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A sequel, ''[=GunForce=] II'' (alternatively titled ''[=GeoStorm=]'' in Japan, not to be confused with [[Film/GeoStorm the disaster film]]) was released in 1994. The plot has the D.A.S (of ''VideoGame/InTheHunt'' and other post-apocalyptic Irem games' fame) undertake a super-soldier program designed to create a superior species of humans capable of surviving in the vacuum of space, using the XX chromosomes harvested from female prisoners. This time players assume the role of Max and Lei, two "[=GunForce=]" operatives, taking part in "Operation: Girl Hunt" to destroy the D.A.S once and for all.

to:

A sequel, ''[=GunForce=] II'' (alternatively titled ''[=GeoStorm=]'' in Japan, not to be confused with [[Film/GeoStorm the disaster film]]) film]]), was released in 1994. The plot has the D.A.S (of ''VideoGame/InTheHunt'' and other post-apocalyptic Irem games' fame) undertake a super-soldier program designed to create a superior species of humans capable of surviving in the vacuum of space, using the XX chromosomes harvested from female prisoners. This time players assume the role of Max and Lei, two "[=GunForce=]" operatives, taking part in "Operation: Girl Hunt" to destroy the D.A.S once and for all.



* WalkingTank: The enemy forces in the sequel have these in their arsenal, but you can capture a few for yourself to trample everything in sight.



* CoresAndTurretsBoss: Most of the bosses in the first game are these, including the command outpost in the first stage (a stationary building covered in turrets whose sole weak spot is on it's to - helpfully labelled "CORE"), a weaponized outpost where mooks throw grenades at you from behind windows while you hit a single weak spot of said structure, and a descending tower which you destroy one level at a time while taking out each section's turrets before exploding the biggest, orb-shaped one on the very tip.

to:

* CoresAndTurretsBoss: Most of the bosses in the first game are these, including the command outpost in the first stage (a stationary building covered in turrets whose sole weak spot is on it's to its toe - helpfully labelled "CORE"), a weaponized outpost where mooks throw grenades at you from behind windows while you hit a single weak spot of said structure, and a descending tower which you destroy one level at a time while taking out each section's turrets before exploding the biggest, orb-shaped one on the very tip.



* GottaRescueThemAll: The second game have numerous captives - [[DamselInDistress all of them women]] - held prisoner in the terrorist bases, which you can rescue and tag - the number of prisoners tagged will be represented as extra points at the end of the mission. This feature was notably incorporated into the ''Metal Slug'' series later on.
* GunsAkimbo: Max and Lei from the second game kicks ass with two automatic weapons simultaneously, and can even use two different weapons if available.

to:

* GottaRescueThemAll: The second game have has numerous captives - [[DamselInDistress all of them women]] - held prisoner in the terrorist bases, which you can rescue and tag - the number of prisoners tagged will be represented as extra points at the end of the mission. This feature was notably incorporated into the ''Metal Slug'' series later on.
* GunsAkimbo: Max and Lei from of the second game kicks kick ass with two automatic weapons simultaneously, and can even use two different weapons if available.



** The second game have you destroying three barracks in one area, which repeatedly unload low-level terrorist mooks until you blow those up.

to:

** The second game have has you destroying three barracks in one area, which repeatedly unload low-level terrorist mooks until you blow those up.


Added DiffLines:

* WalkingTank: The enemy forces in the sequel have these in their arsenal, but you can capture a few for yourself to trample everything in sight.
Is there an issue? Send a MessageReason:
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* SharedUniverse: With ''VideoGame/InTheHunt'', as both of them feature the Dark Anarchy Society as the villains.

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* SharedUniverse: With ''VideoGame/InTheHunt'', ''VideoGame/InTheHunt'' and ''VideoGame/UndercoverCops'', as both of them feature the premise is about the Dark Anarchy Society taking over the world and serve as the villains.
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Added DiffLines:

* SharedUniverse: With ''VideoGame/InTheHunt'', as both of them feature the Dark Anarchy Society as the villains.
Is there an issue? Send a MessageReason:
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** The robot centipede in the sequel can break apart it's segments into smaller robotic enemies as backup.

to:

** The robot centipede in the sequel can break apart it's its segments into smaller robotic enemies as backup.



* XenomorphXerox: While the aliens in the first game averts this, the sequel reveals that the terrorists have harvested a different alien species for mass-production in the final area, one which is distinctively xenomorph-like with rounded, phallic-shaped heads, the ability to WallCrawl as it attacks you from above and below, NestedMouths as a ranged attack, and an area which is practically lifted from ''Film/{{Aliens}}'' (in which you find yourself in a chamber loaded with alien eggs, which you must destroy before they hatch and cling on you).

to:

* XenomorphXerox: While the aliens in the first game averts avert this, the sequel reveals that the terrorists have harvested a different alien species for mass-production in the final area, one which is distinctively xenomorph-like with rounded, phallic-shaped heads, the ability to WallCrawl as it attacks you from above and below, NestedMouths as a ranged attack, and an area which is practically lifted from ''Film/{{Aliens}}'' (in which you find yourself in a chamber loaded with alien eggs, which you must destroy before they hatch and cling on you).
Is there an issue? Send a MessageReason:
None


* HalfHumanHybrid: The reason all of the POWs are women? This is because DAS needed them to breed their own hybrid super soldiers that can survive in the vacuums of space. And the mooks with an alien head are presumably their products born from less fortunate women.

to:

* HalfHumanHybrid: The reason all of the POWs captives are women? This is because DAS needed them to breed their own hybrid super soldiers that can survive in the vacuums of space. And the mooks with an alien head are presumably their products born from less fortunate women.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* HalfHumanHybrid: The reason all of the POWs are women? This is because DAS needed them to breed their own hybrid super soldiers that can survive in the vacuums of space. And the mooks with an alien head are presumably their products born from less fortunate women.
Is there an issue? Send a MessageReason:
None


A sequel, ''[=GunForce=] II'' (alternatively titled ''[=GeoStorm=]'' in Japan, not to be confused with [[Film/GeoStorm the disaster film]]) was released in 1994. The plot has the D.A.S (of ''VideoGame/InTheHunt'' and other post-apocalyptic Irem games' fame) undertake a super-soldier program designed to create a superior species of humans capable of surviving in the vacuum of space, using the XX chromosomes harvested from female prisonners. This time players assume the role of Max and Lei, two "[=GunForce=]" operatives, taking part in "Operation: Girl Hunt" to destroy the D.A.S once and for all.

to:

A sequel, ''[=GunForce=] II'' (alternatively titled ''[=GeoStorm=]'' in Japan, not to be confused with [[Film/GeoStorm the disaster film]]) was released in 1994. The plot has the D.A.S (of ''VideoGame/InTheHunt'' and other post-apocalyptic Irem games' fame) undertake a super-soldier program designed to create a superior species of humans capable of surviving in the vacuum of space, using the XX chromosomes harvested from female prisonners.prisoners. This time players assume the role of Max and Lei, two "[=GunForce=]" operatives, taking part in "Operation: Girl Hunt" to destroy the D.A.S once and for all.
Is there an issue? Send a MessageReason:
None


The island hideout of a terrorist syndicate has been uncovered, and the elite "[=GunForce=]" unit is sent to investigate. Assuming the role of a commando, you battle your way through hordes and hordes of enemy soldiers only to discover a hidden threat literally out of this world.

A sequel, ''[=GunForce=] II'' (alternatively titled ''[[TheForeignSubtitle GeoStorm]]'', don’t confuse this with [[Film/GeoStorm a disaster film]]) is released a couple years later. Taking place in the near future, the terrorist syndicate from the first film have expanded its ranks to include mechanized units, with their robot armies mass produced and on a rampage. This time players assume the role of Max and Lei, two "[=GunForce=]" operatives, sent to take down their assorted war machines.

to:

The island hideout of a terrorist syndicate has been uncovered, and In 2000, the elite "[=GunForce=]" unit is sent country "R" established a base controlled by a high-tech computer, using the computer's capabilities to investigate.shut down the defense network of neighboring countries. Assuming the role of a commando, you battle your way through hordes and hordes of enemy soldiers only to discover a hidden threat literally out of this world.

