If there’s one genre of games that defines the arcades, it has to be the the shooting games. Be it space or otherwise, the genre has been there since Computer Space and kept evolving from title to title under different developers and publishers. The simple perfection of Space Invaders is a far cry from the modern bullet hells. Before the genre essentially became just all about the bullet patterns it seems to be now, the growing period of the 80’s was more pure to the form. Hudson’s Shooting Caravan games like Star Soldier and Starship Hector even had nationwide tournaments in Hudson All-Japan Caravan Festival, and had special versions of the games produced. Later on, Hudson would include Caravan mode in their games just for these events and as legacy after the boom was over. In retrospect, you could even call Hudsons Caravan events as one of the earliest form of eSports. After all, shooting games are all about scoring, mostly.
One of the series that competed in this highly saturated genre of time was Aleste. With the 30th anniversary of the series (and an upcoming revival) I’ve decided to take a moment and have a short coverage of the series.
Aleste‘s, by all intentions, is a sequel to 1986’s Zanac, a game that was famous for its adaptive AI, fast paced action and dynamic music that matched the pace of the game. This still keeps Zanac as one of the more interesting and unique shooting games out there, as the AI doesn’t just adapt to player’s weapons, but also to how well they are doing. Certain enemies and waves are triggered how much the player is shooting, moving, scoring and such. Considering how the game can be relenting, the AI ultimately encourages methodical approach and situation-by-situation basis gameplay that can, and often will, result in a completely different kind of playthrough each time. Bosses were also timed, and failing to defeat them would throw the player back into the stage with the penalty of higher number of enemy waves. Considering the original Zanac ran on the MSX, a machine known to have sprite and scrolling issues, it’s a game that shows that Compile was a company that knew how to code. I’d even go as far to say that at one point Compile was a company that made one of the best coded games around.
While longplays are terrible way to showcase a game as they’re often played with perfection, they are also a good way to showcase the whole game and get an idea of their overall length. The games just look easier than what they really are.
All this carried in 1988’s Aleste. To make it stand out from Zanac, parts of its weapon system was changed, but the core of AI being the player’s main opponent, both in gameplay and story, remained. The first Aleste is more or less forgotten in favour of Zanac because of this, but also because both Sega Master System and MSX versions suffer from massive amounts of flicker and slowdowns for whatever reason. Power Strike, the English title for the US and European SMS release might be something some readers might be more familiar with.
Compile set in stone how their weapon system overall works, reworking nine standard weapon types from Zanac. These include standard multi-directional shot, missiles and lasers. However, some more tactical weapons have been introduced. A Charge-shot weapon that functions as a shield directly in front of the ship before shot ranks among one of the best, which is further emphasized in a weapon that creates rolling balls around your ship. A controllable wave beam allows a more creative use of the weapon pool, and each of the eight weapons the game offers have their own use, but are all powered-up by grabbing floating P capsules. Be wary though, since the AI decides if you’ve been having an too easy time with your current set-up.
As a sidenote, Aleste is pronounced as Alesta [アレスタ] , because Japanese and English mix like crude oil and water sometimes.
Between Aleste and Aleste 2, Compile released some of their most famous titles of the time; Guardic Gaiden and Gunhed, known as The Guardian Legend on the NES and Blazing Lazers on the Turbografx-16 in the West.
Considering the shooting game genre is more or less about constant evolution of some kind with each entry (though we see how things degrade with others), 1989’s Aleste 2 is essentially what Aleste should have been. It might be more of the same, just better. Spanning three disks, Aleste 2 is probably the best vertically scrolling shooting game on MSX, having extremely smooth scrolling for the system, a pressing soundtrack and the return of Compile’s dynamic AI system. The difficulty’s been ramped up few notches as well, with Oni and God difficulties being absolutely maddeningly impossible.
