Strider Hiryo (e)





                        ---STRIDER---
                      ------HIRYU------
                        ------I------

                       ULTIMATE GUIDE



V1.0 - 2000, July 29

Author: Chris Moon
E-Mail: camoon@radiks.net
Please contact me with any questions, comments or corrections.

OUTLINE:

1. Why another Strider FAQ?
2. About this FAQ/Credits
3. A brief overview
    A. Strider Hiryu
    B. Robotic friends
    C. Other power-ups
    D. Game System
4. Game Play
    A. Kafazu
    B. Siberia
    C. The Balrog Flying Fortress
    D. Amazon
    E. The Third Moon
5. Arcade/PSX differences
6. Secrets/Glitches
7. Strider 2
8. Legal


1. Why another Strider FAQ?

First, there used to be a fantastic Strider page by NeoStrider, and this FAQ 
does owe him and his fantastic page some debt.  Why it is that the Neostrider 
page didn't live to see the release of Strider 2 remains a mystery, however I 
hope this FAQ can help answer some of the Strider 1 questions that might have 
been answered by that resource.

Secondly, while there is much good to be said for other FAQ's (see Rigel Di 
Scala's for example), they do not, in my mind offer a sufficient walk through 
for the game.  This FAQ will tell you how you can beat Strider 1 without dying 
at all.  For those who have just purchased Strider 2, this will provide an easy 
way to unlock level 0.

Third, knowing the arcade version intimately, I thought it worth documenting 
arcade/PSX differences.  There definitely are some, though they are minor.

Fourth, and most important, I hope that this FAQ can help players new to Strider 
improve their game enough so that they can get past the frustration barrier and 
really see this 11 year old game as the classic that it is.  There is more than 
one way to approach Strider, but knowing at least one clear path will chip off a 
layer of alienation so that the player is comfortable making the game their own.  
Because many who wanted to see Strider 2 or were just anxious to pick up the 
newest Capcom game will be approaching Strider 1 as an artifact rather than a 
masterpiece (subsequently disappointed by its aging graphics and slow speed), I 
think this FAQ will help in this regard.  Lastly, I would be happy to hear any 
feedback that Strider players may have (both from newbies and veterans.)


2. About this FAQ/Credits:

This FAQ, unlike Rigel Di Scala's will not review other version's of Strider, 
including the infamous Strider Returns, nor will it explain why Strider is cool, 
or the history or story of Strider.  When I first played Strider 1 in the 
arcades in 1989, there was no instruction manual and I did not learn until years 
later what the approved names were for the various creatures I was killing, the 
power-ups or even the name of Strider's sword.  This FAQ will deal entirely with 
game play, strategies, secrets and glitches as well as Arcade/PSX differences.

As to credits, I again want to mention NeoStrider, who confirmed some of the 
glitches/cheats I found as well as having a fantastic shrine to the game (now 
defunct.)  Also, so as to not sound as poor as the new Strider2 instruction 
manual, I will be using some of the terminology in Rigel Di Scala's excellent 
FAQ.  Again, if you are interested in the history or many versions of the game, 
please consult this guide.

Lastly, much thanks to Strider Ishmael who both strongly encouraged the writing 
of this FAQ at all levels, acted as editor, made many helpful suggestions and 
even took part in grueling hours of testing so as to find every possible 
difference between the arcade and the PSX version.

3. A brief overview:

A. Strider Hiryu:
You control Strider Hiryu (Hiryu apparently translates to Hero), a very 
straightforward character if you are used to other Capcom games of this period 
(such as Guy from Final Fight).  You have only two controls, attack and jump.  
Your weapon (and you cannot lose it) is a plasma sword or Cipher called 
Falchion, which you can swing as fast as you can hit the button, but has limited 
range. You can attack while walking, jumping, sliding and climbing (though it is 
slower while climbing).  You can jump fairly high and in any direction.  Unlike 
Strider2, Hiryu does not have a double jump.  The closest thing to a special 
move is Strider's slide which is executed by holding down and jump.  Note that 
your slide normally does not kill your opponents (nor does it let you slide past 
them as in Strider2), but you can attack while doing so. Rigel Di Scala's FAQ 
notes that when dropping on some characters (and I have noticed this when 
sliding as well), Strider automatically kills them (with Razors in his shoes).  
This isn't a big part of game play, but in the first level especially, you might 
notice a few baddies dying before you even have the chance to slash them.

One of Hiryu's most dynamic abilities, and the one which really makes the game 
is his ability to crawl/climb on anything.  This means you will find yourself 
dangling from the ceiling, the bottom of moving craft, hanging from vines, etc.  
This is an integral part of game play and makes Strider significantly different 
than other platform games of this period.

Another aspect of controlling Hiryu that confused many players in 1989 was the 
existence of 'reverse gravity' rooms, meaning that the ceiling becomes the floor 
and vice-versa, so that you are playing upside-down.  This is hardly worth 
mentioning to the savvy players of the 21st century, however being able to deal 
with upside-down playing, or even spinning around a gravity core are imperative 
to mastering Hiryu.

B. Robotic friends:  (inexplicably called Option A. B. and C. in the Strider 2 
instruction manual)

Dipodal Saucer, AKA Bots:  This certainly wasn't the first game where you could 
acquire friends that helped/protected you, but these little robotic saucers were 
certainly the coolest.  If you aren't attacking and they haven't homed in on 
anything, they'll just circle you, but if you attack, they'll rush out in the 
direction your facing, then return.  This can add up to some pretty decent 
damage, but even more ideal is if they home in on something by themselves, 
easily wiping out the toughest enemies.  Actually one starts wondering if you 
are the hero or they are!

This and the robotic panther use a rather interesting system that has earned 
much exploitation.  One play through this game and you will understand that 
Strider has a certain number of life units (green) and you lose one for each 
hit.  When you pick up a saucer, the last life unit will turn red (IE, the one 
you will lose immediately if you are hit.)  Thus, it behooves the player to pick 
up bots when they have low health, and then recoup health so they can sustain 
the maximum number of hits before losing their bots.  Incidentally, you can have 
a total of two bots--the same number used to maintain one RoboPanther. 
	
Terapodal RoboPanther:  This is arguably the worst power-up in the game unless 
you know how to exploit it (more on this in the 'secrets' and 'game play' 
sections.  The panther will not be offered until you have two bots, and then 
both life units will turn from red to yellow.  But why is this big guy so bad?  
True he does kill anything in one hit, however if you are hit even once you will 
automatically lose one bot, even if it is buried back in your life bar.  Also, 
the panther can't fly like the bots, and I have seen him rendered virtually 
useless in certain parts of the game.

