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There are several kinds of enemies, from foot soldiers armed with nothing more than a rifle to powerful Anti-aircraft artillery and enemy helicopters. Generally the player has no backup, and must deal with the opponents on his own, though both Soviet Strike and Nuclear Strike incorporate missions involving large amounts of allies.The player can lose a game in several ways; by losing all their lives or through action that makes a mission impossible to complete, called a SNAFU. A SNAFU can be caused by destroying a mission critical object, killing someone who was to be captured or rescued, killing too many friendlies, allowing an objective to leave the battlefield, failing to protect a friendly target from being captured or destroyed, destroying your home base or landing zones, or waiting too long to complete a mission objective. After a SNAFU, the player must return to their home base and the level restarts from the beginning. In Soviet Strike & Nuclear Strike, if a player fails to return they are warned to return to base and after three warnings, STRIKE shuts down the players vehicle and the level will be restarted.The series was militaristic in nature, with each enemy sprite having a corresponding information section in the pause menu, relating details of the real world weapon (or a fictionalised version, in the case of non-existent weapons, such as the Mohican helicopter from Urban Strike). The next generation titles, Soviet Strike and Nuclear Strike, featured plots based heavily on present day geopolitics, such as the instability of post-USSR states, or tensions at the DMZ between North and South Korea. However, in contrast, the games often displayed a quirky sense of humour, featuring numerous appearances by Elvis and even Santa Claus, as well as wisecracks from the player character in the earlier games (in Urban Strike, the player's character, on being told the villain is an evil genius, comments: 'Great, another evil genius. Why can't I ever fight an evil idiot?') Although ostensibly serious in nature, the games were often quite tongue-in-cheek in their execution.
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