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GunForce II

GunForce II is a run-and-gun developed and published by in 1994. It serves as the sequel to the 1991 game GunForce: Battle Fire Engulfed Terror Island, expanding on its predecessor's mechanics with improved animations, gameplay, and a dynamic . Known as Geo Storm in , the game was one of Irem's final arcade releases before the company's arcade division ceased operations. In GunForce II, players control one of two commandos—Max or —through five side-scrolling stages set in a futuristic post-apocalyptic world overrun by mutants, alien invaders, and rogue soldiers. The emphasizes fast-paced with dual-wielded machine guns, collection for weapons like flamethrowers and lasers, and vehicular sections involving motorbikes, mechs, and tanks to battle bosses and accumulate high scores. Supporting up to two simultaneous players, it features cooperative play and a looping structure without a traditional ending, encouraging replayability. Notably, GunForce II is considered a spiritual predecessor to the series, as it was developed by many of the same staff members, who later founded the independent Corporation, with shared sound effects, character designs, and run-and-gun influences. Originally exclusive to arcades, it gained wider accessibility through later compilations such as Irem Arcade Hits for Windows and Collection Volume 2 for modern consoles, marking its first official console port outside .

Gameplay

Core Mechanics

GunForce II is a run-and-gun side-scrolling in which players control commandos navigating through linear levels, engaging enemies by shooting in eight directions using dual-wielded guns that fire simultaneously in different patterns. The standard blaster is always equipped alongside a special weapon, allowing for versatile combat while on foot, with players able to jump and move at a faster, more responsive pace compared to its predecessor. The features a depleting bar that reduces upon taking damage from enemy attacks, distinguishing it from one-hit-kill mechanics in similar titles like , though certain environmental hazards result in instant death. Players begin with a set number of lives, typically three per continue, and a limited total of continues (such as three) that permit respawning at checkpoints or stage starts, though excessive use may impact overall performance in score-attack play. Multiplayer supports cooperative play for up to two players simultaneously, with Player 1 controlling Max and Player 2 controlling ; the screen splits vertically when players move far apart to maintain visibility, but no competitive modes are available. Scoring is derived from defeating enemies, rescuing prisoners of (POWs)—each of which awards points along with a weapon power-up—and time bonuses granted at the end of stages based on completion speed. Upon completing all stages, the game enters an mode, restarting from stage 1 with heightened enemy difficulty and faster pacing to challenge skilled players in extended sessions.

Weapons and Vehicles

In GunForce II, players control characters equipped with a dual-wielding system that allows independent aiming and firing of two weapons simultaneously, enabling strategic coverage of multiple directions during combat. The default starting weapon is a standard with unlimited , providing basic firepower for close- to mid-range engagements. Special weapon pickups, obtained from destructible objects or rescued prisoners of war (POWs), replace the equipped weapons and introduce enhanced capabilities, though they come with limited that depletes after use, forcing a return to the . Rescuing POWs scattered throughout stages rewards players with random special weapon power-ups, adding an element of variability to arsenal management. The available special weapons include the for rapid-fire bullet streams, the Flame Thrower for short-range area-of-effect damage against clustered enemies, the for piercing shots that penetrate multiple targets, and the for explosive projectiles that deliver high-impact blasts. These power-ups integrate with the game's eight-directional aiming, allowing players to direct each weapon independently for versatile offense. Ammunition for special weapons is finite, typically replenished only through additional pickups or POW rewards, emphasizing tactical switching to conserve resources during intense firefights. The game features 11 drivable vehicles that players can commandeer to enhance traversal and combat effectiveness, each offering unique handling, , and armament suited to specific scenarios. Examples include tanks with heavy cannons for armored assaults, helicopters providing aerial mobility and vantage points, motorcycles for high-speed ground navigation, and mechs delivering powerful or ranged attacks. Vehicles possess limited and can be destroyed after sustaining damage from enemy fire, ejecting the player back to on-foot and requiring quick adaptation. This mechanic encourages dynamic gameplay shifts, as vehicles like walking mechs or hovercrafts provide temporary advantages in and firepower but demand careful positioning to avoid vulnerability.

