Hmm. Ninety-two deaths. I might need just a little more practice with this one.
Can you believe it’s taken me this long to dive into a Treasure game? This celebrated development house was founded in 1992 by a group of frustrated former Konami employees tired of spending their time working on endless samey sequels to long-running franchises like Castlevania and Contra. Led by Masato Maegawa, they set out reinvent themselves as gaming auteurs with a focus on original scenarios and innovative, frequently idiosyncratic mechanics. The newly-minted Treasure made good on these aspirations right out of the gate with their 1993 debut release, the acclaimed Mega Drive/Genesis run-and-gun Gunstar Heroes. Numerous quirky hits like platformer Dynamite Headdy and spaceship shooter Ikaruga would follow in the years to come, cementing Treasure’s reputation as a veritable wellspring of cult classic action titles.
By 1994, Sega’s Mega Drive/Genesis platform was on its last legs as a hot commercial prospect. The 32-bit Saturn and PlayStation would both be on the market by year’s end and the development community at large was shifting its focus accordingly. Treasure designer Hideyuki Suganami realized that this was his last chance to craft the ultimate Mega Drive run-and-gun game of his dreams. His goal was to push the system’s Motorola 68000 processor to its limits with massive sprites, blazing fast action, and bombastic pyrotechnics. The end result was 1995’s Alien Soldier, and the game’s goofy title screen tag line perfectly encapsulates Suganami’s design philosophy: “Visualshock! Speedshock! Soundshock! Now is the time to the 68000 heart on fire!”
Sounds badass, right? If you were a North American Genesis fan back in the day, you may be wondering why you never heard about this one. It’s probably because Alien Soldier wasn’t given a standard cartridge release here and was only available to play via the Sega Channel, a subscription-based game download service that didn’t exactly set the world on fire, leading to its unceremonious cancellation in 1998. This exclusivity was apparently taken so seriously that Treasure added a region check function to the game’s code. Try to boot up an imported Japanese or European copy in your North American console and all you’ll be greeted with is a terse error message. ProTip: Use Game Genie code REBT-A6XN, REBT-A6XR, RECA-A60R to spoof your way past the region check in the Japanese NTSC version. You’re welcome.
In Alien Soldier, you play as Epsilon-Eagle, a hella fierce cyborg bird man who’s out to…do something. I think. To tell you the truth, I couldn’t really make heads or tails of this game’s story. It’s supposedly set in the distant year 2015 on a planet called either A-Earth or Sierra, depending on whether you’re playing the Japanese or European release. There are these artificially created mutants with superpowers and the ability to exist as parasites within human and machine hosts. Some of these creatures unite to form a terrorist organization called Scarlet and devote themselves to the extermination of regular humans. The leader of Scarlet is Epsilon-Eagle, until he’s deposed in a violent coup led by another mutant named Xi-Tiger. During this conflict, Epsilon-Eagle is wounded and flees into “the time-space continuum” to preserve himself, leaving the even more ruthless Xi-Tiger in charge of Scarlet. This process also splits Epsilon-Eagle into two separate beings somehow, one good and one evil. The good half of Epsilon-Eagle hides itself inside the body of an unnamed boy being used as a test subject in a laboratory where children with exceptional abilities are experimented on. Xi-Tiger tracks Epsilon-Eagle down and ends up killing one of the boy’s friends in the process. This causes the boy to fly into a rage and morph himself into the form of Epsilon-Eagle in order to get revenge on Xi-Tiger and Scarlet. Got all that? Basically, add a splash of X-Men and a dash of Akira to a heaping helping of good old-fashioned mad gibberish and you have Alien Soldier.
Though obviously not a proper sequel to Gunstar Heroes by any stretch of the imagination, Alien Soldier does share some significant gameplay elements with it. A few of the weapons function similarly, players are able to toggle between two different control setups (one allows for firing while moving and the other offers eight-way stationary fire), and one particularly goofy enemy from Gunstar shows up for a rematch here. The creative influence of Gunstar’s memorable transforming robot boss Seven Force is also strongly felt in what I found to be Alien Soldier’s most lengthy and difficult segment.
