Video Game: Silent Scope

A series of games from Konami spanning 4 games (Silent Scope 1-3 and Silent Scope EX), the first of which was released in 1999. The games' most prominent feature is the Sniper Rifle gun mounted to the cabinet rather than the typical pistol Light Gun that was used in games like Time Crisis or House of the Dead. The scope of the rifle contained an LCD screen to simulate the pinpoint precision of real scopes. Also known for being one of the few arcade gun games to actively encourage headshots: They are always an instant kill, even on bosses, and confer a hefty time bonus. Games like Time Crisis gave you the most points for headshots but the SS games actively pointed this out.

The games were ported to the Sega Dreamcast, PlayStation 2, Xbox, and even the Game Boy Advance. The Xbox version was noted for its severely stripped-down rifle accessory.

These games include examples of:

  • Attack Its Weak Point: For human bosses, a headshot is an instant kill. For helicopters, shooting at its rotor will do the trick.
    • The first actual boss in the third game has two. The first is obviously his head. The second is his beloved teddy bear. Hitting either will take him down in one shot.
  • Boom, Headshot: Boss battles are Nintendo Hard if you do not aim for the craniums. But then again, scoring a head shot is Nintendo Hard in and of itself as you rarely have a clean shot.
  • Camp Gay: The Prince of Rose wears a transparent pink shirt, wears makeup, and makes some really weird poses while he's talking to you with a hint of falsetto and odd inflections.
  • Catch Phrase: In #3 if a criminal has a hostage and it's a One Bullet Left scenario your partner will comment "he's taken hostages, bring him down in one shot." Pull it off and she then comments "You're the greatest."
  • Cold Sniper: In fact, in the attract demo for EX, one of the requirements for the player character's position is to be "unemotional."
  • Cycle of Hurting: It's fairly easy to stun lock several of the first game's bosses. Since they usually have only five life, and you have five bullets in your clip, you could potentially empty a clip at the boss to kill him without him being able to move. Later games gave the bosses more life, and made them move after being shot.
  • Dual Boss: Tom & Jerry in the first, Sho & Kane in the second.
  • Faceless Goons: With a rare few exceptions, almost every Mook will be wearing a balaclava.
  • Heroic Mime: The player character in the first game (He's given a voice and personality in 2 and 3) and EX. (A different character)
  • Improbable Aiming Skills: Some of the most ridiculous examples are displayed in boss fights, like sniping the driver of a semi-truck barreling towards you at full speed, or sniping the rotor of a hostile attack helicopter.
    • It's quite possible in certain missions to hit more than one enemy with a single bullet. Don't miss anyone and you'll get greater than 100% accuracy. "Ultimate Sniper" indeed.
  • Instant Death Bullet: Mooks die to one bullet no matter where you hit them, or even if they're wearing body armour. Bosses are tougher, but unless you shoot them in the head, they take as much damage from a bullet to the chest as they do a bullet to the foot.
  • It's a Wonderful Failure: What happens if you fail the last One Bullet Left sequence of any game.
    "The hostages are our priority partner"
  • Life Meter:
    • The first two games featured a typical life meter that defaulted to six hits. Getting hit lowered it by one, while shooting civilians lowered it by two. Look at Hot Nurses to replenish health.
    • EX and 3 combined the life meter and timer into a general percentage based condition meter. It goes down slowly constantly, but will lose large chunks if you're shot or you shoot civilians. Looking at nurses will give back a large amount of condition, but scoring consistent headshots will also replenish it by a small amount. (But with good accuracy, can really add up)
  • Male Gaze: Staring at beautiful women will give you an extra life.
  • The Man Behind the Man: In Silent Scope 3, Robert, your commander, is revealed to be the terrorist leader.
  • Ominous Latin Chanting: The music for the penultimate boss area in the first game uses this.
  • One Bullet Left: The final objective in every game. The first two stages of EX also fall under this.
