











Super Aleste (US: Space Megaforce) - how did Compile pull this off on the SNES in 1992?
I had this game as a kid but never finished it - which I made up for now. (It is awesome and it is intense, atm I wouldn't even dare to go beyond Normal mode, though.)
I always wondered how this game pulls of all the action that's going on without any (noteworthy) slowdown on the SNES in 1992. There were high profile and experienced studios like Konami with Gradius III (1990) and Irem with Super R-Type (1991), both of which are go-to examples for awful slowdowns on the system and in general, there seemed to be consensus that the SNES is not made for shooters. While Compile also had a respectable track record, I wonder what they did differently. Konami somewhat made up for that with Axelay (1992), and Irem with R-Type III (1993), but I feel like Super Aleste is a lot more packed with projectile and enemy sprites (the screenshots here do not quite capture that I'm afraid). The sprite count especially on the harder game modes is just insane for SNES standards.
Also, I just realized that the game is part of the Aleste series, which I was entirely unaware of. Did you folks play other games of the series? Which ones would you recommend?