
Strikers 1945 3
A 1999 Psikyo arcade bullet-hell finally on PC and Xbox, and the difficulty curve starts at 'brutal' and climbs from there. Not for the faint-hearted, but shmup lifers will find plenty of scoring depth to obsess over.
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About Strikers 1945 3
My first run with Strikers 1945 3 ended on stage two. That should tell you almost everything you need to know. This is the third and final entry in Psikyo's Strikers series, originally an arcade cabinet from 1999 that barely left Japan and never saw a proper home console port back in the day. The PC and Xbox release fixes that, putting one of the more demanding vertical shooters of its era in front of a new audience that has absolutely no idea what they're walking into. The setup is simple: pick one of six modern jet fighters, including real-world aircraft like the F-22 Raptor, F/A-18 Super Hornet, and the stealthy F-117 Nighthawk, plus a hidden experimental X-36 for dedicated players. Each jet has a distinct main shot, a sub-weapon, ship-specific bombs that clear bullets and deal area damage, and a super shot tied to a gauge you build by dealing damage. Holding the shot button when your gauge hits a threshold unleashes the super, and the three power levels of that gauge change how long and how hard it fires. It is a two-button game at its core, but the tactical ceiling on that super gauge alone takes real time to understand properly. The structural wrinkle that keeps runs feeling different is the randomised stage order. The first four of eight stages shuffle each credit, meaning the difficulty curve of any given run is unpredictable. Stages five through eight are fixed, and that is where the game stops being polite. Bullet patterns go from dense to genuinely unrelenting by stage three of any order, and the bosses are multi-phase machines that each carry a "Technical Bonus" mechanic unique to this entry: wait for the boss to expose a blue weak point during its super attack, fly close enough to turn it red, and shoot it for an instant kill and a fat point bonus. It is a risk-reward call every time, because getting close while dodging a super attack pattern is exactly as dangerous as it sounds. Medal chaining adds another scoring layer on top, rewarding you for collecting spinning medals in rapid succession. For anyone interested in score-chasing, there is genuine depth here. Here is where I have to be straight with you, though. The visual design is a mixed bag. Compared to the clean sprite work of the first two Strikers games, this entry pushes for more detail in backgrounds and mechanical enemy designs, but the result has a smudgy, overly busy quality that makes it genuinely hard to track your own ship in heavy fire. Your bullets and enemy bullets bleed into each other at times. On a high-refresh monitor this is manageable, but it is a real readability problem and one the earlier games in the series did not have. The difficulty is also skewed hard. Even on the lowest setting, this plays closer to Normal on any other shmup. Newcomers to the genre should absolutely start with Strikers 1945 II instead. This one is the series finale for players who already know what they are doing. Local co-op is supported, which is the right way to approach it if you have a patient couch partner. Online rankings give score-chasers a reason to keep looping after the first clear. The options menu lets you adjust difficulty, max lives, continues, and screen orientation, which at least gives casual players some tuning room. As an arcade port, it is honest about what it is: a short, looping, high-skill shmup from 1999 that rewards memorisation and clean execution above everything else. If that sounds like your kind of evening, few games in this genre push back quite this hard. Fred, Scout Team
Tags
System Requirements
Minimum
- OS
- Windows 10
- Memory
- 4 GB RAM
- Storage
- 70 MB available space
- Processor
- Intel HD Graphics 4000
Reviews & Ratings
No ratings available
Game Info
- Developer
- Zerodiv
- Publisher
- KMBOX
- Release Date
- Feb 1, 2026