Robot Hawk:  Not much to say here.  When you release the hawk he just circles a 
certain area killing baddies if he accidentally hits them.  Other than that, 
this is a worthless power-up that seems to exist mostly for eye-candy.

C. Other power-ups:

Life power-up:  There are three types of life power-ups (always found within 
canisters through-out the games).  These appear as Kanji letters, and since I 
can't read Kanji, it has mostly come down to learning what each symbol does, 
though in the rush of battle, who cares right?  According to the instruction 
manual these are Ryu, Hi and Hiryu, but all you really need to know is that of 
the three, one restores one unit of health, one gives you a new unit of health 
(though will restore no energy if you already have 5 units, even if they are 
empty!--very frustrating in the helicopter scene when you keep getting these but 
only have two or three full units of health!), and a third which looks very 
different than the others and fills your life-bar completely.

Sword power-up:  If picked up, you will have nearly twice the range on your 
swings (really effective in the Amazon level).  Exhausts after about 100 uses 
(can anyone confirm this?)  

V-ism power-up:  OK, I don't really know the name for it, but if you pick this 
up, Hiryu will appear to go into V-ism (from alpha 3).  That is, he will glow 
and several shadows will follow him, repeating his motions.  While the V-ism 
lasts, Strider will be both invulnerable and each shadow will perform an extra 
hit!

There are of course point power-ups.  Best to avoid if you can since they aren't 
really worth very much and it is far more useful to have extra health or an 
extended sword than 500 lousy points.  If you want points I can show you where 
to get these!  There is also one life-up in the game, but with only one 
occurrence, I certainly couldn't give it its own paragraph.

D. Game system

(1) Difficulty level: This may at first seem rather confusing to players of both 
the arcade and the PSX.  Difficulty affects several things, but not the way you 
would probably think it would.  Primarily it seems to reflect the probability of 
power-ups appearing.  The easiest level seems to produce almost all the power-
ups all the time while at the hardest this drops to 50% or so.  Also, soldiers 
become more aggressive and it seems that projectiles increase in speed somewhat.  
This does not effect the number of hits it requires to kill anything, and in 
general the easiest game is not that much easier than the hardest game.  Someone 
who can master one can master the other.

(2) Mercy call: If you are doing very badly--namely, on your last guy (00), the 
game will become significantly easier.  In the bomb level for instance you will 
find only 2 bombs in each wave instead of 5.  In other areas, certain barriers 
may disappear, such in level one above the 'drill' machine.  In the last level, 
the reverse gravity area becomes easier such that the flying turrets do not 
constantly hound you.  Also, and quite humerously, in level 1, many of the 
projectiles slow down to a fraction of their speed so that, say, a one legged 
blind man might easily step out of their way.

(3) Manners of death: There are three ways you can die.  Run out of health, fall 
to an immediate death, or by time-out.  The first two are extremely undesirable 
as you'll lose all your power-ups, but the third can be to an advantage if you 
know you are going into an area with no life-ups and you don't want to lose the 
bots you have.  When time runs out, you lose a life but retain all your life 
units (completely refilled) and keep all the bots you had.  For instance, it is 
very common for me to let time run-out just after entering the reverse gravity 
chamber on the last level, as I know that I will have to sustain one or two hits 
to clear it, and there are almost no life-ups to be found here.

(4) Life unit system:  This explained above so I apologize for the redundance, 
however, Hiryu starts with three units of health, and when you are hit you lose 
one.  When they are all empty, you die.  It is possible to both refill your life 
units and also to add more life-units so that you have five.

(5) Score:  Your total score is only a reflection of points earned since your 
last continue.  If you do continue, your score will reset to zero.  

4. Game Play

A. Stage 1 - Kafazu

The game starts with the master flying ominously across the screen and then you 
see the city sky-line with Hiryu piloting in on his glider.  He lands on the 
beginning of the first platform with a beam barrier to his left.  This is the 
only level with beam barriers and there is one that I've managed to get past, 
though they are really there for your protection, so go with the flow and head 
right.  Incidentally, if you are new to Strider, this is a good place to learn 
the controls.  The Russian soldiers typically won't come on to the screen until 
you actually start parading across their turf, so fiddle with your sword, slide, 
jump, etc.

Once your ready, start off to the right taking out anything that comes your way.  
You'll encounter the soldiers of course.  They mostly run away though they do 
occasionally use their gun (the results of which looks like an incoming 
snowflake.)  Also are some little guys (Rascals) that can be easily taken out if 
you duck.  Also note the drones (Flying Mosquemen)--these will stay with you the 
rest of the game and often carry canisters.  You can dispatch all of these 
critters with one hit, so do so.

It is worth saying at this point that you can approach this and all the levels 
with two philosophies in mind--either point maximization which is very tedious, 
or a 'get to the end' strategy.  I tend to favor the later most of the time, 
though I'll show you how to do both.  There are really only three things you 
need to do for point maximization.  1.  Kill everything.  2. Explore everything.  
3.  Do not leave an area until time is about to run out (cue the Strider theme 
music.)  The reason for #3 is because monsters regenerate constantly, and you DO 
get points for them--in some places you'll get lots of points, so you could 
potentially get the best score by not crossing any of the check points until 
time is about out and killing and killing and killing right until the last 
second.  Oh, there is a sort of stupid #4:  Don't die.  If you have to continue, 
your score goes to zero (as mentioned in the previous section).  If, for 
instance, you get all the way to the Master then die, it is probably better 
score wise not to continue than to 'insert another quarter' and get the points 
for killing him, since you'll only get THOSE points.

So, the first -time check point- is at the end of the platform.  You'll see 
where it drops off and you can jump across to another platform.  If you are 
point greedy, just keep killing Russians until the Strider music starts.  I am 
afraid I can't tell you where every check point is, and will trust you to take 
advantage of these to get the ultimate top score.

