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Originally released in Japan for NEC's 8-bit computer, the [[UsefulNotes/PC88 PC-8801mkIISR]], ''Thexder'' became a smash hit and Game Arts responded by porting it to other computers, including the {{UsefulNotes/MSX}}. The then-obscure company [[Creator/SquareEnix Squaresoft]] took note, licensing ''Thexder'' for a port to the [[UsefulNotes/{{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 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.")

to:

Originally released in Japan for NEC's 8-bit computer, the [[UsefulNotes/PC88 [[Platform/PC88 PC-8801mkIISR]], ''Thexder'' became a smash hit and Game Arts responded by porting it to other computers, including the {{UsefulNotes/MSX}}. {{Platform/MSX}}. The then-obscure company [[Creator/SquareEnix Squaresoft]] took note, licensing ''Thexder'' for a port to the [[UsefulNotes/{{NES}} [[Platform/{{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 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.")



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 [[UsefulNotes/PlayStationPortable PSP]], resurrecting Thexder for a new generation of gamers to discover.

to:

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 [[UsefulNotes/PlayStationPortable [[Platform/PlayStationPortable PSP]], resurrecting Thexder for a new generation of gamers to discover.
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Widget Series has been renamed to Quirky Work as per TRS (it's also YMMV).


Originally released in Japan for NEC's 8-bit computer, the [[UsefulNotes/PC88 PC-8801mkIISR]], ''Thexder'' became a smash hit and Game Arts responded by porting it to other computers, including the {{UsefulNotes/MSX}}. The then-obscure company [[Creator/SquareEnix Squaresoft]] took note, licensing ''Thexder'' for a port to the [[UsefulNotes/{{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.")

to:

Originally released in Japan for NEC's 8-bit computer, the [[UsefulNotes/PC88 PC-8801mkIISR]], ''Thexder'' became a smash hit and Game Arts responded by porting it to other computers, including the {{UsefulNotes/MSX}}. The then-obscure company [[Creator/SquareEnix Squaresoft]] took note, licensing ''Thexder'' for a port to the [[UsefulNotes/{{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]].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.")
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Difficulty Spike is now YMMV


* DifficultySpike: Level 1 is populated with swarms of {{One Hit Point Wonder}} Red Tribars, and other enemies fight in small groups at a time. Level 2 ambushes the player with a swarm of ''two dozen'' enemies in a wide open space.
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Frickin' Laser Beams entry amended in accordance with this Trope Repair Shop Thread.


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]].

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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 [[EnergyWeapon 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]].



* FrickinLaserBeams:

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* FrickinLaserBeams:EnergyWeapon:
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Added an image.


[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/thexder1018.jpg]]



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* 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.''')

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* 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 [[LeeroyJenkins blindly fly in]] to any wide-open spaces. '''Ever.''')
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Use colons instead of dashes, please.


* 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.]]

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* AttackItsWeakPoint - 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.]]



* 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''.

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* BossBattle - 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''.



* 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.

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* CastFromHitPoints - 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.



* 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.

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* ChestMonster - 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.



* 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).

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* CollisionDamage - 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).



* 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.
* 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.

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* CopyProtection - 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.
* DeflectorShields - 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 - DifficultySpike: Level 1 was is populated with swarms of {{One Hit Point Wonder}} Red Tribars, and other enemies fought fight in small groups at a time. Level 2 ambushed ambushes the player with a swarm of ''two dozen'' enemies in a wide open space.
* DownerEnding - DownerEnding: [[spoiler: According to ''Fire Hawk'', both Thexder and its pilot were destroyed.]]
* EndlessGame - 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.



* 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.

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* HeartContainer - 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 - 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.



* 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.

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* MechaMooks - MechaMooks: Virtually all enemies are mechanical in some form, though some appear less mechanical than others.
* NintendoHard - NintendoHard: [[NostalgiaFilter Oddly enough]], it's remembered ''fondly'' for this, despite that the original featured no save points, extra lives or continues.
* NostalgiaLevel - 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.



* 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).

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* PublicDomainSoundtrack - 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 - 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}} - {{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).



* 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.''')

