super aleste/space megaforce is ace!
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super aleste/space megaforce is ace!
can't believe how good it is in fact. it's perfectly paced for someone of my ability, and pretty damn long too compared to other examples i've samples on 16-bit systems. everything just clicks.
the weapon system is pretty good although it's annoying having to dodge the barrage of icons for inappropriate weapons at different points.
quick question about it though. what's the deal with the difficulty levels on it? normal is perfectly fine for me at the min (well until the 1cc comes) but after having a quick play with the difficulty selection, it seems that both directions that you move the difficulty to it increases the difficulty. to the right and i goes to hard, and then some other title (can't remember) and to the left reveals things like hyper. is there no easy mode (pal version btw), and if not which is more difficulty/easy?
just curious really as it seems a strange thing to do
the weapon system is pretty good although it's annoying having to dodge the barrage of icons for inappropriate weapons at different points.
quick question about it though. what's the deal with the difficulty levels on it? normal is perfectly fine for me at the min (well until the 1cc comes) but after having a quick play with the difficulty selection, it seems that both directions that you move the difficulty to it increases the difficulty. to the right and i goes to hard, and then some other title (can't remember) and to the left reveals things like hyper. is there no easy mode (pal version btw), and if not which is more difficulty/easy?
just curious really as it seems a strange thing to do
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BulletMagnet
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"Normal" is the easiest mode. Then there are "Hard" and "Hyper" which are simply tougher versions of the game in the "traditional" sense. In the other direction you find (iirc) "Tricky" and "Wild," in which the game itself isn't "technically" harder, but enemies release "suicide bullets" when you beat them; this obviously affects which weapons you want to use in certain areas, since some can eat bullets and some can't.
Not sure if the PAL version has these, but that's the way the US release works. Glad you like it though, it's my personal favorite SNES shmup.
Not sure if the PAL version has these, but that's the way the US release works. Glad you like it though, it's my personal favorite SNES shmup.

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ah that certainly sheds some light. i also picked up for the snes, both in the bundle with me console, super r-type (which i've heard suffers from severe slow-down) which i've only given a cursory glance and super strike gunner which seems to be a very understated and somewhat bland game that may get better later on but we'll see. what are your opinions of these two also?
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BulletMagnet
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I have Super R-Type, but haven't played it in some time...I don't recall much about the slowdown, but be aware that when you die in this game you don't just go back to a checkpoint: you go back to the beginning of the stage. Be ready to memorize big time.
I haven't played the SNES Strike Gunner, but I did try the arcade version in MAME once...I didn't like it at all, don't know if the SNES version is any better.
I haven't played the SNES Strike Gunner, but I did try the arcade version in MAME once...I didn't like it at all, don't know if the SNES version is any better.
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SheSaidDutch
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From what I tried, the PAL version is the same as the US version despite having the same name as the Japanese version (Super Aleste).BulletMagnet wrote:"Normal" is the easiest mode. Then there are "Hard" and "Hyper" which are simply tougher versions of the game in the "traditional" sense. In the other direction you find (iirc) "Tricky" and "Wild," in which the game itself isn't "technically" harder, but enemies release "suicide bullets" when you beat them; this obviously affects which weapons you want to use in certain areas, since some can eat bullets and some can't.
Not sure if the PAL version has these, but that's the way the US release works. Glad you like it though, it's my personal favorite SNES shmup.
If you like this one, you should go check out more shmups from Compile! Just about everything they make shares a similar powerup system and sense of speed - the people who like Compile call this their trademark, the people who don't say that everything they make is the same. I love em', so I say it's tradition dammit. 

I just started playing Spriggan last week and it has some heavy Space Megaforce overtones, but the power-up system is evolved drastically - to the point that keeping the right weapon combination is a game in itself. The weapons are basically the same, but instead of the numbered system of Zanac/Aleste, the player can pick-up colored orbs: Red, Yellow, Green, Blue – up to a total of three, in any combination. Each orb acquired after three will bump the oldest one from your possession. Powerup orbs are mighty abundant, so dodging an unwanted orb is as important as evading the enemy bullets. Now here’s where it gets really tricky – each orb you hold can be used as a bomb (with different attributes depending on the color). I’ve found myself in tight situations that required a bomb, ..but then I’ve only got two orbs left along with a “weaker” weapon, so naturally I want to get three orbs again for a maximized weapon, but if the preferred color doesn’t appear you take what you can get, and end up with different offensive capabilities.Cthulhu wrote:If you like this one, you should go check out more shmups from Compile! Just about everything they make shares a similar powerup system and sense of speed
Sorry, I’m getting a bit off track here. In Space Megaforce you can easily use the #2 Laser and cruise right through to the end without ever changing weapons. This past winter I had been practicing with other weapons with the goal of making a 1cc with each of the weapons. In Space Megaforce the other weapons are there just for messin’ around, or the challenge of using a really whacked weapon like the Scatter Shot. The point I was getting around to making about Spriggan is that it seems to require the player to know and be competent with each and every color combination.
If you want to get to know the weapons in Space Megaforce be sure not to neglect the "Short Game" option. Since a 1cc of the whole game requires @55 minutes, the short game is great for learning different tactics with the various weapons. The abridged mode is better for scoring comparisons too, since the full game provides far too many point milking opportunities.
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SheSaidDutch
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Zanac--Nessjewkestheloon wrote:well what platforms are compile shmups on? i have no idea to be honest, and a list of some of the better examples would be great
Super Aleste--Snes
Aleste 1,Gaiden-- MSX
Alesre 2--MSX2
Zanac 1-2--MSX
ZanacEX MSX2
Spiggan1-2--PCE
Zanax X Zanac--PSX
I think thats all of them.
My Trying Not To
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Herr Schatten
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Not at all. Off the Top of my head:SheSaidDutch wrote:Zanac--Nessjewkestheloon wrote:well what platforms are compile shmups on? i have no idea to be honest, and a list of some of the better examples would be great
Super Aleste--Snes
Aleste 1,Gaiden-- MSX
Aleste 2--MSX2
Zanac 1-2--MSX
ZanacEX MSX2
Spiggan1-2--PCE
Zanax X Zanac--PSX
I think thats all of them.
Final Justice -- MSX
Guardic -- MSX
Blaster Burn -- MSX2
Aleste/Power Strike -- Sega Master System
Power Strike II -- Sega Master System (bloody excellent)
R-Type -- Sega Master system (the port was done by Compile and features an extra stage)
GG Aleste -- Game Gear
GG Aleste II -- Game Gear
Gun-Nac -- NES
Gunhed/Blazing Lazers -- PCE
Musha Aleste/M.U.S.H.A. -- Sega Mega Drive/Genesis
Dennin Aleste/Robo Aleste -- Sega Mega CD
I believe I read somewhere that Compile also did the PCE port of Xevious
and they're rumored to have made Sylphia for the PCE, but there seems to be no evidence of that whatsoever. I'm also pretty sure they didn't do Zanac 2.
I'm sure, however, that Shatterhand can provide all the bits and pieces of information that evade me at the moment.
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SheSaidDutch
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No TGL in your list, Schatten?
And, Power Strike above Power Strike II is soooooooooo wrong.

