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JAN
24
2020
0

#140 – Space Shuttle Project

You decide if things are cleared for takeoff.

Bright blue skies!

To Beat: Reach the ending
Played: 11/8/19 – 11/11/19
Difficulty: 3/10
My Difficulty: 3/10
My Video: Space Shuttle Project Longplay

I get a lot of excitement out of playing NES games where I don’t really know what to expect, and much of the time I’m delighted with what I end up playing.  I was very intrigued by this game just by name alone because it doesn’t really give you any indication of exactly what kind of game it is.  Is it a space adventure, a simulation game, or something completely different?  Space Shuttle Project turns out to be a little bit of everything and it is one of the more unique NES games I have played so far.

Space Shuttle Project is an NES game exclusive to North America.  It was developed by Imagineering and published by Absolute Entertainment.  The game was released in November 1991.

The best way to summarize Space Shuttle Project is that it is a mini-game compilation.  You play the role of a recently promoted Shuttle Commander.  Your job is to support six high priority missions vital to the space program.  You are responsible for everything from pre-flight checks to space missions to shuttle launches.  To secure your job for the sake of your country, you must successfully complete all six missions.  Of course, you also win the game if you do all those things.

Beginning the game throws you into your first challenge right away.  You are required to pass the security check.  You are given a 4-digit code as well as the name of a shuttle.  Next you enter your name up to 6 characters.  Use the D-pad to choose a character, A to select, and B to backspace, then select End to lock your name in.  Now the code display is cleared and it is replaced by rotating digits.  Hopefully you remembered your code or wrote it down.  For each digit, wait until the corresponding number in your 4-digit code appears, then press A quickly to lock it in place.  You repeat this for all four digits and the shuttle name.  If your code matches exactly, then you pass, otherwise you have to try again.  You get a few tries before you are locked out completely, losing the game before you even start.

Open valves and doors and accompany your crew.

Each mission is broken up into four stages and the first of these is the launch preparation.  This is a side scrolling platformer section where you run around to set up the shuttle for launch.  You begin at the bottom of the long elevator shaft.  Use Left and Right to walk on the platforms and press Up or Down when on the elevator to move it.  First activate the Oxygen pump at the very top.  The lever for the pump is flashing so you know which one it is.  Press A when in front of the pump to activate it.  Now you have to start the Hydrogen pump below it, however activating oxygen now sets a moving obstruction in front of the elevator’s path.  Wait for an opening and try not to bump into the blue piece or you will get briefly stun locked.  The hydrogen pump activates another blocker.  Now you will need to escort each crew member from the bottom of the elevator shaft up to the shuttle door, back and forth for every person.  A message on screen will alert you to when you have brought the last crew member so that you can board the shuttle yourself.  You are on the clock the entire time and if you don’t get everything done you lose a life and have to start over.  The timing for the launch preparation is fairly tight so you need to move quickly while avoiding getting bumped on the elevator as best you can.

The second stage of the mission is shuttle lift off.  You are first presented with a long list of items you will be doing.  Don’t be intimidated by this, you don’t need to memorize this list!  The shuttle launch begins automatically and then you support the different individual steps of the launch via various indicators that play out like tiny mini-games.  In this stage you see a side view of your shuttle, and at the top of the screen is the control panel which shows the different indicators.  Many of these indicator mini-games are simple timing events.  There is a meter shown with a vertical bar that moves left to right.  Press A when the bar is in the white band.  Some operations like thrusting or braking use the thrust indicator.  You control the bottom arrow and you follow the top arrow with Left and Right as it moves back and forth.  These are all you need for the first mission.  Extra steps and different indicators appear in later missions.  During lift off you set your navigation via the tracking indicator.  There is a gray sine wave with a tiny white dot overlaying it.  As the dot slowly passes from left to right, you use Up and Down to keep the dot on top of the sine wave as close as possible.  Valve adjustment is done via the test indicator.  There is a set of six lights that glow in sequence and you have to repeat that order to pass using Left, Right, and A to turn on each light.  Completing this indicator gives you an extra life as a bonus.  Vernier adjustment is done by moving an arrow above and below a bar through a gap that passes back and forth.  The gap moves quickly but eventually does a slow pass which is when you make your move.  The gimbal indicator game is played by bouncing a vertical bar back and forth between two zones on a meter.  When the bar touches the left zone you press B, and when it reaches the zone on the right you press A.

