'''''Thexder''''' is a 1985 video game, the first title ever released by Creator/GameArts. It is possibly one of the most fondly remembered shooters of the [[TheEighties 1980s]].

The game's premise is fairly simple: the player takes control of a "[[TransformingMecha hyper dual armor]]" and has to find his (or her) way through, depending on the version, either ten or sixteen levels of enemy-filled mazes, eventually reaching the facility's power core. Thexder's only weapon is an [[FrickinLaserBeams auto-targeting laser]] (at least, auto-targeting in mech form); its only defense is a short-lived [[DeflectorShields defensive]] [[SomeKindOfForceField barrier]]. Both the laser and the shield draw on Thexder's [[LifeMeter limited power supply]], which is drained even faster by [[CollisionDamage enemies running into you]] - and there are a [[GoddamnedBats ton of them]].

Fortunately, there were ways to [[HeartContainer increase]] and [[HealThyself replenish]] Thexder's energy reserves - primarily by killing the right enemies.

Originally released in Japan for NEC's 8-bit computer, the [[PC88 PC-8801mkIISR]], ''Thexder'' became a smash hit and Game Arts responded by porting it to other computers, including the {{MSX}}. The then-obscure company [[Creator/SquareEnix Squaresoft]] took note, licensing ''Thexder'' for a port to the [[{{NES}} Famicom]], their very first game for Creator/{{Nintendo}}; [[Creator/{{Sierra}} Sierra On-Line]] also took an interest, and was responsible for the rest of the world finding out about this [[WidgetSeries pleasantly unique Japanese game]]. (Sierra advertised ''Thexder'' as an "arcade game" though it never appeared in arcades; Sierra also misleadingly claimed that the game was "created for second-generation computers with 16-bit processors.")

Four years after the original release, Game Arts returned to their debut title with ''[[OddlyNamedSequel Fire Hawk: Thexder the Second Contact]]'', expanding on the original game's story ([[AllThereInTheManual not that there was much of one]]) and improving the character's choice of weapons, while simultaneously upping the ante with more missions, more enemies, and plenty of [[BossBattle bosses]] along the way. Sierra On-Line also distributed this sequel.

Given ''Thexder'''s popularity, Sierra On-Line decided to make their own spin-off for Windows 95, informally called "Thexder 95," without Game Arts's involvement. With the rise of [[{{Retraux}} retro remakes]], though, Square Enix shepherded the {{remake}} ''Thexder Neo'' to market as a downloadable game for the [[PlayStationPortable PSP]], resurrecting Thexder for a new generation of gamers to discover.