And, Power Strike above Power Strike II is soooooooooo wrong.
Yeah, well, I don't think it's enough of a reason to list it in Compile's best. After all, 95% credit for stage, enemies, layout, design etc still goes to Irem... Bloody good port though.Herr Schatten wrote:R-Type -- Sega Master system (the port was done by Compile and features an extra stage)
Yes, and the MSX ones as well. They are enough sequels (ie different) from the coin-op to deserve a mention here, more than R-Type.Herr Schatten wrote:I believe I read somewhere that Compile also did the PCE port of Xevious
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Herr Schatten
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With TGL I assume you mean The Guardian Legend/Guardic Gaiden? Well, I left it out because sjewkestheloon only asked about Compile shmups and only half of Guardic Gaiden is composed of shooter stages. Otherwise I could as well go on and recommend Golvellius and Puyo Puyo.Turrican wrote:No TGL in your list, Schatten?![]()
And, Power Strike above Power Strike II is soooooooooo wrong.
And my list is not sorted in any way. Having Power Strike above Power Strike II isn't supposed to imply that it's better. How else could Final Justice have made it to the top of the list while Musha Aleste is near the bottom?

Don't be so drastic. I'm sure you know that "TGL" is also a special password that lets you play all the shmuppy parts of the game, and so TGL becomes a full fledged shmup. The same way people include Tiny Phalanx into Psone shmups, regardless of the fact that it's hidden into a fighting game.Herr Schatten wrote:With TGL I assume you mean The Guardian Legend/Guardic Gaiden? Well, I left it out because sjewkestheloon only asked about Compile shmups and only half of Guardic Gaiden is composed of shooter stages. Otherwise I could as well go on and recommend Golvellius and Puyo Puyo.
I did wonder in fact; relieved to hear ^__^Herr Schatten wrote:And my list is not sorted in any way. Having Power Strike above Power Strike II isn't supposed to imply that it's better. How else could Final Justice have made it to the top of the list while Musha Aleste is near the bottom?
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BulletMagnet
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On "Normal" mode maybe (although I rarely use it even then, though I used to), but move up the difficulty, and when you've got more resilient enemies or more suicide bullets to deal with, you've got to experiment a bit more.Koa Zo wrote:In Space Megaforce you can easily use the #2 Laser and cruise right through to the end without ever changing weapons.
On normal at least I use weapon 1 on all but part of stage 5 where the ball weapon is useful for killing things on the other side of rock formations. I find 1 to be the most versatile of what's on offer, fast, plenty of formations, reasonable attack power. Only downside it really has is lack of bullet destroying.
Positives are that it's easy to get a good score with it as you can easily kill every part of the scenery, all ships. Plus it has the extra secret firing mode that can be helpful in making the later levels even more simple.
On the tricky/wild difficulties you really do need something that's able to destroy enemy bullets though. There just arent enough power ups around to use to remain invinvible and kamikaze bullets/ships safely which means the likes of the laser are more useful.,Still though on the fastest difficulty levels I don't think the laser is fast enough.
Positives are that it's easy to get a good score with it as you can easily kill every part of the scenery, all ships. Plus it has the extra secret firing mode that can be helpful in making the later levels even more simple.
On the tricky/wild difficulties you really do need something that's able to destroy enemy bullets though. There just arent enough power ups around to use to remain invinvible and kamikaze bullets/ships safely which means the likes of the laser are more useful.,Still though on the fastest difficulty levels I don't think the laser is fast enough.
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dave4shmups
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Honestly, I have yet to play a game by Compile that ISN'T ace!
Seriously, for me, no other shmup developer even comes CLOSE to the addictivness of Compile.
Man, what I wouldn't GIVE for a compilation of their shmups. The company with some of their former employee's, forget the name, should really put something like this together.

Man, what I wouldn't GIVE for a compilation of their shmups. The company with some of their former employee's, forget the name, should really put something like this together.
In Space Megaforce I use #6 the most often although I always go for #4 on the 4th area (on normal difficulty you can finish the boss before it even fires at you). At level 0 (or 1) all the weapons pretty much stink except for #7 IMO.
It's among my top 3 fav shmups, at least, and it's also the most expensive game I ever bought (shelled out $55 for it back in the day)
It's among my top 3 fav shmups, at least, and it's also the most expensive game I ever bought (shelled out $55 for it back in the day)