is a 1992 Light Gun Game
in which you are a police officer named trying to take out criminals and terrorists. Shooting the bad guys will increase your rank, which is needed to get through the stages, but killing any innocent bystanders or police officers in the process will reduce your rank instead. There are five missions to complete in the game, each ending with a Boss Battle
. The Bank Robbery, in which you must stop bank robbers from escaping and stealing the money, Chinatown Assault, in which you must battle The Triads and the Tongs
as well as Chinese Knife Nuts
that have overrun Chinatown, The Hijack, in which you must prevent a general and his group of terrorists from taking a plane and escaping, The Drug Dealers, where you must stop the bad guys from selling drugs to innocent people, and The Chemical Plant, where you must stop terrorists from sabotaging a chemical plant to poison the water supply.
Among the light gun games that filled the arcades, Lethal Enforcers
stood out as the first to use Digitized Sprites
, specifically based on photographs of live actors and locales, giving the game a photorealistic (if pixelated) appearance. Combined with violent gameplay, like the similar use in Mortal Kombat
(albeit without the famous blood and gore
), this resulted in controversy.
In 1994, Konami released a sequel, Lethal Enforcers II: Gun Fighters
(called Lethal Enforcers II: The Western
in Japan). While the previous game was set in modern times, this game changes the setting to The Wild West
. The gameplay is the same, only now you fight outlaws in Old West settings such as a saloon and a stagecoach holdup.
Home ports of both games were released for the Sega Genesis
, Sega CD
and Super Nintendo Entertainment System
(first game only) bundled with the Justifier light gun. These were followed by a Compilation Re-release
for the PlayStation
There is also a spin-off series called Police911}
, also a sequel to the first game and is set in Japan. In these games, you race through each stage, clearing out enemies in the High Speed Battle
in order to reach the Cat and Mouse Boss
stage, while using a Time Crisis
-style cover system to avoid enemy gunfire. You are tasked to tracking down an international Yakuza group named Gokudou-kai.Lethal Enforcers 3
was released in 2005 for arcades only, and plays completely different from its predecessors (but similar to the Police 911
spinoff). This is because it is actually the localization of Seigi no Hero
("Heroes of Justice"), the Spiritual Successor
to the Police 911
spinoff. The game plays like a mix between a gun game and a racing game; you and an opponent race through each stage, clearing out enemies in order to reach the goal before the other player, while using a Time Crisis
-style cover system to avoid enemy gunfire.Needs Wiki Magic Love
The series as a whole contains examples of:
- Bloodless Carnage: A slash mark appears on the screen when a blade hits you, but otherwise no blood is shed.
- Instant Death Bullet: Every shot fired by the player will kill a mook instantly. In the third game, this applies to bosses as well.
The first game contains examples of:
- Bank Robbery: The first stage of the game requires you to put a stop to this.
- Behind the Black: Mooks, especially knife mooks, will emerge right on top of you, no matter how well you watch your position.
- Blatant Burglar: Per the North American version of the trope, all the bank robbers wear black clothing and balaclavas.
- Bowdlerise: Stage 4, "The Drug Dealer," becomes "The Gunrunners" in the Super NES port. It also removes all references to Chinatown in "Chinatown Assault," with the title becoming "Downtown Assault" and the "China Inn" renamed to simply "Restaurant." Most oddly, no one flinches from any shot. Enemies will simply blink away in the frame of animation you shot them on; and hostages will be unharmed, but the game will throw a "Caution!" message on the screen and take away a life.
- Dark Action Girl/Would Hit a Girl: During the Bank Robbery and Chinatown Assault stages, female criminals will try to put a bullet through you. You must shoot them.
- Digitized Sprites: The first Light Gun Game to use them.
- Dual Wielding: The Stage 2 boss has an infinite supply of swords to dual wield and throw at you.
- Dynamic Difficulty: When the game begins, enemies will take around three seconds to shoot. The longer you go without losing a life, however, the less time they wait before shooting, until you have to have superhuman reflexes to take them out. Losing a life will reset it back to normal. The game will also become tougher, with extra enemies showing up, if you play with two players.
- Everything Fades: Enemies flinch and blink out of existence when shot. Hostages simply vanish a few seconds after being shot, but not before the game admonishes and punishes you for shooting them.
- Friendly Local Chinatown: The not-so-friendly setting of Stage 2 (Chinatown Assault).
- Gameplay Grading: From "Patrolman" to "Commander." Being a good shot will raise your rank, but shooting innocents will lower it.