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* TragicMonster - TragicMonster: [[spoiler: Nediam]], though the reasons why are explained in the Japanese original only.
* TransformingMecha - TransformingMecha: The original (and remade) Thexder and Fire Hawk could change between mech (humanoid) and cruiser (flying) modes at will. (Thexder 95 (''Thexder 95'' didn't let you transform until later in the game, although it added a land-cruiser mode.)
* TrialAndErrorGameplay - 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 - 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.''')
Is there an issue? Send a MessageReason:
None


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 {{UsefulNotes/MSX}}. The then-obscure company [[Creator/SquareEnix Squaresoft]] took note, licensing ''Thexder'' for a port to the [[UsefulNotes/{{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.")

to:

Originally released in Japan for NEC's 8-bit computer, the [[PC88 [[UsefulNotes/PC88 PC-8801mkIISR]], ''Thexder'' became a smash hit and Game Arts responded by porting it to other computers, including the {{UsefulNotes/MSX}}. The then-obscure company [[Creator/SquareEnix Squaresoft]] took note, licensing ''Thexder'' for a port to the [[UsefulNotes/{{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.")
Is there an issue? Send a MessageReason:
None


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 {{UsefulNotes/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.")

to:

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 {{UsefulNotes/MSX}}. The then-obscure company [[Creator/SquareEnix Squaresoft]] took note, licensing ''Thexder'' for a port to the [[{{NES}} [[UsefulNotes/{{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.")
Is there an issue? Send a MessageReason:
None


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.")

to:

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}}.{{UsefulNotes/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.")
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How To Create A Works Page explicitly says "No bolding is used for work titles."


'''''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]].

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'''''Thexder''''' ''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]].
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The ''Thexder'' games provide examples of:

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The !!The ''Thexder'' games provide examples of:
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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.

to:

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 [[UsefulNotes/PlayStationPortable PSP]], resurrecting Thexder for a new generation of gamers to discover.
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* 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.
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* BadExportForYou: While the US version of ''Fire Hawk'' does not suffer any loss in its graphics or gameplay, it does excise the in-game cutscenes that bookend the gameplay. The game's backstory manga is included in the game's manual, but only small references to it remain in-game.



* CrowningMusicOfAwesome - The original Thexder [[http://www.youtube.com/watch?v=YgfTVNU--6k background music]] is still fondly remembered - despite being the ''only'' music in the game except for the (slightly different) opening and the Moonlight Sonata. ''Fire Hawk'' gave you different songs for each mission (especially the tune for Mission 8); ''Thexder Neo'' started by remastering the original theme, then made more tracks.



* GoddamnedBats: Enemies had a variety of movement patterns, but the vast majority are swift, diagonally-flying foes who rarely appeared in groups of less than 4 at a time. In the first game, if you were unlucky enough to become surrounded by several enemies, the CollisionDamage would be multipled ''per enemy'', and this would usually be fatal. The only safe way to engage multiple foes was to retreat into a tunnel (trap them against the terrain, etc.) and slowly take them out one at a time with the jet mode laser.
** Black Tribars may qualify as DemonicSpiders, considering the DifficultySpike they presented to the player in the original's second level.
** Mission 4 in ''Fire Hawk'' sees the introduction of enemies that fly horizontally and vertically, which may catch the player off-guard once they're used to taking out the diagonally-flying ones.
* GoodBadBugs: In the original game, when flying through a horizontal tunnel in jet form, pressing UP or DOWN would cause the jet to effectively hover in place as it attempts to veer in that direction (only to be blocked by the walls of the tunnel). Repeatedly pausing/unpausing the game with precise timing allowed a player to adjust which angle they are facing while in the tunnel, in some cases allowing them to park near the entrance to a wide-open space (such as level 2's infamous swarm of black Tribars) and adjust their firing angle to snipe foes from behind cover. (Attempting to do this in ''Fire Hawk'' will result in the jet circling in place, which is more convenient as precise timing on the Pause button is not required.)



* MostAnnoyingSound - When the shield ran down or Thexder's energy was low. The latter usually meant "you're doomed".
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** In ''Fire Hawk'', even ''moving'' required energy, though such a small amount that it was rarely noticeable.

