Tag Archives: solarstriker

Battle Unit Zeoth [Game Boy] – Review

Lacking the box and manual, I can only assume this game is about saving the Earth.
Lacking the box and manual, I can only assume this game is about saving the Earth.

With Kirby’s Dream Land beaten and SolarStriker finished, I turned my attention to Battle Unit Zeoth, another Game Boy game, and like the latter, another shoot ‘em up. I purchased it with SolarStriker, and didn’t really play it until this week. It was developed and published by Jaleco in 1991 and perhaps thanks to this later release, Battle Unit Zeoth is a little more progressive than SolarStriker. I say this primarily due to its level design and it’s usage of infinite continues.

Piloting the mech felt good. It could fly around, or just walk on the ground or platforms.
Piloting the mech felt good. It could fly around, or just walk on the ground or platforms.

The game is composed of five stages. The three odd-numbered stages are traditional side-scrolling affairs, with the screen auto scrolling horizontally. The two even-numbered stages however scrolled vertically with my movements, but required a lot of platform navigation. I thought these were pretty unique stages for this type of game. Shoot, even the traditional horizontally scrolling stages featured a notable amount of verticality to them. My control of the mech seemed pretty progressive too, as I was able to shoot in all four directions, and with enemies coming from all sides, I often had to.

That being said, the game was made easier than SolarStriker thanks to the infinite continues. Instead of having a reserve of lives that would increase with my score, I only had access to one life. But, when I died I could continue from the beginning of the stage I died on, albeit, without the upgrades I had collected. That was an important loss too, as the upgraded weaponry had a much larger impact than it did in SolarStriker.

If you play this game, you'll see this screen often.
If you play this game, you’ll see this screen often.

Between the two, I think Battle Unit Zeoth is the more interesting shooter, design-wise. But, it’s also the easier shooter, which may rub some the wrong way. Still, being able to complete a game is nice, and games in this genre are very replayable. So, I think I’m done writing about Game Boy games for the moment. I am playing something on the platform currently, although I’m not sure an article will come to fruition as a result.

SolarStriker [Game Boy] – Review

I've got that boom boom pow!
I’ve got that boom boom pow!

So after completing Kirby’s Dream Land, I figured I’d make a kick out of this “playing Game Boy games” idea and keep the concept going. I acquired SolarStriker and another Game Boy shoot ‘em up at the famous (infamous?) Admiral Flea Market for a few bucks many weeks ago and barely played it then. It was released in 1990 by Nintendo and developed by Nintendo R&D 1 and Minakuchi Engineering. The copy I have is loose and there are no indications of a narrative in-game, although I can tell from a little research (Wikipedia) that there is some mumbo jumbo about saving the Earth. A story isn’t crucial though, as is usually the case with this type of game. What matters is the gameplay.

These are a couple of the first enemies, and the stages never got much tougher than this.
These are a couple of the first enemies, and the stages never got much tougher than this.

All of the game’s six stages had me piloting an X-Wing looking spacecraft vertically towards the top of the screen. The enemies remained basic throughout my sessions with the game. They always entered from the top of the screen, and maybe even the sides; always in waves though, but never shooting profusely in a bullet hell way. The game did grow challenging, although I was able to make it the final stage within a half-dozen attempts. The bosses were the most challenging foes (duh) and I thought the fourth one especially was a life-sucker; there were bullets coming from all directions! In my favor was a simplistic power-up system, although my weaponry never deviated from shooting straight ahead.

That is, excluding boss fights of course. They could be challenging, at least from the fourth one on.
That is, excluding boss fights of course. They could be challenging, at least from the fourth one on.

When I began playing SolarStriker, I thought that I wouldn’t get close to the end. But after a little bit of time and determination, I was able to routinely make it. So, it’s a challenging game, but not devilishly so, however… the naturally dark color palette of the game was an issue. I had to adjust the color palette on the Game Boy itself to a negative version of the default to stand a chance. There was something about the black background of each stage obscuring the enemy fire that I couldn’t get my head around. Like Kirby’s Dream Land, this was a simple iteration of the genre it’s portraying, but a fun one that didn’t consume a lot of time.