Solo game development is a high-risk high-reward prospect. The developer’s dream game might not appeal to anyone else, or it may be crippled by the need for one person to exceed in all the arts of game making. However, if the game does manage to come together, you can get totally unique experiences that just exude personality. For Alien Soldier, it was the vision of a Treasure employee named Hideyuki Suganami who wanted to follow up Gunstar Heroes with the ultimate 2D shooter. Even though the Genesis’ hayday was over by the start of development in 1994, he wanted to make the definitive action game for it before 3D hardware had totally overtaken the market. That’s a tall task for one guy, but I would be confident in stating he succeeded with his design (but more staff came on to finish the project near the end, for the record). Alien Soldier really might be the best 2D shooter of all time, and you can feel Suganami’s understanding of the genre through all the mechanical polishes most people wouldn’t even think about. For example, most sidescrolling shooters either lock you in place as you shoot or force you to shoot in the direction you’re moving, but in Alien Soldier you can freely swap between the two to handle different enemies. You swap weapons with a weapon wheel, but since some players might push right to rotate the wheel clockwise, and others would push right to select the option on the right, there’s also a linear display to prevent confusion. In a nice touch for expert players, the health/ammo/damage bars can be set to either be graphics, numbers, or hidden entirely. These polishes still aren’t standard in 2D shooters, and most don’t have the smart pacing that this game does either. Alien Soldier has short levels that mostly serve as a way to recharge your health and ammo between the incredible boss fights, and there’s no wasted time or filler levels. It’s the ultimate example of an “all killer, no filler” game, it’s wonderfully imaginative and challenging from front to back. My only suggestion for when you play (and a hint at the game’s over-the-top personality) is to flip the difficulty from SUPERHARD to SUPEREASY, at least for your first playthrough. Hard mode is meant to play like an arcade game with its limited continues, but easy mode lets you just select a new set of weapons when you die, in case your current set is unsuited to the current challenge. It really is hard to talk about this game without getting into another one of those little polishes. I could gush about all the little things this game gets right all day, and still wouldn’t be able to convey how cool and fun this game is. Please play it, it’s $1 on Steam and easy to emulate.

Reviewed on Jan 05, 2021


3 Comments


3 years ago

One of those little details, that I can't think of any other example, is Epsilon Eagle's walking backwards animation, even if it's not the most used mechanic among all of them.
Totally agree in your point about flipping between Superhard and Supereasy. Both of them are super, that's what it counts.

2 years ago

I was too stuborn and never switched from Super hard. It took me ages to beat 7 Force, but when I did, the red snake boss ate up all my time and I abandoned the game til just last year lol. Idk, I enjoyed learning the game on Super Hard. I feel the sheer adrenaline rush that this game provides is enhanced by the consecuence of losing all your lives

2 years ago

Oh I totally agree that the experience of breaking through Super Hard is amazing, but I don't know how well it works as an introduction. Ideally, no one should want to abandon it before the end like that, so starting on easy lets the players who would get frustrated see all the cool stuff, and give determined players a good way to acclimate and attack Super Hard on an even playing field.