy soldiers wear haz-mat suits, and you’ll find a lot more armoured personnel carriers this time around. As is expect, tanks, jeeps, and anti-aircraft cannons are commonplace throughout Nuclear Strike; there seems to be a lot more missile launchers this time around as the stakes are much higher and enemies also barrel across the landscape of motorcycles to make for difficult targets. Occasionally, enemy helicopters will enter the fight and can also prove to be difficult to target; it’s therefore heavily advised that you destroy them while they’re grounded or make use of the “jink” feature toe strafe around them when they come flying in at high speeds. You’ll still need to check your fire as well; it’s all very well and good blasting away at enemy strongholds to free prisoners and such but you’ll screw up the mission if you kill or destroy the wrong targets and cost yourself some valuable resources if you’re too trigger happy, to say nothing of the greater number of enemy forces this time around.

Unload your arsenal onto heavily-armoured and fortified vehicles and missile launchers.

For all the improvements and new features included in Nuclear Strike, you still won’t encounter any traditional boss battles. For the most part, the closest you’ll get to this is being tasked with destroying fleets and waves of enemies; the second campaign sees you defending a satellite from a missile attack, taking out an airfield and nine Hell Ranger choppers, destroying a fleet of chips, tracking down and sinking missile boats before they can launch, and raiding an enemy base. There’s also a heavily-defended oil rig here which pops up again in the game’s hidden campaign; if you don’t drop the nitro onto it, this can be quite difficult to destroy as it takes quite a beating and the target you’re there to retrieve even makes a getaway in a boat afterwards! After Pyongyang’s left a radioactive hellscape from a nuclear explosion, you need to safeguard an armoured train; enemy trains will come up from behind and ahead to try and ram and destroy yours so you need to take them out quickly, but the enemy tanks and missile launchers can’t be ignored either. The sheer number of enemy forces in the fourth campaign cannot be tackled alone; you need to give orders to your various ground troops to help you out as tanks, missile launchers, and armoured carriers can easily swarm all over the map and spell disaster for you. In the final mission, you won’t be able to put a dent in those Guardian Guns without your co-pilot disabling them first, but you also need to distract them so they don’t shoot or run her over, which can be a death sentence in itself. Finally, when the proto-nuclear missile is prepped for launch, you and your co-pilot need to blast it to smithereens to safeguard the civilised world, but you’ll also need to destroy the super-tough carrier it’s on and keep an eye out for any cannons, choppers, and tanks still roaming around the base.

Power-Ups and Bonuses:
All the usual resources you’d expect from a Strike game are on offer here: you’ll find caches and crates of fuel, armour, and ammo scattered around the map, hidden inside buildings, and waiting at landing zones. Very rarely, you’ll also find an extra life that you can winch up and there are even some secret pick-ups to be found in certain campaigns, such as the aforementioned nitro, sea mines, night vision goggles, a faster winch, and a super cannon. Every campaign also has at least one vehicle you can switch to or drop your co-pilot off to use; there are often benefits to switching to a tank, such as being able to crash through buildings and obstacles, to say nothing of the additional and much appreciated power of the Harrier jet, though some, like the hovercraft, can be a little unwieldy to control.

Additional Features:
As it still lacks any unlockables or even a scoring system, the main reason to revisit Nuclear Strike is to test out different loadouts, maybe try the “Normal” difficulty if you beat the game on “Easy”, seek out the hidden vehicles and optional objectives in each campaign, and try to complete your missions in faster and more efficient ways. The only thing you gain upon completion is a teaser for the next game in the series, apparently titled Future Strike, which obviously we never got, though STRIKE files are once again available on the main menu to add some extra context to the story. You can also still use passwords to skip to later campaigns or make your playthrough far easier and more enjoyable with some useful cheats; you can gift yourself stronger weapons, speed yourself up, disable enemy fire, or reap the benefits of unlimited fuel, invincibility, infinite ammo, and armour to make even the toughest campaigns a little easier. These can be entered in conjunction with level passwords, which is even better, and there’s even a password to access a secret campaign that appears to be some kind of test or training mission; here, you’re given three objectives (destroy hostiles to liberate allies, commandeer a tank or Harrier, and destroy a fortified oil rig) and basically given a little sandbox to mess around in.

The Summary:
Without a doubt, Nuclear Strike is leaps and bounds the best in the series since the second game; where Soviet Strike was quite a stripped back experience that didn’t take advantage of the PlayStation’s greater power beyond the 3D paintjob and other aesthetic features, Nuclear Strike adds a whole bunch of variety to the presentation that makes it a truly worthwhile entry in the series. Everything that worked from the last game returns as reliable as ever but has been improved upon; the additional vehicles that reskins of choppers are great fun to use and actually give an incentive for exploration and I enjoyed how varied the campaigns were to create a nice balance between frantic combat, rescue, and escort missions. Unfortunately, the real-time strategy mechanics were more miss than hit with me; not being able to figure out how to highlight the bases or command the troops remotely made it more of a chore than it needed to be, but these mechanics were still better implemented than the awful on-foot sections from the third game. The twist of lumbering you with a non-lethal and ineffectual craft added an extra level of strategy to one campaign, though defending that train proved quite tricky thanks to how fragile the carriages are. The music wasn’t much to shout about but I enjoyed the visual variety on offer, the increased stakes, ad the new graphical features such as lasting damage and improved polygons and explosions. Although Nuclear Strike is a vast improvement over Soviet Strike in every way, though, there’s still a distinct lack of replayability to the title that keeps it for being a five-star experience; I’d definitely recommend this one of the two and it’s a game I can see myself revisiting, but the difficulty curve can still be a brick wall at times and it’s not always massively clear what you need to do to progress even with the improvements to the map system. Overall, Nuclear Strike is well worth a playthrough, and you can easily just skip to this one form the second game, but don’t be ashamed to take advantage of the cheat codes if you’re struggling.

My Rating:

Rating: 4 out of 5.

Great Stuff

Did you ever own Nuclear Strike back in the day? How do you think it compares to the previous game and the other games in the series? What did you think to the vehicles on offer, and which was your favourite? Were you a fan of the new environments and the altered mission objectives? How did you find the real-time strategy mechanics and which of the campaigns was the hardest for you to complete? Whatever your thoughts on Nuclear Strike, go ahead and share them below or comment on my social media and maybe check out my other Strike reviews.