The two first Aleste games tell more or less a complete story, both justifying the AI system in-universe. Aleste sees biological computer DIA 51 rebelling against mankind and extends its tendrils across the planet in plans to destroy all life. Ray Wizn is tasked to fly in and destroy DIA 51, something he is very much determined to do after DIA 51’s rampage sends his girlfriend Yuri into hospital. It’s not Shakespeare, but gets the job done. Aleste 2 takes place twenty years later, with appearance of Vagant, an alien species intending to destroy humanity. Ray, now a ranking officer, loses his life in the initial barrage. His daughter, Ellinor steps up to opposite Vagant’s techno-biological rampage on Earth, and sees herself being transported to sub-space dimension during her fight to destroy what seems like the final boss. With a revelation of this being a trap, she breaks out back to Earth, with three months having passed there due to time dilation. After the final assault and freeing Earth, Rosa, one of Vagant generals, recognises her leader’s mistakes and thus makes peace with Earth.
Aleste Gaiden was released two months after Aleste 2, and as the name implies, is a side-story. Released in Disc Station Special magazine, this minigame sees the return of Ray in a cybernetic ninja armour, aiming to defeat DIA 51 in a post-apocalyptic setting. The game’s intention was to create the vertical shooting game with the character walking on ground. Obstacles must be walk around and crevices need to be jumped over.
The title’s shorter, easily beaten in half the time the two previous games, and simpler in terms of weaponry and overall design, limiting the weapon options stage count. It’s more a curiosity, if we’re completely honest, probably the weakest entry in the series. However, it’s take on the visual design and robotic armours was the launch point of Compile’s most famous Aleste title aftewards, as well as for a whole series of games using the said robots over fighters.
Toaplan published Compile’s Musha Aleste in 1990 for the Sega Mega Drive and it has been considered a system classic and as one of the best shooting games to date, especially if you believe Classic Game Room. Musha Aleste started out as a project to port Aleste 2 to the MD, but at some point during the development they went into a completely new direction, meaning classic Aleste was more or less abandoned. Taking place in an alternative timeline in Tenryaku 91, the game’s setting is Ellinor jumping into her giant robot to take down the super computer Dire 51. We see her squad being taken down in the first seconds of the game, leaving her as the only one to tackle the enemy. Much like with Aleste Gaiden, Musha Aleste drops the standard formula with Compile’s weapons and opts for three sub-weapons of bombs, lasers and rotating balls. Emphasize on supplementary firepower from options named Arms is given, as as the player can change how they function on the fly. They can rotate the player, fix them into a position or fly around the screen with auto-shot enabled.
While much smaller game in scale compared to previous full-fledged Aleste titles, Musha Aleste comps this by being extremely fast paced and having overall great design. It’s not balls to the walls punishing in difficulty either, being optimised for a more relax play session. This makes Musha Aleste a title that’s easy to get into and have a blast with.
Galvanic Gunner Aleste hit the Game Gear in 1991, and takes the series back to its fighter roots. Between this Compile had done another semi-fantasy shooting game with NAXAT, Seireisenshi Spriggan, for the PC-Engine, which was essentially Musha Aleste 2 in design and play. Ellinor has become the series’ main character by this point, whichever kind of setting the game happens to take in. The standard weapon set returns with a vengeance GG Aleste and the game doesn’t stray too far from the comfortable framing the series is known for. However, it is somewhat hampered by the small screen, though this is made up for by the fact that the Game Gear’s screen is in colour. While I’d like to give some sort of idea what’s the game about, I’ve yet to see manual scans about, and the game itself mostly throws Ellinor against the enemy, only to showcase her coming out in a busted hip and almost gone in the end credits.
