Jupiter Strike is just another shoot ‘em up set in space. It was released for the PlayStation in 1995, very early in the console’s lifecycle and the game shows its age. It was developed by Taito, no stranger to space shooters and brought to North American shores courtesy of Acclaim.
Jupiter Strike opened with an extraordinarily long cutscene that was extraordinarily boring. Comprised of shots of spaceships in space, it didn’t convey any information that I couldn’t already scrape together on my own – thanks to the genre’s typically limited scope. All I needed to know is that I’m fighting for one side in a confrontation and my spaceship is special. But it really isn’t.
In my mind, it’s a foregone conclusion that all spaceships – especially those found in shoot ‘em ups – are agile. The one I controlled in Jupiter Strike was sluggish and whenever I’d steer it, it appeared that the screen was moving along with it, giving me the impression that I was controlling the camera rather than the ship itself. Now this is akin to similar games like Star Fox but I don’t remember it bugging me as it does when I play Jupiter Strike. Perhaps this is because of the ship’s poor animation.
Also, rather than incorporating many different weapons and have them be obtainable through many means, Taito opted to include just two. My ship naturally had a basic attack which fired shots repeatedly consistent to my button presses. It also had a special laser that homed in on enemies. To target enemies I’d have to “paint them” with my cursor while holding down a button. When I released the button, lasers would target individual enemies. Both of my attacks had infinite uses, although the laser had to be charged. This lack of weapon diversity (also the lack of pick-ups) led to monotony.
I didn’t play the game offensively. I never felt like I was doing a good job at hitting enemies, although in truth I was. Instead, I opted to play defensively. My tactic was to fly around the edges of the screen avoiding enemy fire and wailing away with my trigger fingers. Playing like this, I was more concerned with avoiding enemy fire rather than shooting them down. This worked well too, up until stage four (of eight?).
A boss battle occurred at the end of each even numbered stage. The first boss was tough. It took a few tries, but I was able to learn/avoid his attacks and use my opportunities to strike back. He just had a lot of health. I didn’t fare as well against the second boss and it’s probably due to my inability to adapt.
The second boss was basically in a tunnel. During the stage I was flying into and out of large space ships until my encounter with the boss. It had octopus-like appendages that it used to crawl through this tunnel. Worst of all it was equipped with very strong weapons that were hard to avoid. I of course stuck to riding the edges of the screen but I wasn’t able to avoid his attacks. They depleted my health fast and after a few attempts I decided that the time I’d need to invest to beat Jupiter Strike wasn’t worth it.
Jupiter Strike was uninteresting. It’s a bare bones game that doesn’t do anything to set it apart from similar games. On top of that, the audio mixing was awful! If I fired I could not hear the soundtrack. Then again the soundtrack was so basic that sounded like a game from the previous generation.
In short, Jupiter Strike is just another shoot ‘em up set in space, and like the initial cutscene, it’s boring.
4 thoughts on “Jupiter Strike – Review”
Yeah, it sounds pretty frustrating to me. Still, can’t be worse than that Star Trek game I played.
Never heard of this one, but it sounds pretty bad. It looks pretty generic just by looking at the screenshots. Nice review, John.