Game Corner: Soviet Strike (PlayStation)

Released: 31 October 1996
Developer: Electronic Arts
Also Available For: PlayStation Network and SEGA Saturn

The Background:
The Gulf War had finally ended by March 1991 after nearly six months of bloodshed that left thousands dead, though the conflict was clearly an influence on developer Mike Posehn when he built upon the air rescue mechanics of Choplifter (Dan Gorlin, 1982) to create Desert Strike: Return to the Gulf (Electronic Arts, 1992). Focusing on nonlinear, mission-based gameplay and eschewing typical videogame mechanics, Desert Strike became one of the Mega Drive’s top titles; its two sequels introduced new vehicles and environments while retaining the core gameplay mechanics but were similarly praised despite criticisms about the formula becoming stale. By 1996, the videogame industry was moving away from traditional 2D graphics and into the third dimension; the battle for supremacy between SEGA and Nintendo was upended by a new contender, Sony’s PlayStation, and the Strike series found a new home there after development of a 3DO continuation stalled. Reportedly, Mike Posehn assisted in the game’s early development before a larger team took over, redesigning the 16-bit graphics and environments into something altogether more lifelike by superimposing real-world topography onto polygonal maps. To better map out the game’s new perspective and approach, the team built replicas of their maps out of plywood and was the first game in the series to feature full motion video (FMV). Soviet Strike has been received rather fairly; reviews praise the graphical leap forward, the FMV sequences, and the gameplay and mechanics. While the difficulty, perspective, and some aspects of the presentation were also criticised, Soviet Strike was followed by a fifth and final entry the following year and even made it onto the PlayStation Store in 2009.

The Plot:
After the disintegration of the Soviet Union, former KGB Chairman Uri Vatsiznov (a.k.a. the Shadowman) seeks to fill the power vacuum and spark an international war. Only STRIKE, a special covert operations unit, has the weaponry and capability of opposing Shadowman, and the player must once again pilot an Apache helicopter to fight back against Shadowman and his nefarious comrades.

Gameplay:
Unlike its predecessors, which opted for an isometric perspective to create the illusion of being 3D in a largely 2D era of gaming, Soviet Strike switches to a top-down perspective, with the camera placed above and slightly behind the player’s fully armed chopper. The game does offer the option to switch your viewpoint using the ‘Select’ button, but all this seemed to do was swing the camera back around to its default position in the rare instances where it gets twisted around by the in-game action. Thanks to the additional buttons and movement options offered by the PlayStation’s graphical superiority, Soviet Strike both plays very similar to its predecessors but also expands the controls somewhat: the game offers four different button layouts, but the default is more than adequate, allowing you to fire your Hellfires with Circle, chaingun with X, and your Hydra Rockets with Square and adding a fourth, more powerful missile – one assigned to your wingtip – with Triangle. The previous games allowed you to “jink” but I found little use for this ability; here, it’s mapped to L1 and R1 and is very useful for “sidestepping” out of the way of incoming fire. L2 allows you to drop whatever cargo you’re carrying (though this was only necessary in one mission so could’ve just been an automatic function to discourage you from accidentally destroying vital cargo), R2 changes the heads-up display to remove the ammo, fuel, and armour so you just have the compass or remove everything entirely to more closely resemble the 16-bit games, and you can pause the game and review the map and current objectives with the Start button.

The PlayStation’s power offers a new perspective and enhanced presentation to the classic gameplay.

The map is now far more realistic than in the previous games and took me a little while to adjust to but is actually more useful than ever; at times, you’ll get onscreen notifications about mission objectives and can view these by pressing start, but you can also cycle through your mission objectives, enemies, and notable resources and have each highlighted on the map to make plotting an optimal route even easier. You can read up on each mission, enemy, and resource, review the status of your current objectives, and get a better sense of the story from this screen as well, though there’s still no way to manually quit the game without failing the mission and being forced back to home base. Although Soviet Strike doesn’t offer analogue support and you can’t select a co-pilot this time around, you can customise your chopper with a number of loadouts: you can balance your ammo across all weapons, focus on your missiles, or even head into battle with just your chaingun; you can also customise your wingtip loadout to give you the powerful sidewinder missiles, additional fuel, or disrupt the enemy’s radar. As ever, you’ll automatically winch up resources (fuel, ammo, and armour), targets (prisoners of war (POWs), enemy commanders, scientists, and the like), and cargo (nuclear cores and missiles) just by flying over them, though I found the new perspective made it a little tricky to properly target these, and the game completely goes away with the building collision seen in its predecessors; now, you’ll automatically fly over any structures in your way, which is helpful for maintaining your armour though at the cost of a level of realism. As ever, you’re given three lives (known as “attempts”) to complete each of the five campaigns and must complete a variety of missions within each campaign; the scoring system has been done away with, however, but, while the password system returns, you can manually save after completing each campaign.

Mission objectives are more of the same, though with a greater focus on action and destruction.

Strangely, considering the additional power of the PlayStation compared to 16-bit consoles, Soviet Strike doesn’t include any other vehicles or gameplay modes other than the main chopper, meaning that the variety on offer is more akin to Desert Strike than its sequels. Additionally, the missions you’re tasked with completing are extremely familiar to those from previous games and range from destroying radar sites to reduce the number of onscreen enemies, rescuing POWs and other targets and dropping them off at one of five different landing zones (necessitating a bit of back-and-forth traversal as you can only carry six passengers at a time), destroying enemy buildings and airfields, and disabling enemy ships. If you fail any one of these missions, either by being too trigger happy or not being fast enough to destroy or rescue certain targets, the entire campaign is scrubbed and you must return to base to try all over again from the beginning, though you’re often asked “only” to rescue a certain number of targets rather than all of them. As you progress through the game, some objectives will be hidden from you or unavailable until you complete others or pick up key intel, and the game maps are generally arranged in such a way to promote successive progression from one objective to the next. Things soon get quite nuanced as you must rescue an agent before he’s gunned down by a firing squad, drop him off and defend his position as he sets charges, enters a nuclear plant, or calls in an airstrike, dispose of nuclear missiles by dropping them into the sea, fend off a landing assault and, in the third campaign, destroy waves of different enemy tanks and vehicles as they move to converge on a number of different target sites. Enemies will now target friendlies this time around, destroying your resources and attacking villages and such, and you’ll sometimes be notified of additional side missions as you go, though you can ignore all of these without punishment if you wish. By the time you reach the fifth and final mission, things become extremely delicate; you must defend key targets from enemy attacks, rescue government officials before they’re killed, hunt down and destroy a number of bomb trucks before they destroy the city bridges, and defend your co-pilot as she races around the city to get a dignitary to an airport, all of which can get quite stressful as you have to redo the entire campaign from the start if you fail at any point.

Graphics and Sound:  
Naturally, Soviet Strike is a step up from its predecessors; almost everything is rendered in the finest polygonal graphics the PlayStation has to offer and given a gloss of realism that was ambitiously attempted in the 16-bit titles but not fully realised until the jump to 32-bits. Your helicopter is a fully functioning 3D model, one that easily and smoothly cuts through the air and can “jink” aside from incoming fire; it even starts to smoke when you take enough damage and will burst apart in a ball of fire when being shot down. Enemy vehicles are similarly rendered, appearing to be faster and more versatile as a result, and you’ll encounter the same level of fun detail applied to the various structure sin each environment; drilling rigs, chemical plants, power stations, and the glory of the Kremlin are all brought to life as well defined 3D models, most of which can be destroyed either as part of your mission, to uncover resources and targets, or to cost you your chance at completing the campaign. Although everything has been given a bit more substance and appeal through the shift to a fully 3D perspective, the overall presentation remains very similar to its predecessors, and you won’t really find anything new on offer here in terms of visual variety. Generally, though, everything runs very smoothly; the load times are pretty fast and I noticed very little slowdown during my playthrough, though there were instances of texture warping and screen tearing at times as was common in many PlayStation titles.