OK, so you're on the other side and you'll be facing an incline with a guard or 
two at the top.  As you approach and execute him, a Mosqueman will appear, 
almost always carrying a bot.  Kill it but leave the bot where it lays.  Now 
there will be a wall to your right with a platform above you.  This may seem 
counter-intuitive, but jump up and get hit either by the Guard (I prefer to kill 
him) or the incoming projectile (looks like a big orange) from the wall-mounted 
gun-turrets.  You should now only have two life-units.  Drop down and pick up 
the bot.  Climb to the top of the structure taking out guards and turrets along 
the way.  If you are patient, you will eventually be able to kill all the 
turrets, but it really isn't necessary.  You'll know you are at the top because 
one of those Rascals will be up there.  Execute him and as you do, two mosquemen 
should appear.  If you are lucky they will be carrying both a life-up and a bot.  
Take the bot FIRST, then the life up, so that you have both bots in your bottom 
two life units with a third as buffer.  Keep swinging your sword as a horde of 
rascals (okay, only 3) will be coming up shortly.  Once they're gone, you have a 
choice as to how to proceed.  Below you is a both a nest of gun turrets and a 
strange machine that will try to 'drill' you when you pass under it.  If you are 
on your last Strider, it is possible to climb over the machine as the barrier 
beam will be gone (mercy call).  Seem frustrating?  Fortunately Strider rewards 
those who go forth brazenly.  Just run down the hill--the turrets will all miss 
you, and so will the drill machine.  You will quickly find yourself running up 
to a steel ramp.  If you make the jump at full speed you'll leap onto another 
platform and be dangling from the underside.  If not, you'll face a big but 
easy-to-beat muscleman called Strobaya.  Let me deal with him first and then 
will move on to the platform business.

OK, you fell a LONG ways and now there is this big guy standing on top of a tiny 
platform.  He gets mad and leaps at you.  Just keep slashing this guy.  He'll 
try to roll at you, he'll try to be tough, but he can't do anything about your 
sword.  He dies quickly.  Run under his little platform as soon as he dies since 
it seems he set his place to self-destruct should anyone ever beat him.  Once 
the fire falls, leap onto the platform and keep going up.  You will find 
yourself almost exactly where you would have ended if you had made the leap 
correctly in the last scene.  The next level will not be so forgiving.

Once on the platform, execute the soldiers.  The first canister will be a robo-
hawk.  From here to the top of the mosque there isn't a lot to explain.  The new 
addition is two RoboSpiders.  They aren't really that tough but they have an 
impressive arsenal of lasers and bombs they can shoot vertically--so be careful.

This climb to the top of the mosque is one of the first places you can employ a 
powerful Strider glitch/secret.  If you don't already have two bots you should 
shortly be offered one, and then in most games you will be offered the panther.  
Open the panther canister but DO NOT pick it up.  Now go get hit by something--
if necessary take your health all the way down to one unit.  Then go pick up the 
panther, but be careful--you need to make it past a few baddies without getting 
hit.  Why?  The panther glitch allows you to have two bots on one space, which 
means you can ensure that unless Hiryu is killed you'll never lose any bots.  
This makes Hiryu amazingly powerful and the game pretty easy to beat.  Once you 
have the panther, there should be one or two health units to pick up before 
you've made it to the top, and here you'll get another life-up item.

At the top you'll be swarmed by half a dozen mosquemen, but they die easy.  Get 
the sword and life power-up.  From here you need to descend the other side, but 
there is a really easy (and somewhat humorous way to do this.  After gaining a 
little speed, jump to the right so that you hit the barrier beam--completely 
bypassing a Robospider on the way down.  [Special note:  I've actually gone 
through or over this beam once--note sure how.  It was completely worthless 
though and I had to wait for time to run out while stuck in the tiny area on the 
other side of the beam.]  Now apply your sword to the mosque (left), and the 
wall will explode away.  Funny enough, so will the robospider--I guess there is 
no excuse for failure.

You are now facing yet another new opponent--in this case a laser cannon pod 
called Novo.  In this level you'll get off easy.  Just run up to it and keep 
wacking it until it dies (note that below its eye there is a life-bar!)  At this 
point your panther should turn back to two bots.  You are free to get hit now.  
Move right and you will fall through the floor.  Here there will be a gunner, 
but in almost all cases he will miss (though not true later), so take him out 
before he hurts someone with that thing!  There are some guards to take out here 
and a point bonus, but you are really here to fight…

Urobolos, the Iron Ruler!  (Uroboros or Ouroboros should be the appropriate 
name, but there is that funky r-l substitution going on.)  For some reason a 
bunch of politicians turn into this big snake with a scythe.  Jump straight up 
and hit him on the head while he is forming, then when he comes at you, leap 
over him.  If you have both your bots he should die here, otherwise ride around 
on his back hitting him on the back of his head.  END OF LEVEL.


B. Stage 2 - Siberia
	
This is probably my favorite level.  Amazing background scenery as Strider is 
escaping Eurasia.  First, exhaust your sword power-up or you'll only get points 
at the next canister.  Then go to the right while slashing wolves, jump up on 
the 'rock formation' where you'll see a canister.  Without stopping, pick up the 
sword power-up and jump to the right.  You will see you are approaching the 
entrance of a cave as you land.  Immediately slide right into the cave or else a 
door will close and you will be stuck fighting wolves until you can blast it 
open again.

Inside the cave you will face Mecha Pon, a giant robotic monkey that should have 
made it into Strider 2--or better yet replaced the robopanther!  Just walk up 
and hack the crap out of this big waste of metal.  As soon as he dies, leap 
directly into the air and grab the roof of the cave, moving right.  If you don't 
you'll find that Mecha Pon's head explodes covering the floor with fire and 
shooting fireballs in the air.  Once into the vertical shaft, you'll have to 
dodge a few wall climbing robots.  They are very fast and it is easier to learn 
their pattern then to react to their appearance.  The first will be on the left 
and will not be moving--jump to the right side of the shaft and kill it.  Keep 
ascending for another kill, then jump back to the left to kill one on the right.  
Then back to the right side to kill one more before you reach the top.

This next room is hard to describe.  There are a few guards here who will take 
occasional shots at you.  Of primary interest is a sort of Ferris wheel, but 
each cart (it isn't really a Ferris wheel) is a small gray metal platform with a 
canister on it.  Seems alluring, but watch out--some of the platforms have 
spikes on them.  You can land on them but you can't jump against them or through 
them and it is easy to get smashed into the ground by them.  If you stay on a 
small platform in the center of the wheel, you can jump on and off the rotating 
platforms and score all the power-ups.  Nothing really great here, but there are 
enough life-ups here to give you 5 units (that is, if you had four upon 
completing the last level.) 

Take a platform to the top and jump to a red girder at the top of the room.  You 
will quickly find yourself outside, ready to face the assassin that the Master 
has sent for you.  His name is Solo, and the real problem with him is that he 
tends to fly away the moment you swing at him.  I generally tend to let him 
land, then time my jump so I miss his attack and have a good swing at him.  Best 
method is to have lots of bots and let them dispose of him.  Incidentally, if 
you don't kill him, he will follow you around the level.

After disposing of him, RUN down a big hill filled with land mines.  When I 
first played this game my instinct was to try to jump away from the land-mines.  
Just run past them, you are faster than they are, and you'll need the speed.  
Like the jump in level one, wait until the last moment and hurl yourself over 
the gorge.  If you miss, you will probably die, though there is a small chance 
you will encounter a barely visible platform of ice that you can occasionally 
leap back off of, clinging desperately to the other side.  This trick rarely 
works, because you still need to find a way to flip up onto the cliff, and it is 
rather tough.  Best thing to do is just make the jump in the first place.

