Super Cobra
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Super Cobra

Super Cobra

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Synopsis As Konami’s Scramble stormed to the top of the arcade earnings charts, the company scrambled (sorry) to create a sequel. Super Cobra was the result. Released only a few months after its predecessor, Super Cobra replaced Scramble’s rocket ship with a helicopter, but the object remained the same: pure, unadulterated destruction.

A joystick gave 4-way control of your chopper as it raced through ten side-scrolling levels, capped off by a base. Separate buttons launched sidewinder missile at foes in front and dropped bombs on targets below, but bomb-dropping was an acquired skill. Since there were no targeting sights, Super Cobra players soon learned to give the explosives enough lead time for a direct hit.

The game’s ten stages of mayhem included tight catacombs, tall buildings that had to be flown over, gun turrets below, and of course, all the launching missiles and flying menaces that had made Scramble such a thrill. And to top it off, the game was faster.

Super Cobra was a much bigger challenge than Scramble, but it also offered a bit of hope to discouraged players. For an extra quarter, the game would pick up where it left off, allowing players to continue their raids without starting back from the beginning. This, of course, became a standard feature of many arcade games in years to come, but back in 1981, it was a revolutionary move.

Despite (or perhaps because of) the similarities with its predecessor, Super Cobra became a classic in its own right, a favorite of those who liked their games plot-light and action-heavy. On that level, both Scramble and Super Cobra always delivered.

Release History Apr 1981 - Super Cobra
Jul 1981 - Super Cobra

Sub Categories action

Manufacturer Konami, Stern

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