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NES box art for Starship Hector, the cover of NEStalgia episode 333

333 · Starship Hector

▶ Game info
VerdictSkip it
GenreSHMUP
ReleasedJune 1990
SeasonSeason 6
DeveloperHudson Soft
PublisherHudson Soft
July 12, 2024 · 31 min · transcript available

A top-down/side-scrolling sci-fi shooter in which you take control of a small starfighter as you make your way through an alien planet with your objective being to destroy all enemy forces.

Our verdict: Skip it

Starship Hector is a Hudson Soft shooter from 1987, and in Japan it is simply called Hector 87. We argued that the name works against it in English: Hector sounds like the guy down the street, not a starship. The back-of-the-box story has Earth wiped out by World War IV in "the star year of 2038", while the ship was thousands of light years away. It then returns to ancient Earth, where biomechanical creatures rule, and you fly through eras of history to fix the future. Mike, Sean and Joe were all on this one.

What works

  • The bosses. If any of the development time was well spent, it was here. They look great and have real attack patterns, which is what you want from a shooter boss.
  • The art. Joe called the sprite work the shining star: pretty backgrounds, flame pillars, some Super Nintendo vibes. The side-scrolling stages are better to look at than the vertical ones, which mostly look like Commando with other things thrown in.
  • A health bar. No one-hit deaths, which is the most frustrating thing about most shooters. Little dispensers you shoot drop a bit of health, though nearly everything takes a big chunk back.
  • Some variety. The stages alternate between vertical and side-scrolling, and the enemies change as you go.

What doesn't

  • No power-ups at all. Your two attacks are a gun and a ground bomb, and that's the whole game. We aren't against shooters with no power-ups, but then the ship has to handle well, and this one moves slowly through a screen packed with projectiles. A speed or maneuverability upgrade was what we wanted most.
  • A health bar that doesn't help much. Ships that fly into you kill you outright, and so does lightly brushing a wall, which seems odd for something this slow. Many enemies fire diagonally, so a whole corner of the screen gets sealed off. Joe felt trapped again and again and only made it to the third era.
  • The ground bomb in the vertical stages. It's hard to tell if you're shooting low or high, and everything comes at you too fast to judge.
  • Hector letters. You spell out H-E-C-T-O-R by bombing hidden things, only in the vertical stages, and we figure the game was built around them. We wanted a Gundam transformation.
  • A boss exploit. You can damage bosses while they're still arriving, and speedruns lean on it. Some fights are over before they start, which spoils the best part of the game.

Beyond the game

Wikipedia calls it a spinoff of the Star Soldier series, which we couldn't see beyond sharing a developer. Star Soldier had power-ups, faster movement and background trap zones.

The bottom line

Skip it. We all voted no on the Essential Games List, so it stays off. Mike said the missing power-ups made it not even a starting point, and the game never changed his mind. Joe praised the sprite work, then said he had little else to say: it was boring and he'd forget it.

Written from our conversation in this episode.

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