Support the shuttle launch through mini-games.

The third stage is the actual mission that is different every time.  The first of these missions is a satellite launch.  Your job is to carry a satellite by hand from the space shuttle up to its orbital path at the top of the area.  You have limited oxygen which acts as your mission timer.  You control your astronaut’s thrust with the D-pad.  Since you are in zero gravity, you will keep drifting along until you thrust in the opposite direction to slow down and change course.  There are other satellites floating past that you must avoid, as colliding with them costs you a life.  Once you get to the top and place the satellite, it needs a little time to open up its panels.  The best way to avoid a collision during this action is by placing the satellite while moving in the direction of orbit.  Along the way, there are round energy panels that sometimes appear in orbit with the moving satellites.  You can touch these safely for an extra life.  You might also see an oxygen tank that refreshes your oxygen levels.

The second mission has you building the space station.  You have to carry panels from the space shuttle to where they are needed on the space station itself.  This stage scrolls from left to right and has the same movement controls as the previous mission.  As you scan the space station you will see background panels that appear darkened.  These are the missing ones that you have to align with carefully to automatically put the new panel in place.  Then you must move carefully back to the shuttle so that you can re-enter it from the hatch on the top to retrieve a new panel.  The shuttle restores your oxygen level.  You can also restore oxygen from permanent tanks that are on the background.  Just fly over them to restore oxygen.  You need to apply four panels total to complete this mission.  This mission is reprised in both Mission 4 and Mission 6.  The difference is you need to fly farther to place the panels and you have to set more of them in subsequent missions.

For the third mission, you are fixing a satellite already in orbit.  Here the space shuttle is in the lower left corner while asteroids are circling Earth.  Among the asteroids is the satellite.  Approach the satellite carefully, grab it, and take it back to the space shuttle.  You enter from the top of the shuttle like in Mission 2 but here it is flipped so you approach from below this time.  Inside the space shuttle you automatically do the repairs, so now you need to go back through the asteroids to place the satellite back into orbit.  Once that’s done, re-enter the shuttle to complete the mission.

I guess you have super strength in space.

In the fifth mission, you are rescuing a stranded cosmonaut.  This is similar to the first mission where you need to go up the screen, though this time it is much further.  You will need to add some oxygen via floating tanks found on your path.  Once you get to the top, go up and around the Russian spacecraft to retrieve the cosmonaut, then proceed carefully back down to the space shuttle.

Finally, the fourth and final stage in every mission is the re-entry back to Earth.  This plays out the same way as the shuttle launch in the second stage, only there is a different order to the mini-games required to land safely.  There are also a couple of new indicators unique to re-entry.  For setting movements like roll and pitch, you use the maneuver indicator.  This is the same as the normal timing mini-game only with pressing a D-pad direction instead of A.  The other new one is the alignment indicator.  You will see an outline of your shuttle and a second outline will separate from it.  You use the D-pad to guide the two outlines back into alignment, then press A to lock them in.

I’ve casually mentioned this already, but this game has lives, in the gaming sense.  Every time you make a mistake on a mini-game, fail to prepare the shuttle for launch, or crash into something in your space suit, you lose a life.  The penalty varies depending on the stage and mission.  Messing up a timing mini-game proceeds normally.  Crashing in your space suit sends you back to the shuttle.  Failing the pre-check means you repeat the entire process.  I think these penalties make sense given the situation.  You begin the game with five lives and remaining lives carry over from any stage or mission.  You can only have up to nine lives even if you go over.  If you run out of lives, you must restart the entire mission all the way back to pre-check.  You can reset your lives by starting a mission using the password.  Your password is the same format of the 4-digit code and space shuttle name as entered in the opening mini-game.  It’s pretty clever to recycle a game mechanic as password entry.

This was my first time playing through Space Shuttle Project.  When testing out my cart I only cleared the first stage of the first mission.  That meant I was aware of code entry and the shuttle setup, but nothing beyond that.  This game is not incredibly common but not too hard to find.  Loose cart copies are selling for around $15.  I got my first copy from a seller back on NintendoAge with three other games for $30 total, if memory serves.  A friend of mine traded with me for a condition upgrade, which I gladly appreciated.

Welcome home, crew!

