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View Full Version : Sol-Deace for Genesis pairs space battles with percussive clapping



RukBot
01-19-2024, 07:26 PM
https://www.destructoid.com/wp-content/uploads/2024/01/Screen_Sol-Deace07cropped.jpg

As with El Viento, I hadn?t heard of Sol-Deace before Retro-Bit?s reproduction of it was announced. However, it?s a good partner since, like El Viento (https://www.destructoid.com/el-viento-for-genesis-is-baffled-by-world-ending-cults/), it was developed by Wolf Team.


Sol-Deace has something of a confusing history. It was originally released in Japan in 1990 on the Sharp X68000 where it was called Sol-Feace. It would then be ported to the Sega CD in 1991, but when it arrived on a Genesis/Mega Drive cartridge in 1992, it was named Sol-Deace. I don't know why the name changed, but the story uses Feace and Deace as surnames, which maybe they are. Weird words to me, so I'm not sure why they chose them. If I had to guess, I?d say the words probably sound cool to the Japanese ear. However, my only basis for that is the theory that I have no other explanation.


https://www.destructoid.com/wp-content/uploads/2024/01/Screen_Sol-Deace03cropped.jpg?w=640Screenshot by Destructoid

We had it coming

Sol-Deace is a horizontal scrolling shoot-?em-up. Humankind created the AI GCS-WT in the 31st century, and, predictably, it backfired. It rightfully decided it was superior to humans (as if that was a high benchmark) and demanded their subjugation. Humans, not knowing what?s good for them, went to war with the GCS-WT and got their asses handed to them. Some of them retreated to Sirius where they went to work developing ? and you can probably guess this part ? a single high-tech fighter to combat the AI.


Listen, I?m not a scientist, an engineer, or a warmonger, but I?d think a computer virus would be more effective against an AI than a solitary space jet.


In any case, the Sol-Deace is piloted by Ship Navigator Eric and Weapons Commander Misao. Oo-la-la. Do you think they?re smooching in there? I bet they are.


The Sega CD version tells a different version of the story. Dr. Feace hacks into the GCS-WT and deletes ?the data? from ?the data bank,? which forces the AI into a recovery period and gives them an opening to attack with the Sol-Feace. You see? That?s what I was saying. I?m not sure why Dr. Deace didn?t think of that. Maybe that sort of logic doesn?t fit on a Genesis cartridge.


https://www.destructoid.com/wp-content/uploads/2024/01/Screen_Sol-Deace01cropped.jpg?w=640Screenshot by Destructoid

Top-of-the-line

Sol-Deace loses some cutscenes and audio fidelity from the Sega CD version, but the games are the same.


It?s tempting to call Sol-Deace a boilerplate shoot-?em-up, but it does have a number of mechanics that make it unique. The core feature is the fighter?s stacked weaponry. While you start with the standard issue pea shooter, you fly into upgrades that stick to the top and bottom of your ship, giving you three-tiered firepower.


What?s unique about this is that they can each be a different weapon, and you can change how they?re aligned. If you speed up without firing, the weapons open up, giving you an angled spread. If you slow down, you can close them again. You can also stagger their alignment so only the top or bottom is shooting at an angle, but I found that difficult to work out in the midst of battle. It?s a bit like the option system from Gradius, but it also gives you some control as to whether you?re focusing more on defense or offense. There are also moments where you can set your spread in a particular way to take out multiple targets at once.


You?ll probably find these moments because Sol-Deace is a rather difficult shooter. I?ve found that a lot of console titles in the genre lean on limited continues to extend their runtime out of rental range. However, Sol-Deace doesn?t. You can try a level as many times as you?d like. That takes some real guts.


https://www.destructoid.com/wp-content/uploads/2024/01/Screen_Sol-Deace05cropped.jpg?w=640Screenshot by Destructoid

Put your hands together if you want to clap

You?ll need those continues. Sol-Deace isn?t a bullet hell shooter, but you?ll constantly be fitting your ship into small gaps, because there is always an unconscionable amount of things on screen. The variety of enemies is dizzying, but the developers also favored giant, rotating sprites. The screen is almost constantly full, even at the expense of the framerate.


In fact, Wolf Team was so dedicated to jamming everything they could into the game, that everything seems to be fighting for the same sound channel as your ship?s weaponry. The sound of your ?pew-pew-pew? gets cut off constantly in favor of something else going on, leading to a sputtering noise. This happens in both the Sega CD and Genesis versions.


On the other hand, they also managed to cram in some little details I thought were cool. If a smaller enemy gets up behind you, you can destroy them with your thrusters. You also don?t immediately die if you hit a wall. Your ship will just bounce off it in a shower of sparks.


Speaking of the sounds, I could instantly tell Motoi Sakuraba (https://www.mobygames.com/person/80784/motoi-sakuraba/) was behind the soundtrack. How? He?s the only Genesis composer I know of who makes extensive use of a clap as a percussive noise (https://youtu.be/8OHGXxX_wQ4?feature=shared). It stood out to me in El Viento, and you can hear that sample as early as the first level. It?s charming in a retro kind of way.


With or without the clapping, the soundtrack is awesome. It helped ease the fact that I was trying the same levels repeatedly trying to make progress.


That may sound frustrating, but Sol-Deace manages to hit a pace that really makes you want to get better at the levels. You?re constantly learning from your mistakes and discovering new strategies to get by the road bumps you hit on the way to the boss. There?s a certain level of memorization required for each stage, and finally, toppling a boss feels earned. It?s satisfying to make progress in a way that I?m not sure I?ve ever felt in a shoot-?em-up.


https://www.destructoid.com/wp-content/uploads/2024/01/Header_Sol-Deace01cropped.jpg?w=640Image by Destructoid

What really matters

The Retro-Bit reproduction of Sol-Deace is once again a pretty lavish treatment (https://limitedrungames.com/products/sol-deace-collectors-edition-genesis). As with their other Genesis/Mega Drive reissues, it comes in a clamshell case with reversible cover art and an embossed slipcase. The cartridge is translucent black with little sparkles in it. It?s a pretty great way to play on original hardware with a bit of extra pizzazz.


Mostly, I appreciate their work bringing the work that companies like them do in bringing some of these games back from obscurity. Renovation-published games like Sol-Deace are also available through Antstream Arcade and Evercade?s Renovation Collection, but for those of us who like to bond with games through physical contact, Retro-Bit does a good job of re-issuing them without making them feel like affectionate tributes rather than counterfeits.


In the last care package I got from Retro-Bit, it was the shoot-?em-up, Gley Lancer (https://www.destructoid.com/gley-lancer-for-genesis-mega-drive-is-a-lot-more-than-just-an-amusing-mistranslation/), that stood out to me most. With this set, it?s the shoot-?em-up again. Sol-Deace seemed a bit plain on the surface, but the more I played it, the more I began to love it. I really dig the confident challenge of it, and it has a number of small touches that make it shine. It isn?t quite as aesthetically impressive as Gley Lancer, but it does have what really matters: the clapping.


For other retro titles you may have missed, click right here! (https://www.destructoid.com/tag/by-the-wayside/)

The post Sol-Deace for Genesis pairs space battles with percussive clapping (https://www.destructoid.com/sol-deace-for-genesis-pairs-space-battles-with-percussive-clapping/) appeared first on Destructoid (https://www.destructoid.com).


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