Mega SWIV
From Sega Retro
Mega SWIV | |||||||||||||||||||||||||
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System(s): Sega Mega Drive | |||||||||||||||||||||||||
Publisher: Time Warner Interactive | |||||||||||||||||||||||||
Developer: Sales Curve Interactive | |||||||||||||||||||||||||
Distributor: Ecofilmes (PT) | |||||||||||||||||||||||||
Sound driver: Teque London/Peter Hennig | |||||||||||||||||||||||||
Genre: Shooting | |||||||||||||||||||||||||
Number of players: 1-2 | |||||||||||||||||||||||||
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Mega SWIV is a shoot-'em-up developed by Sales Curve Interactive in 1994 and published by Time Warner Interactive exclusively in Europe for the Sega Mega Drive. It is an extended port of the 1992 Super Nintendo game Super SWIV (also known as Firepower 2000) and the sequel to the home computer game SWIV, from 1991 (itself a spiritual successor to the 1988 Tecmo arcade game, Silkworm). The acronym "SWIV" stands for "Special Weapons Interdiction Vehicles."
Contents
Story
A secret underground race in an island near Bermuda is stealing prototype military aircraft. They are transforming them into powerful new war machines piloted by robots and bent on destruction. The military is sending the only vehicles capable enough to take on this army to infiltrate the enemy base.
Gameplay
The game is a vertically scrolling shoot-'em-up. Players can control either a helicopter or a jeep. The helicopter flies over obstacles, but the jeep can fire in any direction. In a single-player game, the player can choose either vehicle. In two-player games, one player controls the helicopter and one player controls the jeep. The vehicle can be changed or a two-player game can be started from the options menu, accessed by pressing , , or from the title screen.
Vehicles are moved in any direction using the D-Pad. The playable area is wider than the visible area, so the screen scrolls at the left and right edges. They fire their main weapon with , which can be held for rapid-fire. The helicopter always fires forwards. The jeep has a turret that rotates in the direction that it is moving; the turret locks in place when the player is holding the fire button. Players start with three weapons and can acquire two others in the later levels. Each weapons can be upgraded up to level 7 by collecting its token. Surplus tokens are stored. Weapons are cycled through with (with the weapon and level being shown in the bottom of the screen).
The vehicles also have special secondary weapons, such as homing missiles, which are limited use. Players do not start with any of these but can acquire them by collecting their tokens in the levels. They are used with . Multiple special weapons can be stored in reserve (the last 12 are shown, but any number can be stored), with the most recently collected weapon being used first.
A vehicle is destroyed when it is hit by enemy fire, but it respawns (with a brief period of invulnerability) if the player has an extra life remaining. The helicopter is destroyed if it runs into flying enemies, and the jeep is destroyed if it runs into terrestrial enemies. The vehicle's weapons lose a level when the player loses a life, but this can be mitigated if the player has excess tokens stored. The player is awarded an extra life every 50,000 points. The game ends if the player runs out of lives. There are no continues.
Weapons
Permanent
Bullets | |
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Initially equipped. Fires rockets forwards. It gains a small spread when leveled up. | |
Flame | |
Initially equipped. Shoots a flamethrower that does high damage but has short range. | |
Plasma | |
Initially equipped. Fires a energy pellets. They form a conical spreadshot when leveled up. | |
Laser | |
Shoots piercing lasers. | |
Ionic | |
Shoots energy blasts. When these projectiles hit a target, they reflect off laterally. |
Special
Homing Missiles (H) | |
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Launches several homing missiles that seek out and attack enemies. | |
X Missiles (X) | |
Fires three large missiles directly forwards. | |
Scorch (S) | |
Releases a ring of explosions out from the vehicle. | |
J | |
Shoots a large, slow-moving firebolt. Appears only in the last level. |
Items
Item Container | |
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Destroy to release a cluster of items. | |
Star | |
Worth 100 bonus points when picked up. At the end of the level, the player is awarded 1,000 points times the level number for each star collected. | |
Bullets | |
Levels up the Bullets weapon. | |
Flame | |
Levels up the Flame weapon. | |
Plasma | |
Levels up the Plasma weapon. | |
Laser | |
Acquires and levels up the Laser weapon. | |
Ionic | |
Acquires and levels up the Ionic weapon. | |
Homing Missiles | |
Equips another use of the Homing Missiles weapon. | |
X Missiles | |
Equips another use of the X Missiles weapon. | |
Scorch | |
Equips another use of the Scorch weapon. | |
J | |
Equips another use of the J weapon. | |
Glowing Mine | |
Destroy to release a Bubble. | |
Bubble | |
Collect to surround the vehicle in a shield that lasts 12 seconds or attack to blow it up and destroy all on-screen enemies. Collecting a Bubble when the vehicle already has a shield also blows it up. |
Levels
Level 1 | |
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This is a new level that was not present in the SNES version. | |
The Desert | |
The Jungle | |
The River-Bed | |
The Military Air Base | |
The vehicles enter airplanes at the airbase and play the rest of the level in them. | |
The Volcanoes | |
The Enemy Complex | |
Versions
It is widely thought that Mega SWIV was rushed to meet a deadline, as the game is not as fully optimised for Mega Drive hardware as seemingly planned.
