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NES box art for Top Gun: The Second Mission, the cover of NEStalgia episode 267

267 · Top Gun: The Second Mission

▶ Game info
VerdictSkip it
GenreShooter
ReleasedJanuary 1990
SeasonSeason 6
DeveloperKonami
PublisherKonami
April 7, 2023 · 41 min · transcript available

Just like in the first game, you fly an F-14 Tomcat in combat against the enemy. The only plot of this game is to destroy everything you see, excluding the aircraft carrier to which you must land at the end of each level.

Our verdict: Skip it

Konami made and published this in 1990, not even three years after the first NES Top Gun. It has nothing to do with the movie sequel. It is Top Gun 1 with some additional features, and we agree it is an improvement. Sean, the sole Essential voter for the first game, said he probably wouldn't make that vote today.

What works

  • It feels faster. There is more tilt, and a flashing checkerboard under you instead of blank ground or water. We couldn't say it is actually faster, but it feels like they turned it up to 11.
  • A cockpit you live in. Nearly everything in it does something. Four vertical lights near the radar show a missile lock, though you need the manual to know that. There is even a light for the barrel roll, which you can already see yourself doing.
  • Split screen. Two-player squeezes the whole one-player screen down the middle. Everything is tiny and the frame rate dips, but nothing is missing.
  • One vs. computer. Waves of harder aircraft, always a dogfight. It is harder, and it is where the cheating came into play.

What doesn't

  • The computer cheats. A pursuer sits behind you and almost nothing shakes it, barrel rolls included. These games are a pantomime of 3D, and we always feel a little cheated.
  • The bosses. You are locked in front of them and have to hit them more times than they hit you. We weren't sure if it wants to be a simulator or an arcade game. The first takes engines, wings, then the plane. The second blows up after about four shots. The third is in between.
  • Landing is a quick-time event. It is shorter, so you fail faster, and the screen tells you what to do. Speed starts around 320 and the target is 288. It feels like copying, not landing. We split on it: remove it, or keep it as an immersion exercise.

Worth knowing

  • Missiles. The Phoenix gives you 20 and the Sparrow 40. It is really a wider lock-on, so it works as a difficulty modifier.
  • Twitch sections. Mission two has trees to dodge. Mission three has lightning bolts and later lasers, and mashing left and right got us through.

The bottom line

Skip it. Nobody voted it onto the Essential Games List. Sean said a game like this can't be essential on the NES, because everything it tries has been done better since, and it will blur into every other game we've played. Joe enjoyed it, mostly for the novelty, and said it is worth playing to see what the NES could do. But it is very short, so: "not essential, but pretty cool."

Written from our conversation in this episode.

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