A.S.P. Air Strike Patrol: Difference between revisions

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Tag: Rollback
 
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The game itself takes place during a thinly-veiled [[Gulf War]]. A Middle Eastern country, [[Qurac|Zarak]], is invading its smaller neighbor Sweit. In early 1990, [[The Alliance|the P.D.F.]] launches Operation Desert Corrado, with the aim of stopping the Zarak military's advance. As part of the [[Title Drop|Air Strike Patrol]], you fly either [[Yanks With Tanks|F-15E Strike Eagles or A-10 Thunderbolt IIs]] in support of the Coalition.
 
What's really notable about ''Air Strike Patrol'' is that you're not simply tasked with going out there and completing your missions; you ''also'' have to do it while managing public opinion ''and'' without being wasteful of weapons, fuel, and aircraft. Three different gauges measure how effective and aggressive you are in destroying enemy units and targets, how good you are at managing supplies, and how well the Coalition's actions are received by the rest of the world—allworld--all of which rides on your actions. This adds a whole new layer of complexity in the game, by giving players a [[The Theme Park Version|taste]] of what it's like when soldiers and commanders are put in this very same position.
 
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** [[He Who Must Not Be Seen]]: [[The Man Behind the Man]]'s forces are never directly confronted in the game, only mentioned and rumored in briefings.
* [[Missile Lock On]]: For AIM-9 Sidewinders and AGM-65 Mavericks.
* [[Mook Chivalry]]: No matter how many MiGs the Zarakis have in the air, only one of them will attack you at any time—andtime--and only when that MiG is shot down does the next one appear in the mission zone (after a brief respite that is).
* [[Multiple Endings]]: The Force, Supplies, and Opinion meters all determine the kind of ending you get. If any of those are lacking, the ending will only be merely an okay ending (for example, you'll be told that the Gulf War was a political disaster if public opinion is the lowest of the three).
** [[Golden Ending]]: Manage to win the game with high enough marks in your force/supplies/opinion meters and you'll be treated to a hero's welcome. [[Nintendo Hard|This is NOT easy to do.]]
** [[It's a Wonderful Failure]]: If you happen to fail the final mission in any way, you get treated to watching a nuclear holocaust {{spoiler|which ends in aliens conquering the Earth}}.
* [[Nonstandard Game Over]]: Failing to complete a mission in time isn't the only way to get a [[Game Over]]—waste--waste too many bombs and missiles, lose your aircraft too many times, or run public opinion into the ground and the Coalition will be forced to pull out, with the commander giving you a nastygram in the process.
* [[Outside Context Villain]]: {{spoiler|The aliens.}} Their involvement is foreshadowed in some of the mission debriefings, but there's still not much information on ''why'' they're doing what they're doing.
* [[Palette Swap]]: The MiGs are all the same model, apparently, but their colors signify how aggressive they are.
** The U.N. tanks (M60A3 Pattons) use the same sprites as the Zaraki T-80s, just colored green.
* [[Reporting Names]]: Some of the Soviet vehicles and weapons in the game are referred to by their NATO reporting names, although [[Spell My Name with an "S"|not always spelled correctly]]—and--and in one case, the wrong reporting name for a missile type is used.
* [[Shout-Out]]: Some of the voice clips heard in the game are soundbites from ''[[Top Gun]]'':
** When flying an F-15E, your commander will tell you "Get 'em outta here!" at the start of a sortie. This is from Commander Tom "Stinger" Jordan, USS Enterprise's CAG, during the movie's opening MiG confrontation.
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* [[Timed Mission]]: '''All''' missions in the game are time-sensitive, but the time you have for each is measured in hours and days, so you won't run out while in the mission zone. Rather, fractions of hours are deducted every time you return to base for refueling and rearming, or if you're selecting a new loadout. If you crash or run out of fuel during a mission, a ''huge'' chunk of time is wasted in rescuing you (to say nothing of what it means for your Supplies rating).
:During missions, though, you ''are'' subject to a fuel gauge. In most cases you ''will'' have to return to base during the mission in order to refuel at the very least. If you linger too long in the mission zone and run out of fuel, you crash ''and'' take a big hit in your logistics score for crashing.
* [[Universal Ammunition]]: Your countermeasures, missiles, and bombs all draw from the same reserve—itreserve--it's probably why your plane has such a high ammo count in the first place.
 
{{reflist}}