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** In ''Fire Hawk'', even ''moving'' required energy, though such a small trivial amount that if it was rarely noticeable.makes a difference, you're already doomed.

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Changed: 3227

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* 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.



** The original ''Thexder'' put you at the start of the first level's labyrinth and never explained who you were or what you were supposed to do, 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 walkthrough of the game's first level, with pictures/names of (almost) every enemy appearing in the game.

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** The original ''Thexder'' put you at the start of the first level's labyrinth and never explained who you were or what you were supposed to do, unless 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.



* 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.

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* 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''.
** Zereo also added precisely one boss (a final boss) to ''Thexder Neo''.

to:

* 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''.
** Zereo also added precisely one boss (a final boss) to
Hawk'', ''Thexder Neo''.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.



* 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 strict minority, if not a boss outright.
* CutAndPasteEnvironments: 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.

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* 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 strict minority, if not a boss outright.
outright. On the flipside, when your shield is active, enemies take collision damage from you (at least until the shield runs out).
* CutAndPasteEnvironments: 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.



* DeflectorShields - Thexder's (and Fire Hawk's) only defense if anything gets close enough to cause damage. Its [[SomeKindOfForceField exact nature]] is never explained.

to:

* 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.explained, but at least it works, right?



* 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).
* GoddamnedBats: Enemies had a variety of movement patterns, but the vast majority were swift, diagonally-flying foes who rarely appeared in groups of less than 4 at a time. In the first game, if you were unlucky enough to become surrounded by several enemies, the CollisionDamage would be multipled ''per enemy'', and this would usually be fatal. The only safe way to engage multiple foes was to retreat into a tunnel (trap them against the terrain, etc.) and slowly take them out one at a time with the jet mode laser.

to:

* FrickinLaserBeams - 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....)
* GoddamnedBats: Enemies had a variety of movement patterns, but the vast majority were are swift, diagonally-flying foes who rarely appeared in groups of less than 4 at a time. In the first game, if you were unlucky enough to become surrounded by several enemies, the CollisionDamage would be multipled ''per enemy'', and this would usually be fatal. The only safe way to engage multiple foes was to retreat into a tunnel (trap them against the terrain, etc.) and slowly take them out one at a time with the jet mode laser.



* GoodBadBugs: In the original game, when flying through a horizontal tunnel in jet form, pressing UP or DOWN would cause the jet to effectively hover in place as it attempts to veer in that direction (only to be blocked by the walls of the tunnel). Repeatedly pausing/unpausing the game with precise timing allowed a player to adjust which angle they are facing while in the tunnel, in some cases allowing them to park near the entrance to a wide-open space (such as level 2's infamous swarm of black Tribars) and adjust their firing angle to snipe foes from behind cover. (Attempting to do this in ''Fire Hawk'' will result in the jet circling in place, which is more convenient as precise timing on the Pause button is not required.)



* MechaMooks - Virtually all enemies are mechanical in some form.

to:

* 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.form, though some appear less mechanical than others.



* NostalgiaLevel - The opening of mission 2 in ''Fire Hawk'' echoes about half the first level from the original.

to:

* NostalgiaLevel - The opening of mission 2 in ''Fire Hawk'' echoes about half the first level from the original.original game before diving into caverns below it.



* 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.



* 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 additional weapons.

to:

* 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 additional weapons.subweapons.



* 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 auto-aiming function restricted to humanoid form. (Hint: Don't [[LeeeroyJenkins blindly rush 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?

to:

* 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 auto-aiming function restricted to humanoid form. lack of auto-aim when firing your laser. (Hint: Don't [[LeeeroyJenkins blindly rush 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?you simultaneously?
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* 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 additional weapons.

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Changed: 751

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* AllThereInTheManual - The original ''Thexder'' put you at the start of the first level's labyrinth and never explained who you were or what you were supposed to do, 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.

to:

* AllThereInTheManual - AllThereInTheManual:
**
The original ''Thexder'' put you at the start of the first level's labyrinth and never explained who you were or what you were supposed to do, 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.



