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Box artwork for Steel Gunner 2.
Box artwork for Steel Gunner 2.
Steel Gunner 2
Developer(s)Namco
Publisher(s)Namco
Year released1991
System(s)Arcade
Preceded bySteel Gunner
SeriesSteel Gunner
Japanese titleスティールガンナー2
Genre(s)Light gun
Players1-2
ModesSingle player, Multiplayer
LinksSteel Gunner 2 ChannelSearchSearch
Steel Gunner 2 marquee

Steel Gunner 2 is a first-person shooter arcade game, which was released by Namco in 1991. It runs on Namco System 2 hardware, and was the third game from the company to utilise lightguns (the first was Golly! Ghost!, which was also their fourth game to allow scores not ending in "0", and the second was its predecessor, both released in the previous year); the USA version was also the second game from the company to feature the Federal Bureau of Investigation's "Winners Don't Use Drugs" screen in its attract sequence (the first was Tank Force, released earlier in 1991). According to the American flyer shown below, it was sold as a conversion kit for the Taito Corporation's lightgun game Operation Thunderbolt (the sequel to Operation Wolf, which also used the Yamaha YM-2151 FM sound chip for its effects as well as its music - but it used the OKI MSM-5205 for its speech, as opposed to a C140).

Again, the players must take control of the Neo Arc (which, again, is a pun on Newark, New Jersey), policemen Garcia and Cliff, but this time they are on a mission to destroy the evil army of Vanguard, who are attacking the city (and named after the player's tank from Blazer); as with the original game, it creates an illusion of not having any scoring system (like The Return of Ishtar and Yōkai Dōchūki), but unlike its predecessor it does not have the text "1UP", "HI-SCORE" and "2UP" on its title screen, which further enforces the illusion. Some of the enemies from that original game reappear, but have undergone a makeover, since the first time Neo Arc saw them - and several new enemies have also been introduced as well. Again, the players can shoot anything on the screen, including background objects and even innocent bystanders (of which there are only eight types here, as opposed to ten); but again, if they should do the latter it will cause them to lose energy as if they got hit by an enemy.

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