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1988 · NES

Jackal

NESShooter
First released
Oct 1988 (North America)
Platforms
NES
Genre
Shooter
Developer
Konami
Publisher
Konami
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Facts from Wikipedia (CC BY-SA). Spot a mistake or a gap? Fix it yourself or tell us.

What it was

You drive an armed jeep into enemy country to free prisoners of war. Gun down soldiers or run them over, reach the camps where prisoners are held, and they climb aboard. Drive them to a helicopter pad and the chopper lifts them out. A machine gun handles infantry; a grenade launcher flattens tanks, gates and buildings, and with enough rescued prisoners it becomes a missile launcher, then a stronger one.

A second player can drive the other jeep at the same time, and that is how it is meant to be played. On the NES the mission runs across six checkpoints, Alpha to Zulu, each ending in a boss: missile-spitting statues, a battleship, and a giant tank with a flamethrower at the end.

Where it sits in history

Konami's arcade Jackal came out in October 1986 (as Top Gunner in North America). It was built for rotary joysticks like SNK's Ikari Warriors, but the wide release used a normal stick. Japanese magazine Game Machine listed it as the third most successful table arcade unit in November 1986.

Konami reworked it for home. A Famicom Disk System version, Final Command: Akai Yōsai, came out in Japan on 2 May 1988. The NES cartridge followed in North America in October 1988 with longer, wider stages, new bosses, a jeep that can carry every prisoner in a stage, and three hidden stars. One catch: lose a jeep and your launcher drops all the way back to grenades. IGN later ranked it 37th in its top 100 NES games.

How it plays today

It still plays quickly and cleanly. The jeep turns in eight directions and slides around the field with a pleasing weight, and the rescue loop gives you a reason to swerve into danger rather than just shoot forward. Prisoners spill out of a wrecked jeep and wait for you to come back.

Alone, the losing-everything rule stings and the later checkpoints get crowded. With a friend it is a different game: one jeep clears the way, the other ferries prisoners, and you both shout when the chopper lands.

Compared with

  • Contra: Konami's other two-player NES war game, on foot and much harder.
  • Ikari Warriors: SNK's rotary-joystick soldiers, whose rotary joysticks Jackal's arcade original was first built around.
  • Life Force: Konami's two-player shooter of the same era, in space instead of a jeep.

Why it matters

Erving Goffman argued that a game builds a shared world with its own rules about what matters, and that being absorbed in it together is what makes an encounter feel alive. Jackal makes that literal. For ten minutes two people on a couch care about one thing only: how many prisoners are in the back, and whether the other jeep is covering the pad.

Nothing in the real room has changed. But the friend beside you is now the one who came back for you when your jeep blew up, and that small debt is real.

Read: The second controller →

  1. Goffman, E. (1961). Encounters: Two Studies in the Sociology of Interaction ('Fun in Games').

What you're levelling up

You have been training these without noticing. Here is how to do it on purpose, and where it pays off away from the couch. All the skills games teach →

Teamwork

In the game. With a mate, one jeep clears the way and the other ferries prisoners to the helicopter pad. You both shout when the chopper lands.

Do it on purpose. Play co-op and split the jobs out loud before each checkpoint: who shoots, who carries. Swap at the boss.

Off the couch. Every group job runs better with a clear split: one cooks, one cleans, one sorts the music. Say it out loud and nobody doubles up.

Judging risk

In the game. Rescued prisoners ride in your jeep until the pad. Get blown up and they spill out and wait for you to come back for them.

Do it on purpose. Set a number: you head for the pad once you're carrying that many. Raise it each run and find where your luck runs out.

Off the couch. Bank a win before you push for more, at work, in a deal, at poker night. Know your number before you start.

Hand-eye coordination

In the game. The jeep turns in eight directions and slides around with a pleasing weight while you lob grenades at tanks, gates and buildings.

Do it on purpose. Play a checkpoint firing the grenade launcher only at targets you've lined up. Count your wasted shots.

Off the couch. Steady hands read as calm confidence: reversing into a tight park on a first date, or plating up dinner for two without a mess.

Verdict · 7/10

A short, sharp rescue mission that sings with two players. One of the NES's best couch co-op games.

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