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Added a Body Horror entry.

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* BodyHorror: While some of the boss aliens have faces that are humanoid in appearance, the rest of their bodies is just very, VERY wrong. The Round Three boss is particularly disgusting. It is a lumbering, multi-legged abomination that attacks by detaching its huge eyes from its body and attempts to hit you with them as multiple maggot-like creatures fly from out of its eye sockets towards your direction.
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''Alien Syndrome'' was ported to a variety of 8-bit platforms at the time, including Sega's very own [[UsefulNotes/SegaMasterSystem Master System]] and UsefulNotes/GameGear, as well as a Famicom/NES port released by Sunsoft in Japan and Tengen in the U.S. There were also two updated remakes as well: a 2004 version by [=3D Ages=] released for the [=PS2=] (as part of the ''Sega Classics Collection'' in the U.S.) and a 2007 version by Totally Games released for the Wii and PSP.

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''Alien Syndrome'' was ported to a variety of 8-bit platforms at the time, including Sega's very own [[UsefulNotes/SegaMasterSystem Master System]] and UsefulNotes/GameGear, as well as a Famicom/NES port released by Sunsoft in Japan and Tengen in the U.S. There were also two updated remakes as well: a 2004 version by [=3D Ages=] released for the [=PS2=] (as part of the ''Sega Classics Collection'' in the U.S.) and a 2007 version by Totally Games released for the Wii and PSP.
PSP. The Master System version is available as a GameWithinAGame in ''VideoGame/LostJudgment'' via DLC.

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The Xenomorph thing is its own Trope, apparently.


* ShoutOut: Many versions feature an enemy resembling [[Franchise/{{Alien}} Xenomorphs]].


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* XenomorphXerox: Many versions feature an enemy resembling [[Franchise/{{Alien}} Xenomorphs]].

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Frickin' Laser Beams entry amended in accordance with this Trope Repair Shop Thread.


* EnergyWeapon: One of the weapons available to the player. Normally just a projectile speed and range upgrade, but the Amiga version makes it rapid-fire and therefore has it do the most damage per second.



* FrickinLaserBeams: One of the weapons available to the player. Normally just a projectile speed and range upgrade, but the Amiga version makes it rapid-fire and therefore has it do the most damage per second.
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* HitboxDissonance: Like all early games, it has some form of this. However is it particularly noticeable in the NES version, where even normal baddies sometimes have an InstantDeathRadius due to this. It's worth noting that this also makes them easier to kill.

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* HitboxDissonance: Like all early games, it has some form of this. However However, is it particularly noticeable in the NES version, where even normal baddies sometimes have an InstantDeathRadius due to this. It's worth noting that this also makes them easier to kill.



* TacticalSuicideBoss: The first alien boss can survive simply by not using one of it's attack, or by not attacking during it's second stage. The Commodore 64 port makes this more obvious, as the action making it vulnerable doesn't do an attack, and where it could technically wait the player out on the second stage of the battle.

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* TacticalSuicideBoss: The first alien boss can survive simply by not using one of it's attack, its attacks, or by not attacking during it's its second stage. The Commodore 64 port makes this more obvious, as the action making it vulnerable doesn't do an attack, and where it could technically wait the player out on the second stage of the battle.



* VacuumMouth: The vacuum is actually six air clouds that spiral in to the mouth, and dodging them means you aren't sucked in. Compared to the arcade version, the Commodore 64 version makes it hard to dodge and requires moving in and out, while the Amiga version makes it ridiculously easy to dodge (where the threat is on the timer and not the alien.)
* VideoGameFlamethrowersSuck: The flamethrower is short range, where the flame itself disappears when it strikes an enemy. It works like the other weapons, where it fires more often if you rapidly tap the button. On the other hand, there is a fireball which is a long range version of the shot.

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* VacuumMouth: The vacuum is actually six air clouds that spiral in to into the mouth, and dodging them means you aren't sucked in. Compared to the arcade version, the Commodore 64 version makes it hard to dodge and requires moving in and out, while the Amiga version makes it ridiculously easy to dodge (where the threat is on the timer and not the alien.)
* VideoGameFlamethrowersSuck: The flamethrower is short range, short-range, where the flame itself disappears when it strikes an enemy. It works like the other weapons, where it fires more often if you rapidly tap the button. On the other hand, there is a fireball which is a long range long-range version of the shot.
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** In the Commodore 64 port, the super alien attack in Round 7 is almost screenwide and requires you to move in and out of range because it is now difficult to dodge.

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** In the Commodore 64 port, the super alien attack in Round 7 is almost screenwide screen-wide and requires you to move in and out of range because it is now difficult to dodge.



