The Good: Technically impressive; groundbreaking; strong identity
The Bad: Too simple
Being developed by Gunpei Yokoi--Game Boy's creator himself--Solar Striker is more a technical statement of how to make most of the handheld's hardware than anything else; and for that matter it certainly gets the job done.
Other contemporary (or even later) shooters fell for the same traps every other early Game Boy title did: being thoughtless console-ish. In practice that always meant from (at minimum) tiny sprites to (in worst cases) sluggish controls due to some bad system resources management; but Solar Striker manages to solve both problems showing up a slick gameplay and plain clean graphics that, despite being fairly simple, feel much more natural in the small screen.
![Beautiful, clean environments and big bosses.](https://www.gamespot.com/a/uploads/original/476/4764213/2386448-3188861598-solst.gif)
The game itself doesn't quite stand out by its design merits, but it doesn't fall flat either: it's a vertical scrolling with a straight-forward single ship upgrade (wider/stronger shoot power) and big bosses at the end of each level that feels interestingly balanced by urging you to care for making extra lives through raising the score--a must for a no-continues/password/saves game. Such a subtle intricacy can easily be missed as a proper "feature" but alongside the other tech achievements it helps to lend the title a solid sense of personality by finding a middle ground of some sort between arcades and "home" game design.
Unfortunately Solar Striker was kinda overlooked by gamers and, more sadly, Yokoi's peers. As it is it remains a great document of Game Boy's hardware true potential--something that took more time than it should to eventually be realized.