Soviet Strike is bolstered by in-game music, 3D models, and cheesy FMV sequences.

Despite the power of the PlayStation, however, the game is still limited to five campaigns and five locations, without any additional gameplay mechanics or options afforded to the player. Similar to how the first game was restricted to the desert, Soviet Strike sets all of its action in various locations in Soviet Russia, though there is some visual variety on offer; you start off in a rural area surrounded by snowy mountains, venture to a heavily fortified dock and sea, attack airfields in a frozen wasteland, and even venture into the desert once more, now far more interesting to look at thanks to the rocky terrain. You’ll also visit Transylvania, complete with wolf howls, radioactive dumping grounds, and suitably gothic aesthetics, and the bustling cityscape of the Kremlin for the final mission. There are a few fun things to spot here and there, from moose to people sunbathing on the beach and friendly villages, all of which can be destroyed. The game also includes in-game music for the first time; it’s nothing spectacular and simply comprised of thumping beats, but its greatly appreciated. There’s also a fair amount of voice work on offer as your co-pilot and passengers offer advice, praise, and reprimands, and the game’s story is entirely related through choppy, frantic FMV sequences that are full of the cheese and over-the-top acting you’d expect from this era of gaming.

Enemies and Bosses:
Although coated with a fancy new 3D coat of paint, most of the enemies you’ll encounter throughout Soviet Strike are largely and functionally the same as those from previous games. The game offers gun-toting soldiers and their rocket launcher variants, who can hide in towers, bunkers, and stream from armoured vehicles to attack the targets you’re trying to rescue, as well as various jeeps and tanks that roll around the map. Anti-aircraft turrets and cannons are also commonplace and should be targeted as soon as possible, though you’ll obviously want to avoid or take out the enemy’s larger missile-firing ordinance as soon as you can. Some campaigns see snowmobiles, jet skis, and Hind helicopters join the fray, as well as amphibious tanks and some enemy placements being hidden in buildings. It’s important not to fire away willy-nilly; not only to do risk expending your limited ammunition but you could also hit a vital target and cost yourself the mission if you’re not too careful, and the game’s new perspective can make hitting enemies a little tougher this time around so it’s always a good idea to make use of the “jink” function and to take cover behind buildings wherever possible.

Waves of enemies, armoured tanks, and escort/defense missions take the place of boss battles.

As before, Soviet Strike doesn’t feature any traditional boss battles; instead, you’ll need to do your fare share of retrieving, defending, and destroying targets. At first, this isn’t too much of a stretch as long as you don’t accidentally destroy the villa you need to be infiltrating in the first campaign but every time you need to defend a target you’ll be faced with waves of tanks. Enemies even spawn in to attack the scientists who are key to preparing a salt mine and deactivating a nuclear core in the Transylvania campaign, but the biggest test here is airlifting eleven of them out of an incoming blast zone with no onscreen time and the landing zone being a fair distance away, meaning it can be pretty hairy making the round trip to get everyone to safety. The second campaign sees you sinking enemy submarines, cargo ships, and a large, heavily defended carrier, some of which must be destroyed before they can escape which can be easier said than done if you’re running low on resources. Similarly, the third campaign can be quite the endurance as you must destroy waves of incoming enemy vehicles before they can destroy friendly settlements; ammo and other resources are scattered about but these are some of the game’s deadliest enemy vehicles and they advance in large groups, meaning it’s easy to cut get down by the crossfire. While flying about the Kremlin, you’ll need to be quick on the controls to keep the government officials from being killed and stop the bomber trucks from destroying the city bridges, but it’s the escort mission that can prove the most trying. Luckily, there’s a backup vehicle on hand if the enemy (or you, accidentally) destroys the limo, but the vehicle’s driving is so erratic, and the number of tanks and enemy vehicles so numerous, that it can be easy to lose track of your target and fail to protect it. Finally, you’ll need to be both aggressive and mindful when luring out and capturing the elusive Shadowman; you need to take him alive so you have to sink his escape boat and hold fire long enough to retrieve him, which can be difficult given how many hits some of these more heavily-armoured enemy vehicles can take.

Power-Ups and Bonuses:
Sadly, there really isn’t anything new on offer here that hasn’t been seen in previous Strike videogames. You start off with a set amount of ammo, fuel, and armour and these can all be replenished by finding various crates and resources across the game’s environments, all helpfully indicated on your map. You’ll very rarely find an extra life and maybe a brief upgrade to some of your arsenal, but what you see is basically what you get; beyond the different loadouts on offer, which basically amount to different difficulty settings for the game, there’s nothing different here at all and actually less than was seen in the last two games as you can’t switch to other vehicles this time around.

Additional Features:
Without a high score table, the only real reasons to play through Soviet Strike again would be to test out different loadouts, find faster and more efficient ways to complete each campaign, and maybe seek out some of the optional side missions to see how (or even if) they impact the story. There isn’t anything to unlock after finishing the game, though you can read STRIKE files on the main menu for some added context and make use to the passwords to jump ahead to later campaigns if you like. There are also, thankfully, some useful passwords on offer here; you can grant yourself stronger weapons, unlimited fuel, invincibility, extra lives, or even infinite ammo, fuel, and lives to make even the toughest campaigns a little easier. You can input these cheats in conjunction with level passwords as well, which is even more helpful, though none of these will help you if you kill or destroy the wrong target. Apparently, the SEGA Saturn version is actually superior in a number of ways and offers a few extra features so it might be worth checking that version of the game for a comparison.

The Summary:
If there’s one thing holding Soviet Strike back, it’s the sharp difficulty curve; for me, all of the Strike games have been pretty difficult and demand a lot from the player, giving such a small window for error and forcing you to return to base if you fail even one of your objectives. Thus, you’re forced to play perfectly right away, each and every time, and the game encourages trial and error and replaying each campaign until you find an optimal solution that allows you to make the best use of your resources to take out targets and rescue others without losing your pitiful number of lives. This is true of the Strike games I’ve played before but is somehow more palpable here, with the game throwing a whole mess of targets at you in the second campaign that will test the limits of your ammo conservation and patience in navigating the many onscreen hazards. Thankfully, the game’s passwords mean you can tip the odds in your favour, but even infinite fuel, ammo, and lives don’t amount to much if your allies are killed by enemy fire or your won trigger finger. Soviet Strike seems to veer more towards action than its predecessors; there’s far more resources available to you one each map and firefights and explosions are so much more action-packed and pronounced thanks to the 3D graphics, which makes the game very enjoyable, but it’s frustrating when you painstakingly airlift scientists to safety only to have them wiped out because you were busy with another objective and didn’t realise they were being picked off. The lack of additional vehicles and restricting the action to Russia, however varied the game’s maps may be, is also a shame but my overall experience with Soviet Strike was largely positive and I could see myself revisiting it for more polygonal action in the future.

