Pulverizing your enemies: The true reason for the season.
Ho, ho, ho! Merry Compilemas! Time for another present to myself in the form of a “new” offering from one of my most appreciated developers. I had so much fun with Compile’s formative classic Zanac back in December of 2017 that I decided to make returning to this particular well a Christmas tradition for as long as possible. This year, I’m unwrapping 1990’s Gun-Nac for the NES. It’s yet another vertically-scrolling shooter in the time-tested Zanac/Aleste mold. There’s one key difference this time, though: Gun-Nac is a “cute-’em-up” that sees you repelling an invasion of adorable animals and prosaic household objects instead of the usual alien armada.
If you’re inclined to believe the English instruction manual, Gun-Nac takes place in a faraway “synthetic solar system” called IOTA Synthetica, where a mysterious cosmic force is causing all sorts of unlikely things to spring to life and attack the populace. You control maverick space ace Commander Gun-Nac in his bid to to save the day. Given that you never see Commander Gun-Nac himself, you may suspect something was lost in translation. Sure enough, the extended cutscenes in the Japanese original reveal the story was meant to be set in our own solar system and star a lady magician in the garb of a Shinto shrine maiden who summons her high tech spaceship with a spell. I’m not sure why this rather charming element was removed. It reminds me of how my last Compile Christmas selection, Space Megaforce, also ditched its pilot characters, Raz and Thi, in favor of another unseen protagonist. It’s almost like whoever was in charge of localizing these titles was actively striving to keep them as bland as possible for some reason.
Oh, well. On to the blasting! Gun-Nac is made up of eight stages. Nine, if you count the hidden “area zero” accessible by setting the sound test in the option menu to five, which enables the level select function. Per usual for Compile, they’re all quite lengthy and most include at least one mid-boss in addition to a final boss. The wacky theming starts off strong with a cratered lunar surface where killer bunny robots deploy heat-seeking carrots against you. Weird as that is, there is context for it. In China, Japan, and other parts of Asia, the “face” on the moon is thought to resemble a rabbit, an association that’s influenced mythology and art for centuries. The more you know. Later stages pit you against paper products, money, and other absurd threats.
The action itself is pure Aleste. Your ship can cycle between four speed settings at will, equip five primary shot types represented by numbered icons, and carry four flavors of limited use elemental super bomb for emergencies. Gathering power chips will enhance your primary gun and the wing item bulks up your ship, allowing it to withstand an extra hit before it’s destroyed. One entirely new addition is money bag pickups, which you can exchange for various ship upgrades at between-level shops. These resemble fast food establishments, except they vend death rays and explosive ordinance instead of burgers and fries. Gotta love that smiling girl at the counter with her paper hat and name tag.
When it comes to this tried-and-true formula, I essentially have no complaints. Gun-Nac is a prime example of the Compile house style. It and its fellows are among my most treasured gaming memories for good reason. They’re invariably fast-paced and hectic, with pinpoint-accurate controls and little, if any, slowdown. On top of this, you get a plethora of exciting weapons to wield and a relatively forgiving design that allows for a much less punishing play experience than is typical for the genre. Some critics have claimed these games are too easy, too samey, or that their levels drag on too long. Allowing for personal preference, this is all fair enough. Certainly, Gun-Nac is notably easy on its default difficulty setting. I was able to complete it on my very first attempt without needing to continue even once. Good luck pulling that off in Gradius or R-Type! For me, however, auto-scrolling shooters just don’t get any better. If you’ve enjoyed any of the studio’s similar works (Zanac, The Guardian Legend, Power Strike, Blazing Lazers, Space Megaforce, etc), I can virtually guarantee you’ll like this one, too.
There is one thing that disappointed me about Gun-Nac, although it’s unrelated to the gameplay proper. Despite being billed as Compile’s take on the cute-’em-up subgenre, it doesn’t seem the design team was prepared to fully embrace the unbridled insanity that usually implies. Comparing Gun-Nac’s art and sound direction to that of cutsey staples like TwinBee, Parodius, and Fantasy Zone reveals it to occupy an awkward middle ground between them and the typical “straight” shooter. Some stages (like the previously mentioned rabbit-infested moon) are as kooky as can be. Others are decidedly restrained. In fact, the further you progress, the more things start to resemble an average Aleste game. The final stage is a stock metallic techno-fortress that features no oddball enemies at all, only common spaceships and gun turrets. It’s as if Gun-Nac’s creators couldn’t agree on what sort of tone to aim for. That, or they happened to have a bunch of leftover sprites and background tiles laying around from other projects and opted to cobble together another game out of them.
Gun-Nac may be aesthetically disjointed, but its familiar, masterful action still succeeded in making my already blissful holiday season that little bit brighter. I can’t think of a better note to close out another amazing year of gaming goodness on. It’s been a true blessing to have had the opportunity to explore another 59 vintage games with you all over the past twelve months. I have some important milestones coming up in 2020, including the biggie: Review #200, which will focus on my all-time most beloved game for my favorite console. Until then, Merry Christmas and a sincere thanks to each and every one of you.