Stages and Objectives

GunForce II consists of five progressively challenging stages set in a post-apocalyptic world invaded by the D.A.S. organization, where players advance through side-scrolling environments while combating enemies and achieving key objectives. The primary goals across all stages involve progressing to the end of each level, defeating stage bosses, and rescuing female prisoners of war (POWs) to earn bonus points and medals, which contribute to overall scoring and rank progression. Enemy encounters escalate from human soldiers in early levels to mutants, mechas, and alien-like creatures later on, with environmental hazards such as moving vehicles and collapsing structures adding to the difficulty. In Stage 1, players begin on the back of a runaway locomotive barreling through ruined urban outskirts, facing waves of enemy soldiers and early mutants armed with rifles and grenades. The objective is to clear the train cars while avoiding falls from the speeding vehicle, culminating in a boss fight against an insectoid robotic guardian equipped with miniguns that requires dodging patterns and targeting weak points. Rescuing POWs scattered along the tracks provides bonuses, emphasizing quick platforming amid the chaotic motion. Stage 2 shifts to an infiltrated enemy base filled with industrial corridors and mutant-infested zones, where objectives include blasting through defensive mechas and soldier patrols to reach the core facility. Environmental hazards like explosive barrels and tight chokepoints heighten tension, leading to a boss encounter with a steampunk-inspired tower mounted on treads that fires homing projectiles and blasts, demanding strategic commandeering for evasion. POW rescues here reward extra lives or score multipliers upon completion. The third stage introduces vertical traversal in underground facilities, starting with chain-climbing sections amid collapsing tunnels and swarms of robotic foes, before transitioning to a high-speed chase against pursuing -like machines. Players must maintain momentum to outrun hazards like debris falls while gunning down enemies, with the boss being a massive that clamps and shoots lasers, necessitating to expose its underbelly. Successful POW liberations in these confined spaces yield significant point bonuses. Stage 4 explores a post-apocalyptic ruined with overgrown ruins and stormy skies, where objectives focus on navigating debris-filled streets and ascending a massive elevator to aerial heights, battling hybrid human-alien mutants and aerial drones. Hazards include strikes and crumbling buildings, building to a boss machine that spits bombs and lashes with a , requiring players to utilize temporary for better mobility. Rescuing POWs amid the enhances score potential. The final Stage 5 assaults the D.A.S. fortress, beginning on a hijacked ship that evolves into a vertical shoot-'em-up through a shaft teeming with horrors inspired by biomechanical designs. Objectives involve dodging homing s and swarms to breach , facing a grotesque centipede-like boss that dives and segments for multi-phase attacks, often demanding co-op coordination or switches for survival. Completing the stage triggers a loop mode with intensified enemy variants and faster pacing, replaying levels for higher scores without an explicit ending. POW rescues in this climactic phase offer the highest bonuses, tying into the game's emphasis on heroic liberation.

Story and Characters

Plot Summary

GunForce II serves as the fourth and final installment in Irem's D.A.S. , a loose series of arcade games featuring the terrorist organization D.A.S. as the central across titles like Air Duel, Undercover Cops, and . In this entry, known in Japan as —a title evoking themes of global catastrophe—the story is set in a post-apocalyptic , where D.A.S. seeks to eradicate the remnants of human civilization. The organization employs mutant armies, advanced weaponry, and alliances with extraterrestrial forces to achieve domination, transforming the planet into a wasteland of environmental ruin and endless conflict. D.A.S. has initiated a super-soldier program, kidnapping female prisoners to harvest their chromosomes for creating a superior species capable of surviving in space, prompting the protagonists' "Operation: Girl Hunt" to rescue the POWs and halt the threat. Players assume the roles of elite soldiers tasked with thwarting D.A.S.'s destructive ambitions, battling through five stages that progress from a runaway locomotive and enemy bases to vertical climbs, ruined urban landscapes, and an assault on the organization's headquarters. The narrative unfolds with minimal cutscenes, relying instead on environmental storytelling through level designs depicting futuristic warfare—such as hovering and biomechanical horrors—and enemy encounters featuring soldiers, mutants, and entities. Rescuing female POWs throughout the stages provides bonus points and ties into the . Themes of survival amid ecological devastation and high-tech aggression permeate the experience, underscoring humanity's fragile resistance against overwhelming odds. The plot culminates in a confrontation with D.A.S.'s final creation, the giant robot Chi Un-D, whose defeat temporarily halts the invasion but leaves subtle implications of persistent threats, as the game loops back to the beginning without a definitive resolution— a consequence of its rushed development amid Irem's financial struggles. This open-ended closure reinforces the tetralogy's overarching motif of unending strife in a doomed world.

Playable Characters

GunForce II features two selectable protagonists who drive the cooperative gameplay experience, with players choosing between Max and Lei at the start of the mission. Max serves as Player 1's default character, depicted as a muscular with a rugged, battle-hardened design that evokes classic heroes; he begins with balanced stats across movement, health, and shooting capabilities. In contrast, Lei is the agile counterpart for Player 2, portrayed as a nimble with a sleeker that highlights her dynamic pose and fluid motion; both characters share identical stats, movement, health, capabilities, and access to all weapons and power-ups. The characters' designs draw inspiration from action cinema archetypes, complete with expressive animations for core actions like running, jumping, firing dual-wielded guns, and dramatic sequences that emphasize their resilience in . Character selection does not influence story outcomes or endings, maintaining narrative parity in the cooperative focus where the duo is deployed against the D.A.S. organization. Cooperative play highlights synergy between the protagonists, as they can positionally support one another in tight spots—such as covering flanks during encounters—without distinct abilities beyond their cosmetic variances, reinforcing the game's emphasis on shared control schemes. remains minimal, restricted to guttural grunts and exclamatory sounds triggered by actions like , , or sustaining , adding to the arcade-style intensity without deeper dialogue.