Once on the other side, you'll be facing more wolves.  You'll notice a metal 
structure above you, but you can't do anything about it yet.  Keep moving right, 
taking out wolves as you go.  Near the end you'll find a canister with a 
robopanther in it.  I personally wouldn't use it, but that is your call.  As you 
approach the canister you'll note a metal beam ascending to the left.  Above are 
several dipodal mechanoids (two legged robots not unlike the ED-9000 (or 
whatever it was called) in Robocop) and taking them out on this scaffolding may 
prove difficult.  To add to the difficulty, every few seconds lightning streams 
through the structure.  You will need to learn where these 'strike' points are 
to avoid the lightning.  Because the mechanoids can only attack by leaning 
forward, if you get behind them you can easily dispose of them.  I have found it 
easiest to jump on to the ascending beam so that I am hanging from it and take 
out the mechanoid to the lowest left.  Then I can leap straight up and take out 
the one above it.  You'll also find an extra life here.  Jump up again to take 
out a third robot.  Jump up yet again so that you are on a small platform with a 
ramp leading down.

If you want to take out all the mechanoids, that is fine by me, but I am going 
to proceed on to the next scene.  Go down the ramp (avoiding the lightning) a 
short ways and you'll see another ramp going up (facing the opposite direction) 
with a mechanoid under it.  Leap across taking out the other mechanoid and go to 
the top of the ramp.  Here begins the most annoying part of the whole game, the 
helicopter scene.

No amazing tactics here.  Take as many bombs out as you can before they hit you.  
They're actually worth points, so have fun.  Your goal here is to jump on to 
three helicopters at higher altitudes.  If this sounds like a cheesy Atari game, 
you have some idea how I feel about it.  It is nearly impossible not to get hit 
since the bombs change directions constantly and they take several hits to kill.  
Watch out for the propellers of the airship above, as bombs are sometimes hidden 
behind them (ouch!)  At last you will come to a platform where you can see the 
bombs dropping out of chutes.  Leap up and go past them (to the left).  You will 
need to leap over two turbines and then on to what appears to be a white 
flap/rudder sort of apparatus.  Stay on the right hand side until it is high 
enough to reach an inclined platform to your right.  Leap on to this (you will 
be hanging from it) and crawl to the right until you see a gun turret.  Take 
this out before standing up.  Do not proceed on to the deck of the ship, but 
walk back down the incline.  Almost immediately you will see three girls (not 
unlike the three assassin girls in Warriors of Fate), they are the Kuniang M.A. 
Team (don't ask me what this means), and I have no good strategy for beating 
them in a fair fight.  Instead, stay down on the incline and slash their feet as 
they fly by.  Cheap but effective.  A less cheap way, and the one I suspect 
Capcom intended, is to get past them and into a small control cabin.  They can't 
get in there, but you can slash out--a little better than chopping at their 
feet?  After you kill the girls and the pilot, the level is over.  If you're in 
need of some sick humor you can chase the pilot off the ship, making him jump to 
his death.  END OF LEVEL.


C. Stage 3 - The Balrog Flying Fortress

This is another fantastic level--very fast and furious!  You find yourself on 
the deck of the Balrog with large rotating gun turrets facing you (very much 
like the one on the airship you just conquered).  There are four of these 
turrets and you should note that they also raise and lower, temporarily putting 
them out of your range.  After you have destroyed two you will be met by a 
descending column of flying mini-turrets.  These mosquemen-like cannons are well 
armored and will be a pain in your side for the rest of the game as they fire 
those same orange balls you saw in level one, and these buggers will follow you 
around.  Stand to one side and take them out as they descend, then continue to 
the right until you see a large cannon.  Slide under it avoiding its fire and 
strike to the right exposing the interior of the ship.

The room you are dropping into is the bomb room and seems to exist solely for 
loading and transporting bombshells.  This room can be taken many different 
ways, however you should note that immediately to your right (from the large 
cannon) and down there is a sword power-up.  To your left there are several bomb 
depositories--behind one of which is the famous hidden panda.  There are also 
lasers mounted on the ceiling so be careful!

Throughout the room are several conveyer belts with mini-platforms on them.  If 
you want, take out those bombs to the left, but your goal should be a conveyer 
belt at the bottom moving right.  You will note a hole in the floor--if you are 
quick and drop down through the right side, you will land on a small structure 
hanging from the hull of the battleship, and suspended there is a full-life 
power-up.  The reason I have requested speed should you make this departure from 
your primary goal is that shortly after dropping through the hole another column 
of those floating turrets will be after you.  Don't bother destroying them.  
Jump to the hull and move quickly to your right so as to avoid their fire.  You 
will come to another breach in the hull, leaving you where you would have been 
had you kept to the conveyer belt and continued moving right.  Here there is 
another diagonal conveyer belt…actually two.  The first is descending to where 
the breach in the hull is, and it is carrying bombs.  If you land on these you 
will suffer.  Pick up the  V-ism power-up and destroy everything you can.  Your 
goal is the conveyer belt going up and to the right.  As you reach the top jump 
up to the ceiling, hauling yourself up to another room where you will be 
confronted by two more of those bipodal mechanoids.  Since you'll probably still 
be in V-ism, destroy them with ease.  Even without V-ism, they are really no 
threat at all.  The real threat is the moving wall which could easily turn you 
into a very thin Strider.  Jump to the wall and climb like you've never climbed 
before.  You will note an ascending army of those floating turrets but don't pay 
attention to them now.  As the walls get really close, start jumping from one 
side to the next and at last haul your rear up onto yet another main deck.  

This appears to be a helicopter loading pad, and a new shipment has just come in 
for you!   Yes, it is the 'Frog Robot' (not my name).  Basically a pumped 
version of the Dipodal Mechanoid.  This comes with an extendible spear like 
projection (though it is on a chain and can extend the length of the screen, as 
well as firing homing missiles out its back-side (eek!)  Duck down and take him 
out while also facing a horde of floating turrets.  If you do not have any bots 
and you are playing on the arcade version, you'll probably take a hit, but don't 
worry coz there is a life-up not far away.  If your on the PSX, you'll probably 
take them all out.  I'm unsure of the reason for this discrepancy.

Travel to the right but do not jump across the hole.  That is a launch-pad to 
your death.  If you want to try it out, be my guest, but only quick reflexes 
will save you.  Instead, descend down the hole and jump to the underside of the 
platform on the right.  Scale as far as you can to the right and you'll 
automatically drop down on a canister--this is the life-up I promised you.  Now 
jump to left, don't walk because the mechanism you see there is another 
launcher.

