Review by waterforprez

"The best of Aleste."

Space Megaforce (aka Super Aleste) is a very unique vertical shooting experience for the master of unique vertical shooting experiences, Compile (RIP). In terms of style and demeanor, it didn’t really follow the template of what an amazing shooter was supposed to be, and therefore, is not appreciated by the everybody. “Why don't I die when I run into walls? Why is the speed fully customizable? What the hell is piano oriented MIDI doing in a space shooter?” are all common complaints. However, if you can look beyond your own expectations of the game, you’ll see what exactly makes Space Megaforce so striking.

The reason for the seemingly lenient nature of the game is simply this: Space Megaforce doesn't need cheap distractions. Instead of worrying about nudgeing the ceiling or crawling around at five miles an hour in desperate need of a speed power up, you'll be concentrating on the real enemy: namely, the enemy. They will FLOOD the screen, moving this way and that, shooting out bullets, expanding and contracting, chasing you around the screen, anything and everything else you would expect your enemy to do, and then more. They will make the game's 12 levels (okay, discounting the outposts) much more distinctive than backdrops or music ever could, not that THEY need any help. To counter this, the Aleste has a relatively small window of vulnerability, shrinking the frustration factor substantially. And, if you should reach a tight spot, you can launch your megacrush and ensure the Aleste's safely for another few seconds. Don't think all of this will make the game easy; **** happens so fast that all the Aleste's advantages over her opponents will barely seem to matter in the midst of the battle. And besides, if you still find the game too easy, you will be happy to know that the ''normal'' mode is but the easiest of five difficulty settings, two of which are BRUTAL. Oh, and did I mention the weapons? There are eight of them, and while some might seem pretty standard at first, their ingeneuity becomes apparent after you discover the 'R' button. Take the Aleste's option spread for example. While similar games have these little drones just follow you around and mimic your firing patterns, the Aleste can move them around and fuse them into desired position so as to use them as a shield or take out an unaccessable enemy. All the weapons have six different power settings that can be aquired by accumulating power ups, of course. Anyway, I think it's safe to say that if you can't appreciate the fun-loving persona of the game, at least appreciate it for its undeniably fast and furious gameplay.

Elaborate you say? Space Megaforce is a game with personality, and not the sort of ''DIE, DIE EVERYTHING!!!'' ‘tude that you might pick up from another game in the genre. Space Megaforce seems to want you to have fun. When you first try the game, this quality might seem wildly out of place and unwelcome, but rest assured, Space Megaforce will grow on you. Maybe the music is the main culprit. It's the sort of upbeat acid-jazz that Herbie Hancock might of composed had he been raised on video games. I've never heard anything like it in a video game and likely neither have you. Elevator jazz it may sound like, but it captures the esscense of each and every level perfectly. Even in the ominous and menacing caverns of level five, the tunes are a significant source of ambience while at the same time keeping that stellar techno (and sometimes hip hop!) beat to inspire you to continue your trek and remind you why you're here in the first place; to have fun; to ENJOY your experience. If almost as if the enemies aren't really enemies at all, just fellow adrenaline junkies engaging you in a battle of wits and reflexes. The tunes are, without exception, extremely well composed, complex, catchy, and worthy of an album of their very own. Yeah, some are still going to prefer guitar oriented tunes in a shooter; to them I say, keep yer damn quasi-rock.

And my friends, Space Megaforce is as eye pleasing as they come. The colors are bright, the enemies are detailed and varied, and the slowdown is absolutely NONEXISTANT. With Mode 7 in CONSTANT use. It's really quite unbelievable. And did I mention the backgrounds? Vincebus Eruptum obviously played a key role here. The environs are diverse and creative, certainly, and the multilayered level seven is like a moving magic eye drawing, but nothing can beat the sheer trippiness of the twisting and churning colors of levels four and five. It's not eye candy. It's eye morphine, baby.

As if the psycadelic element of the backgrounds are music weren't enough, we have the bosses. Okay, there really isn't much that's psychadelic about them, but they are pretty cool looking, and they all have something interesting (and sometimes indecipherable) to say. Dramatic are their entrances and tactics, like the first level boss, who extends both his arms and lets loose his protective metal sphere which will spin around and crash into the arms while shooting bullets everywhere. Koosh! Koosh! Tis a great moment indeed. The only boss fight I found to be a little lame was that of level seven, where the boss has an undeniably rad (if you use that term :) entrance but is actually sort of an anti-climax to the brilliant and difficult level that preceded him.

To put it simply, Space Megaforce is my new favorite vertical shooter. As far as labeling it the best ever, I wouldn't be so bold. There aren't alot of really mind blowing top down SHMUPs out there, Power Strike 2, Radiant Silvergun, maybe Blazing Lazers are its main competition. But I really admire the touch Compile put on this one; they knew that bright colors and elevator jazz wouldn't appeal to everyone, but as a fan of shooters, acid jazz and psychadelia, it certainly appeals to me.

Reviewer's Score: 10/10, Originally Posted: 01/04/03, Updated 03/20/03

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