''GHOST Squad'' is a LightGunGame[=/=]RailShooter developed by Creator/{{Sega}}'s [=AM2=] division and released in arcades in 2004 and on the Wii in 2007.

You're a top-secret American squad to defend and exterminate terrorist threats.

Now go shoot terrorists.

Now has a sequel, ''[[http://www.youtube.com/watch?feature=endscreen&NR=1&v=DCBdX5pYzCg Operation G.H.O.S.T]]''.
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!''GHOST Squad'' contains examples of:
* AwesomeButImpractical: Shotguns, particularly in hostage segments. Also, the weapon unlocked at level 99 is a 100-bullet rifle with moderate shot penetration...''that takes several seconds to reload.''
** Also averts RevolversAreJustBetter - Sure, they are, but the magazine size and damage, compared to some of the assault rifles, is wimpy.
* AnachronismStew: The [=ABG1=] crossbow. Yes, a crossbow, in a game featuring pistols, assault rifles, sniper rifles, shotguns, and even machine guns. It's also a JokeWeapon because [[CaptainObvious arrows don't travel fast like bullets do]].
* BadExportForYou: Zig-zagged. While American arcades started out using the cardless machines because [[NiceJobBreakingItHero people liked to jam coins into the card slots]], they were later replaced with the "Evolution" machines, with all of the content available from the start.
* BloodlessCarnage
* BonusFeatureFailure: Turning the difficulty level for a mission past 8 is actually detrimental to your score, in part because enemies take more hits to die now, resulting in less Quick Shots and Medals.
* CharacterLevel: The carded and Wii versions of the game have you gain levels by playing. Subverted in that the levels only affect what weapons and costumes you can use; it has no effect on the gameplay itself.
* DifficultyLevels: You can adjust the difficulty on a per-mission basis, from level 1 to 4 (normal cardless arcade version), 16 (carded arcade version and ''Evolution''), or 20 (Wii version). Changing the difficulty determines how many shots an enemy needs to die, the placement of enemies, how often they fire killing shots, which routes you can take, among other things.
* DiscOneNuke: The [[{{AKA47}} SPR11]]. It's an early-obtained weapon but has ludicrous penetration and a burst-firing option, making it a good weapon to use until you get either the [[GameBreaker TR14]] or, if you hate it because [[TierInducedScrappy the TR14 has become abused by noobs and spammers]], the [[InfinityPlusOneSword CPG7]].
* EscortMission: Several optional segments have you protecting your allies from enemy fire or preventing enemies from opening fire on hostages and Secret Service agents that are trying to escape. [[ScrappyMechanic They're not too hard to fail.]]
* FunWithAcronyms: '''G'''lobal '''H'''umanitarian '''O'''perations and '''S'''pecial '''T'''actics.
* HarderThanHard: Mission levels 17-20 in the Wii version. Levels 5 and up for those used to the 4-level version.
* HaveANiceDeath: The boss of Mission 2 mocks you verbally if you miss.
--> "Ha! Don't you know how to aim?"
* HoldTheLine: A few segments require you to prevent enemies from entering a particular point until the time runs out.
* HostageSpiritLink - You lose one life. Kill too many, and you fail the segment.
* ItsAWonderfulFailure: What happens if you fail the last objective of a mission.
* LifeMeter: Instead of lives (like most {{Light Gun Game}}s), you get a four-segment health meter. Certain hazards, as well as being shot while wearing body armor, will take off a fraction of a segment. Regular shots will still take off a whole segment.
* LuckBasedMission: In Mission 3, you come across three cottages: One holds [=McCoy=] and allows you to move to the next section without resistance, another holds a few mooks and hostages, and another has a Hand-to-Hand Combat scene. You get the most points for doing hand-to-hand, but the three cottages are randomized on every play. (Hint: The cottage with white smoke is the one holding [=McCoy=].)
* MissileLockOn: The boss fight against the helicopter in the Mansion mission equips the player with rocket launchers. Each player has a crosshair that will slowly converge on the target the longer it's aimed at, together with the usual rising beeps and lock-on prompt.
* QuickTimeEvent - Knife fights, the first boss battle.
* ShoutOut: One of the costumes is based on a character from VirtuaCop. The Guardian and Guardian II (the default weapons of the VC series) are available too, but by this game's standards, they're crap, with the lack of penetration not even making up for the fact they're pistols and a 14-bullet mag.
* SnipingMission: Missions 1 and 3 have sniping segments...[[ScrappyMechanic with a crappy sniper rifle that must be reloaded after every shot]]. Mission 2 requires you to headshot the boss without [[strike:missing]] ''reloading'' (which means each player gets ONE shot in multiplayer) to complete it.
* UpdatedRerelease: The Evolution machines and the Wii port. The evolution machines have all the content available from the start, as well as having a hidden ending where [[spoiler: the events of the game were orchestrated by the kingpin responsible for organizing the Indigo Wolves.]] The Wii port is basically the carded machine [[InSpace for the]] [[CaptainObvious home]], except with online leaderboards and even more difficulty levels.
* WireDilemma: One segment of mission 1 has you defuse a bomb by cutting a red wire, yellow wire, and blue wire in the proper order. Not very hard on lower levels (unless you have very bad short-term memory or accidentally skip the part of your CO's speech that reveals the wire order), which give you as many as 15 seconds, but later levels give you as few as 3 seconds.
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