A sequel, ''[=GunForce=] II'' (alternatively titled ''[[TheForeignSubtitle GeoStorm]]'', don’t confuse this ''[=GeoStorm=]'' in Japan, not to be confused with [[Film/GeoStorm a the disaster film]]) is was released in 1994. The plot has the D.A.S (of ''VideoGame/InTheHunt'' and other post-apocalyptic Irem games' fame) undertake a couple years later. Taking place super-soldier program designed to create a superior species of humans capable of surviving in the near future, vacuum of space, using the terrorist syndicate XX chromosomes harvested from the first film have expanded its ranks to include mechanized units, with their robot armies mass produced and on a rampage. female prisonners. This time players assume the role of Max and Lei, two "[=GunForce=]" operatives, sent taking part in "Operation: Girl Hunt" to take down their assorted war machines.
destroy the D.A.S once and for all.
Is there an issue? Send a MessageReason:
None


* GottaRescueThemAll: The second game have numerous captives - all of them women - held prisoner in the terrorist bases, which you can rescue and tag - the number of prisoners tagged will be represented as extra points at the end of the mission. This feature was notably incorporated into the ''Metal Slug'' series later on.

to:

* GottaRescueThemAll: The second game have numerous captives - [[DamselInDistress all of them women women]] - held prisoner in the terrorist bases, which you can rescue and tag - the number of prisoners tagged will be represented as extra points at the end of the mission. This feature was notably incorporated into the ''Metal Slug'' series later on.



* UnwillingSuspension: In the second game, you can find captives hanging by their wrists on balconies, awnings, or simply a few feet above ground level, which you release by shooting their bounds.

to:

* UnwillingSuspension: In the second game, you can find all captives hanging that are restrained are suspended by their wrists bound behind their backs on balconies, awnings, or simply a few feet above ground level, which you release by shooting their bounds.
Is there an issue? Send a MessageReason:
mistype


* LocomotiveLEvel: The second game starts off its first stage with one of this, where you board a train owned by enemy forces on it's way to their hideout, and proceeds to fight your way from the back to the front.

to:

* LocomotiveLEvel: LocomotiveLevel: The second game starts off its first stage with one of this, where you board a train owned by enemy forces on it's way to their hideout, and proceeds to fight your way from the back to the front.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* GottaRescueThemAll: The second game have numerous captives - all of them women - held prisoner in the terrorist bases, which you can rescue and tag - the number of prisoners tagged will be represented as extra points at the end of the mission. This feature was notably incorporated into the ''Metal Slug'' series later on.


Added DiffLines:

* UnwillingSuspension: In the second game, you can find captives hanging by their wrists on balconies, awnings, or simply a few feet above ground level, which you release by shooting their bounds.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/untitled_1_614.png]]
[[caption-width-right:350:Flyers of both games.]]

--> ''The destiny of earth hangs in the balance as an international fighting force gears up for the ultimate high-tech battle.''

''[=GunForce=]'' (alternatively titled ''[[TheForeignSubtitle GunForce: Battle Fire Engulfed Terror Island]]'') is a 1992 RunAndGun action game produced by Creator/{{Irem}}.

The island hideout of a terrorist syndicate has been uncovered, and the elite "[=GunForce=]" unit is sent to investigate. Assuming the role of a commando, you battle your way through hordes and hordes of enemy soldiers only to discover a hidden threat literally out of this world.

A sequel, ''[=GunForce=] II'' (alternatively titled ''[[TheForeignSubtitle GeoStorm]]'', don’t confuse this with [[Film/GeoStorm a disaster film]]) is released a couple years later. Taking place in the near future, the terrorist syndicate from the first film have expanded its ranks to include mechanized units, with their robot armies mass produced and on a rampage. This time players assume the role of Max and Lei, two "[=GunForce=]" operatives, sent to take down their assorted war machines.