This game was not too difficult for me to beat.  In a way the first mission was the most difficult one because you don’t quite know what to expect over all stages.  The shuttle pre-check stage is a little tricky especially in the later missions.  At best, I finish with about 10 seconds to spare so there’s not much wiggle room for error.  Both the take off and the landing stages were the easiest for me to clear.  The mini-games are easy enough, and you play them so much that they become second nature almost right away.  The space missions are not as varied as they first appear.  You move through obstacles and things in every mission, only the layout changes in the odd numbered missions.  After a few missions I had this game down pat, beating it with passwords over a couple of days.

You can probably guess that this game becomes quite repetitive.  There are cutscenes and animations that are repeated every stage during launch and re-entry.  These scenes are well made and neat to see, but only for the first couple of times through.  After that they feel long and drawn out, which is quickly made apparent during a longplay.  My recording of the whole game took over an hour and it could have been sped up by several minutes with some quicker or skippable cutscenes.  It is a boring video to watch, but it is complete and I played well with only minor mistakes.  I did figure out one little trick to save time.  During the even numbered missions, after you place a panel, you can intentionally crash so that you restart back at the shuttle.  If you are holding anything, you lose it, but for the return trip back to the shuttle, since you aren’t holding anything it becomes a nice time saver.  Over the full game I had plenty of extra lives to burn for this.

There’s one bonus tidbit about this game that I want to share.  I didn’t know about this before I completed the game and I would have showed it off if I did.  It’s really simple.  There is a bad ending to the game triggered when you lose all your lives during the opening mini-game.  At the end of most missions, you see a newspaper with a headline detailing your successful mission.  In the bad ending, since you failed to authenticate at the start, the paper announces your arrest for impersonating the shuttle commander.  It’s a nice Easter egg to find that’s right there for the taking.

Space Shuttle Project was a pleasant surprise for me to play.  This is a simple game that takes multiple, unexpected forms as you go.  The graphics and animations are well drawn and nice to look at.  The music is just okay, nothing notable.  The controls are spot on once you know what to do.  Some of the shuttle mini-games are not immediately intuitive but control correctly when you know how.  The gameplay is on the simplistic side and there’s not much meat to each mission, even the ones in space, though those are the most fun.  I really enjoyed the first few missions and then the game was a bit of a drag, slogging through the same things over and over.  Playing a single mission was quite fun for me, but too much more than that is overkill.  It’s too bad the game overstayed its welcome, since this game made me genuinely happy before I got tired of playing it.  

#140 – Space Shuttle Project

 
NOV
15
2018
0

#101 – F-117A Stealth Fighter

Not exactly a stealth mission, but whatever.

So dark and stealthy

To Beat: Reach the ending
To Complete: Get the highest rank and win all medals
What I Did: Completed the game
Played: 9/22/18 – 10/8/18
Difficulty: 7/10
My Difficulty: 8/10
My Video: F-117A Stealth Fighter Final Mission

Flight games are way out of my interest level and not really in my wheelhouse. So far, I have dealt with two such games with mixed results. Top Gun had fast action but was difficult. Laser Invasion had several different modes and was a surprise fun game on my list. Those two games had the benefit of being developed by Konami, one of the most prolific and successful developers on the system. How do other developers fare in this genre? F-117A Stealth Fighter is an ambitious game featuring open-ended missions and a lot to keep track of throughout. Let’s take a closer look.

F-117A Stealth Fighter has quite a convoluted past. Let’s start with the PC game F-117A Nighthawk Stealth Fighter from 1991. That game was a remake of F-19 Stealth Fighter from 1988, which was itself a remake of Project Stealth Fighter from 1987. Those games were all computer games developed and published by Microprose. The NES game appears to be a trimmed down version of those games. F-117A Stealth Fighter on NES was released in December 1992, both developed and published by Microprose. It turns out that I unintentionally broke my rule of playing games out of order, sort of. F-117A Stealth Fighter is not a sequel, but more of a spiritual successor to the game F-15 Strike Eagle, which debuted on computers in 1984. That game had a couple of sequels released in 1989 and 1992 before the original F-15 Strike Eagle was ported to the NES in early 1992.

F-117A Stealth Fighter is a flight combat game. You are simply the pilot of the F-117A who carries out several missions. These missions are comprised of flying your fighter through enemy territory to destroy a primary target and a few secondary targets. There are six main missions in the game. Do well enough in those missions to unlock some secret missions. Complete the secret missions to reach the ending and beat the game.

