Uploaded June 2022 | Updated September 2026, 3 weeks ago
Clear of the somewhat obscure arcade version of Strike Gunner S.T.G. (エス・ティー・ジー).
Stage Listing:
00:00 - Intro
00:45 - Stage 1
03:29 - Stage 2
05:22 - Stage 3
07:30 - Stage 4
09:21 - Stage 5
11:42 - Stage 6
13:28 - Stage 7 / Final Boss
14:06 - Ending + Credits
The arcade Strike Gunner is one of the shorter shmups that I've played that does not loop, with the entire game including the ending clocking in at only 15 minutes or so.. I guess most of the "intrigue" for the game comes from trying to figure out which special weapon to use on each stage.
In a way this is kind of like the Mega Man of shmups in that you will get a big advantage if you pick the "correct" weapon to use on a certain stage, although id say it's FAR less strict than in the SNES version on the hardest setting. Speaking of which, the SNES version is quite a bit different from this one, especially since it's 3 times as long and has more weapons to pick from and also a lot of reworked or completely different bosses.
You want to no death this game to finish it, as dying and getting powered down is basically a game over in disguise. Still it's not quite that punishing since the game is so short.
Note: I edited this video to add the intro back in at the beginning as I had not originally recorded that when I played it.
Clear of the somewhat obscure arcade version of Strike Gunner S.T.G. (エス・ティー・ジー).
Stage Listing:
00:00 - Intro
00:45 - Stage 1
03:29 - Stage 2
05:22 - Stage 3
07:30 - Stage 4
09:21 - Stage 5
11:42 - Stage 6
13:28 - Stage 7 / Final Boss
14:06 - Ending + Credits
The arcade Strike Gunner is one of the shorter shmups that I've played that does not loop, with the entire game including the ending clocking in at only 15 minutes or so.. I guess most of the "intrigue" for the game comes from trying to figure out which special weapon to use on each stage.
In a way this is kind of like the Mega Man of shmups in that you will get a big advantage if you pick the "correct" weapon to use on a certain stage, although id say it's FAR less strict than in the SNES version on the hardest setting. Speaking of which, the SNES version is quite a bit different from this one, especially since it's 3 times as long and has more weapons to pick from and also a lot of reworked or completely different bosses.
You want to no death this game to finish it, as dying and getting powered down is basically a game over in disguise. Still it's not quite that punishing since the game is so short.
Note: I edited this video to add the intro back in at the beginning as I had not originally recorded that when I played it.










![Gradius AC (Switch) - 5 Loops Clear [5-ALL to 6-4] 2,455,800 Pts
New PB for the Arcade Gradius, 5 loops cleared and 2.4 Million points!
Stages:
00:00 - Loop 1
16:43 - Loop 2
33:55 - Loop 3
51:11 - Loop 4
59:04 - Horrible mistake and long road to recovery
1:13:27 - Loop 5
1:31:03 - Loop 6
My recovery practice is starting to pay off, I died in 4-4 which would normally be a death sentence but I managed to partially recover a bunch of times and cleared that loop and the next one. That said, it took a ton of lives to do it, way more than it should have.
Need more practice on the beginning of stage 5 under recovery conditions as I really should not have died there. It ended up costing me lives in Stage 6 and 7 which should have been avoided.
Im still not sure if I want to try and gut this out for 10 Million but I must say it seems less impossible the more I play. Gradius AC (Switch) - 5 Loops Clear [5-ALL to 6-4] 2,455,800 Pts](https://i.ytimg.com/vi/mZA2XXzVdBY/mqdefault.jpg)