|8-way joystick, 2 buttons|
|Arcade, PC Engine and Sega Mega Drive|
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Twin Hawk (Daisenpuu in Japan) is a 1989 vertically scrolling shooter arcade game by Toaplan. It was ported a year later to the PC Engine and Sega Mega Drive, but the latter port was only released in Japan and Europe. It was similar to Twin Cobra in look, sound and feel, only with a WWII setting and a complete omission of flying enemies throughout four levels.
Story[edit | edit source]
At the end of an alternate WWII, a new European country is formed called Gorongo. General Giovanni of the Gorongo military was infuriated with the results of the war and what it meant to the country of Gorongo and he initiated a rebellion against the country’s government that was widely followed by his soldiers. Holing themselves up on Bobo Island, south of Gorongo, Giovanni declared the occupation as the independent state of Fuangania and plotted to take over Gorongo. After taking over the town of Kusunoki, the Fuangania invasion - consisting of massive ground and sea attack forces - started to spread.
Gorongo President Bratt ordered a counterattack that focused on the one type of firepower Giovanni lacked: an air force. The special air force “Big Whirlwind” sets up a mountain base after spotting a secret Fuangania fortress under construction. However, nearing the end of their training, the airforce is spotted by the Fuangania and are preparing to attack. It's up to the player, in the role of the Wing Commander, to fly into Giovanni's secret base and take him and his commanding unit out.
Game Play[edit | edit source]
The game was extremely straight forward: the player could collect power-ups that increased the player's main machine guns from fleeing supply trucks. Beyond that the player could also pick-up extra lives and special weapon icons.
However, the player's bomb/special weapon was not necessarily a bomb as it was a group of friendly AI planes. Once called, upwards of six Flying Fortresses would guard the player's plane and provide back-up fire. The friendly planes were easily taken down by enemy fire, though (one hit), so the player had to use them wisely. By hitting the call button while the other planes were on-screen, the planes would kamikaze into the enemies below while tapping the button to call them in caused them to collide into one enormous explosion.
An active checkpoint system was involved, so the player had to be careful. The omission of flying enemies meant a complete lack of physical obstructions and a stronger focus on the numbers and speed of ground forces.