Conquer 12 alien worlds, then Westernize them so that they may know the joy of McDonalds.
Run, little jetman.
PLAYERS: 1
PUBLISHER: Tradewest
DEVELOPER: Rare
GENRE: Adventure
RELEASE DATE: September 1990
Solar Jetman carves its own
weird niche on the NES, with little regard for what
any player thinks. There's slight action, a good deal of non-linear
exploration, and a little strategy. But what ties these three
elements together are the game's equally impressive and abhorrent
physics. Solar Jetman
takes place within the confines of twelve (thirteen, counting the
bonus world) planets, each with its own gravity. If a planet has
little gravity, your miniature exploring ship/spaceman will bounce
around like a pinball; on the plus side, it will be easier to lift
essential items out of each planet, like pieces of the golden
warship or crystals used for currency, fuel upgrades, etc. Lifting
said items requires hovering near the item (a task in an of itself),
waiting for the tractor beam to attach to the item, then flying it
back to your main ship. If a planet contains more gravity, you have
more control of your ship, but forget about lifting anything.
Whatever item you attach to on a planet with higher gravity will
lower you farther and farther down, unless
you fly towards the item with enough momentum and it latches on
miraculously. Two problems with that: 1) if you bounce your ship on
the planet's terrain, your ship will slow down and you'll likely
start to sink; 2) enemies will be shooting at you, and one stray shot
can explode your ship, leaving your spaceman out in cold space,
unable to pull anything. If the latter happens, your wee jetman can
propel up to your main ship and re-generate another exploration ship.
But why? Why does Solar Jetman
force you to go to such great lengths to accomplish a simple task,
like pulling an item out of a cavern? Because Rare wanted to show off
their physics "engine." Take away the physics and this game
is revealed as a spartan item-collecting exercise; insert the
physics, and the game has substance, depth, and frustration in
unequal amounts. Kudos and congratulations to Rare for simulating
pseudo-realistic physics on an eight-bit system, and jeers
for making Solar Jetman's
potentially satisfying gameplay rely so heavily on them.
D+



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