  • One-Hit Polykill: Possible if the Mooks are standing in front of each other.
  • Pre Ass Kicking One Liner: Most bosses, especially in #3.
  • Performance Artist:
    • The Star in #2 battles you on the stage of an opera house, complete with operatic opening and unique boss music. His weapons are even listed as 'Hand Gun' and 'Tenor.' Even the protagonists loudly wonder what the hell.
    • #3's boss Prince of Rose is awfully dramatic and mobile with his monologue, and uses a piano to input launch commands.
  • Pun: In the first two games, you can look at a waiter to increase your timer. ("Wait-er," oh ha ha ha.)
  • Recurring Boss: Cobra shows up in 1, 2, and 3, looking more messed up each time. He really wants to get revenge on Falcon after his first defeat.
  • Rogue Protagonist: Falcon and Jackal can be one of the terrorist suspects attempting to assassinate the President in EX.
  • Short-Range Long-Range Weapon: The player winds up making use of this trope fairly often, using his sniper rifle to take out hostile guards a few feet away.
  • Shout-Out: The first game had you fight a pair of bosses named Tom and Jerry.
    • In the second game's second mission, Falcon quips "Now let's play Metal Gear for real!" while sneaking into a base.
  • Sniper Duel:
    • One potential path in 1 features a duel with Hornet, a rival sniper.
    • Multiplayer/versus mode in Silent Scope 2 and beyond.
    • One of the last few challenges in Silent Scope 2 is a duel with your partner.
    • You face off with another rival sniper, Ray, in 3.
  • Sniper Rifle: Obviously.
  • Sniper Scope Sway: Since the arcade machine has an actual sniper rifle to hold, complete with a zoomed in screen to allow you to use the scope, any sway and bob to your view is the result of your actual movements. As a result the real world techniques of relaxing, holding your breath, and so on apply, but since the rifle is mounted and you're typically not aiming at targets that are too distant, you don't need to worry about it as much as real snipers.
  • Sniping Mission: Every level.
  • Sniping the Cockpit: A common technique for taking out vehicles, including most vehicle based bosses. Examples include sniping a Harrier jet from a helicopter, shooting one boss trying to run you down in a hijacked semi, taking out one boss in a large combat chopper, and even a transforming tank with cloaking capabilities.
  • Stealth-Based Mission: Every level to a degree; being caught (often from dillydallying for too long or missing a shot) doesn't end the game but will call the attention of additional Mooks. In one particular penultimate stage in EX, getting caught results in stage failure, booting you back to the stage select with a lot less health (or if you don't have enough, a continue screen).
  • Timed Mission:
    • In general, the first two games feature a timer as well as a life meter. Killing enemies gains time, with headshots gaining considerably more time. Stare at waiters to gain a large chunk of time back.
    • EX and 3 combine the timer and life bars into a general condition meter. It still ticks down slowly.
    • Certain missions feature another timer, requiring you to complete the stage quickly beyond even the standard timer. One of the possible penultimate stages in EX has you trying to sneak into an underwater entrance before it closes.
  • True Final Boss: In Silent Scope 3, you face off against Robert, your commander, who's also the true terrorist leader, and can only be accessed by not continuing throughout the game.
  • Implacable Man, The Determinator: Cobra absolutely refuses to die, and continues to come back in each game that features Falcon.
    • In the first game, he'll get up from your first encounter (Even if you scored a heashot) and hijack a semi to run you down, forcing another battle.
    • 2 and 3 have him declare that he is immortal, and will always come back to challenge you.
    • The instruction manual for 1 states that you've fought Cobra even before the first game, and he joined the terrorists purely to take you out. Guy holds a grudge.
  • Wake-Up Call Boss: Both versions of Scorpion in 1, and Fox in 2.
  • When All You Have Is A Sniper Rifle: The player gets no other weapons than a sniper rifle and no backup, so it doesn't matter if it's a tank, a helicopter, a mook standing three inches away from you, or whatever else, you're sniping it to death.