What truly sets Alien Soldier apart from Gunstar Heroes (and most other action games) is its unconventional structure. What we have here is an extended “boss rush” pitting Epsilon-Eagle against more than thirty of the largest and most intimidating freaks ever seen in a 16-bit game virtually back-to-back. There are brief interludes between many of the boss encounters where the player can swat down some easy cannon fodder enemies in order to replenish Epsilon-Eagle’s health reserves and possibly nab a weapon upgrade or two, but these rarely last more than a minute or so and it’s a huge stretch to liken them to the fully fleshed-out stages you’d blast your way through in a Contra game. They’re more akin to breathers or palate cleansers, really. This format, coupled with the game’s overall gonzo sci-fi theme, suggests to me a much flashier take on Capcom’s misunderstood NES gem Street Fighter 2010: The Final Fight.
Taking down each boss is a remarkably technical business, far from the mindless shoot and dodge affair you might expect. At the outset, the player must choose the starting equipment for Epsilon-Eagle. Only a maximum of four of the game’s six guns and be carried at any one time and each has its own balance of speed, power, range, and ammo capacity. Beyond that, some enemies are weak, resistant, or completely immune to one or more of your weapons. There’s no one ideal loadout with which to take on the whole game, so tough choices must be made. It’s a smartly designed system. My only complaint stems from the way weapon switching is handled. Opening the menu doesn’t pause the action, meaning that Epsilon-Eagle is always stuck standing in place for a minimum of a second or two every time he needs to switch guns. It’s obnoxious at best and fatal at worst in the midst of a pitched battle.
Epsilon-Eagle’s movement options are also notably complex. He can run and jump, of course, as well as swap between the free and fixed weapon firing schemes mentioned above at will, halt his jumps at any point to hover in place for as long as desired, reverse his gravity and run along the ceiling (a la Irem’s Metal Storm), transform enemy projectiles into health pickups with a melee attack called the Counter Force, and perform an invincible dash maneuver known as the Zero Teleport. Because both Epsilon-Eagle and his foes are so large, skillful use of the Counter Force and Zero Teleport in particular are vital for effective evasion. Oh, and don’t forget that the Zero Teleport also doubles as a fiery super attack that can wreck many bosses in an instant, but only as long as Epsilon-Eagle is at maximum health.
It’s a lot to get a handle on and Alien Soldier doesn’t go out of its way to ease the player in, starting out intense and only getting crazier as it rolls on. The saving grace here is the lower of the game’s two difficulty settings, which allows for unlimited continues and passwords for every stage. Newcomers are able to practice all they want here before they consider challenging the “Superhard” setting, where continues are strictly limited and there are no passwords.
Is it ultimately worth the time to learn the ins and outs of Alien Soldier’s intricate take on run-and-gun combat? Hell, yes! Between the huge character sprites, beautiful backgrounds, pulse-pounding soundtrack, and buttery smooth combat, it really is a technical marvel on the humble Mega Drive. While controlling its oddball avian protagonist effectively takes practice, the sense of accomplishment attainable by executing a flawless series of parries and teleports to annihilate a once-imposing boss monster without suffering so much as a scratch in return really does justify the effort.
Alien Soldier’s one glaring flaw in my eyes is simply that its plot is simultaneously over and under-written to ludicrous extremes. The rambling opening text crawl devotes an eternity to detailing a near-incomprehensible conflict between Epsilon-Eagle and Xi-Tiger, only to then have Xi-Tiger bite the dust in level nine and Epsilon-Eagle proceed to keep on kicking the asses of assorted crazy robots and monsters across sixteen additional stages with the player having no clue about the whys and wherefores of it all. This may seem like an odd thing to focus on when I’ve personally deployed so many variants on the “Nobody plays actions games for the story” excuse over the years. Bear in mind, however, that this line is usually used to hand-wave away simplistic or clichéd storytelling. “Rescue the princess,” “halt the alien invasion,” that sort of deal. These setups may be boring in and of themselves, but they at least get the job done. Here, the chaotic stew of half-baked and non-existent plotting just makes it next to impossible to cultivate any true understanding of what your chicken-headed hero is supposed to be doing or why after the one-third mark.
Still, I’ll concede that this likely won’t trouble you for long. You’ll be too busy wondering exactly two things: What sort of demented monstrosity the game can possibly throw at you next and what tactics you’ll need to kill said monstrosity. Puking insect man? Sure. Big-nosed phallus monster shooting wasps out of its butt? Okay. Werewolf cowboy on a robo-horse? Why not? Alien Soldier is far too focused on its slick, savage journey to spare much thought for the destination. Approach it with that same mindset and you’re in for some of the most stimulating hardcore action gameplay ever devised.
Now, would you mind passing me the Tums? My 68000 heart is killing me.