Now you are going to face a rather difficult fight with the flying turrets and 
some more of those guards from the bomb room, however be aware that these are a 
little brighter.  The guards here will also use the rocket launcher on their 
guns with deadly accuracy--be ready!  Run down to your right and break the door 
down.  You'll come on one of those extendible drill barriers.  Leap over it and 
dispatch another swarm of those turrets while dodging those rocket launchers 
from the guards.  Rather tricky.  Jump up and take out the laser cannon.  You'll 
proceed down a hallway and see two arrows, one facing up and another down.  When 
you traverse this, the gravity will invert.  Take this opportunity to take out 
your ceiling based enemies and be happy that the guards are too stupid to think 
of looking up there.  Keep on right, again taking out the laser and slash any 
guards who get in your way.  Along this hallway, if you chose to wait around 
you'll see something very odd.  Some sort of weird metal tubes will start 
floating up from the floor and down from the ceiling.  If you want you can stand 
back and keep blowing these up for points.  I have no idea what these are or if 
they are supposed to hurt you, but they are such an oddity I thought them worth 
mentioning.

You should now have reached a shaft going down.  This is your first gravity core 
to destroy.  Enter and proceed either to your right or left.  You'll notice the 
gravity is very strange here.  At your extreme left or right (at the vertical 
walls) you are safe from the gravity core, but anywhere else you will be pulled 
into its field.  At the bottom is a life-up, so if you need it, use it.  
Otherwise you might wait until you are hit--though it hardly matters, there is a 
full-life recharge not far away.  To kill the core, just get in its orbit and 
keep slashing.  I've tried different strategies, some more successful than 
others.  On the callus emulation I've had luck being near the bottom, getting 
sucked in, then being deposited where I can jump back at it for a few more hits.  
On the PSX you can kill this with only one orbit, and the bottom seems a good 
place to start, you don't even need to jump.

After the core has been destroyed, the ship will begin to explode--the perfect 
time for you to make your departure.  A doorway at the bottom will be open.  
Depending on how you landed, you may have enough inertia to leap over to another 
one of those small scaffolding-like structures dangling from the hull.  If you 
are uncertain, don't try it.  Just as easy to hang from the ceiling and hand-
walk your way over to the scaffolding, drop, and completely refill your health.  
Either way, the level is almost over.  Keep to the right and climb up another 
launching pad where a pirate looking guy (eye-patch, hook-hand and a peg leg) is 
whipping people off his escape-helicopter.  Obviously he's the leader.  Jump up 
on his craft being careful not to be whipped, or hell, don't be careful and just 
jump in and beat him up.  He dies easy.  Stay on the helicopter (since there is 
no where else to go) and fly to safety.  END OF LEVEL.

D. Stage 4 - Amazon

This level may seem like a bear to the initiate, but it is in truth the easiest 
level in the game.  In fact, you can beat it in under a minute.  Nonetheless, it 
provided much anxiety for Striders of yesteryear.  First off, you need to decide 
at the beginning of this level if you need a bot, coz that is the power-up in 
the canister at the base of the hill you are standing on.  The problem, if you 
take it you will be facing a pit-trap.  Not an inescapable one mind you, but if 
you can avoid it, why bother.  If you chose to avoid the trap, just run past it.  
If not, pick up the item then start leaping as fast as you can to the right as 
the ground under you will crumble away.  Also note that leaping back after the 
ground has collapsed will not work because the floor of the canyon will become 
covered with the exploding spores which appear over this entire level.

From here, leap to the tree in the center with two branches extending in either 
direction.  As you wait here, flying mosquemen will show up carrying goodies.  
In order they are:  Sword power-up, bot, v-ism, life-up.  Although there is no 
guarantee these will show up before time runs out, it is worth waiting at least 
for the sword and I recommend the v-ism.  Leap to the right and take out the 
amazons there and the spore with your extended sword.  Leap to the right again 
grabbing the tree, then leap left to make the green branch above.  get on top of 
the branch and head left--it will bend under your weight.  Before it descends to 
far, jump to the left toward another green branch so that you are hanging from 
that as well.  If you have bots you can harmlessly hand-walk to the left letting 
them exterminate the savage women.  If you're in V-ism, just take out the women 
the manly way--as an invulnerable sword slashing assassin!  Jump up to the next 
branch, and then there is a short branch/platform above that.  Jump to the right 
from here--the result will land you grasping momentarily to a green branch, jump 
right again and you will be on a non-bending branch.  Go right until you see a 
green branch above you, jump right twice in rapid succession and you will be at 
the summit.  Take out several exotic beauties swinging from branches here and 
rush down the hill to your right, never mind the giant ball borrowed from 
Raiders of the Lost Ark.

When you see a bit of green, jump to the right, and encounter three more 
mistresses of the wild.  Kill them all (coz your just that kind of guy), and 
take the full life-up.  There is also a panther power-up here, but I won't 
recommend using it.  Head to the right on a green vine and drop down into the 
Jurassic.  To your left is a V-ism power-up, but there is a good chance as you 
go to grab it, a Triceratops will appear and hit you--a bad thing if you have 
the panther.  Grabbing this though will virtually ensure you can beat the level 
without a scratch.

With or without the V-ism, proceed right taking out dinosaurs of many kinds.  
The only thing you can't kill are the big Brontosaurus (that's right, we're back 
in the Fred Flinstone period of tail-dragging cold blooded dinosaurs!)  You can 
ride the Triceratops just like the Amazons, but your better off sliding along 
the ground.  If you walk on top of the Brontos, be prepared for a mass attack of 
Pterodactyls, but that doesn't matter if you are in V-ism.  What is critical is 
you take the second bronto--that is, using his height to get access to a green 
branch you'll see above just past a small lake (well it is really just a hole in 
the ground with some terribly rendered and murky water.

Before I get ahead of myself I'd like to bring your attention to two things.  
One, the piranhas you'll see here and elsewhere do not hurt at all, but they do 
look funny hanging off of Hiryu.  Second, and far more important, here is where 
you can nearly triple your score on Strider, especially if you have an optimized 
Hiryu with bots in the lowest positions.  Go to the first hole in the ground 
(the one that isn't a lake) and just kill dinos as they roll in.  Kill the fish 
too.  Kill anything that had a mother or a father or graced the air, earth or 
waters with its feeble attempt to live!  Them bodies are worth points, and when 
it comes to saving the world, you might as well dally here to ensure you 
actually have a little more than fame after the job is done.  Plus, there is 
nothing funnier than Strider the dino hunter.  By now if you've played a perfect 
game you should have about five lives.  You can burn all but the last here 
letting time run out so you keep your bots and all your health units.  Might 
want to leave one in reserve if you aren't a champion Strider player, but either 
way you'll have two or three times more points than a perfect game of Strider.