My Rating:

Rating: 4 out of 5.

Great Stuff

Was Soviet Strike included in your PlayStation library back in the day? How do you think it compares to the previous games in the series? What did you think to the new perspective and 3D models? Were you disappointed by the lack of extra vehicles and being stuck in Russia or did you enjoy the new loadouts and combat options? Which of the campaigns and missions was the hardest for you to complete? Whatever you think about Soviet Strike, feel free share them below or comment on my social media and check in next Saturday for my review of the final entry in the series.

Game Corner [Bite-Size]: Urban Strike: The Sequel to Jungle Strike (Mega Drive)

Released: 4 March 1994
Developer: Granite Bay Software
Also Available For: Game Gear, Game Boy, Super Nintendo Entertainment System (SNES)

A Brief Background:
After the conclusion of the the Gulf War, Mike Posehn took the air rescue mechanics of Choplifter (Dan Gorlin, 1982) and expanded upon them to create Desert Strike: Return to the Gulf, a nonlinear, mission-based military title that placed players in a sandbox environment and did away with typical videogame mechanics like bosses and power-ups. When Desert Strike proved successful, producer Scott Berfield, game director John Manley, and associate producer Tony Barnes created a sequel that built upon the core mechanics of the original with new locations and vehicles. Jungle Strike: The Sequel to Desert Strike (High Score Productions/Granite Bay Software, 1993) was also was well received, despite criticisms of its difficulty curve, and a third entry was produced for the following year. Moving away from real-world conflicts and taking a slightly more futuristic slant, Urban Strike continued to refine the gameplay mechanics of the series while also mixing things up with sections that took place on foot, however many reviews reportedly found that the gameplay wasn’t innovative or different enough to be as interesting or engaging as it once was. Contemporary reviews echo this sentiment, criticising the game’s difficulty though none of this kept the series from continuing on for a couple more entries.

First Impressions:
Like the first two games, Urban Strike is a top-down, isometric shooter, now set in the far-flung future of 2001 and primarily playing in control of a Mohican helicopter to undertake some familiar missions across a variety of maps now exclusively based in the United States of America. As ever, you can customise your control scheme to your liking – the default settings see A fire your Hellfire missiles, B fire your Hydra Rockets, and C fire your chain gun – but the game now supports the Mega Drive’s six-button controller, which is super useful for the new drop feature that lets you dispose of cargo or smart bombs at the touch of a button. You can again choose to control your helicopter either with or without momentum to increase or decrease the realism of the gameplay, and select from various co-pilots, with some being more accurate or trigger happy and some missing in action and in need of rescue. So far, it’s all very familiar but, like Jungle Strike, you now have the option of taking the controls of two other vehicles: the much larger Blackhawk helicopter (which lakes Hellfire missiles and seems a bit slower but can hold twenty passengers rather than the usual six, making it perfect for the game’s many rescue missions) and the Ground Assault Vehicle (GAV), a heavily armoured transport that might be slow as all Hell but it can take a beating and deliver massive damage. While the game technically only has five campaigns, this number is increased by the newest gameplay feature, which sees you abandoning your vehicle and exploring labyrinthine facilities on foot!

The developers attempted to spice things up with new vehicles and even some on-foot sections.

Unfortunately, the grid-like control pattern makes these sections rather awkward; you’re also limited to your MX9 machine gun and have far less armour since your only protection is a flack vest, and the zoomed in isometric perspective causes the game’s otherwise impressive presentation to suffer in these rare sections. Luckily, opportunities to switch to other vehicles are much more frequent than in Jungle Strike, though I can’t say I was too impressed by the new vehicles on offer here. Similarly, your missions in each campaign are painfully similar to what’s come before; you start off in Hawaii (with three lives by default and again without any in-game music accompanying the action) and are tasked with destroying radar sites and stealth ships, rescuing Green Berets, and blowing up a bridge. Objectives also include transporting telescope mirrors to a barge, which means your winch is taken up carrying the object; if you press a button to drop your cargo, it’ll be lost, so I’m not really sure why this function was included (if you could drop it, pick up an ally, and then grab the object again it would make much more sense). The first map is pretty open and linear, with an abundance of fuel, armour, and ammo crates to be found; those you rescue will also repair some of your armour when you drop them off, which is helpful, though it’s still advised that you plan on optimal route to avoid running out of ammo or blowing up from lack of fuel. If you’re down in this manner, you’ll respawn with twenty-five units of fuel and full armour but you’ll get full fuel if you’re destroyed be enemy fire (though your weapons can only be replenished by ammo crates, so be careful not to accidentally destroy them!)

Graphically, the game impresses, but it’s gameplay has become quite repetitive by now.

From the pause menu, you can again see a pretty useful map of the area and cycle between mission objectives, notable highlights, and review your mission and current status. If you destroy the wrong targets or fail to rescue or secure others in time, you’ll be forced to return to base to restart from the beginning, so there’s again a fair amount of trial and error required to properly progress. Campaigns also include some hidden side missions, such as rescuing innocents from shark attacks and such, which will net you bonus points. While the first campaign is pretty simple stuff even without the helpful ten lives cheat code, campaign two takes its queue from the final level of Desert Strike and has you securing heavily-defended oil rigs, rescuing survivors from a sinking cruise ship (you’ll definitely need the Blackhawk for that one!), and securing a friendly Russian submarine. It’s a slightly tougher mission, made all the more challenging by the fact that some of your missions won’t appear on the game map until you complete earlier ones; you can’t swing by the cruise ship or fend off the gunboats by the submarine, for example, until you’ve secured the drilling platforms. Things get a bit tougher when you head inside an aircraft hanger and must navigate the maze, taking out turret columns and destroying fighter jets before activating a beacon. You’re then given 120 seconds to escape, but there’s no onscreen countdown, which is super annoying, and additional enemies pop up to obstruct you as you race for the exit ladder.

My Progression:
I believe this is my first time playing Urban Strike, but I went into it with a pretty fair idea of what to expect based on the last two games. Sadly, while the title screen is much improved and the explosion effects look a lot better this time around, things haven’t really progressed all that much; the graphics still have a fun, pseudo-3D feel but the cutscenes contain less animations than before and it feels like a bit of a step back from Jungle Strike in terms of variety and accessibility. Once again, there are no real bosses to speak of but you’ll counter more formidable and tougher enemy ships and helicopters as you progress; later missions have you commandeering a GAV to take out the heavily-armed militia or targeting bad guy Malone’s henchman as they speed away in cars, but you’ll face a similar assortment of turrets, jeeps, soldiers, and tank-like enemies as in the previous games.

