| |
It's funny how a well-placed NES port could often act as a vindicating device for questionable 80's arcade cabinets. Impossible arcade platformer with odd robotic-arm swinging soldier?: Awesome Hitler-smashing NES action called "Bionic Commando". So-so Rambo-vs-aliens inspired cabinet?: Present longest running "run n' gun" series ever made by the name of "Contra". Extremely hard two-player ninja beat-em-up?: Nowadays most famous sans-turtle ninja series known as "Ninja Gaiden".
Developers behind arcade titles like these were forced to improve the playing mechanics of their 8-bit conversions to compensate for the console's technical limitations, often launching their mundane arcade creations into NES stardom (some of which leading to sprawling series that can still be found in modern consoles) in a true testament to the now clichéd "gameplay is what matters" statement.
Others were not as lucky. Or in the case of Irem's "Gunforce", a little too late. Inadvertently trapped between the end of the NES' life cycle and the SNES' birth, Gunforce could have taken the NES walk of fame many others benefited from if it wasn't for the fact that its most defining feature (big, multiple vehicules) were most likely not going to survive an 8-bit translation. Besides, the small Nintendo was at the time busy in the process of handing over the torch to its beefier 16-bit brother, which would make a more suitable recipient for Gunforce's huge sprites and flashy special effects anyway.
By the time the SNES port hit the streets though, its lack of quality made it largely unimpressive compared to anything else available on the system.
Three years later an even obscurer but much improved arcade sequel put the series back on track quality-wise, but was at the same time condemned from the start as one of the company's last breaths of air. Oblivion loomed, and eventually both Gunforce and Irem suffered a quiet death...
But not all was lost. Gunforce's developers finally had a chance to reinstate their beloved formula in its spiritual successor "Metal Slug", under their newly formed "Nazca" label. And I'm sure I don't need to tell you how that went...
Gunforce
Battle Fire Engulfed Terror Island
|
|
Players: 2
About: Shooter with vehicles
Courtesy of: IREM
Back in: 1991
Originally on: Arcade
Also on: SNES
|
It is Earth's "ultimate multi-national army"'s job to stop a massive alien invasion from succeding. A.k.a. "Gunforce", this clichéd two-guy assault force at least has in firepower what it lacks in recruiting skills.
Six levels of frenetic horizontal action will certainly remind older players of Data East's "Midnight Resistance" and (of course) Konami's Contra series. Jumping, climbing ladders and wildly shooting everything in sight with the usual array of limited-ammo weaponry offers nothing new yet continues to be one of the most satisfying, most pure arcade treats.
Arcade flyer |
 |
At the end of each level, the Gunforce faces giant but unimpressive bosses in the form static structures with multiple shooting points, some of them (e.g. the first stage's) taken straight out of Contra's arsenal.
Unlike the ones found in Konami's classic, these dull end-of-level guardians are the title's main detrimental point. Their extreme difficulty so disconnected from the rest of the game that it effectively functions as the game's point of no return: casual players will probably give up on it entirely, while genre fans will try to learn its abusive shooting patterns.
Luckily (and unlike most titles in this genre), only enemy shots and vehicules kill on contact, leaving your character some much needed space to run around dodging bullets without having to worry about running into regular enemy sprites.
Japanese arcade flyer |
 |
If by now you are asking yourself why Gunforce is worth your attention, put your DS "Contra 4" down for a minute while we get to the main course: the vehicule catalog. Gunforce effectively differentiates itself from all other platforming shooters through its extensive selection of 8 pick-up-and-go war machines distributed throughout the stages. From small cable-carts to screen filling helicopters, they are not only a fresh contribution to the genre but also add the much needed edge that keeps Irem's shooter afloat.
Eight methods of mayhem: |
| |
|
|
|
|
|
APC |
|
Jeep |
|
| |
|
|
|
|
|
Cable cart |
|
Rail cart |
|
| |
|
|
|
|
|
Motorcycle |
|
Mech |
|
| |
|
|
|
Helicopter |
|
| |
|
|
| |
Tank |
|
Others: |
| |
|
|
|
|
|
Turret |
|
Elevator |
|
| |
|
|
|
|
|
Machine gun post |
|
Raft |
|
| |
Graphically, the vehicules steal the show in another otherwise mediocre platform shooter. These then rarely seen huge sprites are the main reason Gunforce got some attention back in its days, and why old school fans of the genre are willing to put up with its aged gameplay nowadays.
Other than that, the audio department as well as overall stage and background design are nothing to write home about. Although some good-looking explosions, somber palette, and overall gritty feel offer a hint to what in later years Irem would refine into its predilect graphic theme: cyberpunk.
SNES cover |
 |
It's been statistically proven that westerners prefer robots over humans as their heroes, and also as much uppercasing in their titles as possible. Good job, Irem of America. |
Britain-based "Bits Studios" was in charge of the SNES port, a small company that worked under Irem on both excellent "R-Type" conversions for Nintendo's GameBoy, its GameBoy Color remake "R-Type DX", and many forgettable licensed products on different platforms. Unfortunately, Bits' port sank the Gunforce name deeper into obscurity despite the SNES' hardware being an ideal home for its conversion. Blame it on laziness, their limited programming skills, or just the lack of experience in dealing with the new hardware's technical specifications; slowdown, a very low difficulty level, and cut-out stages and vehicules are just some of its issues. Add an unacceptable floaty jump and the main character's odd sped-up movements when there's no other sprites present on screen and it's evident that Bits Studios shouldn't have bothered in the first place.
Super Famicom cover |
 |
|
|
|
|
|
|