Acrobat Mission is a vertical-scrolling shooter and a faithful conversion of UPL’s 1991 arcade original. Set in the year 2100, the story follows humanity’s retreat from a ruined Earth to new settlements on Mars. When an armada of hostile forces threatens their new home, the defense agency launches "Operation: Acrobat Mission." Players pilot the 2TV-00836 Icarus, a versatile space fighter equipped with a standard laser and two upgradeable weapon systems: the Wide Shot (W), which covers a broad front, and the Hurricane Shot (H), which fires clusters of rotating energy orbs.
A unique mechanic is the Icarus's "bounce" interaction; the ship does not explode on contact with scenery or enemy vessels, instead recoiling from collisions. It only takes direct damage from enemy projectiles. Players can equip up to two smart bombs, which can be manually triggered or accidentally detonated if struck by enemy fire. A final desperate mechanic triggers if the ship’s shield is depleted: the fighter flies out of control for a few seconds, allowing players a last-ditch effort to inflict maximum damage before destruction.
TECHNICAL BARCODE: 4988004900662 GAME ID: SHVC-2T
TRIVIA Acrobat Mission was released on September 11, 1992 in Japan at a retail price of 8,880 JPY. The game was never released outside Japan.
Arcade Heritage: Developed by the legendary but short-lived studio UPL and licensed by Taito, Acrobat Mission represents one of the final efforts of a company known for distinct, experimental arcade designs.
Home Port Compromises: The Super Famicom version remains the game's only home console release, but it came with significant trade-offs. The arcade original featured simultaneous two-player co-op and a choice between two pilots ("Jet" and "Nova"), both of which were removed for the console port.
Scaling Down: Due to the hardware limitations of the 16-bit console, the Super Famicom port saw several graphical and technical downgrades. Most notably, the screen-clearing power of the arcade version's fully charged Wide Beam was significantly toned down.
Difficulty Adjustment: The console version is widely considered more punishing than its arcade counterpart. In the arcade, players respawn immediately before boss encounters; the Super Famicom port sends the player back to the very beginning of the stage upon death.
Lost Psychedelia: The surreal, highly psychedelic end-sequence of the arcade game was almost entirely cut from the Super Famicom version, replaced with a simpler text-based epilogue and a montage of gameplay clips.
Boss Redesign: Sharp-eyed fans of the arcade original may notice that the first boss was visually altered, shifting from the original's red-and-grey color scheme to a new palette for the home release.
Reviews: [FR] December 1992 - Consoles + N.15: 61%
STAFF Producer: Takayoshi Kitao Director: Naoya Miki Main Programer: Akihito Saiki Sub Programer: Takahiko Nagaya Designer: Tomoko Asada Sound Program: Don Sound Director: Tomo Yamashita Special Thanks: Hiroyasu Sotokiba, Tanaka Family, Dr. Nadaka
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