- Gas Mask Mooks: The terrorists in the Chemical Plant wear NBC/hazmat equipment, complete with gas masks.
- Grenade Launcher: You can pick one up in Stage 3; it has a wide blast range and (like the below-mentioned Magnum) can shoot enemies through their cover. However, it cannot be reloaded; once you're out of ammo, you revert to your default revolver.
- Guns Akimbo: You can do this with both guns—if you're good enough.
- Hand Cannon: The Magnum, which allows you to shoot enemies through their cover.
- Hostage Spirit Link: One of the Trope Codifiers; shooting an innocent will cost you one life.
- Implausible Fencing Powers: The Stage 2 boss can block bullets with his swords, but not always.
- Knife Nut: You'll fight lots of 'em in the second stage.
- More Dakka: The assault rifle (with a three-round burst) and machine gun, which will cause most mooks in the arcade version to flinch from each shot. If you're fast on the trigger, you can replicate this with your revolver and shotgun.
- The bonus at the end of a level is based on how many hits you've landed, too, meaning that applying this trope is the quickest path to a 1-Up.
- Night-Vision Goggles: You throw these on in Stage 5 (The Chemical Plant) when the power goes out near the end.
- Rewarding Vandalism: Given you are in the middle of a ferocious firefight. You can still deliberately shoot surveillance cameras, glass windows, car fenders, etc. and uncover gun power-ups.
- Shooting Gallery: The bonus stage.
- Shoot the Bullet: The basic premise of surviving boss battles. You can also shoot any Mooks' thrown weapons.
- Sunglasses at Night: If they're not wearing masks, the enemies are wearing sunglasses, even indoors.
- The Triads and the Tongs: You're fighting them in the second stage.
- Throwing Your Sword Always Works: The Stage 2 boss attacks this way, and it does Always Work unless you shoot the swords out of the air.
- Western Terrorists: The last stage has you fighting against these.
- Wraparound Background: Present in Stage 1 and 4's car chases and the subway train battle in Stage 2. The chase in Stage 1 (The Bank Robbery) takes place on a seemingly never-ending block with "a lot of National Rubber Stamp Co.'s," as noted by The Angry Video Game Nerd while reviewing the Sega CD version.
This second game contains examples of:
- Bad-Guy Bar: The location of the aptly named Saloon Showdown.
- Bank Robbery: You start off having to stop one in the Old West, too.
- BFG: The player can pick up cannons and use them as a personal firearm, which acts like the Grenade Launcher from the previous game. Just like before, however, it cannot be reloaded; run out of cannonballs and it's back to the revolver.
- Dynamic Difficulty: Same as the previous game, but even more punishing than before.
- Everything Fades: As in the first game.
- Gameplay Grading: From "Posse" to "U.S. Marshall," working much like the previous game.
- Gatling Good: The old west style hand cranked version is available.
- Giant Space Flea from Nowhere: The mastermind of the outlaws is a necromantic Native American shaman.
- Guns Akimbo: The double rig allows Dual Wielding six-shooters. You can also try playing with both guns if you're good enough.
- Homage: The Spaghetti Western genre.
- Hostage Spirit Link: Shooting innocent folks deducts a life just as before.
- Magical Native American: The above-mentioned final boss, who casts fireballs and raises the dead to fight for him ("Arise, my friends!").
- Market-Based Title: It's called Lethal Enforcers II: The Western in Japan.
- Posse: Your starting rank.
- Quick Draw: The boss fight in Stage 3 is this trope versus three gunslingers at the same time.
- The Savage Indian: Some of the enemies in Stage 2 are this type; their arrows must be shot out of the air before they hit you.
- The Sheriff: The player character is one. Available as a rank.
- Shoot the Bullet: As with the previous game.
- Showdown at High Noon: Averted, the boss battle of the third stage is a one-draw duel against three gunslingers, where the sky is visibly dark implying nighttime.
- Spiritual Successor: The Darker and Edgier first-person shooter version of Konami's earlier sh'mup Sunset Riders.
- Stripped to the Bone: Upon defeating the Magical Native American final boss, he deteriorates into nothing but a pile of bones.
- Throw a Barrel at It: The Stage 2 boss attacks this way.
- Throw Down the Bomblet: The Stage 4 boss throws bundles of dynamite as his weapon.
- The Western
- What the Hell, Player?: Shooting the gunslingers during the Showdown at High Noon boss battle in the third stage will prompt the gunslingers to say, "I said you can't shoot 'til we draw!"
This third game contains examples of: