Showing posts with label Shmups. Show all posts
Showing posts with label Shmups. Show all posts

Monday, August 13, 2012

Another Shooter With Space-Sounding Words in it: Solar Striker, Game Boy 1989


Solar Striker is a very, very simple vertical scrolling shooter released for the Game Boy in 1989, by Nintendo. By Nintendo standards the game is simplistic and boring, but it was one of the first shooters released on a system facing a glut of puzzlers and platformers.


I could be rough on Solar Striker, whether for its single, endlessly-repeating musical track, it’s lack of an interesting power-up system, or its easiness. I beat half the game on one try, and I was tired. However, I won’t be rough on it. Solar Striker is actually perfectly suited for the Game Boy.

First of all, it’s very simple. No giant bombs to clear the screen, no real power-up system, and very lackluster backgrounds (including some decidedly non-“solar” looking backgrounds like a highway lined with trees) are the order of the day. The upside, however, is that unlike Gradius (reviewed below) the Game Boy can actually handle it. There’s no lag or slow-down at all, making the controls feel as quick and responsive as an arcade game.

The predetermined enemy patterns and relative lack of bullets (you’re more likely to run into something) make it reminiscent of Tecmo’s Star Force, an arcade and NES classic. Making up for easy levels, however, are a variety of surprisingly well-rendered and challenging bosses, including a base-and-core boss where stationary guns fill the screen while you have to shoot a stationary, protected core.

And let’s not forget, Solar Striker is 1989! For such an early title, it’s really not bad at all. For a veteran gamer who cut their teeth in the arcades, Solar Striker is not even worth a look. But for an inexperienced gamer or a kid – who was the main Game Boy consumer in any case – it’s a decent, even good, game that recognizes the limits of the console and delivers a fun and playable, if ultimately forgettable, shoot-em-up experience.

Final Rating: 7/10
Final Comment: Eminently playable and fun shooter, though too stripped down to be a nostalgia-inducing classic. Reminds me why it's a good thing we moved beyond the Game Boy.

Sunday, August 12, 2012

A Shooter in the Dark - Gradius, Game Boy, 1990


Let me start off by reminding you that the Game Boy is hardly the system to host a fast-paced arcade shmup. Like a poor man’s NES with a three-inch black and white screen, the Game Boy is best suited for the puzzle games and insipid platformers that made up much of its early library.


Despite being graced by multiple R-Type and Gradius titles as well as a decent variety of other shmups, the Game Boy did not deliver. Neither could the Atari 2600, if they tried to release Gradius for it, and that’s what the Game Boy ends up feeling like too.

Anyway, I’ve stalled long enough. Now I am forced to actually review this god-awful illegitimate member of the Gradius family. First of all, the music is good. It sounds surprisingly like the 1985 arcade music. That’s the only good thing I have to say about the game.

There is some parallax scrolling which, at first, seems like a treat for the Game Boy. Then I discovered that if your ship runs into one of the mountains, or what look like bunches of grass, in the background scrolling layer, it immediately explodes. Yes, the  background scrolling layer is actually in the foreground. Either the programmers didn’t understand what parallax scrolling means (imagine burning into a fiery crisp when you walk in front of the sun at sunset), or they thought to themselves, “Hehe, it’s a crap Game Boy title anyway, let’s make the game even worse and see if anyone notices.”

Actually, I didn’t even figure out I was colliding with the background layer until the third time I died doing so. The graphics are so lacking in detail that it’s difficult to do the kind of precise maneuvering alongside obstacles that Gradius requires.  Add in evil background layers and the game feels more like a boot camp obstacle course than one of the best sidescrollers ever made.

Like almost all Game Boy shooters, Gradius also has an uneven, haphazard feel to the controls. It’s like there’s slowdown, only ALL THE TIME. The enemies  jerk along the screen dropping half their frame rates, and your ship’s controls have a very noticeable lag. That kind of slow processing power can pass on a platformer (Sonic notwithstanding) but not a shmup, and certainly not one that was so awesome in the arcades it essentially started the entire genre.

Gradius on the Game Boy is like if Heinz started making tomato-flavored mud and sold it to poor people who can’t afford real ketchup. Johnny can’t afford an NES? Well then, Johnny gets to play Gradius on Game Boy! I can imagine that being a more effective punishment than a good spanking.

I honestly can’t tell you how the boss battle is because I died before the boss appeared and don’t care to finish the first level to find out. If the boss battles have any of the same mechanics as the rest of the game, they’re probably not much fun and barely playable.

It’s admirable that Konami tried to raise the quality of the Game Boy library with Gradius, but it’s painfully clear that the primitive handheld simply cannot handle an arcade-style shmup. Anyone who thinks otherwise can go put tomato-flavored mud on their next hamburger.

Final Rating: 4/10
Final Comment: It's playable, but hardly. Bad controls, frame rate, and collision mechanics are a constant reminder that this game asks more of the Game Boy than it can give.