Sewer Shark is a first-person rail shooter that was sold with the ill-fated Sega CD console, and shortly afterwards ported to the equally ill-fated 3DO console (with somewhat higher quality audio and videos than the Sega CD version). The game was made by Digital Pictures, the company who also made such classics as Make My Video, Night Trap and Corpse Killer.Set Twenty Minutes into the Future, it centers around "sewer jockeys", exterminators hired to clean the sewers of dangerous mutant vermin using flying ships and gatling guns. Gameplay-wise, it's fairly average rail shooter - mostly, it's known for being the first video game for a game console to use Full Motion Video for its primary gameplay and for its memorable cutscenes.
Action Girl: Falco, though you never technically get to see her in actual...you know...ACTION. Her badassery is pretty much implied through the opening intro, where both she AND Ghost basically tell you that any LIVING pilots automatically get conferred the title of Badass in the sewers.
She gets kidnapped by Stenchler later on as well, so she seems to lean more towards Faux Action Girl.
The Lancer: Ghost (the "greatest co-pilot to ever shoot the tubes"), though he's something of an inversion because of his mentor-like experience and the fact that HE'S the one who gets the girl, Falco, in the end. Of course, there's MANY other tropes that Ghost fits into simultaneously, but most notably Cynical Mentor.
Nonstandard Game Over: Each checkpoint has a (hidden) required score and a target score. Where your score is in relation to these values determines the exact cutscenes you get at each one, but being below the required score results in Ghost effectively kicking you out.
Thankfully, after a certain point, the required score is dropped altogether. Unfortunately, this is at the last two levels of the game.
At one point, Ghost will order you to get ready and fire your weapon during a test. If you assume that this isn't an interactive portion of the game and flub it, Ghost gets totally pissed off at you, fails you, and the game's credits roll.
Trial-and-Error Gameplay: Your ship runs on an energy meter, and if it depletes, you automatically lose. There are 7 recharge stations in the entire game, and at each of them you have to make either a left or right turn into (and no, there is no turn indicator for these at the on-screen direction pad). The exact turns you need to make for each one is static (and thus, can be written down), but the only indication is a green light that shows up too late for you to make the turn. You can afford to miss every other one, though.