* PowerUp: Gun upgrades were not necessarly powerful than your default one, but may have better range, rate of fire or speed. There are also two robots that you can collect and have them follow. There is also a powerup letdown that changes your current weapon back to the basic shot.
* RespawningEnemies: Two types, both the types that spawn from a SpawnPoint, and the types who respawn from scrolling back and forth on their spot.

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* PowerUp: Gun upgrades were not necessarly necessarily powerful than your default one, but may have better range, rate of fire or speed. There are also two robots that you can collect and have them follow. There is also a powerup letdown that changes your current weapon back to the basic shot.
* RespawningEnemies: Two types, both the types that spawn from a SpawnPoint, Spawn Point, and the types who respawn from scrolling back and forth on their spot.
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* SkillGateCharacter: If you aren't used to eight direction shooters, the flamethrower is this, surprisingly enough. Unlike other weapons, it doesn't leave any blind spots open when you're firing, letting you get more used to the movement without getting hit. Just...don't expect to get anywhere with it.
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* BossOnlyLevel: The final stage in all versions.
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* OminousLatinChanting: The final boss theme in the PS2 remake.

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* OminousLatinChanting: The final boss theme in the PS2 [=PS2=] remake.
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''Alien Syndrome'' is a 1987 arcade game released by {{Sega}}. One of the earliest examples of an [[RunAndGun overhead action shooter]], the game revolves around two alien exterminators named Ricky and Mary (allowing for 2-player co-op play) as they're sent on a mission to rescue the inhabitants of a space colony infested by strange creatures. Their objective is to rescue the 16 hostages in each of the spaceships that form the colony before time runs out and then proceed to the exit in order to fight one of the alien bosses. There are a total of seven stages, with the final stage being a single boss battle against the alien mastermind.

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''Alien Syndrome'' is a 1987 arcade game released by {{Sega}}.Creator/{{Sega}}. One of the earliest examples of an [[RunAndGun overhead action shooter]], the game revolves around two alien exterminators named Ricky and Mary (allowing for 2-player co-op play) as they're sent on a mission to rescue the inhabitants of a space colony infested by strange creatures. Their objective is to rescue the 16 hostages in each of the spaceships that form the colony before time runs out and then proceed to the exit in order to fight one of the alien bosses. There are a total of seven stages, with the final stage being a single boss battle against the alien mastermind.
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None

Added DiffLines:

* OminousLatinChanting: The final boss theme in the PS2 remake.
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None


''Alien Syndrome'' is a 1987 arcade game released by {{Sega}}. One of the earliest examples of an overhead action shooter, the game revolves around two alien exterminators named Ricky and Mary (allowing for 2-player co-op play) as they're sent on a mission to rescue the inhabitants of a space colony infested by strange creatures. Their objective is to rescue the 16 hostages in each of the spaceships that form the colony before time runs out and then proceed to the exit in order to fight one of the alien bosses. There are a total of seven stages, with the final stage being a single boss battle against the alien mastermind.

to:

''Alien Syndrome'' is a 1987 arcade game released by {{Sega}}. One of the earliest examples of an [[RunAndGun overhead action shooter, shooter]], the game revolves around two alien exterminators named Ricky and Mary (allowing for 2-player co-op play) as they're sent on a mission to rescue the inhabitants of a space colony infested by strange creatures. Their objective is to rescue the 16 hostages in each of the spaceships that form the colony before time runs out and then proceed to the exit in order to fight one of the alien bosses. There are a total of seven stages, with the final stage being a single boss battle against the alien mastermind.
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None

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* BrainMonster: The level 1 boss (A big brain with bonus supplemental brain attached).
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''Alien Syndrome'' was ported to a variety of 8-bit platforms at the time, including Sega's very own MasterSystem and GameGear, as well as a Famicom/NES port released by Sunsoft in Japan and Tengen in the U.S. There were also two updated remakes as well: a 2004 version by [=3D Ages=] released for the [=PS2=] (as part of the ''Sega Classics Collection'' in the U.S.) and a 2007 version by Totally Games released for the Wii and PSP.

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''Alien Syndrome'' was ported to a variety of 8-bit platforms at the time, including Sega's very own MasterSystem [[UsefulNotes/SegaMasterSystem Master System]] and GameGear, UsefulNotes/GameGear, as well as a Famicom/NES port released by Sunsoft in Japan and Tengen in the U.S. There were also two updated remakes as well: a 2004 version by [=3D Ages=] released for the [=PS2=] (as part of the ''Sega Classics Collection'' in the U.S.) and a 2007 version by Totally Games released for the Wii and PSP.

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* FrickinLaserBeams: One of the weapons available to the player.

to:

* FrickinLaserBeams: One of the weapons available to the player. Normally just a projectile speed and range upgrade, but the Amiga version makes it rapid-fire and therefore has it do the most damage per second.


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* VacuumMouth: The vacuum is actually six air clouds that spiral in to the mouth, and dodging them means you aren't sucked in. Compared to the arcade version, the Commodore 64 version makes it hard to dodge and requires moving in and out, while the Amiga version makes it ridiculously easy to dodge (where the threat is on the timer and not the alien.)
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None


** The Commodore 64 port tends to have bosses that are harder than the rest of the level. The first boss second stage, for example, is only vulnerable for a few seconds as it makes a quick-moving attack

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** The Commodore 64 port tends to have bosses that are harder than the rest of the level. The first boss second stage, for example, is only vulnerable for a few seconds as it makes a quick-moving attackattack, and is more durable than the arcade counterpart.

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* BossDissonance: Varies based on port. Common points of reference:
** The arcade version can have either easy or hard bosses, but they do pose a threat.
** The Commodore 64 port tends to have bosses that are harder than the rest of the level. The first boss second stage, for example, is only vulnerable for a few seconds as it makes a quick-moving attack
** The Commodore Amiga port tends to have bosses that are easier than the rest of the level, simply because of the laser and an ability to exploit known behavior. However, the final super alien is technically harder as you're under a strict time limit under this port.



* TimedMission: Each mission starts by setting a time bomb that detonates after 150 seconds (or the time specified by the port or arcade operator). The timer is exteded by 30 seconds upon reaching the boss.

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* TacticalSuicideBoss: The first alien boss can survive simply by not using one of it's attack, or by not attacking during it's second stage. The Commodore 64 port makes this more obvious, as the action making it vulnerable doesn't do an attack, and where it could technically wait the player out on the second stage of the battle.
* TimedMission: Each mission starts by setting a time bomb that detonates after 150 seconds (or the time specified by the port or arcade operator). The timer is exteded extended by 30 seconds upon reaching the boss. boss. If the time runs out, you lose a life and restart the level.
** The Commodore Amiga port causes a NonStandardGameOver if you run out of time.

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* InstantDeathRadius: Due more to HitboxDissonance than deliberate design.

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* InstantDeathRadius: Due InstantDeathRadius:
** In most cases, this is due
more to HitboxDissonance than deliberate design.design.
** In the Commodore 64 port, the super alien attack in Round 7 is almost screenwide and requires you to move in and out of range because it is now difficult to dodge.



* PowerUp: Sort of. Gun upgrades were not anymore powerful than your default one, but may have better range, rate of fire or speed.

to:

* PowerUp: Sort of. Gun upgrades were not anymore necessarly powerful than your default one, but may have better range, rate of fire or speed.speed. There are also two robots that you can collect and have them follow. There is also a powerup letdown that changes your current weapon back to the basic shot.



* TimedMission: Obviously.

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* TimedMission: Obviously.Each mission starts by setting a time bomb that detonates after 150 seconds (or the time specified by the port or arcade operator). The timer is exteded by 30 seconds upon reaching the boss.
* VideoGameFlamethrowersSuck: The flamethrower is short range, where the flame itself disappears when it strikes an enemy. It works like the other weapons, where it fires more often if you rapidly tap the button. On the other hand, there is a fireball which is a long range version of the shot.
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None


* ArbitraryMaximumRange: The default gun had this.
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* HitboxDissonance: Like all early games, it has some form of this. However is it particularly noticable in the NES version, where even normal baddies sometimes have an InstantDeathRadius due to this. It's worth noting that this also makes them easier to kill.

to:

* HitboxDissonance: Like all early games, it has some form of this. However is it particularly noticable noticeable in the NES version, where even normal baddies sometimes have an InstantDeathRadius due to this. It's worth noting that this also makes them easier to kill.
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YMMV


* InferredHolocaust: The Alien Ship crashes into the earth.......... Plus, in many versions (especially the arcade), you could leave some, or even quite a few hostages behind on each ship.
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''Alien Syndrome'' is a 1987 arcade game released by {{Sega}}. One of the earliest examples of an overhead action shooter, the game revolves around two alien exterminators named Ricky and Mary as they're sent on a mission to rescue the inhabitants of a space colony infested by strange creatures. Up to two players can play simultaneously, with Player 1 as Ricky and Player 2 as Mary. The player's objective is to rescue the 16 hostages in each of the spaceships that form the colony before time runs out and then proceed to the exit in order to fight one of the alien bosses. There are a total of seven stages, with the final stage being a single boss battle against the alien mastermind.

