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Strike series

Strike
Genres Shoot 'em up
Developers EA
Publishers EA
Platforms various
Year of inception 1992
First release Desert Strike
1992 (1992)

Strike is a series of video games created by Mike Posehn, John Patrick Manley and Tony Barnes released between 1991 and 1997 by Electronic Arts for a number of video game systems. The games are multi-directional shooters shown mostly from an isometric perspective.

In the games, the player controls a helicopter (although in the following titles some levels require the player to successfully control other vehicles such as a hovercraft, an F-117 Nighthawk, a motorcycle and even on foot). The series is composed of five games, and was very popular during the 16-bit era, receiving critical acclaim for the games' strategic elements, gameplay, graphics and sound. The last two games released on the PlayStation featured live-action cut-scenes that reflected and explained events in the game.

The player controls a helicopter - a Boeing AH-64 Apache or a similar type - equipped with three ammunition types, limited fuel and armor. While there are refits for ammo, fuel and armor scattered around the map, armor is more easily repaired by rescuing and delivering POWs, allied soldiers or other passengers to a landing point. If either armor or fuel reach zero, the aircraft crashes and a life is lost.

Levels are composed of several missions that can be completed in any order but it is often better to complete them sequentially, as completing an earlier mission will make later ones easier. This is because the objectives of later missions are usually protected by a "Danger Zone" which gives enemies in the area increased weapon range, firepower and damage as well as additional armor. A "Danger Zone" can be removed by the destruction of a radar or power plant, often the objective of an earlier mission. Later levels will often present only one mission that must be completed to reveal the next one. Missions can range from destruction of enemy targets, rescuing a MIA soldier who carries vital information, protecting friendly troops, capturing or eliminating an enemy leader, or delivery of friendlies or cargo to a drop zone. Between each level cut-scenes developing the story take place.


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