** ''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.



* 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.
* BadExportForYou: While the US version of ''Fire Hawk'' does not suffer any loss in its graphics or gameplay, it does excise the in-game cutscenes that bookend the gameplay. The game's backstory manga is included in the game's manual, but only small references to it remain in-game.



* GoddamnedBats: Enemies had a variety of movement patterns, but the vast majority were swift, diagonally-flying foes who rarely appeared in groups of less than 4 at a time. If you were unlucky enough to become surrounded by several enemies, the CollisionDamage would be multipled ''per enemy'', and this would usually be fatal. The only safe way to engage multiple foes was to retreat into a tunnel, trap them against the terrain, and slowly take them out one at a time with the jet mode laser.
** Black Tribars may qualify as DemonicSpiders, considering the DifficultySpike they presented to the player.

to:

* GoddamnedBats: Enemies had a variety of movement patterns, but the vast majority were swift, diagonally-flying foes who rarely appeared in groups of less than 4 at a time. If In the first game, if you were unlucky enough to become surrounded by several enemies, the CollisionDamage would be multipled ''per enemy'', and this would usually be fatal. The only safe way to engage multiple foes was to retreat into a tunnel, trap tunnel (trap them against the terrain, etc.) and slowly take them out one at a time with the jet mode laser.
** Black Tribars may qualify as DemonicSpiders, considering the DifficultySpike they presented to the player.player in the original's second level.
** Mission 4 in ''Fire Hawk'' sees the introduction of enemies that fly horizontally and vertically, which may catch the player off-guard once they're used to taking out the diagonally-flying ones.



* KillItWithFire - ''Fire Hawk'''s napalm bombs were the strongest special weapon, able to eradicate almost any ground-based enemy in a single blast.
* MechaMooks - Virtually all enemies were mechanical in some form.

to:

* 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.
* MechaMooks - Virtually all enemies were are mechanical in some form.



* NostalgiaLevel - The opening of mission 2 in ''Fire Hawk''.

to:

* NostalgiaLevel - The opening of mission 2 in ''Fire Hawk''.Hawk'' echoes about half the first level from the original.
* 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.



* {{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.
* TragicMonster - [[spoiler: Nediam]]

to:

* {{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.
curve (most notably, the ability to retry the current level after dying).
* TragicMonster - [[spoiler: Nediam]]Nediam]], though the reasons why are explained in the Japanese original only.



* VideogameFlight - With no restrictions. This is balanced by some claustrophobic level designs, wide open areas filled with ''swarms'' of enemies, and the auto-aiming function restricted to humanoid form. (Hint: ''Don't fly into wide open areas''. '''''EVER!''''')

to:

* VideogameFlight - With Transforming into a jet allows you to fly in any direction with no restrictions. This is balanced by some generally claustrophobic level designs, design, wide open areas filled with ''swarms'' of enemies, and the auto-aiming function restricted to humanoid form. (Hint: ''Don't fly into wide open areas''. '''''EVER!''''')Don't [[LeeeroyJenkins blindly rush 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?
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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 {{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.")

to:

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 {{Nintendo}}; 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.")
Is there an issue? Send a MessageReason:
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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]]; [[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.")

to:

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]]; Famicom]], their very first game for {{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.")
Is there an issue? Send a MessageReason:
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Is there an issue? Send a MessageReason:
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'''''Thexder''''' is a 1985 video game, the first title ever released by GameArts (better known nowadays for the ''{{Lunar}}'' and ''Franchise/{{Grandia}}'' series). It is possibly one of the most fondly remembered shooters of the [[TheEighties 1980s]].

to:

'''''Thexder''''' is a 1985 video game, the first title ever released by GameArts (better known nowadays for the ''{{Lunar}}'' and ''Franchise/{{Grandia}}'' series).Creator/GameArts. It is possibly one of the most fondly remembered shooters of the [[TheEighties 1980s]].



