Follow TV Tropes

Following

History VideoGame / DesertBreaker

Go To

OR

Is there an issue? Send a MessageReason:
None


''Desert Breaker'' is a 1992 overhead RunAndGun arcade shooter made by Creator/{{Sega}}, and the company's equivalent to ''VideoGame/{{Commando}}''.

to:

''Desert Breaker'' is a 1992 overhead RunAndGun arcade shooter made by Creator/{{Sega}}, and the company's equivalent to ''VideoGame/{{Commando}}''.
''VideoGame/CommandoCapcom''.

Added: 389

Changed: 1

Is there an issue? Send a MessageReason:
None


* DamageSponge: Most of the bosses have entire layers of healthbars, but the Koumaru hovercraft boss in the desert takes the cake. You'll need to penetrate it's external shell (both the left and right side), and then it's central cannon, and then the turrets on the left and right, each of them ''with their own health bars'', before you can target it's center. While the hovercraft's attacks are mostly standard and can be avoided thanks to your FlashStep, you're still in for one tedious fight.

to:

* DamageSponge: Most of the bosses have entire layers of healthbars, but the Koumaru hovercraft boss in the desert takes the cake. You'll need to penetrate it's external shell (both the left and right side), and then it's central cannon, and then the turrets on the left and right, each of them ''with their own health bars'', before you can target it's center. While the hovercraft's attacks are mostly standard and can be avoided thanks to your FlashStep, you're you're still in for one tedious fight.fight.
* DangerouslyLoadedCargo: One of the stages sees you infiltrating an enemy bomber plane by blowing up a hatch, and the interiors subjected to ContinuousDecompression, where the poorly-secured cargo starts sliding out. You spend most of the stage avoiding falling crates, containers, and occasionally falling mooks and [[SpiderTank hamachidoris]] while making your way to the plane's front.
Is there an issue? Send a MessageReason:
None


** In the first stage, you can hijack an enemy Chicken Walker-type mech whose sole attack turns out to be... a dinky, borderline worthless BatteringRam that covers roughly five steps forward, in a single direction. Website/HardcoreGaming101 actually considers it a PowerUpLetdown [[note]] well, they're not wrong [[/note]] and advised against collecting it, unless they're simply curious and testing out the game's mechanics.

to:

** In the first stage, you can hijack an enemy Chicken Walker-type mech whose sole attack turns out to be... a dinky, borderline worthless BatteringRam that covers roughly five steps forward, in a single direction. Website/HardcoreGaming101 actually considers it a PowerUpLetdown [[note]] well, they're not wrong [[/note]] and advised advises players against collecting it, unless they're simply curious and testing out the game's mechanics.
Is there an issue? Send a MessageReason:
None


[[caption-width-right:350:FlastStep! FlashStep!]]

to:

[[caption-width-right:350:FlastStep! [[caption-width-right:350:FlashStep! FlashStep!]]
Is there an issue? Send a MessageReason:
None

Added DiffLines:

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/capture_8581.PNG]]
[[caption-width-right:350:FlastStep! FlashStep!]]

''Desert Breaker'' is a 1992 overhead RunAndGun arcade shooter made by Creator/{{Sega}}, and the company's equivalent to ''VideoGame/{{Commando}}''.

Set in the futuristic year of [[{{Zeerust}} 2012]], high-tech machinery have been developed and made available in the battlefield. A terrorist group of unknown origin managed to get their hands on the latest batch of millitary technology and are mass-producing it in their base, and it's up to you to stop them.

The game allows up to three players at once, as well as a special "[[FlashStep Side-Step]]" move which helps you instantly dodge projectile attacks, useful for getting yourself out of a fix when caught in a literal maze of enemy attacks (which will happen - ''a lot'').