Travel the globe!

Before you get started, use the main menu to set up your game. There are four options here. You press Select to make decisions on this screen, and then press Start when you are ready to fly. The Options selection lets you choose what kind of game you want to play. You can play the game single player, with a friend as a team, or against a friend in competition. Team play is interesting in that the first player controls the F-117 fighter’s movement while the second player controls the weapons. I have no idea how the competitive mode works; the manual doesn’t even mention it. The other three options on that screen are for starting up a saved game with a password. The Theater screen lets you pick which mission you want to try. You can only do the Libya mission at first. The Enemy level can be chosen from Green, Average, Veteran, or Ace. You can also decide which missiles you want to bring along using the Weapons screen. There are different loadouts of air-to-air and air-to-ground missiles to choose from.

The controls are complex for an NES game. The view is in first person from inside the cockpit. Use the D-pad to steer your F-117A fighter. Up and Down are inverted in this game, while Left and Right steer your aircraft in the appropriate direction. The A button fires your Vulcan Cannon while the B button launches missiles. You have to be locked on to a target before firing missiles, while the Vulcan Cannon can be shot at any time. Press Start to launch decoys, either chaff or flares depending on the situation. The Select button is used for many different things. Simply press Select during a mission to bring up the map screen. Hold Select and press either Up or Down to adjust the throttle, which speeds up or slows down your fighter. There are two screens in the center of your cockpit display. The left one is toggled by holding Select and pressing B. This side displays either a minimap or your radar. Hold Select and press A to toggle the right screen between your missile ammo and current damage display. Press Start and Select together to toggle autopilot. Then your fighter jet will automatically steer toward whichever main target you chose on the map screen.

See the lay of the land and choose your target.

There is a ton of information on screen that is useful during play. The main action takes place on the top half of the screen. The square in the center is the focus of the action and you have to have an enemy within that square to target it with missiles. There will be a lock indicator that appears around the target when you have successfully locked on. The red arrow around the perimeter is your navigation arrow. This points to either the primary target, secondary target, or home base, whichever you selected. On the map screen, you press Left or Right to adjust which target you want the arrow to point. (You can also eject from your fighter jet from this screen.) On the right side of the center window is an altitude indicator. When you are flying too low, this indicator will blink red.

The bottom half of the screen shows all the bells and whistles from inside your cockpit. On the far left, you see your digital altitude display, the speed display, and your compass display. The compass displays from 0 to 360 degrees depending on your flight direction. 0 is due north, 90 is due east, 180 is south, and 270 is west. Above those displays on the top is your autopilot indicator. Just to the right of that is your throttle gauge and your fuel gauge. In the middle are the map/radar displays and the weapons/damage display. Above the weapons/damage display are four indicators. Lock displays when enemy radar has locked on to you. The I or R display lights up when either an enemy infrared missile or enemy radar-locked missile is headed your way. The Fire indicator lights up when you are locked on to a target and can fire a missile. To the right of that is your stealth gauge. On the far right is your decoy ammo and Vulcan cannon ammo. The long box at the bottom is a text display for various events, and next to that is your score.

The idea in each mission is to destroy a primary target on the ground. You can set the navigation arrow to point toward it and go straight there if you want. That might not be the best course of action. Piloting a stealth fighter means you can opt to sneak in as quietly as possible. The stealth meter has two bars on it. The left one shows how effective the enemy radar is, while the right bar is how visible you are. I’m not really sure I understand it, but from experience you want the left bar to be higher than the right bar. By avoiding enemy bases on the map, you keep the enemy’s radar less effective and the left bar higher on the display. The way you fly influences the right bar. Flying slower, lower, and away from radar stations keep your visibility low. When the bars cross, the right one will turn red and that means you are being tracked by radar. Since you have to get close to enemies to take out the targets, this is inevitable. Soon an enemy will lock on to you with a missile.

Enemy fighters are ruthless in this game.

When you get tracked and locked by an enemy, there’s really no maneuver you can do to avoid missiles. You want to pull up your radar to see the missile approaching and press Start to launch a decoy. If done at a good time, this should steer the missile away from you and you can proceed. The radar is also helpful for seeing nearby enemy fighters and ground targets. While you can steer away from ground targets, enemy fighters are relentless and will follow you around if you let them. With the help of radar, get the enemy fighters in front of you and blow them up so that they will stop bothering you. Take the time needed to blow them up so that you can continue with your mission.