Despite what the reviews said, I found to be just as tough as the first game!

While the on-foot sections are a bit ugly, the environments continue to be a vast improvement over Desert Strike, overall; the desert still crops up, naturally, but Urban Strike boasts cities, jungles, and even a pretty fun recreation of Las Vegas. Rendered in the black of night, the city is lit up by gunfire and explosions as much as the garish neon signs and let down only by the tedious objective of flying all over, avoiding enemy fire, to destroy a whole bunch of radar sites. After that, you’ll be struggling with your ammo as you’re forced to clear the Las Vegas Strip of enemies, and this mission proved to be too much for me in the end. But, truthfully, I’d tapped out in the previous mission; after destroying a bunch of guard towers and rescuing a bunch of prisoners of war in Mexico, the game required me to hack into the Gav to take control of one but, no matter what I tried, I kept picking the wrong fuse and was forced to abandon the mission. As before, the game is password-based; you get passwords to jump ahead to later campaigns, which is how I played the Las Vegas campaign, but you can’t input the ten lives code and then jump to a later level, and in-game extra lives are pretty scarce, so the difficulty curve was noticeably more like Desert Strike than Jungle Strike for me. It’s interesting for me, then, to learn that many reviews thought Urban Strike the easiest of the series so far; the missions are a little more tedious, often requiring you to rescue multiple targets, fend off waves of soldiers, or carry multiple objects from one point of the map to the other, which can be a drain on your resources. As ever, it’s thus important to plan your route and conserve your better weapons for when needed, but the shift towards more monotonous missions and the unsightly and awkward on-foot missions seems to have made the admittedly repetitive gameplay loop less exciting rather than injecting some variety to the formula.

So, again, I wasn’t quite able to finish Urban Strike; I did a lot better than with Desert Strike but I found the game to be a bit tougher than Jungle Strike, though I was surprised that I was even able to clear the second game. Although it’s just more of the same, with little in the way of gameplay or graphical progress or innovation, Urban Strike is still a really good game; the game is probably the smoothest of the three classics and the maps are all very distinct and much more interesting than being stuck in the desert but feel less visually interesting than in Jungle Strike. The two new vehicles area bit easier to control than those in the second game, but the Blackhawk is a bit too similar to the Mohican to really stand out and I really didn’t enjoy the on-foot sections, which were clunky and relied too much on maxes. Combat and gameplay are largely as exciting as ever, with lots to blow up and discover in each campaign; enemy fire can still destroy buildings and such, which is great, and it can be fun planning an optimal route to complete missions faster but, overall, this was just more of the same with little to really make it stand out from or surpass Jungle Strike.Still, I’d love to hear your thoughts on Urban Strike down in the comments or on my social media so please feel free to share your memories and opinions and check back in next Saturday for my thoughts on the fourth game in the franchise.

Game Corner: Jungle Strike: The Sequel to Desert Strike (Mega Drive)

Released: 16 December 1993
Developer: High Score Productions
Also Available For: Amiga, MS-DOS, Game Gear, Game Boy, Super Nintendo Entertainment System (SNES), PlayStation Portable

The Background:
Following the end of the the Gulf War, Mike Posehn expanded upon the air rescue mechanics of Choplifter (Dan Gorlin, 1982) to create Desert Strike: Return to the Gulf, a nonlinear, mission-based military title that took place in a sandbox environment and eschewed typical videogame mechanics like bosses and power-ups. Following that game’s success, producer Scott Berfield, game director John Manley, and associate producer Tony Barnes were tasked with creating the sequel, which retained the core mechanics of its predecessor alongside new locations and vehicles. The developers struggled to decode the graphics files and ensure that each version of the game ran smoothly, which was made much simpler thanks to Stuart Johnson’s map editor. Like its predecessor, Jungle Strike was well received upon release; the game has been praised for improving upon almost every aspect of the original, though the difficulty curve was again noted as a concern. Regardless, Jungle Strike his generally regarded as one of the top Mega Drive games of all time and was followed by a third entry on the same system in 1994 and two more titles across the next generation of home consoles.

The Plot:
General Kilbaba is dead but his son (…also named Kilbaba…) swears revenge against the United States of America for interfering in his father’s dreams of world domination. He teams up with notorious drug lord Carlos Ortega and establishes himself in South America, necessitating military intervention using a variety of well-armed vehicles.

Gameplay:
Just like the first game, Jungle Strike is an isometric action shooter in which you’re placed at the controls of a specialised Comanche helicopter and tasked with completing a variety of mission objectives, now across nine campaigns and taking place in a number of locations and maps rather than just out in the desert. Also as before, your Comanche has three types of weapons: a chain gun, rapid-fire Hydra missiles, and slow but powerful Hellfire missiles. You can change up the default buttons for these weapons and I absolutely recommend that you do since you don’t want to waste your more powerful rockets and, like last time, ammo and other resources are quite limited. You can choose between controlling “With Momentum” for a more realistic experience or “No Momentum” to make stopping easier, and can again pick between a number of different co-pilots, each with different strengths (some are better with the winch, which automatically picks up resources and people, while others are better shots), though the very best co-pilot is listed as missing in action (as are others) and needs to be rescued in a later mission. You also begin from the first campaign and are awarded a ridiculously long password after clearing each one so you can skip ahead. So far, so familiar.

In addition to the Comanche, there are new vehicles to control here, each with their own pros and cons.

Where the game differs, however, is not just in the variety of its locations but also in the new vehicles available to you; three additional vehicles can be found in three specific missions, with each controlling a little differently and offering new ways to traverse the maps and engage with the enemy. The first new vehicle is a hovercraft that can drop mines in the water and help you sink boats and submarines; it’s pretty decent to control, though the isometric angle can make it tricky to manoeuvre under bridges. Campaign five has you hop on a motorcycle, which is the only way of destroying the armoured trucks rolling around the map; small and spritely, the motorcycle can be a little difficult to control and isn’t really built for combat and feels a bit clunky. Finally, on the eighth campaign, you’ll uncover and control a stealth bomber; this thing is constantly moving, and your up and down inputs will cause it to descend and ascend, respectively. It has unlimited fuel and ammo, which is great for laying waste to targets, but it’s incredibly fragile, very difficult to manoeuvre (especially in tight corners), and you’re forced to both respawn at the landing strip where you first found it when downed and to successfully land it once your missions are complete. You get three lives to complete each campaign and, when they’re all lost, you have to start all over again with no checkpoints (though you can, very rarely find extra lives in the campaigns now). Pausing the game allows you to view a map of your current location and cycle through different points of interest, as well as review your mission objectives and status, which is super handy for when you want to plot an optimal route to pick up some supplies and take out some targets on the way to a certain objective. Your vehicle’s fuel, armour, and ammo are also all displayed here; you start with 100 units of fuel and 1000 units of armour, and will have your fuel replenished to 25 or 100 depending on how you’re shot down (if you’re shot down because of damaged, you won’t get full fuel, basically) but your ammo is extremely finite and can only be restored using ammo crates.