----
!! Round 1: Break Through into Enemy Territory Beyond the Border:
* AcidAttack: The Acid launcher, which turn enemy mooks into human-shaped piles of blue gelatine before [[ImMelting melting into a puddle]].
* AntiFrustrationFeatures: Basically the game's side-step feature, which breaks you out of any BulletHell situation. Go on, name another RunAndGun action game that grants you this option if you can...
* BlindIdiotTranslation: The game's transcript seems to have some... problems.
--> "This operation is confidential. There Force only one cover bombing per zone if allowed. Carefully choose it. Over."
* CloseRangeCombatant:
** In the first stage, you can hijack an enemy Chicken Walker-type mech whose sole attack turns out to be... a dinky, borderline worthless BatteringRam that covers roughly five steps forward, in a single direction. Website/HardcoreGaming101 actually considers it a PowerUpLetdown [[note]] well, they're not wrong [[/note]] and advised against collecting it, unless they're simply curious and testing out the game's mechanics.
** Some enemy mooks solely uses machete and knives as their attacks, even with the availability of firearms.
* ContinuousDecompression: The level with you raiding the enemy's transport plane have you blowing up the plane's back hatch to force your way in, followed by plenty of enemy soldiers and Hamachidoris inside the transport getting sucked out the hole you just made to their dooms. You can take potshots at enemies, but most of the time you'll be trying to enter without colliding with stuff dropping out.
* ConvenientEscapeBoat: While infiltrating the terrorist riverside base, you conveniently find a few weaponized patrol boats docked on the waterfront, which you immediately hijack. Cue the river chase portion of the game.
* DamageSponge: Most of the bosses have entire layers of healthbars, but the Koumaru hovercraft boss in the desert takes the cake. You'll need to penetrate it's external shell (both the left and right side), and then it's central cannon, and then the turrets on the left and right, each of them ''with their own health bars'', before you can target it's center. While the hovercraft's attacks are mostly standard and can be avoided thanks to your FlashStep, you're still in for one tedious fight.
* DavidVersusGoliath: Like every good arcade action games out there, you'll be battling humungous enemy vehicles while ''on foot''. Taking on tanks and helicopters are one thing, but fighting a military plane about to take off by running alongside it on an airstrip, destroying all it's side defenses, and ''climbing atop it's wings'' to take the whole plane down really pushes this trope to it's limits...
* FireBreathingWeapon:
** The flamethrower weapon can incinerate enemy soldiers and turn entire rows of mooks into a ManOnFire with ease.
** The Enchidori, red flamethrower tanks that can deal larger damage on you when scoring a hit.
* FlashStep: One distinctive feature which makes this game stand out from other arcade RunAndGun(s), where there's a button that allows you to side-step across within an ''instant'' to dodge projectiles. You're granted a moment of MercyInvincibility while sliding for good measure and damage any enemies in your way.
* MirrorBoss: The second stage's mercenary boss is practically a clone of your player character, albeit one clad entirely in black. Your sprite sizes are rougly the same, and the mercenary uses a SpreadShot not unlike yours besides having a similar FlashStep to dodge your bullets.
* MoreDakka: Getting upgrades to your weapons will increase it's firing speed and expand their range, especially evident with the SpreadShot. Which allows you to kill more enemies.
* OutsideRide: The stage where you infiltrate the enemy's transport plane have a section where you fend off mooks while on the plane's wings. You'll lose a life if you fall, obviously.
* RopeBridge: Early in the second stage, you cross a rope bridge over a ravine with a river below, only for an helicopter to destroy the bridge and send you falling. You suffer no penalty though, thanks to SoftWater.
* SmartBomb: A power-up you can use for inflicting damage on all enemies within a radius around yourself, it's size and impact depending on the medals you've collected.
* SoftWater: Twice in the second stage have your character going through steep falls down two different ravines, some hundred of meters deep... only to land in water. You then get back upon your feet and continues kicking ass, as if nothing else happened.
* SpiderTank: The Hamachidori, a four-legged spiderlike vehicle constantly deployed by the enemy forces, with three extendable barbs on their front that deals quite some damage.
* SpreadShot: The Spread Machine-gun turns your bullets green and expands it into an arc of at least five bullets each shot. And can be continuously upgraded to eight, and then a dozen, until you're unleashing a nonstop BulletHell on the enemy forces.
* SentryGun: Turret guns are a recurring installation in the terrorist base, firing at you from a fixed position.
* TankGoodness: Tanks are a recurring enemy, serving as GiantMook foes which can absorb plenty of hits before going down. They appear mostly one at a time, flanked by lower-level mooks, though the third stage have you facing two simultaneously.
* ZergRush: The lowest-tier enemy mooks will ''attempt'' overwhelming you through numbers. It usually doesn't work.
----

Top