Compile’s 20 Best Shoot ‘Em Ups
As of November 2023, Compile has been shut down for 20 years. Best known as the creator of the successful Puyo Puyo series of puzzle games, Compile was also a massive influence on the direction of shoot ‘em ups. More specifically, for the home shooting game, which had different considerations involved than an arcade title designed to make you surrender your quarters. That makes it so that Compile’s oeuvre isn’t necessarily for every STG fan out there, but for those that are looking for a survival challenge more than an arcade-style scoring one, Compile’s library is a treat.
With that in mind, here are the 20 best shmups that Compile developed over their two decades making videogames. Housekeeping notes: 2020’s GG Aleste 3 was developed by current rightsholder M2, so it’s not included here despite its excellence. The Guardian Legend is great, but as it’s merely half shoot ‘em up, it’s not listed here. Project Egg is a subscription game service run by D4 Enterprises in Japan, and as D4 has the rights to many Compile games, many of them are on there. Compile also made more than “just” 20 shmups: every entry here is, at the least, a good game, though, given the age of some of them, your own mileage may vary on just how good.
20. Xevious: Fardraut Densetsu
System: PC Engine
Year: 1990
Availability: N/A
Namco contracted Compile to make the fifth entry in the Xevious series: given the shooters that earned the studio this contract were inspired by Xevious in the first place, it was a fitting choice. Fardraut Densetsu is the second version of the game made by Compile, with the first releasing on the MSX2 to middling reviews. The PC Engine edition, released two years later, added additional missions and power-ups, and is a better game than ranking 20th implies. It’s just also so difficult as to be frustrating in a way other difficult Compile shooters are not.
19. Blaster Burn
System: MSX
Year: 1990
Availability: Project EGG
An episodic release that arrived on the MSX well after that home computer’s heyday. Compile made Blaster Burn for the MSX instead of the MSX2 because it was part of their Disc Station “magazine” that ran for most of their existence. If Blaster Burn had been an MSX2 game, they wouldn’t have been able to fit any other games on the disks of those months!
Blaster Burn keeps track of the power chips you collect and kills you earn, and lets you use those for cash to buy upgrades and experience to promote your ship’s power in future episodes. It’s ambitious and innovative (and a bit of a riff on The Guardian Legend’s postgame “Corridor Rush” mode), but simpler gameplay-wise than Compile’s output by this time, in the ways MSX shooters often were.
18. Gulkave
System: SG-1000, Sega Master System, MSX
Year: 1986
Availability: Project EGG
Gulkave isn’t going to win any beauty contests, but there are intriguing gameplay elements. Power-ups appear every 20 enemies defeated, and your upgrades are on a looping, numbered range, with each power-up representing a numerical increase on that meter. You might actually make your weapons worse through power-ups sometimes, but they’re also the only way to recover the barrier on your ship, which is both shield and source of your post-level bonus. And extends are point-based, too, so… take the risk! Lots of enemies and bullets, and there’s a fast-paced, nifty scrolling effect for ‘86, too.
17. Rude Breaker
System: PC-9801
Year: 1996
Availability: N/A
Another Disk Station release, Rude Breaker is the rare Compile shooter developed after much of the Aleste staff left to form Raizing with ex-Toaplan devs. It’s not mind-blowing, but is a solidly made shooter. It’s short at just five stages, but it looks good and plays well, with the screen often filling up with bullets and enemies. The tension comes from the option to utilize your powered-up secondary weapon as a more standard cannon that also serves as a defensive unit, or to deploy its more powerful second form instead, but make your ship defenseless in the process. If there were more of Rude Breaker, it’d rank higher, but as is it’s a well-made version of ideas separately contained in more complete packages elsewhere.
16. GG Aleste
System: Game Gear
Year: 1991
Availability: Aleste Collection (Switch, Playstation 4)
GG Aleste feels like Compile shrunken down for the Game Gear, because that’s just what it is. It’s solid, but it’s also not as memorable as other Aleste titles besides including a few graphical tricks on the Game Gear. You can one-credit clear this on your first go if you’re familiar with the style. The Special mode—which causes revenge bullets to be fired from every defeated enemy ship—makes for a tougher playthrough, but it’s still nothing series vets will struggle with. Still, it’s well-made, and a great introduction to the franchise for genre newcomers.
