GAIN GROUND
Players 1 or 2 simultaneous
Publisher: SEGA
Developer: SEGA
Genre: Algorithm Action
Release Date: 1990 (EU)
Proclaimed to be an "algorithm action" game by SEGA on the SEGA AGES version of the game; Gain Ground is a game of pattern recognition, unique character utilization, and survival.
As you battle your way through the AGES, collecting every warrior you can manage to save, the infinite continues appear to be more a blessing than a curse.
You find yourself trapped in the Primitive Age with three different characters (P1 male, P2 female): one armed with spears, one with a long rifle, and one carrying not just a rifle, but grenades. There are a total of ten different characters, each with a weapon combination unique to each one. Your goal is simple - travel through the ages, collect as many warriors as you can, and defeat the GAIN GROUND SYSTEM.
This game does not feature "lives", yet each character is a life in and of itself. You start at the bottom of a screen - every level - and must work to either get each individual character to the EXIT
on the level or defeat every enemy on screen. With an enemy counter at the top right, a time limit, a party counter
of "STY" and "OUT" representing the characters you have succesfully
gotten to the exit and the ones yet to face the fury of battle, respectively.
Each character has their stregnths and weaknesses. The rile has a long range shot and can shoot short range both left and right simultaneously, while the fast footed Valkyrie can shoot arrows and long shots to enemies either in the trenches or atop of a wall. The single flamethrower, while slow as can be, can unload detrimential blows to bosses and is exceptionally useful against the final boss.
The key to defeating the GAIN GROUND SYSTEM, and ultimately saving all who
are trapped inside, is the utilization of each characters movesets to clear levels as fast, and with as few casualties, as possible. While the game starts you off on an easy foot, by the time you've collected all your heroes you'll be asking yourself "How do i get six rocketeers across?" And while there's times you'll feel your party is overpopulated, worry not, the last two rounds (era/age) will do their best to strip you of every one
of your hard-fought-for characters while not yeilding a single soul for you to save and add to your party. To boot, those continues I mentioned are long gone for the entire Final Era, and with 10 levels per round, you'll be lucky to scrape by with even a Scorcerer in tow.
While the graphics leave room for desire there is little difficulty discrening different enemy types and their attacks.
Borrowed from the arcade version are female characters reserved for player 2 while males are for player 1. Also taken
from the arcade is the soundtrack, dedicating one thematic song to each round. Unlike the arcade version, most all of the levels are completely new and only present on the Master System version of the game, with even an entire round created exclusively for the SMS.
Enemies range from stationary turrets that shoot in one direction to mobile
aggressors that will fire in whichever direction you are from them. The boss
fights are just as varied, from simple giant robots to moving vehicles that
release swarms of robotic spiders. With enough patience and practice you'll find just about any boss can be defeated using just a single warrior.
At the end of the day, SEGA's companion piece to their arcade "hit" is a simple top down romp through levels turned into a complex party managment, pattern
recognition test of reflexes. While the genre "algorithm action" may be an
absurd mashup of words, it almost fits. And with Gain Ground being the only
game to qualify for the genre, it's hard to say what a "true" genre piece would be, and whether or not Gain Ground fits the discriptor. While it's not the first game SEGA invented a genre with, it certainly is a solid piece of game mechanics deserving of it's own sector in the gaming world.