Many missions carry over from the first game and have you destroying or picking up targets.

You can also only carry six passengers at a time, so be sure to keep an eye on your current load and drop some off at a landing zone if need be, however it should be noted that you don’t need to rescue every prisoner of war (P.O.W.) or innocent you come across, nor do you have to engage with every enemy you see, either. In fact, since supplies can be so hard to come by, it’s actually advisable that you don’t waste resources destroying every enemy; indeed, I found a useful tactic was to position myself in such a way that enemies either couldn’t see and shoot at me or that caused their projectiles to attack and destroy buildings or other targets. As before, it’s generally advised to you complete missions in order and you usually have to do this as some campaigns only tell you what your other missions are once you’ve completed the ones available to you. In this regard, Jungle Strike is, like its predecessor, made to encourage multiple playthroughs; once you know where targets are and what your missions are, you can plan an optimal route, destroying targets like underground bunkers, power plants, and terrorist training grounds, rescuing agents, P.O.W. or capturing bad guys, and eliminating moving targets that are either difficult to trace, only show up with the right intel, or don’t show up at all. More than once, you’ll be tasked with protecting a Presidential escort (a limo in the first campaign and Air Force One in the last) from reprisals, which is quite fun; you’ll also need to find and sink nuclear submarines and stop the bad guys getting away with plutonium, destroy power transformer towers and uncover hidden nuclear chambers in the snowy wastes of campaign six, and rain fire on drug plantations and rocky outgrowths to uncover Tomahawk missiles. While many of Jungle Strike’s mission objectives aren’t much different to what we saw in Desert Strike, the variety is appreciated; sometimes you need to destroy up to thirteen different targets, often strewn all over the map, while others you don’t need to destroy or rescue everything and everyone, though you have to be careful to not be too trigger-happy and destroy vital targets as this’ll cause a complete mission failure. On the plus side, though, there’s rarely any timed tasks; you need to destroy four eighteen-wheelers carrying nuclear missions in the last campaign, and first capture and then eliminate the two antagonists before they can escape, but these come near the end of the game for an added challenge rather than being scattered throughout other campaigns.

Graphics and Sound:  
Graphically, not too much has changed or improved since Desert Strike beyond the title screen, which now uses a polygonal sprite for the Comanche, but the overall presentation of the game is vastly improved. Sprites, models, and environments are all very similar, with the same sound effects and use of text to convey mission completion, failure, the game’s story, and when you’re in a danger zone or running low on fuel or armour, but the maps are so much better this time around. Before, you just flew around the same area with a slight palette swap and some different structures here and there, with the most variety appearing in the final mission, but you instantly see how much more varied Jungle Strike is from the very first campaign, which sees you flying around an ambitious isometric recreation of Washington, D.C., complete with fully destructible White House and various other monuments (which also need protecting from enemy forces).

The graphics are much of the same, but overhauled and bolstered by a new vehicles and environments.

This carries through to the game’s other locations as well, which include an expanse of water with tiny islands dotted about and a large bridge running across it, and a couple of trips to the titular jungle (one at night, with low visibility, where explosions and gunfire light up the environment and two others in the day time, where rocky mountainsides, pyramid-like structures, and stone columns are plentiful). You’ll also fly through the frozen Soviet wastes and revisit the desert, both of which add to the visual variety of the game, and the pause menu and user interface have both been given a complete overhaul. Sadly, there’s still no in-game music, which can really make gameplay very monotonous, and it’s a shame as the title screen and story cutscenes are punctuated by some rocking tunes. These cutscenes are again made up of larger sprites and artwork, with some notable animation frames, but they do the job, as does the dialogue text; it’s fun seeing the Mad Man’s tanker truck explode in a blazing inferno and seeing your Comanche come in for a landing or launch a missile strike or your pilot character interrogate enemy agents helps to break up the gameplay a bit. It’s the 2.5D sprite work that steals the show, though; while the isometric perspective can make it a little difficult judge your precision and you can bonce off of buildings and rocks if you’re not careful, there’s a certain appeal to it and I always get a sense of satisfaction in seeing my missiles leave another enemy stronghold a flaming mess.

Enemies and Bosses:
While many of the enemy troops are functionally similar to the ones seen in Desert Strike, there’s been a few changes here; enemy soldiers still fire their guns and rockets at you, often masked by the foliage and environment, but you’ll also find seemingly innocuous civilian vehicles have been repurpose to either ferry bombs or fire at you and other targets. Guard towers, Gatling guns, and anti-aircraft placements are commonplace enemy targets, as are the smaller tanks and armour vehicles which patrol near to your mission objectives and fire bullets and missiles at you. You’ll also have to deal with a few more instances of gun boats and enemy helicopters, with these latter being able to be destroyed before they can take off, and stationary missile launchers which don’t pose a threat to you but are often heavily guarded. Thankfully, as mentioned, you can often strafe or position yourself in a way to avoid being damaged or have the enemy blast open jails and enemy stronghold son your behalf but be careful: destroyed buildings and targets are often as likely to hide an enemy unit as they are your object or some much-needed ammo. One of your more persistent and formidable enemies will be the Sheridan tanks and slow-moving mobile cannons, which can bring you down in just a few shots, and your own trigger finger; be sure to not just blast away at your targets in case you accidentally gun down someone you’re supposed to capture or destroy a nuclear warhead you’re meant to retrieve.

In place of traditional bosses, you’ll need to shoot down and destroy heavily armoured key targets.

As before, the game doesn’t really include any traditional boss battles, but there are a few instances that could be said to count for them. In the second campaign, for example, you need to use your hovercraft’s mines and rockets to destroy some heavily armoured nuclear submarines (though actually placing said mine, and avoiding their rockets, is easier said than done, especially as their sprite tends to vanish if you’re too far away). In campaign five, you need to flush out five armoured cars that can only be destroyed with the motorcycle’s mines, and you’ll also be tasked with defending your co-pilot as he sets explosives in the war room in this campaign but, as no heavy artillery appears, it’s not so difficult. In campaign eight, you need to blow up these stone pyramids and destroy the nuclear warheads, detonators, and scientists within, which can be tricky as they’re well-guarded and the stealth bomber is clumsy to move around without crashing, but you’ll also need to blow a hole in the Drug Lord’s fortified bunker, then land so your co-pilot can drive a drunk into it for you to explode, and then shoot down his escape chopper and pick him up for due processing. The most annoying campaign is the ninth and final one, which has you frantically flying all over Washington for thirteen enemy vehicles and then destroying a bus and a fuel tanker with the Drug Lord and Mad Man on, respectively, before safeguarding the White House once more. It’s not exactly difficult to take these out, as long as you’re smart about your ammo and supplies, but actually locating most of these targets is nigh-on impossible as they don’t appear on the map.