15. Guardic

System: MSX
Year: 1986
Availability: Project EGG
Guardic is ambition that outstrips the hardware. It’s actually the middle game in a trilogy that wasn’t known as a trilogy by anyone besides Compile until Blaster Burn came out, and it’s also the game that The Guardian Legend is a spin-off of: in Japan, The Guardian Legend is known as Guardic Gaiden. There are 100 stages in Guardic, but you don’t have to play them all to complete it; rather, each stage is a closed area that is completed once you’ve defeated all of the enemies within, and then you fly around with your ship through a series of hallways until you’ve picked the next stage you want to challenge. Rinse, repeat, eventually reach the end.
14. Spriggan Mark II
System: PC Engine CD
Year: 1992
Availability: Turbografx-16 Mini
If Spriggan Mark II was anywhere near as fun to play as it is good looking, it’d be near the top of this list. As is, though, it’s a shooter that gets in its own way too often to be considered at that quality level. Having a story in a shooter is fine and all, but the action stops every time the voiced cutscenes come on, which is often, and turning off voices still leaves you with dialogue screens to continually skip. Throw in that Compile’s expertise was in vertical shooters rather than horizontal ones—very different things make these subgenres work and not work—and you’re left with a game that’s a good albeit sometimes frustrating time, and nowhere close to what else the studio was up to in the same era.
13. Zanac
System: MSX, NES
Year: 1986
Availability: Playstation 3 (digital), Switch (digital)
The shoot ‘em up that made Compile real players in the genre, Zanac introduced an “adaptive AI” system known as “Automatic Level Control,” which built on the existing rank systems used by shooters at the time. Rather than just making enemies more aggressive the longer you survived, like in Fantasy Zone or Xevious, Zanac changed enemy patterns and how aggressive their behaviors and bullet spreads would be, and based all of these decisions on your own behaviors: which weapons you’ve equipped, how powerful those weapons have become, how often you’re dying, whether you failed to kill a mid-boss or not, how often you’re firing. A landmark title that’s still an enjoyable challenge today if you’re into STG of this era.
12. Aleste/Power Strike
System: MSX, Sega Master System
Year: 1988
Availability: Aleste Collection (Switch, Playstation 4)
Compile built on the ideas of Zanac with the first entry in the long-running Aleste series. Known as Power Strike for the international release, Aleste improves on the weapon selection of Zanac, adds additional enemies and complicated enemy patterns, and remains to this day a difficult game to complete on one credit, as the online rankings in 2020’s Aleste Collection can attest to. The Level Control system was no joke, and you can basically never earn enough extends to feel safe because of how powered down you are when you finally do die. Aleste was a showcase release for the color palette and power of Sega’s Mark III console—known as the Master System in North America—which is why Sega reprogrammed it for that platform. It’s missing some eventual updates to the format of Aleste games, but damn it’s still a ton of fun.
11. Sylphia
System: PC Engine CD
Year: 1993
Availability: N/A
The worst thing you can say about Sylphia is that Compile made a bunch of better shooters first. It’s still enjoyable, and with an emphasis on ancient Greece over sci-fi, the setting is much different than not just Compile’s usual but that of most shooters in general. The backgrounds aren’t as interesting to look at as contemporary Compile shooters, but the enemy design is great, especially the bosses. It’s a bit on the easy side for a home console Compile shooter; if more of the game had been like the last few stages, it would have a better reputation. As is, that last boss fight is a winner that feels as big as a PC Engine CD endboss should.
10. GG Aleste 2/Power Strike II

System: Game Gear
Year: 1993
Availability: Aleste Collection (Switch, Playstation 4)
Compile cut down on the subweapons from GG Aleste, let you choose a starter, ramped up the visuals, and added a much more varied slate of bosses, both visually and in their behaviors. GG Aleste 2 is shorter than its predecessor—my most recent run took 23 minutes—but it’s more of a challenge than that game, too, since the screen is now busier both visually and with more enemies to avoid.
There’s something satisfying about the GG Aleste 2 loop. It’s short, but the game can be ramped up to be more challenging, and the bosses all feel just dangerous enough to make you nervous as you attempt to maintain a powered-up weapon and enough lives to make it through the end-boss gauntlet. There are only so many extend points available here, unlike in GG Aleste, where success in the bonus areas can give you more extends than the game can display.
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