Development

Production History

GunForce II was developed by 's internal division team in 1994, marking the company's final original release before financial difficulties forced the closure of that division later in the year. The project involved key personnel who would later contribute to the formation of Nazca Corporation, including designer Meeher and artists Akio Oyabu and Takeshi Okui, whose work on and level design laid groundwork for future run-and-gun titles. Composer Takushi Hiyamuta, credited under the pseudonym HIYA, handled the soundtrack, incorporating dynamic tracks that remixed elements from prior games like Air Duel to enhance the fast-paced action. The game's production was notably rushed due to Irem's impending corporate restructuring and shift away from s toward machine manufacturing, resulting in incomplete elements such as unused assets, minor bugs, and the absence of an ending sequence or staff roll. According to Takeshi Okui, Irem abruptly closed its arcade office mid-development, compelling the team to finalize (the Japanese title) under tight constraints. This haste was exacerbated by the company's broader financial woes, which ended its era as it pivoted to more profitable hardware ventures. Building on the original from , the team evolved core mechanics to heighten appeal in the competitive run-and-gun genre, emphasizing vehicle hijacking with 11 expanded options for dynamic shifts and introducing dual-wielding for simultaneous firing in multiple directions, drawing inspiration from titles like to create a more intense, Contra-like experience. These changes aimed to refine the sequel's combat fluidity and visual spectacle, positioning it as a spiritual predecessor to the series developed by the same core group after leaving .

Technical Specifications

GunForce II runs on the M-92 arcade platform, a two-board system consisting of a common main board (M92-A-B) and a game-specific bottom board that houses the ROMs and custom chips. The main processing is handled by a V33 CPU clocked at 9 MHz, with an additional V30 sound CPU running at 7.159090 MHz; the V33 provides 16/32-bit processing capabilities for game logic and graphics management. Custom GA21 and GA22 chips support advanced handling, including priority layering and positioning for up to 256 on-screen sprites. The game's visuals operate at a of 320x240 pixels with a of 60 Hz, drawing from a 15-bit color palette supporting up to 32,768 colors, though the active palette is limited to 2048 colors per frame for . feature three independently playfields, each up to 512x512 pixels in size, with rowscroll capabilities enabling effects in backgrounds; large, multi-layered sprites depict characters, enemies, vehicles, and environmental elements with detailed animations and priority-based blending. Audio is generated using a Yamaha YM2151 FM synthesis chip at 3.579545 MHz for melodic tracks and effects, paired with an Irem GA20 ADPCM chip at the same clock speed for sampled sounds like explosions, gunfire, and voice clips; the YM2151 provides 8 channels of polyphonic FM audio, allowing dynamic layering of music and sound effects throughout gameplay. Programming elements include fluid 60 FPS animations for player movements, enemy behaviors, and environmental interactions, alongside scripted boss AI patterns that utilize the hardware's sprite and scrolling features for complex encounters. The game's assets are stored in approximately 8 MB of ROM data across multiple EPROMs and mask ROMs, including program code, graphics tiles, and audio samples. Emulation of GunForce II is fully supported in MAME since version 0.78 (2002), with the driver achieving "good" status for both video and audio accuracy; early versions faced minor issues with sound emulation due to the encrypted V30 CPU and custom chip, but these were resolved through reverse-engineering efforts.

Release

Arcade Release

GunForce II, known as in , was originally published by for arcades in September 1994 internationally, following a release in of the same year. The game was distributed to arcade operators worldwide, utilizing Irem's M92 hardware system, with cabinets designed as standard 2-player upright models featuring an 8-way and two action buttons for firing and jumping per player. Play sessions were typically priced at 100 yen in or 25 cents , aligning with standard rates of the era, while the game's high difficulty level was structured to encourage multiple plays and continued quarter insertions. No major hardware revisions were produced for the cabinets, though regional variants existed, including differences in title screens, assessment displays (e.g., "" versus "GUNFORCE II"), and minor text localizations, with the Japanese version lacking certain palette elements present in the release. Marketing efforts highlighted the game's run-and-gun gameplay mechanics and elements, but promotion was limited as Irem's division faced impending closure in 1994, marking GunForce II as the company's final title. Commercially, it saw moderate uptake among arcade operators, though its launch coincided with the dominance of home consoles like the and , which drew players away from arcades.