When you've decided your ready to save the world instead of hunt dinos, proceed 
up to the green branch.  Do not, I repeat, DO NOT jump down to the ground.  
While the boss you will be fighting is not particularly difficult, the 
programmers here must have felt very cruel because a vine/branch on the ground 
nearly cripples any chance of you taking this boss the fair way, so dodge a 
couple aerial fire-balls and get ready to destroy Lago, the Mecha T-Rex.  From 
your position it is just a matter of whapping this big-boy on the nose.  If you 
have bots, they'll probably kill him before you even have a chance.  So what do 
you do if you're on the ground?  The general pattern is to leap straight up as 
he thrusts his claw at you, hitting him on the nose/jaw, then hit him again when 
he leaps, dodging his strange fireballs.  But this is incredibly difficult here 
because of the RETARDED branch on the ground.  I've lost nearly perfect games 
because I accidentally ended up here, so just DON'T go down there.  Stay up in 
the tree.  END OF LEVEL.

P.S.  After this level, learn that the amazons only fought you because the 
master brought ancient monsters from the sky, apparently scaring the bejezus out 
of them--somehow I just couldn't sleep at night thinking those women were all 
bad ;)

E. Stage 5 - The Third Moon

This is the hardest level, but if you follow my instructions you will find you 
can easily defeat all the obstacles put before you, though with a few rough 
spots.  Start by killing the Frog Robot (making sure to destroy the homing 
missles), then jump up on the satellite dish and eradicate the spiderbot.  There 
will also be two mosquemen that appear--typically one carrying a sword power-up, 
and sometimes the other carrying a bot.  Collect these and get ready for some 
fast-paced action.  Hop up to the second level of the satellite dish then 
carefully jump straight up to the third-flipping yourself on top.  The next move 
is tricky.  Run down, jumping right onto a sharp incline.  Proceed rapidly to 
the top taking out another frog robot.  There will be an army of floating 
turrets behind you so speed is essential.  Destroy any homing missiles the frog 
robot got off and quickly proceed right going down yet another sharp decline.  
Before you reach the end (and plummet to your death) jump to the right (while 
swinging your sword--consequently taking out a guard) so you are hanging from a 
floor.  Drop down next to another guard and destroy him.  You will probably note 
some heavy gunfire in the process--this is coming from a Russian gunner directly 
above you and identical to the one you encountered in level one.  This time 
you'll have to take him on for real, though if you have gotten this far, you 
already have an advantage.  

Proceed to the right down a slope (you'll see a canister at the bottom--its 
another panther power-up).  As you proceed to the bottom you'll notice a 
canister appears in the area you just left, not entirely sure why it does not 
appear immediately, but it is a bot power-up.  Depending on your needs you may 
wish to collect it before getting the panther (if you want the panther.)

From the bottom you should see a short platform above you.  Jump on to it from 
the right hand side taking out the guard.  As you attain the platform a heavy 
stream of gunfire should pour down from above.  With great caution you need to 
approach this barrage and get as close as you can.  You are targeting the edge 
of a platform directly above you.  Jump straight up then jump straight up again 
and nail the gunner.  The room should now be a lot safer.  It is also possible 
that as you perform this maneuver, your bots will destroy the gunner before you 
make the second leap.  Good old bots.

Dropping back down you will need to confront a column of flying turrets.  Take 
them out as before and proceed right.  Moving from bottom to top you will find a 
mechanoid, a soldier/guard, a frog robot and then another mechanoid.  Take some 
caution with the frog robot as his missiles can circle back through the wall and 
hit you while you are climbing.  The only safe thing to do is to kill it with 
your bots.  When you destroy the last mechanoid you may wish to drop down to the 
previous level as a squad of those turrets will drop down.  From the previous 
level (which extends farther) you can easily dispatch them.  Then jump up again 
and proceed right.

Incidentally, before we leave this room I'd like to note it is really quite 
spectacular.  Though there is no reason to do so, you can climb up on the 
satellite dish above the Russian gunner.  It will only bring about the attention 
of those turrets, but it is a spectacular view and more than I think any other 
company would have put in their game in 1989.

As you enter the next room you will note immediately that the gravity has 
switched.  I will still refer to the bottom of the screen as the bottom, but 
understand that you will fall 'up'--often to your death.  This is, incidentally, 
the hardest single part of the game; a part unmastered by many Strider players 
and I do not claim to know the best way to avoid its many perils.

Before proceeding further you will be attacked by another wave of turrets.  
Destroy them then jump to your right.  Do NOT walk down or enter the hole at the 
right--if you enter there you will be facing the three Chinese ninja again, and 
here there are no short-cuts or secrets which will keep them from parting you 
with your life.  If you somehow manage to beat them, you will be rewarded with a 
bot power-up.  A very poor trade.  Instead, as I have instructed, leap over this 
hole and you will be facing a spider bot.  Destroy him and proceed 
walking/running to the right (don't grab the ceiling here and attempt to hand-
walk across--you will be facing both flying turrets, soldiers and robot spiders 
with only one hand to swing, and one hit will drop you into space.)  You will be 
running toward the top of the screen (down a slope), and where it ends you must 
make a dangerous leap to the right onto a small bit of ceiling, from which you 
must leap right immediately, landing on one of those drill beams.  There will be 
many of them coming out of the right wall and your best bet is to madly leap 
from beam to beam, first leaping right, then more toward the bottom of the 
screen (again, this is upward for you).  Note that you will also be facing a 
squadron of turrets at the same time.  Perhaps there is a way to eliminate them 
while taking minimal damage, but the best solution I have found is to run!  This 
is really not an easy thing to describe and despite much practice, I've never 
got it down to a fine art.  If you have the stage select option open on your 
PSX, give this area your attention until you can get through it with no more 
than two hits.

As you reach the bottom you should probably reward yourself for clearing that 
room, but don't celebrate yet because you're entering a gravity core chamber and 
there will be turrets following you, but if you are fast they will miss you 
(though if you go to the extreme right outer edge--again, the vertical wall--the 
turrets will try their best to scare you, firing shots directly over your head.)  
Wait for the core to pass while taking out a spider robot.  Run to the bottom 
picking up a life-up, then kill another spider.  From here destroy the core in 
the same way as the former, but be careful so as you are not dropped straight 
down a bottomless shaft.

