Ah,
Aleste. It doesn’t get any more simpler or by-the-book shooter tactical
than this. Not that I’m criticizing, mind you. Aleste one and two
spawned many follow ups on the post 8-bit systems. But on returning
to the ones that started it all, the shooter fanatic will find solid
gameplay, a variety of weapons, and a challenge that will keep you
coming back for more. Keeping in mind that these two games were
done on the MSX system, and noticing the graphics on part two especially,
one should be quite impressed. I did a combined review of parts
one and two together, since the gameplay is basically the same,
and part two is almost an extension of part one with much improved
graphics.
Shoot
the enemies, don’t get hit. That’s it. Why would you want any more?
Aleste features the now famous “p” droppings, which power up your
main gun when you grab a few. When you shoot this powerup, a load
of “p”s drop in a spread pattern, and you have to grab as many as
possible, which is not easy when dodging tons of enemies. There
is also a secondary weapon, with limited use, determined by which
numbered powerup you grab. There are about 6 or so different secondary
weapons, ranging from a laser, to a circular boomerang, to an exploding
ball. Nabbing the same number a couple of times in a row will power
up the secondary weapon, which is a big help when tons of enemies
fill the screen. Now that even the youngest shmupper can understand
that simple gameplay, let’s look and how the original and the sequel
compared to each other.
Aleste
part one features the same bosses over and over. Even the minibosses
are from the same stock. Fight off a few waves of fighters, then
along comes a fortress with 8 or so gun placements, which you have
to whittle away at until you beat the whole thing or time runs out.
Unoriginal! Repeat this formula for eight levels. Strangely enough,
though repetitious, you will find yourself wanting to beat this
game. All that is remedied in part two though. Same basic idea,
but now with REAL BOSSES! And some are pretty impressive. And what
an upgrade on the graphics! The theme of each level really stands
out, from the bright green vegetation infested city to the almost
Life-Forceish level 4. Difficulty for both these series is slightly
above average, because much like R-Type, dying is hazardous to your
health, and powerup status is out the window. Bad news when the
screen is filled with about 10-15 enemies. Music is also a factor
in the Aleste series, and hit the peak on Musha for the Megadrive.
Overall,
these are two top notch games for any Shooter fan. While they might
not look too impressive with today’s Dreamcast and Playstation 2
technological advances, the solid gameplay drives the Aleste series
to stay in competition with the newer games of today. The “Soldier
Blade syndrome”, which stands the test of time, is the ability of
a game to continue to impress even when outdated and technologically
failing (Soldier Blade still holds my number one shooter spot, will
it ever be de-throned?). And the Aleste series both suffer from
chronic SBS.