----
The ''Thexder'' games provide examples of:
* AfterCombatRecovery: In ''Fire Hawk'', defeating a boss typically yields a large Energy reward (about 100 units or so). And even if your energy's still low after that, the first thing you'll encounter upon arrival in the next mission is usually a stash of energy-yielding enemies to shoot.
* AllThereInTheManual:
** The original ''Thexder'' never explained who you were or what you were supposed to do before dropping you right into Level 1 (unless you looked at the manual, and there was scant explanation as to "why" (none at all in the American PC release). Only when ''Fire Hawk'' came out did the story behind Thexder's mission get explained.
** The US release also included a complete map and walkthrough of the game's first level, with pictures/names of (almost) every enemy appearing in the game.
** ''Fire Hawk'''s manual also included brief descriptions of each mission area, including equally brief descriptions of each boss.
** ''Fire Hawk'' also includes a manga establishing the backstory inside its manual, since the in-game opening cutscenes were not included in the US release.
* AttackItsWeakPoint - Every single boss in ''Fire Hawk'' could only be damaged by hitting a specific spot. Most of them were obvious. [[GuideDangIt At least one wasn't.]]
* AttentionDeficitOohShiny: Your auto-targetting laser divides its firepower between all targets onscreen -- including ones that are hidden or behind walls -- so it's entirely possible to be attacking a swarm of enemies when suddenly your laser tries to burn a hole in the floor. Homing missiles in ''Fire Hawk'' have a similar behavior, with your target lock focusing on the nearest onscreen enemy. (Be especially careful with this during Mission 6-2)
* AutoSave: In ''Fire Hawk'', every time you complete a mission the game creates a save file so you can start with the next mission at your current status (energy levels, items, etc); press F7 to bring up the list of available saves.
* BossBattle - The original game occasionally presented the player with a group of enemies encased in stationary fortifications, challenging the player to figure out the best way to destroy or disable the enemies in order to pass. ''Actual'' bosses were introduced in ''Fire Hawk'', ''Thexder 95'', and ''Thexder Neo''.
* BulletHell: There are ... a ''lot'' of turret emplacements in the Mission 5 boss area. Fortunately for you, you can easily pick up an ECM before entering to jam them up and allow you to move around without getting continuously pelted by fire.
* CastFromHitPoints - Firing the laser or activating the shield costs energy. Given that getting hit costs ''more'' energy, wise use of the shield is a necessity; unwise use would leave you too low on power to survive.
** In ''Fire Hawk'', even ''moving'' required energy, though such a trivial amount that if it makes a difference, you're already doomed.
** ''Thexder 95'' was the exception, the unfortunate side effect being that it was possible to run out of ammunition for any weapon including the default laser.
* ChestMonster - Mission 5 in ''Fire Hawk'' featured enemies disguised as Energy Generators; they could be distinguished by your homing missiles identifying them as targets. An area in Mission 6 has a section with ''a lot'' of enemies disguised as ordinary walls, and you're specifically warned to be careful when you use your laser lest you wake them up. Again, they can be identified by switching to your homing missiles and watching for targetting icons.
** Also note that even stationary, energy-restoring enemies are still ''enemies'', and will inflict CollisionDamage if you land on top of them. There are even a few energy-restoring enemies that move around (rather quickly, too).
* CollisionDamage - The only way to receive damage in the original, as enemies didn't begin firing actual projectiles until ''Fire Hawk'', and even then they were a minority, if not a boss outright. On the flipside, when your shield is active, enemies take collision damage from you (at least until the shield runs out).
* ContractualBossImmunity: Bosses in ''Fire Hawk'' are immune to Stoppers, ECMs, and Flashers (though the smaller enemies accompanying them are not). Other weapons are still effective, but depending on the boss's movement, it may be difficult to land a hit with anything other than your laser.
* CopyAndPasteEnvironments: In the PC original, levels 9 and 11 were ''exactly the same'' save for which enemy sprites were used. The second set of cavern levels (13 through 15) had similar layouts to the first set (5 through 7), but with some retooling to increase their difficulty.
* CopyProtection - The US release of ''Fire Hawk'' required players to input a specific word from the manual when starting a game. An no, the backstory manga included in the manual isn't part of its page count.
* CutSong: The US release of ''Fire Hawk'' includes the introductory theme but lacks the cutscene it appears in (it's only accessible through the SoundTest). It is also missing the track for the FinalBoss's second form.
* DeflectorShields - Thexder's (and Fire Hawk's) only defense if anything gets close enough to cause damage. Its [[SomeKindOfForceField exact nature]] is never explained, but at least it works, right?
* DifficultySpike - Level 1 was populated with swarms of {{One Hit Point Wonder}} Red Tribars, and other enemies fought in small groups at a time. Level 2 ambushed the player with a swarm of ''two dozen'' enemies in a wide open space.