Once destroyed, this room will explode like in the Balrog.  Climb down the 
tunnel, moving to the right side where you can drop to a platform.  You will 
need to do this quickly because yet another group of turrets will be after you.  
Collect the contents of a canister here that is hopefully a life-up but will 
probably be points.  Drop down into the next room where you should meet another 
Novo.  Unlike before, its lasers will strike you if you aren't fast.  When its 
deadly beams are almost upon you, jump straight up, then press down so as to 
drop from the ceiling (otherwise you'll be hit up there!)  You will need to do 
this two or three times.  Afterwards, pick up the sword power-up on the left 
side and proceed right--you've got some serious killing to do.

There are three mechanoids outside as well as your buddy Solo.  No special 
strategy here though if you are short of bots, Solo will not be fun.  Kill them 
all and jump to a small platform where you'll use that sword power-up you 
collected to kill the frog robot to your right.  Again, watch out for its spear 
projection and guiding missiles.  Jump to the right after that it is gone and 
take on Mecha Pon yet again as well as a gray T-Rex (versus the red ones in the 
previous level.)  These two are no threat at all.  Note, you can keep Pon off 
you with a single strike while getting to kill as many dinos as you want as they 
will be replenished as long as the great cyborg monkey lives!

After this you will again be fighting Lago.  If you haven't figured this out by 
now, everything you did before is coming back, but with no special cheats--a 
very nice touch on the part of Capcom.  Again, the basic strategy remains the 
same--but if you didn't learn it the first time you must learn it now.  Strike 
while he is extending his claw and while he is jumping.  Repeat this pattern 
until he falls.  You have now earned the attention of the master.  Again the 
uroboros creature will appear, ride his back as you cannot destroy him yet.  
Above him you will hear the voice of the master: "I shall raise the city up to 
the sky and rid the Earth of all creatures.  I shall create a race to fill the 
Earth.  All sons of old gods, DIE!!" (I think this explains all the tubes filled 
with 'humanoids' in Strider 2)  Ride the serpent to the Master's domain.  Keep 
striking the head of Uroboros until you see it flash--then you know it is 
vulnerable.  Get as far up on the head as you can as you may very likely fall to 
your death when it dies if you are not far enough up on the monster.

Once the Iron ruler is no more you now have the arduous task of killing the 
Master.  No easy task, unless you have five health bars and bots!  There is a 
full life-up above you and to the right, while above you and to the left there 
is a sword power-up.  This should be enough to take the Master down, though you 
may expend your last life unit doing it.  Simultaneous death will be rewarded by 
victory.  The Master's basic strategy is to lob green lightning at you that 
materializes into creatures such as wolves, pterodactyls or those harmless fish.  
The lightning itself will definitely hurt you.

Once you finish off the Master, Hiryu is apparently hurled back into the Earth's 
atmosphere and it is unclear how he survives, though we see him landing (via his 
glider) on the back of a whale, the earth saved!


5. Arcade (Callus) vs. PSX version

I have read several reviews which state these two versions are identical, 
however real Strider enthusiasts will note several differences (most of which 
are small) and I believe worth mentioning.  Despite these differences however, 
the PSX version of Strider Hiryu 1 remains the truest legal version of Strider 
available for purchase.  For comparison to the arcade I have utilized the 
emulation for Callus which I believe to be arcade perfect.  I would like to note 
at this point that the Callus version (though free) is not a legally viable 
option unless you own the original arcade and I am in no way recommending this 
as an alternative to the PSX version.  I would also like to add that while 
Callus has allowed many the opportunity to revisit long lost favorites, this 
really undermines Capcom if you also aren't supporting their games--so go out 
and buy the thing!

Anyway, let's get down to business.  The two games are graphically identical, 
and the game engine is identical.  What is different is some very slight 
tinkering, most of which should please the Strider fan.  First, and most 
noticably is the altered soundtrack.  I'm not talking about the re-mix (which is 
great at times and disappointing at others), I'm talking about the soundtrack 
for the third (Balrog) and fifth (Third Moon) level.  Both on Callus and to the 
best of my memory, in the arcade, these two levels used the same theme which 
appears in level one.  I have never heard the music used on the PSX version 
before--ever.  I know it was not in the arcade I played.  Is it possible there 
was a 1.01 edition which upgraded the game slightly adding new music to these 
levels?  I have no idea, but I do know I never played a Strider game with that 
music.  I'd appreciate feedback on this one.  My take on this is rather 
negative--I think the music is anti-climactic when you dispose of the Master…and 
that is the part where I most expect a rush from the soundtrack.

Speed:  The PSX version is quite a bit faster than the arcade.  To demonstrate, 
just look at the end of level 1 when you destroy Uroboros.  The explosion is 
very smooth and fast in the PSX version--this is not true on Callus and I am 
sure the arcade did not look this smooth.  We didn't see this kind of speed 
until Capcom's next board--the one which ran Alien vs. Predator and Super Street 
Fighter 2.  Strider just moves a lot faster in the PSX game, and I for one am 
really elated by it.  Definitely adds a new level of excitement to a classic.

The Bomb/Helicopter sequence:  This is of course an area of the game I have 
always been critical of, however the PSX version adds a new level of 
frustration.  In the Callus version you are given a moment or two to get on to 
the airship before bombs start hailing out of the chutes.  In the PSX version 
you are given no reprieve, and you are best to just stay on the helicopter until 
the first wave has passed.  This is extremely dicey and I rather prefer the 
earlier (and nicer) version.

Difficulty:  For some reason or other, the difficulty (independent of game 
level) is different between the arcade and the PSX.  Above I've mentioned the 
bomb/helicopter sequence, but there are other places too that the difficulty is 
either much harder (the gravity reverse hallway on Balrog) or easier (the 
gravity core on the Balrog).  These differences were even noted by Strider 
Ishmael who hasn't seriously played the game in years.  Situations I've noticed 
include the cyborg gorilla that dies with almost no hits at all.  Again, the 
gravity core can be killed in one orbit, instead of the mandatory two that was 
always required.  Why this was changed for the PSX version I am really clueless, 
and would rather take the two orbits if the helicopter sequence would be reduced 
to its normal difficulty level.  One possibility is that with auto-sword 
swinging, Strider is just doing twice as much damage, but the monkey is 
literally dying in ONE second.  That is too fast!

The 'green snot' glitch:  Since I've never heard anyone else mention this glitch 
I've given it this rather functional but ugly name (you'd think I'd name it 
after myself or something!)  I'll save the description of this highly secret and 
sought after glitch for the secrets section, but will say here that it does NOT 
appear in the PSX version, which again supports my suspicions that the PSX 
version has been cleaned up a little bit.