Power-Ups and Bonuses:
As in the first game, you can fly over ammo crates, fuel tanks, and armour to restore each to full capacity. On many of the maps this time around, though, these resources are hidden behind pyramids, buildings, vehicles, and other destructible targets, meaning they don’t always appear on your map screen and you often have to waste ammo to resupply something else. Occasionally, you’ll be able to pick up an extra life and a quick winch, which speeds up your winch motion, and it’s beneficial to try and rescue the M.I.A. co-pilots, such as Wild Bill, as it can dramatically increase your accuracy, fire rate, and winch speed.

Additional Features:
There’s not really much on offer here; Jungle Strike’s additional content is all contained within the gameplay, and there are no other difficulty settings, multiplayer options, or game modifiers to speak of. You can find passwords online, however, that let you not only skip to later campaigns but also award you twenty-three lives (more than enough to finish every campaign in the game since the count resets to twenty-three at the start of each new campaign). Otherwise, your main objective for replaying the game (beyond it being fun) is to try and accumulate a higher score; there isn’t a scoreboard, however, so you’ll just have to note these down yourself.

The Summary:
I played both Desert Strike and Jungle Strike quite a bit as a kid, either on the Amiga or after borrowing them from friends. Although I struggled with Desert Strike and could barely finish the first campaign in that game, Jungle Strike was much easier and more forgiving for me to play through; everything that was so appealing in the first game is still here, but the added variety in the campaign maps, enemy units, and available vehicles makes it vastly superior in every way. While I was disappointed that the other vehicles weren’t available in my campaigns (and they probably could’ve been), they made those campaigns even more memorable, and I can understand their limited usage since their controls and weapons were a bit clunky and there were plenty of drawbacks to even the most powerful jets. Mission objectives are immediately familiar to anyone who’s played the last game, but they’re pretty fun to tackle, with only a handful being tedious and forcing you to search all over or destroy multiple targets. Managing your fuel and ammo is key to succeeding at Jungle Strike, which means you’ll either need a guide to plan an optimal route or use a bit of trial and error to figure out the best ways to go to take out a few targets, pick up some resources, and drop off any passengers. While it’s still disappointing that there’s no in-game music, the sheer visual variety on offer more than makes up for it; just getting away from the dreary desert makes Jungle Strike instantly better than the original and I really enjoyed all the destructible objects, recognisable landmarks, and little touches like cows and desert springs being scattered across the map. Overall, I would say I much preferred Jungle Strike as it was far more accessible and rewarding to play since I was actually complete and experience the entire game this time around, so I would absolutely recommend this one over the original for all the improvements it makes to the formula.

My Rating:

Rating: 4 out of 5.

Great Stuff

Did you enjoy Jungle Strike: The Sequel to Desert Strike? How do you think it compares to the first game, and it successors? Which of the new vehicles was your favourite? Did you like that the game featured more diverse environments? Which of the campaigns and missions was your favourite, or the hardest for you to complete? Whatever your thoughts on Jungle Strike, sign up to share them below or comment on my social media and check in next Saturday for my thoughts on the third game in the series.

Game Corner [Bite-Size]: Desert Strike: Return to the Gulf (Mega Drive)

Released: March 1992
Developer: Electronic Arts
Also Available For: Amiga, MS-DOS, Mac OS, Master System, Lynx, Game Gear, Game Boy, SEGA Mega Drive Mini II, Super Nintendo Entertainment System (SNES), PlayStation Portable

A Brief Background:
By 15 March 1991, the Gulf War came to an end; after about six months of conflict and thousands left dead, the atrocities of the war would be felt for years to come and, naturally, this meant that Desert Strike caused some controversy when it was released due to the Gulf War being fresh in people’s minds. Desert Strike was spearheaded by Mike Posehn, who built off the air rescue mechanics of Choplifter (Dan Gorlin, 1982) by incorporating nonlinear, mission-based gameplay in a sandbox environment that eschewed typical videogame mechanics like bosses and power-ups. Inspired by Matchbox toys, Posehn designed the 3D models to resemble toys and programmed the game in such a way that players would be forced to restart if they went off-mission. Several months were spent perfecting the game’s physics and controls, all of which served it well upon release and Desert Strike has been highly praised as one of the Mega Drive’s top titles; reviews praised the graphics, the mission variety, and the strategy involved in tackling missions, though the difficulty curve and its more frustrating moments proved to be a cause of contention. Though many may have forgotten the series in recent years, Desert Strike kicked off a slew of similarlythemed sequels that built and improved upon the original’s formula; I used to play the Amiga version all the time back in the day and knew that the series was a must-buy once I really started collecting for the Mega Drive.

First Impressions:
Desert Strike is a top-down, isometric shooter in which players take the controls of an Apache helicopter and undertake a number of missions in a sandbox-like map in the middle of the Gulf Desert. At the start of the game, you can pick from a variety of control and gameplay options: by default, A fires your Hellfire missiles, B fires your Hydra missiles, and C fires your chain gun, but you can customise these to your liking. You can also choose to control the helicopter either from the cockpit (which makes movement a lot easier) from above (which leaves less room for error), or “with momentum” (the default setting, which has the helicopter move more realistically). I chose “from cockpit” and never had any issues with the control scheme; the helicopter is surprisingly manoeuvrable considering you’re essentially flying over a grid, and you can easily reverse away and bank out of firing range if need be. Once you’re happy with your controls, you can pick a co-pilot; while you’ll control the helicopter’s flying and weapons, the co-pilot you choose can greatly impact your gameplay as some cause the winch to jam while others are a bit more trigger happy. From there, you can either start from the game’s first campaign or enter a password to skip ahead to a later level, and you’ll be awarded with one of these codes after successfully completing each campaign. Sadly, despite some pumping tunes blaring during the title sequence and cutscenes, Desert Strike is devoid of in-game music, leaving only the sounds of your helicopter blades and weapons to hold your attention. Each of the campaigns also takes place on the exact same map, though the sand colour changes to indicate a different time of day and you’ll find different buildings, vehicles, and enemy placements in each campaign.

Check your map to identify mission objectives and targets to destroy or POWs to rescue.

While you need to press C on the title screen to view the game’s story, mission debriefing and cutscenes will take place before each campaign (and during the mission when you rescue prisoners of war (POWs) or capture enemy commanders) using large, detailed, and partially animated sprite art and onscreen text. Once you start the campaign, you’ll need to fly from the frigate and to the desert, and right away you’ll see just how large the game map is. You can view the map from the pause menu and use the directional pad to switch between different mission objectives and points of interest on the map, which allows you to easily see where your next target is and what resources you can acquire along the way. You can also view the status of your missions, and get additional information about each one (this tells you how many POWs you need to rescue, or how many targets you need to destroy, in order to clear the mission). The instruction manual stresses that you complete each mission in order; if you don’t destroy the radar dishes first, you’ll encounter greater enemy resistance throughout the campaign, but it’s also advisable to clear out enemies or do some prep work on your way to your next objective (for example, if you’re going to fly past where an enemy spy is hiding, break them out and pick them up before destroying the power plant, then loop past the fuel on your way to taking out a SCUD Launcher). Since onscreen text is limited to warning you when you’re in a danger zone or low on fuel and armour and other situational notifications, you’ll only be able to keep track of your ammo, armour, fuel, lives, current load, and current score from the pause menu. Your helicopter’s chain gun is your weakest weapon, but also holds around a thousand rounds, meaning it’s sometimes better to hang back, angle yourself just right, and use the gun to blow open buildings rather than waste your more powerful missiles. Ammo crates are scattered all over the map, but ammunition is scarce; if you’re too trigger happy, you’ll have a hard (or almost impossible) time destroying the campaign’s bigger targets or tackling more formidable enemy units, like tanks and Rapiers.

