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Alien
Watara Supervision, 1992
Despite the name, this isn't a high-stakes horror game based on the movies; it’s a budget-grade horizontal shooter that "borrows" its identity from just about everywhere else.
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One of the funniest things about Alien is its box art. The ship is a blatant trace of the R-9 from R-Type, and the backgrounds look like they were lifted from a sci-fi novel. It’s a classic example of "bait and switch" marketing from the era; once you boot the game up, those cinematic vibes disappear, replaced by tiny, flickering sprites that look more like floating germs than space invaders.
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The gameplay is... relaxed, to put it nicely. Because the Supervision’s screen suffered from heavy motion blur, the developers had to slow the game down to a crawl. You pilot a lone ship through six stages of space stations and mountain ranges, but since everything moves at a snail’s pace, the biggest challenge isn't your reflexes; it’s your patience. It’s a shmup where you occasionally forget you're even in a dogfight.
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The game features a "charge shot" mechanic, but in a weird technical twist, the big bullets don't actually seem to do more damage than the small ones. They just take longer to fire. It’s a bizarre design choice that makes the combat feel more like a light show than a battle. Coupled with the lack of background music, the only thing you'll hear is the repetitive "crunch" of exploding enemies over a very quiet soundscape.
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Even though critics usually tear it apart for being a 1/10 experience, Alien has become a staple for Supervision collectors. It’s the perfect snapshot of what the console was: a gutsy, slightly confused attempt to give kids a "Game Boy experience" for half the price. It’s janky, it’s slow, and it’s arguably a bootleg in spirit, but that’s exactly what makes it a great conversation piece for a retro site.
Alien is far from a masterpiece, but it’s a legendary piece of the Supervision’s library. Whether you’re laughing at the "stolen" box art or trying to survive the slow-motion kamikaze enemies, it’s a game that perfectly captures the weird, budget-obsessed energy of 1992.
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