to:

''Alien Syndrome'' is a 1987 arcade game released by {{Sega}}. One of the earliest examples of an overhead action shooter, the game revolves around two alien exterminators named Ricky and Mary (allowing for 2-player co-op play) as they're sent on a mission to rescue the inhabitants of a space colony infested by strange creatures. Up to two players can play simultaneously, with Player 1 as Ricky and Player 2 as Mary. The player's Their objective is to rescue the 16 hostages in each of the spaceships that form the colony before time runs out and then proceed to the exit in order to fight one of the alien bosses. There are a total of seven stages, with the final stage being a single boss battle against the alien mastermind.
Is there an issue? Send a MessageReason:
None


''Alien Syndrome'' is a 1987 arcade game released by {{Sega}}. One of the earliest examples of an overhead action shooter, the game revolves around two alien exterminators named Ricky and Mary as they're sent on a mission to rescue the inhabitants of a space colony infested by strange creatures. Up to two players can play simultaneously, with Player 1 as Ricky and Player 2 as Mary. The player's objective is to rescue the 16 hostages in each of the spaceships that form colony before time runs out and then proceed to the exit in order confront one of the alien bosses. There are a total of seven stages, with the final stage being a single boss battle against the alien mastermind.

to:

''Alien Syndrome'' is a 1987 arcade game released by {{Sega}}. One of the earliest examples of an overhead action shooter, the game revolves around two alien exterminators named Ricky and Mary as they're sent on a mission to rescue the inhabitants of a space colony infested by strange creatures. Up to two players can play simultaneously, with Player 1 as Ricky and Player 2 as Mary. The player's objective is to rescue the 16 hostages in each of the spaceships that form the colony before time runs out and then proceed to the exit in order confront to fight one of the alien bosses. There are a total of seven stages, with the final stage being a single boss battle against the alien mastermind.

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Complete rewrite


''Alien Syndrome'' is an old Arcade game made and published by {{Sega}}. In 2007 an updated game of the same name was released for the PlayStationPortable and {{Wii}}, adding RPGElements. This article covers the original 1987 game.

It has a ton of ports, including a SegaMasterSystem version, a Commodore64 version, and a bootlegged version for the NES, made by {{Atari}}'s Tengen division. It has 7 stages, with stage 7 consisting of only the final boss fight in all versions. The differences between versions were many and varied, though the screen displaying the enemy ships was pretty much consistent. Some versions changed stages, or the final boss, or musics, or some mix. The Commodore64 and NES versions are known for being close to the original arcade.

The gameplay is nothing notable, just a TimedMission with all stages but the FinalBoss fight requiring hostage rescues. What '''is''' notable is that all versions have {{DoubleEntendre}}s of some kind or another. And not mild ones, either. The kind that makes people not post their reviews on youtube for fear of violating the terms of service. And not just of the FreudWasRight variety either, but also of the serious {{Squick}} kind. One enemy, encountered on level 6 in most versions, is noted for looking like intestines.

The arcade was noted for having an egregiously short timer, though other versions have more forgiving ones.

to:

''Alien Syndrome'' is an old Arcade a 1987 arcade game made and published released by {{Sega}}. In 2007 One of the earliest examples of an overhead action shooter, the game revolves around two alien exterminators named Ricky and Mary as they're sent on a mission to rescue the inhabitants of a space colony infested by strange creatures. Up to two players can play simultaneously, with Player 1 as Ricky and Player 2 as Mary. The player's objective is to rescue the 16 hostages in each of the spaceships that form colony before time runs out and then proceed to the exit in order confront one of the alien bosses. There are a total of seven stages, with the final stage being a single boss battle against the alien mastermind.

''Alien Syndrome'' was ported to a variety of 8-bit platforms at the time, including Sega's very own MasterSystem and GameGear, as well as a Famicom/NES port released by Sunsoft in Japan and Tengen in the U.S. There were also two
updated game of the same name was remakes as well: a 2004 version by [=3D Ages=] released for the PlayStationPortable and {{Wii}}, adding RPGElements. This article covers [=PS2=] (as part of the original 1987 game.

It has a ton of ports, including a SegaMasterSystem version, a Commodore64 version,
''Sega Classics Collection'' in the U.S.) and a bootlegged 2007 version by Totally Games released for the NES, made by {{Atari}}'s Tengen division. It has 7 stages, with stage 7 consisting of only the final boss fight in all versions. The differences between versions were many Wii and varied, though the screen displaying the enemy ships was pretty much consistent. Some versions changed stages, or the final boss, or musics, or some mix. The Commodore64 and NES versions are known for being close to the original arcade.