There are two ways you take damage. Enemies will fire with cannons if you get too close to them. Eventually this will knock you out of commission, though the damage is slow to build up. Most of your damage will come from enemy missiles that you couldn’t decoy or were targeted from too close. These have the added detriment of sometimes disabling some functionality of your stealth fighter. Any damage that affects your fighter’s capabilities will cause the right-hand display to switch over to a top-down view of your fighter highlighting where the damage took place. The status bar will tell you what part got hit. Often the missiles will disable something you can live without, like your digital altimeter, speedometer, compass, or autopilot system. If the fuel line gets hit, you will start to lose fuel much faster, affecting the amount of time you can maintain flight. You can’t fire missiles or decoys if those systems are hit, and if your Vulcan cannon is damaged you will fire sporadically. Losing your radar display puts you at a significant disadvantage. The worst is if you take a direct hit to the engine because then you are done for. I think it’s best to be generous in deploying your decoys so that you can maintain top performance as long as possible.

It hurts to lose your radar.

Changing your weapon loadout can be helpful for clearing some missions. You set this up in the Weapons option before each mission. You can hold two types of missiles at once and there are several predefined loadouts set up for you to pick from. To use missiles in combat, simply press B when you lock on to an enemy by getting it in front of you. For ground targets, you must be at 20,000 feet or below to be able to lock on. I found that it didn’t really matter what type of air missiles you use as the basic ones were incredibly accurate and deadly. The air-to-ground missiles however have varying results. The basic ones are not very effective, but you can opt for fewer, more powerful missiles that don’t often miss their mark. The longer you play the game, the more weapon packs you can choose from. Later, you can get missiles designed for taking down boats, as well as some highly accurate air-to-ground missiles in higher quantities. There’s even a weapon set that gives you extra fuel and another that gives you extra ammo for your Vulcan Cannon. Be sure to check the weapons screen between missions to see what’s changed.

The enemy ground targets in a mission have various icons to represent them. You can see these icons on the map or on your minimap during flight. It took me a while to realize that you can derive some benefit from taking down specific units. Little satellites are radar stations, and destroying them reduces the effectiveness of enemy radar targeting. Destroying runways helps keep enemy fighters out of the air. Two important ones replenish some of your supplies on the fly. An icon shaped like a capital A is an ammo dump that restores all of your Vulcan Cannon ammo when destroyed. Blow up the oil well over the water to restore all your fuel. I’m not sure what effect some of the other ones have. It’s not a bad idea to plan your route around specific targets.

Once you have completed your mission, land back at the home air strip. You have to be flying lower than 10,000 feet while over the runway to engage the landing sequence. This view changes to behind the stealth fighter. Simply use the D-pad to steer in all directions, and remember, use Up to go lower here. I think you can crash if you descend too quickly but I never had that happen, just be careful.

Easiest landing sequence thus far.

After the mission, you go through debriefing where your score is totaled. Destroying the primary target gives you 10,000 points, each secondary target is worth 5,000 points, other ground targets are worth 3,000 points each, and enemy fighters are worth 1,000 points each. Then, optionally, you may earn bonus points. I’m not sure how the scoring works for these. You can get points for saving missiles, flying stealthily, or landing well. Your mission score is then added to your total score over all missions to date. These are just the base points for the Green difficulty level. These point values are doubled for Average, tripled for Veteran, and quadrupled for Ace difficulty.

You earn medals and ribbons for meeting certain criteria. Each of the six main missions award you a medal if you score enough points. Unfortunately, the digital manual I found for the game was almost too blurry to read, but I can tell you the point thresholds are 50,000, 125,000, 175,000, 200,000, 300,000, and 325,000 for each respective mission. There are four additional medals that can be earned in any mission. One you get by completing any mission, and another you receive by clearing multiple missions. The Air Force Achievement Medal is awarded by destroying at least 15 enemy airplanes in a single mission. The Superior Service Medal is earned by destroying at least 75% of all ground targets in a mission. You can only get each medal once, but you can earn more than one at a time. You also receive ribbons and get promoted for meeting certain total score thresholds. To achieve the highest rank of General, you must score 4,000,000 points cumulative over all mission attempts. Just keep playing long enough and you will get there!