Super Aleste is the series’ only entry on the SNES, as Compile seemed to be comfortable with Mega Drive after Puyo Puyo became their greatest hit and Sega opted to publish load of their games. Known as Space Megaforce in the West, Super Aleste is removed from the other games in setting. A gigantic spaceship named Sphere attacks Earth. Earth’s only and last hope are Raz, the pilot of the fighter, and Thi, Sphere’s mysterious ex-prisoner with psychic powers. The manual goes deeper how all ships, including Aleste, were shot down. Raz however survives (hence the cover) and frees Thi, who uses her powers to repair and enhance the ship. Not that you’d know much about this, the Western release cut all of the scenes out with some extra stuff from the Options menu as well. It is very de-Japanised. The Cutting Room Floor has an entry on the game. If you’ve noticed that I haven’t mentioned the AI for some time, that’s because Compile more or less dropped it and concentrated on designing the enemy waves in a traditional way. Nevertheless, there’s something sombre and relaxing about the game, especially for a 1992 title, which allows the player to zone in in a relaxed manner, even during the more hectic moments.
This design shows itself in the game, as it is pretty much the opposite of Musha Aleste. It’s slower, more methodical but in no way just has you sit doing nothing. Weapon options have been increased and all weapons have more than one fire mode, making tackling the stages more interesting with each playthrough. It is also much longer game, taking about an hour to beat, but there’s a Short Mode that is only four stages long. There are multiple difficulty levels, each with their own endings. The SNES was never the go-to machine for shooting games, but Super Aleste should sate that craving more than the more famous titles like Axelay.
If you ever wanted to play as one of Nobunaga’s ninjas, Dennin Aleste has you covered. Hitting the Mega-CD the same year Super Aleste hit SNES, Dennin Aleste follows in the same steps as Musha Aleste and Spriggan, effectively solidifying Compile thematic split between historical fantasy with robots and futuristic shooting games when it came to the series. As usual, the game was renamed as Robo Aleste in the West. The player character Kagerou pilots the titular Electric Ninja Aleste in order to defeat Astaroth, the mysterious shadow figure controlling the rest of the warlords warring against Nobunaga.
The overall system is lifted from Musha Aleste, with an additional weapon thrown in. A charging mechanic was introduced to the game, though how useful that ended up being is up to question due to the raised difficulty ceiling. The game is also fast, but lacks polish compared to the previous entries. It’s also slower compared to Musha, and as usual for Mega-CD titles, has large amounts of cutscenes to tell the story. A sequel was planned, but ultimately abandoned due to the declining sales.
And here we are, 1993. GG Aleste II was the last song of the series. The title’s very much by the beats at this point, concentrating on a new protagonist fighting against an overwhelming enemy, now with 3D stages akin to Space Harrier. At this point, there’s not much that can be said that isn’t repetition from previous Aleste titles.
It pains not being able to say much about it, outside that it is the best shooting game on Game Gear, and the aftermarket prices are about as high as you’d expect.
While Aleste started out as a game series with fast paced and dynamic gameplay thanks to the AI, the series ultimately dropped that element and concentrated more on the setting and story. Compile pretty much ceased developing shooting games in 1993, with part of the staff still wanting to develop shooting games moved to Raizing. Puyo Puyo had the spotlight to no end, but ultimately the constant fall of sales and changes in the market that they couldn’t keep up, Compile’s last game was on the PlayStation in 2001, Zanac X Zanac, a direct sequel to the franchise that kicked Aleste off.
Zanac X Zanac consists of two games; the port of the original and Zanac Neo, which starts with the last stage of the original and directly kicks off from there. Neo has all the then-modern takes on the genre while staying true to the core; multiple ships to choose from, expansive arsenal of 32 weapons and extremely well polished gameplay and visuals, and a combo scoring system. However, the genre was done by that point, and bullet hells had taken over as the genre-defining standard. The story takes place right after the fist game, where the AI Zanac foresaw its destruction and moved itself to a new core, forcing the player to venture forth again to fight against it. It is much of the same as original Zanac, just more polished.
Compile folded in 2002, and saw the rest of their staff moving elsewhere, some putting up their own companies like Compile Heart and Milestone, while others joined Raizing, while others simply quit the industry. I hope that the upcoming revival will not be a remake, but a proper, full-fledged release with effort and resources behind it. Hopes for a Zanac X Zanac type release that would compile previous entries in the series into one, complete package alongside with Aleste 3 are far-fetched at best, but we can only sit tight on our asses and wait for Summer 2019 for the news.