Huh. I was expecting a bigger boom.
Get those torches and pitchforks ready, because that pretty much sums up my impression of Strider as a whole. After hearing so many Genesis aficionados talk this one up as one of the greatest games of all time over the years…I just wasn’t feeling it.
Just on the off chance anyone is still reading after my last paragraph, here’s a little background. Strider started out as an ambitious cross-media collaboration between Capcom and manga publishing house Moto Kikaku. The comic series launched in 1988 and the first Strider game reached arcades in early 1989. There was also a Strider game for the NES released later in 1989, although this was an independently developed title that emphasized Metroid-like exploration and has little in common with the better-known arcade action game we’re looking at now.
The arcade Strider was a visual marvel for its time, with huge, detailed character sprites and intricate backgrounds which took full advantage of Capcom’s cutting edge CP System arcade board. Breaking away from the more deliberately paced, grounded action of earlier arcade action-platformers like Rolling Thunder and Shinobi, Strider sported an acrobatic lead character and embraced spectacle and eye-popping “set piece” action sequences in a big way. It gobbled up a whole lot of quarters, and ports for home computers like the Amstrad CPC and ZX Spectrum sold like crazy, compromised as they were. It was the 1990 port for the Sega Genesis that really stood out from the crowd, though. Packed into a massive (for the time) 8 megabit cartridge, Genesis Strider set the benchmark for home ports of arcade games. Everything you remembered from the arcade was here. Sure, there were a few missing frames of animation and the color palette was a tiny bit muted, but unless you were somehow looking at the two games running side-by-side, the effect was almost perfect.
In Strider, you take control of Hiryu, the youngest ever member of the Striders to attain the top “Special A-Class” ranking. The Striders are a shadowy paramilitary mercenary ninja group in the dystopian future of 2048 and they’ve sent Hiryu to Russia on a mission to assassinate a dude called the Grandmaster, who seems to be some sort of evil wizard in a cloak who wants to destroy the world. Simple, but it works.
This same simplicity extends to the core gameplay. One button jumps and the other swings Hiryu’s high-tech plasma sword, the “cypher.” Being a ninja, he can also cling to and climb along walls and platforms as well as perform a nifty ground slide maneuver that also doubles as a supplementary attack. Finally, there’s a selection of power-ups which can increase the range of Hiryu’s sword attacks, extend his health meter, grant temporary invincibility, and summon robot sidekicks to assist with taking out enemies.
There are a total of five levels of side-scrolling action-platforming for you to tackle, each with its own boss at the end. Several stages also have mini-boss battles along the way. This is where the problems begin for me. While there are technically five levels, it’s really more like four levels followed by a “boss rush” where you re-fight all the previous bosses in sequence before taking on the Grandmaster himself. It was normal for games from the period to be fairly short, but this just seem egregious to me. A final boss rush after just four levels? A Mega Man game would have put you through eight robot masters and at least a couple Dr. Wily stages before you had to re-battle everybody again. You have to earn this kind of thing, man.
At least those first four levels are pretty damn great. In particular, Strider has one of most memorable opening stages in action gaming history. Hiryu soars in his hang glider over an onion-domed Russian city of the future before dropping down onto the rooftops to slice and dice his way through a hoard of fur hat-clad soldiers and flying attack robots. It just gets more and more bombastic from there, building to one of the kookiest boss battles ever conceived against what appears to be the entire Russian parliament. There are so many nice details on display in just this one stage. I love the way some of the hapless enemy soldiers will even panic and try to run away as they see your bloodthirsty ninja killing machine rushing toward them. Simply inspired. This same level of quality and innovation also suffuses the next three stages, with upside-down anti-gravity combat, dinosaur riding, and more. The final challenge might be a copy/paste bore, but I really can’t say enough good things about the first 80% of Strider.
The small number of stages is one thing, but the more pressing issues I had with Strider are focused on the controls and frequent performance hiccups. For a Special A-Class ninja, Hiryu isn’t really all that quick or maneuverable. Rather than dashing, he trudges forward at a pretty relaxed pace and his extremely floaty jumps don’t quite work like you’d expect them to. You can’t actually steer Hiryu in the air and instead have to make due with a more “realistic” jumping system similar to Castlevania’s, where you’re limited to leaping straight up or in a fixed arc to the left or right. This type of movement works great with the less open level design and more deliberate pacing of a Castlevania game, but the Belmonts aren’t supposed to be ninjas. In Strider, I found myself constantly wishing Hiryu’s movement was faster and more responsive than it actually is. At least the game’s long-awaited true sequel, 1999’s Strider 2 for the PlayStation, would address these control issues.
Performance is a whole other can of worms. There ain’t no Genesis “blast processing” in effect here. This game’s framerate chugs. Bad. Expect major slowdown and sprite flicker to rear their ugly heads anytime things get chaotic. In other words: Pretty much all the time. Sometimes the action will even pause itself entirely while the system struggles to keep up. The battle with the level four boss in particular is pretty much ruined by slideshow-like levels of slowdown. You know this stuff is bad when even someone like me who’s used to playing Super Nintendo is noticing it. Sound glitches exist as well, with the sound of your weapon attack seeming to cancel out most other effects entirely.
I did still enjoy Strider. The intriguing characters and setting, gorgeous in-game art, innovative level design, and iconic soundtrack (the third one by Junko Tamiya in as many weeks for me) are all as cool as they ever were. It’s also an important game on at least two fronts. The arcade original was one of the first examples of an over-the-top “extreme” action game, and later titles like God of War and Bayonetta all share its creative DNA. This Genesis port in particular was a system seller when it came out early in the console’s life. Before Sonic the Hedgehog and even before the Super NES, Strider was the ultimate “you can’t do this on Nintendo” game that made 8-bit console owners sit up and take notice.
Buzzwords suck, so I won’t call Strider “overrated.” It may be I’m simply spoiled by later Genesis action-platformers like Shinobi III and Rocket Knight Adventures. Without a personal nostalgic attachment, however, I do see it as a title with more historic import than great fun to offer.
It’s still the only way you can fight a tyrannosaurus and a robot King Kong at the same time, though. Don’t go underestimating that.