Christmas already? Where has the time gone? Not that I can complain. Another Christmas means another dip into the back catalog of my favorite classic shooting game developer, Compile. In fact, my recent decision to start covering the occasional Sega Game Gear title was largely due to two of my favorite franchises, Sega’s own Shinobi and Compile’s Aleste, having multiple unique installments on the platform. So it was inevitable, really.
GG Aleste was released exclusively in Japan in 1991 and stars none other than Ellinor Waizen (aka Terri), the very same ace pilot who saved the day in M.U.S.H.A. the year previous. Except technically not, since the Ellinor seen here is apparently supposed to be an alternate universe version of the character for . . . some reason. I have no clue why a simple shooter plot calls for this sort of arcane distinction. In any case, the bottom line is that this Ellinor is out to repel an invasion by a sinister alien power known as Moon Child.
Cramming all the furious vertical shooting action that defines Aleste onto a 160 × 144 pixel Game Gear screen was a tall order, doubly so when you factor in the blurring and ghosting present on authentic hardware. Miracle workers that they were, Compile largely nailed it. GG Aleste’s eight stages amount to a minimum thirty minute playthrough. Though a tad shorter than home console contemporaries like Gun-Nac and Space Megaforce, that’s still quite respectable for a handheld offering.
Ellinor’s arsenal is similarly robust. Her GG (Galvanic Gunner) craft comes equipped with the usual straight shot that can be upgraded by collecting the “power chips” that rain down the screen when certain carrier ships are destroyed. Supplementing it are a total of six series staple secondary weapons. The laser (L), homing (H), wave (W), spread (S), defense shield (D), and napalm (N) can all have their strength boosted to a maximum level of four by collecting P icons. Beyond extra firepower, many secondary weapons have the added benefit of destroying enemy bullets. Although one-hit deaths are the rule, dying costs you just one level of gun power. You won’t lose your loadout when continuing, either, which is uncommonly generous for the genre.
That’s all there is to tell as far as mechanics go. The team behind GG Aleste didn’t reinvent any wheels, opting instead to deliver the most frantic pure dodge and shoot experience the limited screen real estate would allow. Unfortunately, that one caveat is a doozy. The usual Compile quality hallmarks are all present, but their overall effect is somewhat muted. Everything moves slightly slower than it does in the console Aleste entries, and that’s before the frequent performance-driven slowdown kicks in. Enemy swarms and bullet patterns are less dense as well. Come expecting M.U.S.H.A.-like intensity and you’re bound to be at least a little disappointed.
For what it is, though, I can only deem GG Aleste a smashing success. It was almost certainly the finest vertical shooter available for any handheld system circa 1991. Even scaled down, the core gameplay dynamic of smoothly zipping around the screen mowing down robo-aliens with a bevy of flashy superweapons is timeless. Superb chiptunes further heighten the mood while unlimited continues keep the chaos broadly accessible on both difficulty settings. Basic as it is, it was solid enough to be included in M2’s Aleste Collection for PlayStation 4 and Nintendo Switch in 2020, along with an original sequel, GG Aleste 3. A brand new 8-bit Aleste game in 2020? I couldn’t have come up with a better idea myself.
On that note, it’s time to draw the curtain on another remarkable year of vintage gaming discovery. I hope to welcome you back in 2023. Until then: Merry Alestemas, and Compile bless us, every one!