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NES box art for Captain Skyhawk, the cover of NEStalgia episode 315

315 · Captain Skyhawk

▶ Game info
VerdictSkip it
GenreSHMUP
ReleasedJune 1990
SeasonSeason 6
DeveloperRare
March 8, 2024 · 41 min · transcript available

Aliens are draining the energy from the Earth and plan to totally destroy it when they're through. Only Captain Skyhawk and his F-14VTS fighter jet can get rid of these alien invaders.

Our verdict: Skip it

Captain Skyhawk is a Rare game published by Milton Bradley, and it is not a shmup in the Gradius sense. Mike and Sean were on this one. Aliens have built four land bases to drain the Earth's energy for a mothership, and you fly an F-14 VTS (the manual never says what the VTS does) to stop them. The plot is basically Independence Day, and the manual tells it better than the game does.

What works

  • It keeps changing the job. Isometric base runs, Top Gun-style dogfights from behind the plane, resupply drops, a scientist to land and pick up, docking with a space station, and a last space station to blow up. It goes well beyond "a shmup, but isometric."
  • It sells flying. Altitude is convincing, from the shadow and the way the ground textures move, better than any 2D shooter we have played.
  • The chase fights. The enemy jet we remembered around the third and sixth levels was the most tense we have felt in a shooter. It is the closest an NES game has come to feeling like Top Gun.
  • A real economy. Points from dogfights become credits for missiles and Hawk bombs. Cannon upgrades are permanent, and fully upgraded you can hold the button instead of mashing. Missiles are a light tap of B and bombs are a hold and release, which the NES rarely asked of us outside of jumping.

What doesn't

  • The view is too narrow for the scroll speed. You see maybe two enemies and one corridor. Altitude barely matters either: we hit ground and air targets from high up, even bases that should have demanded flying low.
  • The bases repeat. The four bases are much the same level with different colors, and the side objectives read as a way to hide that.
  • The neutron cannon never pays off. The manual builds up the scientists and the secret weapon, but in the game it is a status update, and the final shots look like your normal ones. Terra Cresta turning you into a phoenix did this better.
  • Thin on story. The aliens use 1980s tech, the Sphinx shoots fireballs, and there is no banter. We wanted some Metal Gear-style cutscenes.

Beyond the game

There were no sequels, which surprised us because the game is solid. The generic name sounds like a Tecmo release, not a Rare one, and that led us to the Rare ledger: five good games and 21 skip-its so far, against Konami's five essential games and eight play-its out of 24.

The bottom line

Skip it. Nobody voted it onto the Essential Games List. We were both impressed by the presentation, and Sean even debated an Essential vote, which rarely crosses his mind anymore. But the game is short and its high points, like finally downing a rival jet, happen about three times. Sean landed on Play it, and said a Captain Skyhawk 2 might be essential. NES fans should check it out, but it is not enough to recommend to a general audience.

Written from our conversation in this episode.

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