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Xexyz : Biography

Biography Xexyz




Xexyz (pronounced 'zecks-zees') is a video game by Hudson Soft for the Nintendo Entertainment System, first released in Japan on August 26, 1988 under the title Kame no Ongaeshi - Urashima Densetsu; it saw a North American release in March, 1990. The game's music was written by Hirohiko Takayama.

Gameplay

The game centers around the main character of Apollo (no relation to the sun god) who progresses through the game in an alternating format that switches between platform, side-scrolling action (similar to the Super Mario Bros. series) and side-scrolling shooter action (similar to Konami's Gradius series). The goal of the series is, stereotypically, to rescue a princess — in this case, Princess Maria.

In the platforming levels, defeated enemies drop life ('L' blocks) or money ('E' blocks) powerups. Apollo collects the currency of the land ('Balls''E Ball') in order to exchange for acquiring power-ups (see below) and information, as well as access to minigames. Vendors are scattered throughout the platforming levels through doors or hidden gates. The enemies from shooter levels will drop 'P' oblongs that upgrade weapons.

Platformer gameplay

The odd-numbered stages in the game (1, 3, 5, etc.) utilize mostly platform-style gameplay. These stages work in the familiar manner; the character progresses at his/her own pace, picking up new weapons and power-ups along the way. To leave the initial area of each of these levels the player has to collect a "force star" by defeating an enemy found in a hidden room. Once this star is obtained the character is able to enter the "mechanical castle" in the region. The mechanical castles, being maze-like indoor environments full of robots and machines, stand in stark contrast to the earlier parts of each level, which are organic outdoor environments. Each mechanical castle also has a brief auto-scrolling shooter segment through which the player must pass; these segments foreshadow the imminent transition to the following even-numbered stages. The segments in question consist of a sequence of corridors, at the end of which are two doors; choosing the wrong door loops the player back. Finally, at the very end of each mechanical castle there is a door leading to a boss fight. The boss fights are set against a solid black background and Apollo must fight while standing on a controllable floating platform.

Side-scrolling shooter gameplay

For the even-numbered stages (2, 4, 6, etc.) the character is prompted to jump into a vehicle (a different one each time) and take part in an auto-scrolling Parodius-like level ending with a boss fight, once again set against a solid black background. The boss fights in even and odd-numbered stages are similar; the only difference is that in the even-numbered stages Apollo is in his vehicle instead of standing on a floating platform.

Boss fights

In the transition area after the platformer, prior to the boss fight, Apollo is prompted to jump on a platform that lets him float. After moving into a previously out of reach door, the fight begins.

In side-scrolling shooter areas the player simply appears in a boss area in the ship they played the level in.

The fight consists of a black area where the player fights a giant robot/ship. Their attack pattern, resembling that of a Manic shooter, is repetitive and avoidable; the player shoots the boss with either their conventional weapon (see power-ups below) or the in-ship weapon.

Tube Shooter gameplay

The final level is a 'fixed' shooter. More specifically it is a "tube shooter" where the player approaches the last boss's fortress and attempt to destroy it. Apollo, in a more enhanced ship than any seen before, rotates from the sides of the screen to the bottom, shooting at the center while avoiding enemy fire.

Weapons and items

Apollo receives weapons and items from a goddess character to help him on his way. All weapons can be powered up by visiting a shop that specifies in powering up weapons, or by talking to the goddess character a second time. The weapons and items include:
  • Hand Beam -- Apollo's initial weapon. Apollo is pink and shoots horizontal chevrons, as well as vertical ones when up is pressed. This weapon only travels a short distance. Powered up version increases range;
  • 45B-Ball turns Apollo green. A ball that shoots down at a 45 degree angle, then bounces upwards (possible reason for the name '45B'). Powered up version moves faster;
  • Wave Ball turns Apollo brown. One ball shoots from Apollo's arm and moves across the screen oscillating up and down. Can go through objects. Two balls shoot in powered up version;
  • Moon Ball turns Apollo Blue. An orbiting ball that shoots a long distance version of Apollo's chevron weapon and generates a field when the fire and down buttons are held. Powered up version adds a second 'moon' and doubles firepower;
  • Laser turns Apollo black. Hold the fire button to shoot three-round bursts. Shoots six rounds in powered up version;
  • Mirror doubles Apollo so there's another Apollo over top of him. Lasts until (non-mirror) Apollo is hit twice;
  • Foot Wing makes you jump higher and farther, and also makes you fall more slowly. If you walk off a ledge and press the jump button, Apollo will jump in midair. Disappears after Apollo is hit twice;
  • Typhoon makes Apollo invincible. His head stays stationary while the rest of his body looks like a tornado. Lasts for a brief period.


LevelsBosses

Each odd-numbered level (1, 3, 5, etc.) consists of two platforming areas (outside and then inside a castle) that end in a boss fight where Apollo is on a hover vehicle. After the boss fight, Apollo jumps on a vehicle to engage in the even-numbered levels (2, 4, 6, etc.) which are side-scrolling shooters that end in a boss fight. Apollo uses the same vehicle in which he played the side-scrolling shooter. Level 12 is different in that it is a 'tube shooter'.

  • Level 1: Braiza, a giant red brain.
  • Level 2: Jeliza, a large ship that sits upright.
  • Level 3: Stinza, a large being with an even larger eye.
  • Level 4: Megaza, an entity with a large snout, comparable to an anteater in appearance.
  • Level 5: Shelza, resembles a large shellfish.
  • Level 6: Gidoza, a big ship that resembles a bird.
  • Level 7: Loboza, essentially a giant lobster.
  • Level 8: Jawza, resembles a shark.
  • Level 9: Horrza, a being unto itself.
  • Level 10: Cavuza, another being unto itself.
  • Level 11: Goruza, a human-like ship with multiple states.
  • Level 12: Goruza's Fortress, a floating fortress in space.


External links



1988 video games1990 video gamesNintendo Entertainment System gamesPlatform gamesVideo games developed in Japan


Source: http://en.wikipedia.org/wiki/Xexyz
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