Ah, 
              Aleste. It doesn’t get any more simpler or by-the-book shooter tactical 
              than this. Not that I’m criticizing, mind you. Aleste one and two 
              spawned many follow ups on the post 8-bit systems. But on returning 
              to the ones that started it all, the shooter fanatic will find solid 
              gameplay, a variety of weapons, and a challenge that will keep you 
              coming back for more. Keeping in mind that these two games were 
              done on the MSX system, and noticing the graphics on part two especially, 
              one should be quite impressed. I did a combined review of parts 
              one and two together, since the gameplay is basically the same, 
              and part two is almost an extension of part one with much improved 
              graphics.
            Shoot 
              the enemies, don’t get hit. That’s it. Why would you want any more? 
              Aleste features the now famous “p” droppings, which power up your 
              main gun when you grab a few. When you shoot this powerup, a load 
              of “p”s drop in a spread pattern, and you have to grab as many as 
              possible, which is not easy when dodging tons of enemies. There 
              is also a secondary weapon, with limited use, determined by which 
              numbered powerup you grab. There are about 6 or so different secondary 
              weapons, ranging from a laser, to a circular boomerang, to an exploding 
              ball. Nabbing the same number a couple of times in a row will power 
              up the secondary weapon, which is a big help when tons of enemies 
              fill the screen. Now that even the youngest shmupper can understand 
              that simple gameplay, let’s look and how the original and the sequel 
              compared to each other.
            Aleste 
              part one features the same bosses over and over. Even the minibosses 
              are from the same stock. Fight off a few waves of fighters, then 
              along comes a fortress with 8 or so gun placements, which you have 
              to whittle away at until you beat the whole thing or time runs out. 
              Unoriginal! Repeat this formula for eight levels. Strangely enough, 
              though repetitious, you will find yourself wanting to beat this 
              game. All that is remedied in part two though. Same basic idea, 
              but now with REAL BOSSES! And some are pretty impressive. And what 
              an upgrade on the graphics! The theme of each level really stands 
              out, from the bright green vegetation infested city to the almost 
              Life-Forceish level 4. Difficulty for both these series is slightly 
              above average, because much like R-Type, dying is hazardous to your 
              health, and powerup status is out the window. Bad news when the 
              screen is filled with about 10-15 enemies. Music is also a factor 
              in the Aleste series, and hit the peak on Musha for the Megadrive.
            Overall, 
              these are two top notch games for any Shooter fan. While they might 
              not look too impressive with today’s Dreamcast and Playstation 2 
              technological advances, the solid gameplay drives the Aleste series 
              to stay in competition with the newer games of today. The “Soldier 
              Blade syndrome”, which stands the test of time, is the ability of 
              a game to continue to impress even when outdated and technologically 
              failing (Soldier Blade still holds my number one shooter spot, will 
              it ever be de-throned?). And the Aleste series both suffer from 
              chronic SBS.