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6->''"The game does not give much more plot than this, but it quickly becomes clear that one is to destroy the Air Fortresses, and really, in the world of NES games, this is an adequate substitute for actual motivation."''
7-->-- [[http://projectnes.blogspot.com/2010/02/general-genre-air-fortress-and-airwolf.html El Sandifer]]
8
9''Air Fortress'' is a game released in Japan in 1987 by Creator/HALLaboratory, today best known for ''Franchise/{{Kirby}}'' and ''VideoGame/SuperSmashBros'' It came to American shores in 1989. Its basic plot will remind you of the climaxes of a few ''Franchise/StarWars'' films: The planet Farmel finds itself threatened by [[DiabolusExNihilo eight mysterious Air Fortresses]] (something of a misnomer, as they're attacking from space). The Federation of Intergalactic Powers has thrown all their defenses at the Fortress to no avail. Now, it's been decided that ''one man'', Hal Bailman, will attempt to infiltrate and blow up the Fortresses from the inside.
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11The gameplay of ''Air Fortress'' combines two genres, and can be said to be composed of three separate parts. The first part of a given level is a ShootEmUp where you're trying to get inside the Fortress in question. On your way, you also want to gather as much Energy and [[InsistentTerminology Crash Beam Bullets]]... err, Bombs, as possible. These will all come in handy in the second part of the level.
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13In the second part of the level, you're actually inside the Air Fortress in an ActionAdventure type of game. This second part of the level can effectively be broken down into two parts in itself:
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15# Find the Fortress's Power Reactor and blow it up.
16# Get back to your ship - which will ''not'' be at the start of the level - [[EscapeSequence before the Fortress explodes.]]
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18----
19!!This game has examples of:
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21* ActionAdventure: The second part of each level, where you're actually inside the Air Fortresses.
22* BigDamnFireExit: Getting to your ship before the Fortress explodes.
23* DenialOfDiagonalAttack: The player can only fire left and right, which makes later levels (''especially'' level 6) absolutely infuriating when enemies are directly below you and knocking you back up into the air with projectiles so you can't drop down within reach.
24* DifficultyByRegion: The North American version is [[NintendoHard brutal]]. The Japanese version is [[PlatformHell even worse]].
25** Basically, most everything in the Japanese version takes more hits, you get less energy during the Approach segments, dying during said Approach segments kicks you right back to the beginning, and [[ArsonMurderAndJaywalking you have to manually enter the password every time you game over.]]
26* EnergyBall: The preferred projectile for many enemies are yellow balls of energy.
27* {{Engrish}}: For some reason, the Japanese version of the game has what little text it does have in English. This leads to such jewels as "You have encounterd the 1st 'Air Fortress'" and "On the planet 'Farmel', they had the gloriest days for two centuries..." This may be because [[http://en.wikipedia.org/wiki/Air_Fortress supposedly]], a ''very'' limited number of copies of the original version came over to the States in 1987 as a "test run" for HAL Laboratories to release games in the US. Note that the proper US version has a much better translation.
28* ExcusePlot: Translation aside, the actual story of the game never really figures into the gameplay itself.
29* HealthMeter: This is an energy meter, represented by a simple number shown at the top left, and only relevant once inside the Air Fortress. Any action (moving, shooting, etc.) will gradually deplete Hal's Energy down to a minimum of 5, where he can still act as normal but practically has one hit point remaining. This energy loss is recovered if no buttons on the controller are pressed. Taking damage from enemies both drains Energy and lowers the maximum Energy, which makes getting into prolonged firefights is a bad idea.
30* GottaKillEmAll: The network of Air Fortresses revives itself after Bailman destroys the eighth, so it's more like sixteen.
31* HealingBoss: The ReactorBoss in each stage self-heals, requiring the player to rapidly fire shots to destroy it. Note that there's no visible boss health meter, the regeneration is just kept in the background.
32* TheMaze:
33** Technically speaking, every Air Fortress after the first is non-linear, but they don't get truly mazelike until Level 4. At this point, the teleporters first become asymmetric -- taking a teleporter at Location A will take you to Location A', but even ''if'' there's a teleporter at A', which is far from a certainty, said teleporter at A' is almost guaranteed '''not''' to take you back to Location A. This especially applies to Level 6. Trying to determine the best path to the Reactor and then your ship becomes a huge part of the challenge in the later levels -- no matter how much Energy you grab, just wandering around the Fortresses aimlessly is guaranteed to get you killed, either by enemies or by failing to find your ship in time.
