Alpha Mission (NES) Playthrough
Playthrough of Alpha Mission, SNK:s 1987 vertically scrolling shooter for the NES.
Alpha Mission (known in Japan as ASO: Armored Scrum Object) is a vertically scrolling shooter developed by SNK. Originally released in arcades in 1985, it was ported to the Famicom in 1986 and to the NES in 1987.
The gameplay centers on a dual-weapon system. Players fire a standard weapon to target aerial enemies while using missiles to hit ground installations and stationary threats. Power-ups play a large role, allowing upgrades to weapons, speed, and defense. Collecting certain items unlocks special armor or abilities, though these consume energy or last for a limited time. Levels are capped with boss encounters that test memorization and weapon management. Losing a life removes accumulated upgrades, adding tension to each run.
One of the game’s strengths lies in this power-up system, which adds a degree of strategy beyond constant shooting. Choosing when to invest in speed, firepower, or special weapons affects survival and pacing. The graphics, while modest, create a serviceable sci-fi setting, and some boss designs and weapon behaviors add flair. The game also offers a demanding challenge, rewarding players who learn patterns and manage resources carefully.
On the downside, repetition sets in quickly. Many stages reuse the same backgrounds and enemy formations, which makes later levels feel more like endurance tests than fresh challenges. The player’s ship starts with sluggish movement, and without speed upgrades it can feel difficult to dodge enemy fire. Technical issues like sprite flicker and slowdown are common when the screen fills with enemies or projectiles, which undermines precision. The soundtrack is sparse and repetitive, and sound effects provide little feedback when hitting enemies or taking damage.
Overall, Alpha Mission is a competent early shooter for the NES, but one that shows its age. Its upgrade system introduces some interesting strategy, and the difficulty will appeal to players who enjoy memorization and perseverance. However, its repetitive design, technical shortcomings, and limited audiovisual presentation prevent it from standing alongside the best shooters of the era.