It's worth noting that the crew behind the second game would later work on the ''VideoGame/MetalSlug'' series after jumping ship to Creator/{{SNK}}, with the games sharing visual similarities and gameplay. In fact, there are arcade ports that re-releases ''[=GunForce=] II'' as ''Metal Slug Zero''.
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!! The ''[=GunForce=]'' duology contain examples of:
* AdvancingBossOfDoom: The third boss of ''2'' is a gigantic robot centipede which chases you down a tunnel, with you fleeing on a motorcycle and shooting at it before it gets you.
* AirborneMooks: Enemy soldiers on {{Jetpack}}s, hovering {{Attack Drone}}s, helicopters, airborne enemies show up aplenty in both games.
* CarFu: Capturing an unoccupied tank, armored truck, motorbike or any vehicle in general allows you to run over mooks.
* WalkingTank: The enemy forces in the sequel have these in their arsenal, but you can capture a few for yourself to trample everything in sight.
* CoolBike: Both games allows you to hop on weaponized motorcycles (equipped with rocket launchers!) and use them to blow up massive amunt of enemies. Including battling an AdvancingBossOfDoom in the second game on your new ride.
* CoresAndTurretsBoss: Most of the bosses in the first game are these, including the command outpost in the first stage (a stationary building covered in turrets whose sole weak spot is on it's to - helpfully labelled "CORE"), a weaponized outpost where mooks throw grenades at you from behind windows while you hit a single weak spot of said structure, and a descending tower which you destroy one level at a time while taking out each section's turrets before exploding the biggest, orb-shaped one on the very tip.
* CrateExpectations: You regularly destroy crates, which can yield bullets, bombs, or bonus points.
* DroneDeployer: The second game has a tank unit in the first level that deploys drones, which rains bullets on nearby targets. Once depleted of ammo, the drone then falls and blows up, dealing additional damage via explosion.
* GiantMook:
** The '''huge''' ChickenWalker robots in the second game that absolutely towers over Max and Lei, who can take more damage than their smaller brethren, but are ridiculously slow with their easy-to-dodge projectiles.
** Another area contains [[AnimalMecha giant robotic caterpillars]] that can trample over you if you're not careful.
* GunsAkimbo: Max and Lei from the second game kicks ass with two automatic weapons simultaneously, and can even use two different weapons if available.
* HoverBike: Used by enemy forces in both games, and are among the stronger variety of airborne mooks. Expectedly you can hijack one of these bikes to kick ass, notably in a LevelsTakeFlight area shooting down enemy drones in the skies.
* HumongousMecha: In the second game, now that the terrorist army have mass-produced robots in their arsenal, with a few gigantic robots occupying half of the screen as bosses.
* IslandBase: The setting of the first game. It's subtitled “Battle Fire Engulfed Terror Island” for a reason.
* LocomotiveLEvel: The second game starts off its first stage with one of this, where you board a train owned by enemy forces on it's way to their hideout, and proceeds to fight your way from the back to the front.
* MechaMooks: Robots are recurring enemies, especially in the sequel when the action leads to a robot factory.
* MookMaker:
** The FinalBoss of the first game. After fighting your way into the terrorist stronghold, you find out their secret project - a recovered alien experiment being converted into a superweapon for mass-producing their own alien army, in an incubation chamber containing multiple spawners. The experiment itself couldn’t move about like every previous bosses, but it can regularly spawn lesser alien soldiers as backup.
** The second game have you destroying three barracks in one area, which repeatedly unload low-level terrorist mooks until you blow those up.
** The robot centipede in the sequel can break apart it's segments into smaller robotic enemies as backup.
* MoreDakka: Whenever you commandeer a mounted heavy machine-gun, which holds unlimited ammunition and allows you to shoot, shoot, and shoot until there's nothing to shoot at.
* OrganicTechnology: In the sequel, it turns out the larger robots you fought throughout the game are powered by integrating recovered alien technology into machines. The FinalBoss notably has a mechanical body supported on a centipede-like tail, until it reveals its face - which is a humanoid living skull powered by some unknown alien tech.
* RayGun: Lasers can be collected in both games, with the one from the sequel capable of sweeping around in an arc around the player and incinerating every enemy in its way.
* StationaryBoss: All of them in the first game. None of those bosses can move around, instead relying on turrets or by summoning mooks.
* VideoGameFlamethrowersSuck: Mostly averted, the flamethrower can be collected in both games and can deal absurd amount of damage on humans, robots and vehicles alike. It works exceptionally well when dealing with large numbers of enemies.
* WeakTurretGun: The interior of enemy facilities in both games contains numerous small turrets, which you destroy with as much ease as common enemy mooks.
* XenomorphXerox: While the aliens in the first game averts this, the sequel reveals that the terrorists have harvested a different alien species for mass-production in the final area, one which is distinctively xenomorph-like with rounded, phallic-shaped heads, the ability to WallCrawl as it attacks you from above and below, NestedMouths as a ranged attack, and an area which is practically lifted from ''Film/{{Aliens}}'' (in which you find yourself in a chamber loaded with alien eggs, which you must destroy before they hatch and cling on you).
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