* DownerEnding - [[spoiler: According to ''Fire Hawk'', both Thexder and its pilot were destroyed.]]
* EndlessGame - The U.S. release of the first game wrapped back to level 2 after finishing the final level, continuing until the player either gave up or died.
* FrickinLaserBeams:
** Thexder's only weapon, and Fire Hawk's main one. One of very few games to give the ''player'' the laser (and an ''instantaneous'' laser, as opposed to a PainfullySlowProjectile).
** The Mission 3 boss fires large beams of energy that travel fast and inflict significant damage compared to its other shot (capable of punching through your shield in just two or three hits).
* GoombaSpringboard: If you hold the Jump button, your mech will leap into the air at every opportunity, including if it happens to land on an enemy floating in mid-air. (Not that you can't just transform into a jet and start flying at any time....)
* HeartContainer - In ''Thexder,'' destroying certain enemies and finishing a level would raise your maximum energy reserves. ''Fire Hawk'' played this more literally, requiring you to find "Energy Generators" which did the same thing.
* KillItWithFire - ''Fire Hawk'''s napalm bombs were the strongest special weapon, able to eradicate almost any ground-based enemy (including bosses) in a single blast.
* LoadBearingBoss: Destroying Nediam's fuel tank at the end of Mission 7 is said to cause a sharp rise in local temperatures, enough to damage Fire Hawk (aka, your energy depletes continuously until you escape the area or die trying). The MSX version even throws in some chaotic flashes in the background color to remind you to get out and ''fast''.
* MechaMooks - Virtually all enemies are mechanical in some form, though some appear less mechanical than others.
* NintendoHard - [[NostalgiaFilter Oddly enough]], it's remembered ''fondly'' for this, despite that the original featured no save points, extra lives or continues.
* NostalgiaLevel - The opening of mission 2 in ''Fire Hawk'' echoes about half the first level from the original game before diving into caverns below it.
* OffscreenInertia: Generally, the moment an enemy is offscreen they cease moving or pursuing the player; this is often a viable method to break up a swarm into smaller groups that are easier to deal with. Note that in the original this only applied to the left and right sides of the screen, while in ''Fire Hawk'' it applies to all four borders. Also note that Fire Hawk's bosses continue to move through their attack patterns while offscreen.
* OneHitPointWonder: Enemies in the first level are destroyed at the slightest touch of laser power (making it possible to take down a large swarm effortlessly), but this quickly ceases to be the case once you reach level 2.
* PublicDomainSoundtrack - ''Thexder'' is famous for its inclusion of Beethoven's "Moonlight Sonata". ''Thexder Neo'' pays homage to this, if you know where to look.
* ReactorBoss - ''Thexder'' may have been the first of these; ''Thexder Neo'' made it [[LoadBearingBoss explicit]], twenty-four years later. ''Fire Hawk'' gave you a couple (every mission related to either crippling Nediam's systems or clearing the way ahead).
* {{Remake}} - ''Thexder Neo'', a 2.5D recreation of the original with polygon graphics and a completely redesigned Thexder ... and a few subtle changes to the difficulty curve (most notably, the ability to retry the current level after dying).
* SmartBomb: Fire Hawk's "Flasher" subweapon releases a burst of energy that damages every enemy onscreen ... oh, but you won't recover energy from energy-yielding enemies destroyed by it.
* SpaceFriction: In ''Fire Hawk'', Mission 5 involves taking out Nediam's engines, and Mission 7 involves blowing its main fuel tank, yet MissionControl is is surprised that neither of these fail to so much as slow it down ("It's still going? What's powering her?") from its collision course with Earth.
* TimeStandsStill: Okay, so the Stopper subweapon is ''technically'' a blast of temperature so cold that it causes all enemies in the area to stop moving, but for all practical intents and purposes it may as well do this, since anything but you is an enemy of some kind.
* TookALevelInBadass: While originals still appear, the ''Fire Hawk'' mecha is an upgraded version of the original Thexder prototype, featuring a redesigned flight mode, a supply of homing missiles, and a satellite for storing subweapons.
* TragicMonster - [[spoiler: Nediam]], though the reasons why are explained in the Japanese original only.
* TransformingMecha - The original (and remade) Thexder and Fire Hawk could change between mech (humanoid) and cruiser (flying) modes at will. (Thexder 95 didn't let you transform until later in the game, although it added a land-cruiser mode.)
* TrialAndErrorGameplay - The original ''Thexder'' had no continues, so you were on your own to remember which enemies would restore energy, where to find them, and how to gun down enemies without taking too much harm in the process. ''Fire Hawk'' and ''Thexder Neo'''s easy mode were more forgiving.
* VideogameFlight - Transforming into a jet allows you to fly in any direction with no restrictions. This is balanced by generally claustrophobic level design, wide open areas filled with ''swarms'' of enemies, and the lack of auto-aim when firing your laser. (Hint: Don't [[LeeeroyJenkins blindly fly in]] to any wide-open spaces. '''Ever.''')
* ZergRush: The tactic of choice for most enemies. Sure, red Tribars may be a OneHitpointWonder, but can you survive a swarm of 20 closing in on you simultaneously?
----