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star 4.4
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U.N. Squadron

1989-08-31
Developer:  Capcom, CapcomPublisher:    Capcom, U.S. Gold
gamepadArcade, SNES, Atari-ST, Amiga, SFAM
Single player, Co-operativeSide view
Shooter
Action
Warfare

Side-scrolling shoot-em-up, in a similar style to such games as Gradius, R-Type and Scramble. The aim is to wipe out the enemy, which has gathered around the allied airspace of 'Area 88', in a series of military aircraft-based scenarios. You choose one of three unique pilots; Shin Kazama, Micky Schymon or Greg Gates, each with varying abilities at damage repair, weapon handling and flying skill, and engage the enemy over a series of challenging missions. The player starts out with the weakest plane, the F8E Crusader, which can only be armed with a very basic range weapons. But, through completing various missions, enough cash can be raised to purchase higher-quality aircraft. These superior planes are more agile, have improved resilience to damage and have a greater range of fire. Furthermore, the more advanced fighters can be armed with superior special weapons, such as napalm. The missions include attacks on sand bases, the nuclear submarine 'Seavet' and enemy supply camps, as well as seeing off groups of airborne 'bandits' who swarm-in on Area 88. The enemy is plentiful, and the pace is frantic. Shoot at everything on the screen that moves, and the allied forces might just come out on top......

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The story hardly exists and doesn't say much about the antagonists. That part might be more obvious if you're familiar with the anime this is derived from. This game is reasonable for two levels, then abruptly jumps in difficulty. The player is given optional bombing run levels to gain extra money, and for the most part you're allowed to pick your path through the game. Most levels are short, and the submarine level is centered entirely on a pattern-oriented boss fight. This is a really fun game with unique ideas I didn't expect, and even less did I expect a shmup from Capcom. I liked seeing all the jets you could buy, and the many different weapons you could experiment with. It's definitely recommend to build a stash if you can, particularly for the last boss. Instant death doesn't exist, as the player has a recharging HP meter. This is a great asset for learning levels, and building skill at bosses. Some bosses are certainly more challenging than others, but I can't say anything good about the boss from mission nine. It crowds the screen in a terrible way with minions and bursts of fire. Fighting it without the optional missiles that shoot directly above you almost guarantees failure. That boss is in no way designed well and flagrantly disrespects the player. Everything else has distinct patterns, and most bosses fill the screen to create a tense sort of immersion. This game doesn't crowd the screen to overload the player's senses like other shmups, but the difficulty is high. You will need to keep a close eye on your environment at all times and make some predictions about what is going to shoot at you next, and in what direction. The biggest fault this game might have is the lack of continuous fire. You might not need to mash the Y button to shoot, but it only shoots for so long. This can get you killed if you're focusing on something else for a moment, or if you're trying to move away from an enemy trying to collide into you. The music often sounded like something out of Mega Man X. (:
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