Publisher: Nintendo
Release: 1990
Platform: Game Boy
Genre: Shoot 'em-up
Solar Striker could easily be—as it was at the time—dismissed as just an average, anachronistic vertical shooter. But producer—and creator of the very Game Boy hardware—Gunpei Yokoi had much more in store for the title: alongside the game itself Yokoi laid guidelines for his peers on how to properly develop for the new hardware. Unfortunately his message never quite reached the audience it was intended for and the platform suffered with the console being downright misunderstood in its early years.
Developing for the Game Boy brought up two complementary (or “detrimentary”) issues that were first ignored altogether and then struggled with by old-timers from the industry: graphics and gameplay.
It was the classic form/content conundrum art always have faced, but worse: technically one stood in the way of the other here.
Of course, the initial problem was the 4-shades-of-grey/green color palette limitation; but that gets even darker (no pun intended) under the small dot matrix display’s resolution. Initially titles suffered from the “flea syndrome” resulted from the straight-forward big screen modus operandi being crammed into the system; afterwards slowdown became more frequent as bigger sprites were hard to handle.
Evolution from first to second installments of Super Mario Land and Batman |
Solar Striker next to contemporary shooters: Galaga, Nemesis and Sagaia. |
Solar Striker remains one of the best shooters to ever grace Game Boy, aside being a living lecture on game design.
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