I wonder if I can get away with listing “flying away from big explosions” on my resume at this point?
Off to the PC Engine I go for another bout of alien ass whupping in 1990’s Super Star Soldier. To understand the origins of the Star Soldier series, we need to start back in 1984, when Tecmo (then called Tehkan) developed the fast-paced vertical shooter Star Force for arcades. The subsequent home release of Star Force on the Famicom proved so wildly popular that its publisher, Hudson Soft, made it the centerpiece of their first annual All-Japan Caravan Festival in 1985.
This nationwide high score contest generated considerable publicity and Hudson was understandably eager to make it an annual event. Problem was, they needed a new game to center Caravan ’86 around. Preferably one very similar to Star Force…. In other words, Star Soldier was a bit of a copycat. It was a worthy shooter in its own right by the standards of the time, however, and all three of its PC Engine follow-ups (Super Star Soldier, Final Soldier, and Soldier Blade) would headline their own Caravans from 1990-1992.
Before I move on to discussing Super Star Soldier proper, here’s one last Caravan fun fact I couldn’t resist sharing with you all: We have these early competitions to thank for the rise of none other than Toshiyuki “16 Shot” Takahashi, the gaming prodigy named and famed for his rapid-firing skills in Star Soldier who later served as the real life model for Adventure Island’s Master Higgins. Yes, without these space shooter festivals taking place on the other side of the world, we would never have known the serene majesty of a portly gent in animal skins and baseball cap hurling stone axes at snails while riding a skateboard. What a bleak existence that would be.
Though developed for Hudson by Kaneko, Super Star Soldier will remind PCE/TurboGrafx fans of another, better-known shooter for the platform, Compile’s Blazing Lazers. In much the same way Star Soldier was “inspired” by Star Force, its sequel feels like an unofficial extension of Blazing Lazers. Many of the weapons feel familiar and your ship controls much the same, right down to having variable speed settings toggled with the Select button. Enemy and stage designs have a very Compile/Aleste look and flow to them, as well, although the settings you fly through are slightly less wild here. There are no deadly rainbow bubbles awaiting you this time out, for example. Even the quirky “special lives” mechanic introduced in Blazing Lazers, which has you repeatedly shooting certain power-up icons until they turn into flashing orbs and then collecting those so you can respawn in place when destroyed instead of being sent back to a checkpoint, is carried over. Considering Compile’s towering reputation among shooter fans, the same principle that exonerated the first Star Soldier holds true here: If you’re going to crib, crib from the best.
The plot, if you can call it that, is like so: Earth is under attack by a pack of evil space brains and their leader, Mother Brain. I tell you, it’s always brains in these old Japanese sci-fi games. So far this year alone, I’ve already killed one at the end of Gradius, another (also named Mother Brain) in Metroid, and a third in Section Z. That’ll teach those squishy bastards to think so much, I guess. Anyway, there’s still hope for us humans because an improved version of the Caesar craft from the last game, dubbed Neo Caesar, has been engineered for just such an emergency. The player assumes the role of the Neo Caesar’s pilot, referred to in the manual as “Starbuck.” Dirk Benedict’s character from Battlestar Galactica, then? Excuse me, but if I have to play as an A-Team alumnus, I’d much prefer Mr. T.
Starbuck’s mission encompasses eight stages. Most are variations on the outer space theme with only a couple taking place planetside. Each is fairly long and has its own unique final boss. The exception is, of course, the final stage, which is a punishing five boss gauntlet with a generous compliment of standard enemies sprinkled in for good measure. The entire journey takes around 35 minutes, assuming highly skilled play. That’s a respectable amount of play time for the genre, albeit also less than Blazing Lazers.
The Neo Caesar has four primary weapons at its disposal, accessed via colored-coded orbs dropped by enemies. These include the default multi-shot machine gun, the wide-angle ring laser, the more focused spread laser, and the powerful, short range swing fire. You can upgrade each weapon multiple times, increasing its area of effect considerably in the process. Taking damage will lower your weapon’s power, so these enhanced armaments also double as your armor in classic Aleste fashion. In general, I found the multi-shot and ring laser to be the best at taking out swarms of regular enemies, while the piercing spread laser was ideal for dealing heavy damage to single targets (i.e. bosses). I actively avoided swing fire for the majority of the game, since its flame jets share the same bright orange color scheme as the enemy’s bullets, which resulted in far too much accidental damage. Too bad. Double flamethrowers should equal pure bliss in any game.
Rounding out your arsenal are a couple of useful supplementary items. The Starbuck Defense System is a very fancy name for a very basic pair of “option” satellites that hang out near your ship blocking enemies and their shots. While these will damage foes on contact, they don’t actually multiply your firepower like the options from Gradius. Your other choice, the homing missiles, are entirely self-explanatory. You can only have one primary and one secondary weapon equipped at a given time. Thankfully, power-up drops are quite frequent, so you’ll never have to wait too long for your favorites to show up in the rotation.
Super Star Soldier poses a respectable challenge without being too overwhelming. For the most part, anyway. It’s definitely tougher than Blazing Lazers thanks to denser enemy patterns, trickier bosses, and no shield pickup or stock of super bombs. At the same time, it’s not totally lacking in clemency. You have weapons-as-armor to prevent those one-hit deaths and unlimited continues to boot. The biggest hurdle by far is the final stage. Defeating five tricky bosses in a row, the last of which has four distinct forms, is no joke. Worst of all is the three minutes or so of regular enemy waves you have to fight your way past before the boss rush even starts. It doesn’t sound like much, but having to wade through these guys over and over each time you continue can really start to wear on you after a while. This is another of those games where I spent significantly more time on the last level than on all the rest combined.
Oh, and I can neither forget nor forgive the hellish glitch that put an ugly end to my first full playthrough. See, crashing into enemies in Super Star Soldier damages both parties. The first time I managed to defeat the final boss, it was by accidentally colliding with it, destroying us both in the same instant. I had a ship in reserve, so I wasn’t worried. All I had to do was respawn and watch those credits roll, right? Wrong. I came back like normal, but the game just hung there. The boss music kept on looping as I sat there alone on an endlessly scrolling starfield. With nothing left to kill me and no time limit, all I could was give up and reset the machine. Did I eventually start fresh and beat the boss the normal way so I could have that true ending? I did. Was I happy about it? I was not.
That freak occurrence aside, there’s very little in Super Star Soldier that’s objectionable and much to appreciate. The audiovisuals meet the usual high Hudson standard and the shooting action is fast, precise, and, above all, satisfying. It’s true that the difficulty curve is a tad lopsided due to that crazy brutal eighth stage and the weapon selection, while adequate, could stand to be broadened. The three other games on the system that share this exact style of play, Blazing Lazers, Final Soldier, and Soldier Blade all have a little more going on mechanically and can be considered slightly better overall. Fortunately, being the weakest of these four still allows Super Star Soldier ample room to stand tall as one of the best shooters on a console synonymous with them. Just don’t try to kamikaze its bosses. Let my pain be your gain.