Home Ports and Re-Releases

GunForce II received its first home computer release as part of the Irem Arcade Hits compilation, published by in 2011 for and Windows platforms. This digital collection bundled the game alongside 17 other arcade titles, introducing modern features such as save states, visual filters for retro aesthetics, and controller support to enhance accessibility on personal computers. The game was later featured in Irem Collection Volume 2, released digitally in November 2024—on November 14 in the West by ININ Games and on November 28 in Japan by Tozai Games—for Nintendo Switch, PlayStation 4, PlayStation 5, Xbox Series X/S, and PC via Steam. This anthology marked GunForce II's debut on home consoles worldwide, offering arcade-perfect ports of both the international and Japanese Geo Storm variants, along with added functionalities like a rewind mechanic for retrying sections, a gallery mode showcasing concept art and development notes, and customizable display options including borderless fullscreen. Technical adaptations in this collection include resolution upscaling to support high-definition displays while preserving the original 1994 arcade visuals from Irem's M92 hardware. Physical editions for the Nintendo Switch were released in 2025 by Strictly Limited Games. No official mobile ports have been developed. Beyond official releases, GunForce II has been widely emulated through MAME and compatible frontends since the late 1990s, allowing preservation and play on modern hardware without official licensing. There are no standalone official ports to dedicated consoles like the , though the game's availability remains limited to these compilation packs as digital downloads, typically priced between $20 and $30 depending on the platform. The Japanese Geo Storm version, with its localized title screen and minor regional adjustments, is fully preserved and playable in both the 2011 and 2024 collections.

Reception and Legacy

Critical Reception

Upon its 1994 arcade release, GunForce II received generally positive reviews from gaming publications and players for its vibrant work and fluid run-and-gun action, though it was critiqued for its high difficulty curve and brief playtime. A contemporary assessment on awarded it 4 out of 5 stars, highlighting the colorful backgrounds and large, detailed s that contributed to an engaging visual experience, while noting that the steep challenge often required precise strategies against bosses. Reviewers appreciated the game's fast-paced combat but pointed out its short length, typically completable in under 30 minutes, which limited without the score-attack . In modern retrospectives, GunForce II has been hailed as a standout title for fans of the genre, often compared briefly to for its explosive action. Hardcore Gaming 101 described it as a "must-play" for run-and-gun enthusiasts, praising the overhauled , expressive animations, and diverse enemy designs that keep dynamic. User reviews on Backloggd echo this sentiment, with many calling the graphics "gorgeous" and the music "crazy awesome," averaging 3.6 out of 5 stars across user ratings; players frequently lauded the fast-paced dual-wielding mechanics and vehicle hijacking for adding variety to levels. However, some noted a rushed development feel, evident in the lack of a proper ending and occasional repetition in enemy patterns during later stages. Reviews of the 2024 Collection Volume 2, which includes GunForce II, underscore its enduring appeal, with the compilation earning a score of 68 as of 2025. Critics identified GunForce II as the collection's highlight, commending its smoother controls, Metal Slug-like explosions, and chaotic boss encounters that provide thrilling challenges. Analog Stick Gaming emphasized the intense run-and-gun action and vehicle variety, from motorbikes to tanks, as key strengths, though the elevated difficulty was seen as a double-edged sword requiring the rewind feature for accessibility. The game garnered no major awards upon release but has since been featured in retro compilations for its approachable yet demanding gameplay.

Influence and Cultural Impact

GunForce II served as a spiritual predecessor to the series, with many of its developers from later forming Corporation to create the franchise for . The game's run-and-gun mechanics, including vehicle hijacking and exaggerated, humorous animations, directly influenced 's design, while specific sound effects, such as the distinctive enemy death cries, were reused in the original . As the final entry in Irem's D.A.S. ("Destroy and Satsujin") —alongside Air Duel, Undercover Cops, and —GunForce II concluded the shared storyline involving a recurring villainous organization, marking the end of 's arcade-era narrative arcs. Its inclusion in modern re-release compilations, such as the 2011 Irem Arcade Hits and the 2024 Irem Collection Volume 2, has contributed to its preservation and inspired arcade revivals through communities that highlight its transitional role between 1990s hardware and later titles. The game is documented in arcade history databases like the Arcade Museum, where it is cataloged as Irem's 1994 with ongoing collector interest, evidenced by tracked circuit boards and conversions. Often nicknamed "Metal Slug Zero" by enthusiasts for its stylistic similarities, GunForce II advanced the run-and-gun genre through innovations like dual-wielding weapons at varied angles and a diverse array of 11 controllable vehicles, elements that echoed in subsequent titles and underscored Irem's fading presence in the arcade scene as financial woes led to the company's arcade closure in 1994.

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