Twin Cobra II

Arcade
Twin Cobra II is a 1995 arcade game published by Taito Corporation for the video arcade market. It is the sequel to Twin Cobra. The game was in development by Toaplan, but it was closed down in 94. Since Taito owned the Tiger-Heli/Twin Cobra rights, being the publishers and all, they let Takum...
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Developer
Takumi
Released on
1995
Size
1–2 Players
Version
Arcade
Requirements
Arcade
Downloads
Action
Publisher
Taito
ESRB Rating
Not Rated
Cooperative
Yes
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Description

Twin Cobra II is a 1995 arcade game published by Taito Corporation for the video arcade market. It is the sequel to Twin Cobra.

The game was in development by Toaplan, but it was closed down in 94. Since Taito owned the Tiger-Heli/Twin Cobra rights, being the publishers and all, they let Takumi finish up the game. It was their first release.

Twin Cobra II

Overview & History

Released in Japanese arcades in 1995 by Toaplan's spiritual successor, Takumi Corporation, *Twin Cobra II* (known as *Kyukyoku Tiger II* in Japan) serves as the explosive, technologically advanced sequel to the 1987 vertical scrolling shoot-'em-up classic. While the original game was celebrated for its gritty military aesthetic and relentless difficulty, this iteration transitions the series into a pseudo-3D perspective rendered via sophisticated 2D sprite scaling. The storyline thrusts players back into the cockpit of advanced attack choppers to suppress a rogue military faction equipped with experimental, futuristic weaponry. Unlike its predecessor, which locked players into a single helicopter type, *Twin Cobra II* introduces three distinct pilots, each operating a uniquely customized chopper with varying speed, firepower distribution, and bomb deployment arcs.

Gameplay Features & Mechanics

The core gameplay loop revolves around navigating five sprawling, vertically scrolling stages packed with sprawling ground installations, armored battalions, and colossal mid-bosses. Players can collect power-up crystals to cycle through and upgrade four distinct weapon systems: the standard wide-spread Vulcan, the concentrated Laser, the homing Missiles, and the area-clearing Plasma beam. A defining mechanical addition is the inclusion of a melee/close-range option and a rechargeable charge-shot that unleashes a devastating screen-clearing barrage. The iconic bomb mechanic returns, but it is now tied to the pilot's specific tactical doctrine—some unleash carpet bombings of napalm, while others deploy concentrated energy pulses that nullify incoming bullet hell patterns. The scoring system rewards aggressive play, encouraging players to chain enemy destructions and harvest hidden bonus medals dropped by high-value targets.

Keyboard Controls

  • Arrow Keys / D-Pad: Move
  • Action Keys: Attack / Jump
  • Enter: Start / Pause

Video

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