The gameplay is nothing notable, just a TimedMission with all stages but the FinalBoss fight requiring hostage rescues. What '''is''' notable is that all versions have {{DoubleEntendre}}s of some kind or another. And not mild ones, either. The kind that makes people not post their reviews on youtube for fear of violating the terms of service. And not just of the FreudWasRight variety either, but also of the serious {{Squick}} kind. One enemy, encountered on level 6 in most versions, is noted for looking like intestines.

The arcade was noted for having an egregiously short timer, though other versions have more forgiving ones.
PSP.



%% ZERO CONTEXT EXAMPLE * HumanoidAbomination: The FinalBoss. In the NES version, he's different, but still one of these. Just in a very different way.
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--> --'''Announcer'''

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--> --'''Announcer'''-->-- '''Announcer'''






* ShoutOut: Many versions feature an enemy resembling [[{{Aliens}} Xenomorphs]].

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* ShoutOut: Many versions feature an enemy resembling [[{{Aliens}} [[Franchise/{{Alien}} Xenomorphs]].
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* HumanoidAbomination: The FinalBoss. In the NES version, he's different, but still one of these. Just in a very different way.

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%% ZERO CONTEXT EXAMPLE * HumanoidAbomination: The FinalBoss. In the NES version, he's different, but still one of these. Just in a very different way.

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moving to ymmv


* DemonicSpiders: In the NES version, the multi-sectioned worms in level 4 were replaced by purple mushroom cloud like things. They moved at least as fast as the player, with their shots traveling even quicker. There are ways to evade and kill them without dying, but it is extremely difficult.


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* ExcusePlot: Save your comrades, defeat the aliens, and not much else.
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Reverting vandalism


The game has 7 stages, with stage 7 consisting of only the final boss fight in all versions. Differences between the numerous ports were many and varied, though the screen displaying the enemy ships was pretty much consistent. Some versions changed stages, or the final boss, or musics, or some mix. The Commodore 64 and NES versions are known for being close to the original arcade.

to:

The game It has a ton of ports, including a SegaMasterSystem version, a Commodore64 version, and a bootlegged version for the NES, made by {{Atari}}'s Tengen division. It has 7 stages, with stage 7 consisting of only the final boss fight in all versions. Differences The differences between the numerous ports versions were many and varied, though the screen displaying the enemy ships was pretty much consistent. Some versions changed stages, or the final boss, or musics, or some mix. The Commodore 64 Commodore64 and NES versions are known for being close to the original arcade.
Is there an issue? Send a MessageReason:
None


It has a ton of ports, including a SegaMasterSystem version, a Commodore64 version, and a bootlegged version for the NES, made by {{Atari}}'s Tengen division. It has 7 stages, with stage 7 consisting of only the final boss fight in all versions. The differences between versions were many and varied, though the screen displaying the enemy ships was pretty much consistent. Some versions changed stages, or the final boss, or musics, or some mix. The Commodore64 and NES versions are known for being close to the original arcade.

to:

It has a ton of ports, including a SegaMasterSystem version, a Commodore64 version, and a bootlegged version for the NES, made by {{Atari}}'s Tengen division. It The game has 7 stages, with stage 7 consisting of only the final boss fight in all versions. The differences Differences between versions the numerous ports were many and varied, though the screen displaying the enemy ships was pretty much consistent. Some versions changed stages, or the final boss, or musics, or some mix. The Commodore64 Commodore 64 and NES versions are known for being close to the original arcade.
Is there an issue? Send a MessageReason:
None


The gameplay is nothing notable, just a TimedMission with all stages but the FinalBoss fight requiring hostage rescues. What '''is''' notable is that all versions have {{DoubleEntendre}}s of some kind or another. And not mild ones, either. [[IfYouKnowWhatIMean The kind that makes people not post their reviews on youtube for fear of violating the terms of service]]. And not just of the FreudWasRight variety either, but also of the serious {{Squick}} kind. One enemy, encountered on level 6 in most versions, is noted for looking like intestines.

to:

The gameplay is nothing notable, just a TimedMission with all stages but the FinalBoss fight requiring hostage rescues. What '''is''' notable is that all versions have {{DoubleEntendre}}s of some kind or another. And not mild ones, either. [[IfYouKnowWhatIMean The kind that makes people not post their reviews on youtube for fear of violating the terms of service]].service. And not just of the FreudWasRight variety either, but also of the serious {{Squick}} kind. One enemy, encountered on level 6 in most versions, is noted for looking like intestines.

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