SD Snatcher | |
---|---|
![]() |
|
Developer(s) | Konami |
Publisher(s) | Konami |
Producer(s) | Yutaka Haruki |
Designer(s) | Yoshihiko Ōta |
Programmer(s) | Hideo Shiozaki Toshiya Adachi Hideo Shiozaki |
Artist(s) | Tomiharu Kinoshita Masashi Sakurai Chisa Matsuda |
Writer(s) | Yoshihiko Ota Hideo Kojima |
Composer(s) | Masahiro Ikariko Mutsuhiko Izumi Motoaki Furukawa Michiru Yamane Yuji Takenouchi Harumi Ueko Yuko Kurahashi Tomoya Tomita Tsuyoshi Sekito Kazuhiko Uehara |
Platform(s) | MSX2 |
Release |
|
Genre(s) | Role-playing video game |
Mode(s) | Single-player |
SD Snatcher (Japanese: すーぱーでふぉるめ・スナッチャー Hepburn: Supa Deforume Sunatchā?, Super Deform Snatcher) is a role-playing video game by Konami for the MSX2 computer platform released in 1990 exclusively in Japan. It is a spin-off of the original Snatcher, adapting the same storyline into a different genre. In contrast to the original game's realistic art style, SD Snatcher features a "super deformed" art style, depicting all of the game's characters with big heads and childlike proportions (only the game's ending deviates from this style and reverts to the original game's realistic style). Like the MSX2 version of the original Snatcher, SD Snatcher was released with a proprietary cartridge that contains the Konami SCC custom sound chip, along with three floppy disks containing game data.
As with most RPGs released at the time, the game consists of overhead exploration of areas and menu-driven turn-based battles. However, it discards random encounters and introduces battle system, which uses a first-person perspective that allows the player to aim at specific body parts of an enemy and disable certain characteristics. For example, shooting a robot's wheels or legs will render the robot immobile, making it less likely to avoid the player's gunfire, attacking its weapon will reduce its strength, or continuously attacking its weak point could lead to a potentially quicker victory. As with other RPGs, the player can upgrade their weapon and purchase auxiliary items that can be used in battle to make battles easier. The game also introduces an auto-battle feature, where Metal Gear Petit can take control of the battle. Each of the firearm weapons have different abilities and target ranges as well as limited ammunition that needs to be brought or found separately. Such a battle system has rarely been used since, though similar battle systems based on targeting individual body parts can later be found in Interplay's Fallout (1997), Square's Vagrant Story (2000), Bethesda's Fallout 3 (2008) and Fallout: New Vegas (2010), and Nippon Ichi's Last Rebellion (2010).