Space Megaforce / Super Aleste

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ROBOTRON
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Post by ROBOTRON »

Huh???

Space Megaforce rules!!! Compile rules!!!
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AAA
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Post by AAA »

space megaforce rocks my world for some slightly unorthodox reasons.

it was one of the first shmups to really get me into shmups. it came out in the zeitgeist of the SFC and the technical values of the game for its time really gave me that wow factor on first few plays all those years ago.

the music is STILL something really special and knocks spots off many shmups osts IMHO.

some great imagination in the boss designs, again this takes some work to beat today.


i agree regarding the repetitiveness of the gameplay - the levels go on far too long by modern standards, with few landmarks in the levels to really make you feel truly involved in the environments.

because of this i rarely play the game today, though it will always hold a special place for me.


compile rock!
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TGK
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Post by TGK »

Space Megaforce was good, but I have never considered it to be compile's best work.

Actually I can also tell where Accutron is coming from if I take the game from a hardcore gamer's perspective. There is the phenomenon of games trying too hard to cater to the "new crowds", and thus losing their punches. It's ok for me as long as they did put in a few hard modes and doesn't make an effort to hide them (yes, some (many) flight sims do that).

But personally I don't think Compile did as well in Space Megaforce as, say, the Guardian Legend. That game was creative and ahead of its time in so many ways. Grim Grin is what I call "creative boss design". That thing still freaks me out whenever I see it. And the exploration game play and limited special weapons will ensure that you are rarely overpowered, unless you have way too much time... ::cough:: turn-based RPG ::cough::
This causes to me a sensation of badness. - Stormwatch
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