Deeds not words.
First, the bad news: Space Megaforce for the Super Nintendo is not an adaptation of the cult classic 1982 action schlockfest Megaforce, in which a bearded Barry Bostwick battles terrorists on his flying motorcycle. You’ll need to hit up the Atari 2600 for that game.
Oof! How can poor Space Megaforce possibly bounce back from that degree of crushing disappointment? How about by being another brilliant shooter by Compile, the legendary studio behind MUSHA, Gun-Nac, and The Guardian Legend? Yeah, that’ll do nicely. Compile made my favorite shooters of all time, including the superb Zanac for NES. I reviewed Zanac last Christmas, so it seems this is becoming another holiday gaming tradition around here; a little present to myself. Fine by me.
Oddly enough, I started the introduction to this review with tongue planted firmly in cheek. Then I noticed something strange: Space Megaforce (known as Super Aleste outside North America) was published by none other than Toho, the same monolithic film company that distributed Megaforce to Japanese theaters a decade earlier! Could it be that whoever was in charge of the game’s localization really did mean to reference the infamous box office turkey with this title change? That seems insane. Then again, the game we know as Blazing Lazers originally shipped as Gunhed in Japan, a reference to Toho’s wholly unrelated sci-fi movie of the same name, so I suppose anything’s possible.
If you have any amount of prior experience with Compile shooters, you’ll know that while each has its distinctive quirks, they all tend to share very similar core design elements. Most prominent among them are notably lengthy vertical scrolling stages, a wide variety of different weapons to choose from, the ability to upgrade each weapon multiple times by collecting “power chips,” and a forgiving damage system where hits from enemies cause your weapon power to degrade before they destroy you outright. Space Megaforce fits squarely into this familiar mold, for better or worse. It most closely resembles the TurboGrafx-16’s Blazing Lazers from three years previous with its surreal backgrounds, jazzy tunes, and selection of armaments that includes the iconic Field Thunder (called simply Laser here). The “special lives” mechanic from Blazing Lazers also makes a comeback, allowing you to shoot certain power-ups until they transform into glowing orbs, then collect those orbs in order to gain the ability to have your ship re-spawn in place one time when you lose a life instead of being sent back to a checkpoint like normal. If you’re already a fan of Blazing Lazers, I’ve told you everything you need to know at this point. This is essentially twelve more levels of that game, so have at it!
Since Space Megaforce technically isn’t an official Blazing Lazers sequel, however, it does have its own story. It centers on a mysterious alien sphere that arrives on Earth one day, positions itself over South America, and begins etching huge designs into the ground similar to the famous Nazca Lines of Peru as it siphons energy from its surroundings and rapidly expands. Wait, Nazca…Zanac…I just now got that. Good one, Compile. Anyway, conventional attacks on the sphere are easily repelled, so it falls on the pilot of the experimental Super Aleste fighter to penetrate the its defenses and save the planet from assimilation. This is nothing we haven’t seen before. The basic setup of an enigmatic alien artifact threatening humanity is actually quite similar to Zanac’s. Fitting, since the Aleste series as a whole grew out if it. The Japanese release does include some welcome additional details, though. The pilot of the Super Aleste is given a face and a name, Raz. He’s also accompanied on his mission by a helpful female alien named Thi, who was formerly a prisoner inside the sphere and now wants to help destroy it. Why these two were cut out of the international releases is beyond me. They make a cute couple and lend the game some much-needed personality. This, along with its substantially lower price, makes the Japanese version the one to get in my opinion.
Ultimately, two key elements set Space Megaforce apart from the rest of the Aleste series. The first is the initially overwhelming choice of eight different weapons, each of which has seven possible power levels and at least one alternate firing mode to toggle between. You also have the requisite limited supply of super bombs to bust out in emergencies, of course. Enemies drop a near-constant stream of weapon pickups, so you’re able to swap back and forth among the different options relatively easily. This embarrassment of riches makes for substantial replay value. Individual stages can be much easier or harder depending not just on the current weapon equipped, but its power level and active firing mode. The amount of freedom the player has to shape the experience as a whole is rare and refreshing for a shooter of this period.
Space Megaforce’s other claim to fame has to be its strangely laid-back feel. For a game about zipping around in a high-tech space jet blowing up swarms of vicious aliens with one of the most varied and impressive arsenals in all of gaming, it sure does have a chill vibe to it. Most levels scroll by at a leisurely pace, the music is downright loungy, and the visuals tend toward the hypnotic with loads of trippy, undulating background effects. The game is also long. A perfect no-death run still clocks in at a full hour, which is a bloody eternity by 16-bit spaceship shooter standards. This has led some to claim that the game is simply too long and too slow for its own good. Playing it back-to-back with its immediate predecessor, 1990’s MUSHA (aka Musha Aleste) for Sega Genesis, I can definitely see where these critics are coming from. Musha’s swift scrolling, relentless speed metal soundtrack, and punchier forty minute runtime all make it the polar opposite of Space Megaforce, at least superficially. For what it’s worth, I never found myself bored playing Space Megaforce. In fact, the first thing I did after I beat it was to play through it again on the hard difficulty setting. Then I went on to finish the Japanese version twice. The gameplay here may not always be hyper-intense, but it’s far from boring. There’s always something to shoot, something to dodge, and something to grab. That I get to do all this while kicking back and rocking a mellow groove is fine by me.
Is Space Megaforce truly the best shooter on the Super Nintendo, as the rampant hype online would have you believe? Maybe. With twelve stages, eight weapons, and five difficulty modes, it’s a remarkably complete package. It looks and sounds gorgeous. It runs flawlessly with no slowdown to speak of, owing to its developers’ famously efficient programming. If we limit the field to its fellow vertical shooters, only Firepower 2000 and Pop’n TwinBee stand out as worthy rivals with their two-player simultaneous play options. Factor in the better horizontal scrollers like R-Type III and U.N. Squadron and the choice becomes a lot less clear-cut. In any case, it’s yet another Compile masterpiece every fan of the genre should check out. The only thing I can’t recommend is paying the triple-digit prices the American cartridges command when the Japanese version is superior to begin with. Shop smart, boys and girls.
On that note, Merry Christmas to you all! Today caps off another thrilling, educational, and all-around rewarding year of gaming for me. With another 63 titles completed and reviewed, I still feel I’ve only just begun to scratch the surface of everything the 8 and 16-bit era has to offer. I’ll see you again in 2019, when I’ll be checking another item off my bucket list with my first foray onto a new hardware platform. Kind of.
Now it’s time to go check under the tree for that flying motorcycle I wrote Santa about. Fingers crossed!