Originally released for the {{PC88}}, ''Thexder'' became a smash hit and Game Arts responded by porting it to other computers, including the {{MSX}}. [[SquareEnix Squaresoft]] took note, licensing ''Thexder'' for ports to other systems, including the [[{{NES}} Famicom]]; [[{{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 even advertised ''Thexder'' as an "arcade game," which it never properly was.)

to:

Originally released in Japan for NEC's 8-bit computer, the {{PC88}}, [[PC88 PC-8801mkIISR]], ''Thexder'' became a smash hit and Game Arts responded by porting it to other computers, including the {{MSX}}. [[SquareEnix The then-obscure company [[Creator/SquareEnix Squaresoft]] took note, licensing ''Thexder'' for ports a port to other systems, including the [[{{NES}} Famicom]]; [[{{Sierra}} [[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 even advertised ''Thexder'' as an "arcade game," which game" though it never properly was.)
appeared in arcades; Sierra also misleadingly claimed that the game was "created for second-generation computers with 16-bit processors.")
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''Thexder'' is a 1985 video game, the first title ever released by GameArts (better known nowadays for the {{Lunar}} and {{Grandia}} series). It is possibly one of the most fondly remembered shooters of the [[TheEighties 1980s]].

to:

''Thexder'' '''''Thexder''''' is a 1985 video game, the first title ever released by GameArts (better known nowadays for the {{Lunar}} ''{{Lunar}}'' and {{Grandia}} ''Franchise/{{Grandia}}'' series). It is possibly one of the most fondly remembered shooters of the [[TheEighties 1980s]].
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* TragicMonster - [[spoiler: Nediam]]
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* DownerEnding - [[spoiler: According to ''Fire Hawk'', both Thexder and its pilot were destroyed.]]
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''Thexder'' is a 1985 video game, the first title ever released by GameArts (better known nowadays for the {{Lunar}} and {{Grandia}} series). 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 for the {{PC88}}, ''Thexder'' became a smash hit and Game Arts responded by porting it to other computers, including the {{MSX}}. [[SquareEnix Squaresoft]] took note, licensing ''Thexder'' for ports to other systems, including the [[{{NES}} Famicom]]; [[{{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 even advertised ''Thexder'' as an "arcade game," which it never properly was.)

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.

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The ''Thexder'' games provide examples of:
* AllThereInTheManual - The original ''Thexder'' put you at the start of the first level's labyrinth and never explained who you were or what you were supposed to do, 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 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.
* 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.]]
* 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''.
** Zereo also added precisely one boss (a final boss) to ''Thexder Neo''.
* 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 small amount that it was rarely noticeable.
** ''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 strict minority, if not a boss outright.
* CutAndPasteEnvironments: 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.
* CrowningMusicOfAwesome - The original Thexder [[http://www.youtube.com/watch?v=YgfTVNU--6k background music]] is still fondly remembered - despite being the ''only'' music in the game except for the (slightly different) opening and the Moonlight Sonata. ''Fire Hawk'' gave you different songs for each mission (especially the tune for Mission 8); ''Thexder Neo'' started by remastering the original theme, then made more tracks.
* DeflectorShields - Thexder's (and Fire Hawk's) only defense if anything gets close enough to cause damage. Its [[SomeKindOfForceField exact nature]] is never explained.
* 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.
* 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).
* GoddamnedBats: Enemies had a variety of movement patterns, but the vast majority were swift, diagonally-flying foes who rarely appeared in groups of less than 4 at a time. If you were unlucky enough to become surrounded by several enemies, the CollisionDamage would be multipled ''per enemy'', and this would usually be fatal. The only safe way to engage multiple foes was to retreat into a tunnel, trap them against the terrain, and slowly take them out one at a time with the jet mode laser.
** Black Tribars may qualify as DemonicSpiders, considering the DifficultySpike they presented to the player.
* 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 in a single blast.
* MechaMooks - Virtually all enemies were mechanical in some form.
* MostAnnoyingSound - When the shield ran down or Thexder's energy was low. The latter usually meant "you're doomed".
* 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''.
* 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.
* 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 - With no restrictions. This is balanced by some claustrophobic level designs, wide open areas filled with ''swarms'' of enemies, and the auto-aiming function restricted to humanoid form. (Hint: ''Don't fly into wide open areas''. '''''EVER!''''')
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