Uploaded April 2025 | Updated September 2026, 2 weeks ago
Game Info
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Developer: SNK
Publisher: SNK
Year of Release: 1988
Game Review & Impressions
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Released in 1988, Chopper I is a rather innocuous shoot 'em up that features, in my opinion, some of the best pixel art seen in games of this, considering the time of its release. The addition of a motion blur effect to the rotation of chopper blades, plumes of smoke as the jets of your rockets ignite, not to mention the ground shadows of the teeny-tiny troopers running along the ground, are nuances and kind of attention to detail which still weren't exactly common place.
The actual gameplay isn't too shabby either, although is largely representative for the genre as a whole. Players blast through waves of jets, helicopters and ground forces hell-bent on their destruction, taking down end-of-level bosses, then proceeding to do it all over again in the next stage. You also better enjoy this sort of thing, too, because with 12 stages set of two loops, Chopper I is a pretty long game. Beating the second loop to see the somewhat lacklustre ending is going to take time, patience, not to mention a whole sack of coins.
Chapters
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00:00 Attract mode
00:27 Loop 1 - Stage 1
04:05 Loop 1 - Stage 2
08:00 Loop 1 - Stage 3
11:34 Loop 1 - Stage 4
15:08 Loop 1 - Stage 5
18:40 Loop 1 - Stage 6
22:37 Loop 2 - Stage 1
26:26 Loop 2 - Stage 2
30:41 Loop 2 - Stage 3
34:19 Loop 2 - Stage 4
38:07 Loop 2 - Stage 5
41:50 Loop 2 - Stage 6
45:05 Ending
Game Info
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Developer: SNK
Publisher: SNK
Year of Release: 1988
Game Review & Impressions
---------------------------------------------------
Released in 1988, Chopper I is a rather innocuous shoot 'em up that features, in my opinion, some of the best pixel art seen in games of this, considering the time of its release. The addition of a motion blur effect to the rotation of chopper blades, plumes of smoke as the jets of your rockets ignite, not to mention the ground shadows of the teeny-tiny troopers running along the ground, are nuances and kind of attention to detail which still weren't exactly common place.
The actual gameplay isn't too shabby either, although is largely representative for the genre as a whole. Players blast through waves of jets, helicopters and ground forces hell-bent on their destruction, taking down end-of-level bosses, then proceeding to do it all over again in the next stage. You also better enjoy this sort of thing, too, because with 12 stages set of two loops, Chopper I is a pretty long game. Beating the second loop to see the somewhat lacklustre ending is going to take time, patience, not to mention a whole sack of coins.
Chapters
---------------------------------------------------
00:00 Attract mode
00:27 Loop 1 - Stage 1
04:05 Loop 1 - Stage 2
08:00 Loop 1 - Stage 3
11:34 Loop 1 - Stage 4
15:08 Loop 1 - Stage 5
18:40 Loop 1 - Stage 6
22:37 Loop 2 - Stage 1
26:26 Loop 2 - Stage 2
30:41 Loop 2 - Stage 3
34:19 Loop 2 - Stage 4
38:07 Loop 2 - Stage 5
41:50 Loop 2 - Stage 6
45:05 Ending
![Busou Keiji: Cyber Cross Longplay (PC Engine) [QHD]
Game Info
Developer: ITL
Publisher: Face Corporation
Year of Release: 1988
Game Review & Impressions
Busou Keiji Cyber Cross is one of those games with a cool-sounding title and pretty graphics that look good for screenshots, and the impressionable sucker I am decided this was worth checking out when it popped up in my socials. This horizontal scrolling fighter has undertones of Kung Fu Master and Altered Beast about it, spiced with some Manga superhero undertones. Youre out to save the world from the dastardly Dr. Nosumi, who has unleashed an army of insectoid and robotic creatures in an effort to conquer the world, and its up to you to stop them.
Right from the off, Cyber Cross proves to be familiar territory. You simply keep moving to the right and despatch anything and everything that dares to stand in your way. Flying drones have a chance to drop a power-up token when destroyed, and these can be collected to increase your powers. The first of these will transform you into the powerful Cyber Cross mode, and subsequent glowing orbs will bestow you with weaponry of different types. You get to wield a power sword, shoot a ray gun, or sling a particularly useless boomerang; all of these have a special overcharge ability that can be unleashed on enemies for extra damage, and certain weapons have more utility and effectiveness on certain types of enemies. Levels culminate with a fracas against an end-of-level boss, and you know the drill: hit it until it falls over.
The chief problem with Cyber Cross is just how mind-numbingly repetitive it is. The backgrounds and enemies might differ somewhat, but the overall experience changes very little throughout its entirety. It isnt until the final level that the game decides to pull the trick of having you enter doors and fall through holes in the floor to try and find the correct path through to the final area. Taking a wrong turn inside the enemy base forces you to slog through a dingy tunnel, before spitting you back outside and forcing you to repeat much of the stage. It might have been acceptable to pull this stunt if the game was interesting enough, but it simply isnt. The single blippy-bloppy tune constituting 99% of the total music in the game is sure to send you to sleep, even if the gameplay doesnt, repeating ad nauseum throughout each of the six main stages.
What I had hoped would be an exciting experience proved to be a bland and dull trudge-fest. Cyber Cross isnt bad as such, but punching the same enemies and listening to that one damned tune on repeat for 30 minutes was in danger of putting me in a catatonic state. Play it by all means, but keep an adrenaline shot and industrial quantity of Lava Java coffee within easy reach when doing so.
Chapters
00:00 Attract mode
00:56 Stage 01
04:32 Stage 02
07:29 Stage 03
11:35 Stage 04
15:05 Stage 05
20:45 Stage 06
30:11 Ending Busou Keiji: Cyber Cross Longplay (PC Engine) [QHD]](https://i.ytimg.com/vi/zhES92mXMDk/mqdefault.jpg)