In conclusion, the PSX version is not identical to the arcade, but beyond the 
soundtrack I am really not disappointed with any of the differences I've seen so 
far, and some I am quite happy about.  Definitely very playable, and for most 
gamers will be indistinguishable from the original.

6. Secrets and Glitches

Not a lot to list here, though some have taken a long time to find.

Hidden Panda:  Is this really a secret anymore?  This little guy is to the left 
in the 'bomb room' on the Balrog.  Just blow up all the bombs and there he is.

Reverse-bug:  As noted in Rigel Di Scala's FAQ, there is a bug in the arcade, 
though not one I have noticed very often as I simply don't get hit by too many 
Amazon axes.  Strangely, after repeated testing I have found I can't get the 
Amazons on the PSX to throw their axes at me (at least, not at a level it would 
hit me while walking.)  The glitch itself causes Strider to begin walking in the 
opposite direction the joy stick was being held when he was hit.  There is a 
place in the arcade they would dependably throw their ax and they won't do it 
here.  My guess is that the axes were removed so as to eliminate the glitch, but 
to my consternation, I have actually seen them throw an ax but only when I was 
no where near them and couldn't even try to get hit by it!  Someone please e-
mail me on this one.
 
Getting past the barrier:  Mentioned before in level one.  It is possible to get 
past the last 'beam barrier'.  I am not sure how I did it.  A quick jump to the 
left and I made it over there before the beam reached the top.  My reward?  I 
got to die.

Two-in-one bot trick:  This is the most useful glitch (or sneak) in the game.  
You need two bots, then open a panther canister without picking it up.  Lose one 
or both bots and then pick up the panther.  Your big friend will be on one or 
even -no- life units.  If you can keep him until he turns back to bots, you get 
both bots on one life bar.  If you are careful you can typically achieve this on 
level one giving you a nearly indestructible Strider.  This, as far as I know, 
is one of the best all-round cheats in the game. 

Triple your score:   OK, that is an approximate.  I found this secret back in 
1990 or so and amazed my friends with it, signing my high score  'GOD'.  The 
secret is to utilize time outs and expend your excess lives in the amazons 
killing dinosaurs which are worth TONS of points.  While seemingly barbaric and 
having nothing to do with saving the world, this will earn you a far higher 
score than can be obtained through normal game play.

Green-snot glitch:  Completely worthless and only in the arcade version.  If you 
have both bots on the last level, immediately upon destroying the Uroboros and 
attaining the Master's level, swing your sword and there will be a large green 
colored platform like object--but it explodes almost instantaneously.  In fact, 
you only see it because it is exploding.  This glitch is only for confirmed 
Strider lunatics, so I don't expect to be hearing much feedback on this one.  
Still, it remains a good index of the original game.  Kudos to anyone who can 
figure out what the object is--I can't!

Infinite sword power-up:  Only available in the PSX version.  Play through once 
and you get this option.

Stage select:   Only available in the PSX version.  Play through once and you 
get this option.

Level 0 in Strider 2:  Though well documented, if you play through the PSX 
version of Strider 1 and save your game while doing the same for Strider 2, 
Level 0 on Strider 2 will become available.  Unfortunately this is the poorest 
level in the game.

Select Strider color:  Again, complete Strider 1 through once on the PSX and you 
can select his color next time you play.  Unfortunately most of these palettes 
are very bad, including one somewhat reminiscent of Dan.  Now if I could just 
play Strider through AS Dan, that would be fun!

7. Strider 2

This FAQ is not really about Strider 2, however I thought it worth mentioning 
because even with only a few days of intense game play, I can hardly separate 
the two in my mind.  Strider defined what games should be in 1989, and while I 
doubt it will be heeded, I can think of no better action game for the new 
millennium.  In every sense, Strider has been improved while also being a remake 
of Strider 1, not the sequel.  Like the first game, this need not be a quarter 
eater (though I am a long ways from mastering the last level--if that is 
possible!), as practice and creativity can defeat opponents which once seemed 
nearly impossible.  I have beat levels one through three without continues 
(though not in sequence as I am not that good yet) and nearly beat level zero 
without continues as well.  Level four also seems as though it can be mastered 
with patience.

But Strider 2 is more than just a remake of the game in its themes and moves, it 
also embraces the same furious kamikaze approach that was a hallmark of Strider 
1.  You can at times annihilate your opponents with mad dashes and crazy stunts 
that no sane man would try (Strider Ishmael has compared my playing style to one 
under the influence of crack!)  This game is all about adrenaline, but it is 
also all about smart game-playing.  There are times to hold back and wait out 
your opponent--it isn't just mad hack and slash.

Most impressively, I think Strider 2 has done something new with its 3-D 
backgrounds.  While game-play is still roughly 2-D, you are playing in a 3-D 
world.  People in the background can still shoot you, and with your sword boost 
activated, you can shoot them!  But that isn't half of it.  The worlds you move 
through are stunningly recreated such that these places really live and breath.  
As you take the second gun turret on the castle in the second level, you can see 
behind you a stunning view of all that you have traversed in your adventures.  
Elsewhere you will find yourself dangling from cliffs of ice or jumping between 
air cars as you battle for your life.  I have always been prejudiced to 2-D 
games because I feel they offer the best game-play, but here we see the best of 
both world, and not with cheesy and unconvincing polygon rendered backgrounds 
that are two bright and colorful to ever exist in the same world as Strider.  
Instead everything that has made Capcom's 2-D games (from side scrollers to 6 
button fighters) brilliant has been put into a world that only 3-D graphics 
could make possible, and while the technology is not new, this is the best 
application I have seen of it to date.

I didn't really mean to do a promotion for Strider 2 in this FAQ, but I felt 
that simply ending with Strider 1 left a bad taste in my mouth.  Strider 1 is 
after all an 11 year old game, but Strider as a video game hero, and an idea of 
Strider as a video game concept is still strong and still has (I might add) a 
unique identity.  No other game has ever emulated what was captured by Strider 1 
until Capcom's recent sequel, and they have captured it with the greatest 
accuracy.  For this reason I feel the need to strongly endorse this sequel, 
having waited so long for it, as well as praising Capcom for their commitment to 
this 11 year old idea. 

8. Legal
 
Strider, Strider Hiryu, Falchion, and all other related names/trademarks are 
copyright/trademarked Capcom Co., Ltd. Playstation is copyright Sony Computer 
Entertainment Inc.

This document is copyright Chris Moon 2000 and cannot be reproduced for profit 
in any form. It can be freely distributed over the internet as long as it is 
unaltered and is only distributed on free (i.e. non-subscription) sites. If you 
do choose to post this document on your site, please email me to let me know.