Stage 3 (Jungle), for example loads a complete but largely unused 16-colour palette into memory, while pieces of scrap metal in the scenery appear to have been given the wrong palette line, causing them to appear dark grey with odd green spots. Assigning the unused palette to this metal causes it to look more natural, with a gradient metallic shading. Many design oversights, such as only a few flying enemies having shadows, also exist.
The jeep had the ability to jump in the original SNES release, a feature omitted from this version. Instead the jeep can now run over most obstacles that required a jump in the original.
Also noticeable is that enemy behaviours and sizes (for example, the black jets) were not recreated faithfully, making Mega SWIV an easier game.
Production credits
- The Game:
- Programmer: Ken Murfitt
- Artist: Ned Langman
- Presentation:
- Programmer: Charles Robson
- Artist: Rob Whitaker
- Producer: Sean Kelly
- Many Thanks Go To: The game testers, Matt Sansam, Chris Lipscombe, Kevin Filson, Michael Wolliston, Rob Lewtas
Magazine articles
- Main article: Mega SWIV/Magazine articles.
Physical scans
Sega Retro Average | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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72 | |
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Based on 23 reviews |
Technical information
- Main article: Mega SWIV/Technical information.
References
- ↑ 1.0 1.1 Sega Magazine, "March 1995" (UK; 1995-02-15), page 84
- ↑ Sega Power, "September 1994" (UK; 1994-08-04), page 28
- ↑ 3.0 3.1 Games World: The Magazine, "April 1995" (UK; 1995-0x-xx), page 15
- ↑ File:Mega SWIV MD credits.pdf
- ↑ 1700 igr dlya Sega, "" (RU; 2001-xx-xx), page 178
- ↑ Consoles +, "Février 1995" (FR; 1995-0x-xx), page 90
- ↑ GamesMaster, "February 1995" (UK; 1995-01-22), page 65
- ↑ Hobby Consolas, "Marzo 1995" (ES; 1995-xx-xx), page 98
- ↑ MAN!AC, "04/95" (DE; 1995-03-08), page 63
- ↑ Mega, "February 1995" (UK; 1995-01-xx), page 50
- ↑ Mega Force, "Février 1995" (FR; 1995-0x-xx), page 77
- ↑ Mega Fun, "04/95" (DE; 1995-03-22), page 84
- ↑ Megazin, "Letnik 3, Številka 5, Maj 1995" (SI; 1995-xx-xx), page 37
- ↑ Mean Machines Sega, "March 1995" (UK; 1995-01-30), page 82
- ↑ Player One, "Février 1995" (FR; 1995-0x-xx), page 88
- ↑ Play Time, "4/95" (DE; 1995-03-08), page 105
- ↑ Power Up!, "Saturday, March 11, 1995" (UK; 1995-03-11), page 1
- ↑ Power Unlimited, "Jaargang 3, Februari 1995" (NL; 1995-01-25), page 34
- ↑ Sega Power, "April 1995" (UK; 1995-02-16), page 48
- ↑ Sega Pro, "April 1995" (UK; 1995-02-23), page 56
- ↑ Sonic the Comic, "14th April 1995" (UK; 1995-04-01), page 11
- ↑ Todo Sega, "Abril 1995" (ES; 1995-0x-xx), page 46
- ↑ Tricks 16 bit, "Tricks Sega Gold 800 igr" (RU; 1998-03-20), page 164
- ↑ Última Generación, "Abril 1995" (ES; 1995-0x-xx), page 90
- ↑ Video Games, "4/95" (DE; 1995-03-22), page 94
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