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Solar Jetman: Hunt for the Golden Warpship — A 5.0/10 Fight Against Gravity

Solar Jetman: Hunt for the Golden Warpship review — Rare's gravity-shifting NES shooter still punishes, twelve planets of inertia and tow cables. 5/10.

By mitch·3 min read
A small ship drifts through a dangerous passage of rock, drawing a piece of treasure behind it upon a line.

Solar Jetman: Hunt for the Golden Warpship asks a lot of a player and gives back just enough to keep the pod in the air. Rare and Zippo Games built a multidirectional shooter around a single cruel idea: gravity is never the same twice, and your craft never quite forgives you for it.

Twelve Planets, One Tow Cable

The setup is simple. Space Pirates have torn the Golden Warpship apart and scattered the pieces across the galaxy. Jetman flies solo, launching small pods from an immobile mothership, and each planet hands him one job: bring back a ship piece and enough fuel to reach the next world.

The pod moves clockwise or anti-clockwise. It carries inertia, not drag, and the pull changes every level. Stable flight gets harder as the caverns get deeper. Items come home on a tow cable that makes the pod heavier and the flying worse. That tension — grab the thing, survive the thing — is the whole game.

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There are twelve planets and one hidden planet, each with its own gravity and enemy-infested caverns. Points buy pod upgrades after every other stage.

A Space Suit and a Lost Life

The failure states are where Solar Jetman turns mean. Destroy a pod and Jetman ejects into an agile but vulnerable space suit. He can walk back to the mothership for a new pod. Die outside the pod and a life is gone.

  1. Navigate the cavern and locate the ship piece.
  2. Attach it with the tow cable and accept the added drag.
  3. Deposit it over the mothership or in a wormhole deeper in the cavern.
  4. Collect enough fuel and launch for the next planet.

That loop is clean on paper. In practice, the ranging gravitational pulls make every one of those steps a fight against the controls rather than the enemies.

Release Region Publisher
September 1990 North America Tradewest
26 September 1991 Europe Nintendo

Zippo Games, a Mancunian studio, developed most of Solar Jetman under the name Iota before Rare ordered it converted into a Jetman title. It is the third entry in the series and the sequel to Lunar Jetman. Ports for the Amiga, Commodore 64 and Atari ST were finished but never released, killed by weak NES sales. Nintendo later put it on the PlayChoice-10 arcade system in the United States, and Rare included it in the 2015 Rare Replay compilation for Xbox One.

The presentation holds up. The graphics drew praise then and still read clearly now. The difficulty is the problem, and it is not a matter of taste. Gravity that shifts every level, combined with inertia and a tow cable that punishes every pickup, turns exploration into attrition. Solar Jetman is a game you respect more than you enjoy.

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