34** Level 8 takes things to a whole new level of complexity. If you haven't cleared yourself an escape route in advance, you almost '''need''' to use speed running techniques to make it back to your ship before the fortress explodes.
35* MeaninglessLives: The shmup sections in the Japanese version give the player three lives to complete it, but since the player restarts back at the beginning of the stage after each death, there's really no point (even moreso since dying in the infiltration section is an instant GameOver.)
36* NewGamePlus: A second immediately follows the first. The level layouts are exactly the same, but there are more and/or harder enemies. The level and fortress colors are also inverted (making some of the enemies in the fortresses much harder to see) and the destinations of most of the warp pipes are scrambled, radically altering your path through each fortress.
37* OminousFloatingCastle: Bedomed, floating cities are bad news. Haven't you ever played a game before?
38* OneHitPointWonder: The player during the shmup segments.
39* ReactorBoss: The "Power Reactor", natch.
40* RecoilBoost: When Hal fires his weapon it gives him a slight push backward, and a bigger push backward if he is midair, the latter resulting in movement slightly quicker than his normal movement. While this is commonly viewed as a staple speedrunning technique, it can be utilized to gain ground against enemies that are otherwise able to keep up with Hal's movements, either as a means to set up a retaliatory attack or as a retreat.
41** This technique can be used to easily get out of the reactor room of level 6. The "gravity spikes" at the bottom of the room may prevent Hal from leaving the area at his normal speed unless precise movements are made; propelling himself backward with his gun is the most consistent way to get out in a hurry.
42* RegeneratingHealth: Hal's recovers energy lost due to actions taken when remaining still. Energy loss from damage isn't recovered.
43** The core only requires 20 shots to destroy, but it has a fixed regeneration rate close to one shot per second. The regeneration is only noticed for players with no crash beams that aren't able to remain in a stable firing position (e.g. Stage 6 has limited movement range, where knockback will throw the player into magnets that pulls him down.)
44* SentryGun: The fortresses are littered with wall-mounted sentry guns that look like spheres.
45* ScreenShake: After destroying the Power Reactor, the screen starts to shake. The shaking intensifies as the time is run out.
46* SelfDestructMechanism: Destroying the Power Reactor causes the entire fortress to be blown up in the matter of minutes.
47* ShootEmUp: The first part of each level, where you're on the approach to the Air Fortresses.
48* SideView: The entire game.
49* SpikesOfDoom: A common hazard that makes its first appearance in the second fortress.
50* TakeCover: The elevator shafts inside the fortresses serve as this, even though enemies will continue to try to attack. In the later fortresses, it becomes important to carefully time your exit from the elevator to avoid taking excessive damage just trying to enter the room.
51* TimedMission: From the time you shoot out the Power Reactor you have just over two minutes to find the level's escape hatch, which contains your ship, and escape the Fortress before the whole place explodes. ExactTimeToFailure is averted, but you can judge how much time you have left by the decreasing stability of the environment. Initially, the whole Fortress goes dark, and after about 30 seconds it begins to quake and rumble. When you are down to less than 30 seconds left the rumbling gets worse and the lights begin to flash on and off, and after two minutes have passed the rumbling intensifies again. The explosion occurs five seconds later, at which point you are completely engulfed in a white screen and the game ends. It is helpful to locate and determine the path to the escape hatch in advance, but [[GuideDangIt not every level grants you this opportunity]] due to the reactor itself blocking the escape path.
52* VideoGameFlight: Hal is capable of this inside the Air Fortresses. While he is technically capable of unlimited flight, going upward does still temporarily consume Energy like left/right movement does, until it is idled and recovered back.
53* AWinnerIsYou: The game has a pretty typical 1987 ending. Which is to say, the effort you go through to get it is not nearly worth the reward.
54* YourPrincessIsInAnotherCastle: So you've gotten through the whole game, barely escaping from the last Fortress. You sigh in relief, get ready for the ending...and are greeted with approximately "ATTENTION! The Air Fortress has recovered its function. Hal Bailman must return to the Air Fortresses and disable them completely. You are approaching the 1st Air Fortress." At this point, you will either RageQuit and never play the game again, or become [[{{Determinator}} determined]] to beat the second quest out of spite at the non-ending you just got handed. Note that the Japanese version actually gives you an ending at the end of the first quest, with an "Input these codes to play the second quest" after the fact.

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