While the ribbons and associated promotions are merely cosmetic, the medals have a greater significance. Earn all ten medals to open up some secret missions. The only way to beat the game and see the ending is to complete these secret missions. Furthermore, completing the final secret mission and scoring at least 325,000 points earns you the Congressional Medal of Honor, the game’s highest award. If you’ve gone this far, you might as well go all the way.

The explosion animation is pretty neat.

This is a lengthy game, so good thing there are passwords. These are displayed after completing a mission or if you eject from your stealth fighter. The game calls them save codes. These passwords are eight characters long, consisting of most of the alphabet, digits, and a couple of symbols. Your total score and all medals are maintained within the passwords, Also, your difficulty level and last mission completed will be pre-selected on the Options screen. There is a weird quirk around these passwords. If you crash your fighter, then your career is over and you get no password. You can choose to eject from your plane if you start to spin out or whatever. In that case, sometimes you get rescued and sometimes you get captured. You get a password either way. If you get captured, sometimes your password doesn’t work right away! It’s a coin flip whether or not you get free or remain captured, but if you don’t get free, you have to enter your password from scratch and try again. You don’t get any points or medals for failing a mission, so there’s little benefit in keeping your new password at all unless you succeed in a mission.

This was my first time playing F-117A Stealth Fighter. Nearly all flight simulator games of this ilk were relegated to my deferred list, including this one. This is an affordable game, but not too common. I think I picked my copy up at a used game store near me for under $10, which is the going rate for a loose cart right now.

The reason for the discrepancy in my difficulty ratings for this game was that I learned something most helpful about this game just prior to the final secret mission. I looked online but didn’t see this fact documented anywhere. So, here’s a red-hot tip for this game. If you have not yet destroyed the primary target in a mission, you can land back home and refresh your stealth fighter as many times you want while remaining in the mission. Before that, I was planning a single route around the level map that netted me the most points while also managing my initial ammo and fuel. The final mission would have been a real pain without learning this trick. It’s kind of a miracle that I managed to get as far as I did. I was all set to rate this game a 9/10, but I think I’ve had enough of them this year! It is a difficult game to get into and any kind of loss or missing a medal costs you a lot of time. That to me justifies 7/10.

Be decorated with medals and accolades.

I played through most of the game on Veteran difficulty. While a harder difficulty, I didn’t find it that much more challenging than the easier difficulty levels, at least once I learned the ins and outs of gameplay. Getting triple points was quite lucrative for only a modest increase in difficulty. Ace difficulty on the other hand is ridiculous. My technique for decoying missiles is to wait until it appears on the radar before deploying a decoy. Unless you are flying directly at the missile, that should be enough to keep it from hitting you. On Ace difficulty, I needed two or even three decoys per missile to keep from getting hit. Enemies are more aggressive and appear more frequently, and it takes fewer hits to knock you out of the sky. While I’m sure these things all increase with the difficulty, it became far too overwhelming for me to stick with Ace difficulty. I completed one mission on Ace just to see if I could do it, and it was not worth it at all. I could only knock out one or two ground targets of any kind before needing to return to base. I repeated that several times just to clear one mission. Even with that strategy, it still took a few attempts to get it right. In my video, I played only the final mission on Veteran difficulty. I returned to base a few times just to ensure I could earn enough points safely. I set it up so that I would get both the final medal and final promotion at the same time, thereby meeting every possible goal of the game to cap it off.

F-117A is an alright game, but not one I’m planning on returning to. The graphics are serviceable, as in not too exciting but not bad. There’s very little music to speak of and what’s there isn’t very good. I found the controls to be stiff. This game suffers from some moderate to severe frame rate issues. I get that there is a lot to cover all at once, and I imagine the game performs many calculations to handle the flight angles and missile trajectories and all that. When the frame rate drops, the controls become less responsive. As a result, there’s a lot of wiggling back and forth to stabilize your fighter so that you can move in a precise direction when you need it. My other issues are just minor gripes. The Select button is an odd choice as a confirmation button instead of using A like many games do. The password system has some annoying quirks to it and it’s annoying when passwords don’t work right away. While rough around the edges, I could see this providing some fun with the freedom to play the way you want to among all the missions. I just hoped for more polish out of an NES game from 1992.

#101 – F-117A Stealth Fighter

#101 – F-117A Stealth Fighter