Campaigns quickly get very challenging as you’re given a variety of missions to complete.

Your helicopter can take a decent amount of damage, but you’ll be reduced to smouldering wreckage under sustained heavy fire or if you’re not careful and bash into rocks or buildings. You start the game with three lives and, when they’re exhausted, you have to restart the entire campaign over. You can, however, earn additional lives by accumulating a high score or hop back into the later missions using the password system. If you die mid-campaign, you’ll respawn right where you failed but your weapons won’t be replenished after each death. You’ll get a bit of extra fuel, though, but it’s usually not enough to get to one of the handful of fuel drums also scattered across the map. As a result, you really have to think about the best routes and the most efficient way of tackling the missions; fuel, ammo, and armour all need to be considered so you can’t just fly in all guns blazing, and you can only carry six passengers at a time so you’ll need to be mindful of where the nearest landing zone is, too. Resources and passengers are automatically picked up by flying over them, which drops a winch for you to latch onto them. Your helicopter will also land so your co-pilot can get out and rescue targets, which leaves you flying about fending of heavily-armed enemy forces before recovering them, and you also won’t lose fuel when flying over the sea, which is useful in the game’s later campaigns. Missions are generally grouped into two categories: destroying targets and recovering targets. Radar dishes, power stations, airfields, and chemical weapons facilities all need taking out and you’ll need to recover both POWs and enemy commanders to learn the exact location of things like SCUD Launchers or bomb shelters. You’ll be orchestrating jail breaks, rescuing United Nations ambassadors, uncovering and destroying missile silos (before they launch their ordinance), airlifting soldiers from life rafts out in the ocean, and angling yourself just right to stop oil spills as you progress through the game. Practically every target is either defended by or soon reinforced by enemy forces, ranging from soldiers packing both machine guns and rocket launchers to tanks, AAA turrets, mobile Rapier launchers, and even an enemy helicopter in one of the later missions. There are no traditional bosses to speak of, but the more heavy-duty enemy vehicles can easily catch you in a crossfire, especially if you’ve wasted all your best ammo blasting buildings. Things would be a lot easier if you could restock your weapons, fuel, and armour at the frigate but this isn’t an option; rescuinf missing soldiers can restock your armour but resources are so scarce that you’re easily left with no better option than to completely start over since you won’t have the necessary weapons or fuel to continue, making for a challenging gameplay experience

My Progression:
I’ve played Desert Strike, and its sequel, before; as mentioned, I had it on the Amiga and I remember borrowing both from friends back in the day, but my memories are a little vague on the specifics. After replaying it on the Mega Drive, though, I can only conclude that my version must have been one of the many Amiga games I had that was cracked, allowing me to play with such benefits as infinite fuel, armour, and ammo as Desert Strike really is one of the most challenging Mega Drive titles I’ve played. Thankfully, it’s not unfair, exactly, just extremely frugal with its fuel, armour, and ammo and you really need to have a plan of attack in mind before taking on your objectives. If you run out of missiles destroying enemy vehicles or targets, you’ll never be able to destroy five out of the six SCUD Launchers before they fire their missiles, for example, so you shouldn’t just blast away willy-nilly or pick up ammo crates unless you need them, and while you do get extra points for destroying other targets and picking up soldiers, it’s best to stay on-task and only attack and rescue those that you need to. All of this is to say that I couldn’t get past the second campaign, and it was only through a great deal of trial and error that I was even able to beat the first campaign (!), which requires you to destroy three radar dishes, take out a power station, destroy some heavily-defended airfields, and then rescue a secret agent from a bunker while fending off enemy forces.

You’ll be hard pressed to take on the game’s later missions even with the level skip passwords.

Campaign two starts out with much of the same, asking you to destroy radar dishes, a power station, and a chemical weapons facility, but the resources are far scarcer are there are a lot more passengers that need picking up between the jail break and SCUD commanders, meaning you’ll be doing a lot of back and forth between landing zones. I was able to achieve all of these objectives except for destroying the SCUD Launchers as I was completely out of missiles by the time they appeared on my map and thus unable to destroy them before they launched their load. Even using the ten lives code didn’t really help here as I kept running out of the resources I needed to complete the campaign, so I used a password to jump ahead to the other campaigns and see how they fared. As you progress, not only do the number and aggression of the enemy forces increase, but so do your mission objectives: Campaign three has you rescuing U.N. ambassadors, destroying a chemical weapons complex, locating and destroying missile silos before they can launch, destroying a power station, blowing a hole in the Madman’s yacht and rescuing his hostages while fending off speedboats, and then protecting your co-pilot as he drives a bus to safety. I believe I died trying to locate the enemy ambassadors, so I tried the final campaign and was similarly met with failure. At first, you only get two objectives: destroy the tanks attacking an oil field and drop some commandos off to take the complex over and stop oil pumping into the sea with well-timed shots, but additional missions pop up soon after, including locating bomb shelters and destroying specific garbage trucks carrying bomb parts, but I was all out of ammo, fuel, and lives before I really got a chance to go any further than that.

Despite the fact that I couldn’t actually complete the game, and barely managed to clear even one campaign, I still really enjoy Desert Strike. While enemies and the game’s speed aren’t exactly action-packed or at a breakneck speed, combat is exhilarating as you need to try and circle around or stay out of firing range to quickly take out enemies or blow open buildings, without catching their attention and to conserve your more powerful weapons. The controls are surprisingly slick, and there’s a lot of little things to see and do in each campaign, from vehicles idling down the road, security checkpoints, POWs fighting with the enemy, enemy fire damaging buildings, and the amount of objectives crammed into each mission is staggering. In fact, there may be almost too much to do, certainly too much for the limited resources available; thus, Desert Strike is a game that involves a lot of strategy and asks that you plan out your route and how you tackle objectives and then restock your weapons, though the developers were really stingy with the fuel, ammo, and armour, which means that this isn’t really a game you can just casually playthrough. Still, it remains an under-rated Mega Drive classic and I’d love to hear your thoughts on Desert Strike down in the comments or on my social media so please feel free to share your memories and opinions and check back in next Saturday for my thoughts on the sequel.