ST-urday #018: Xenon & Xenon 2: Megablast
By Mento 2 Comments
I'm looking at the number of games that have been released or will be released for the Autumn of this year and the immensity of it still astounds me. It's no secret that my present list of beaten games, which is a literal list on this website, is packed with many games from last year and depressingly few from this one: that's partly for financial reasons, sure, but we're also living in an age where there's so many notable and play-worthy games from various different markets that I can't see myself stopping this eternal game of catch-up any time soon. I'd either have to raise my standards even further, which I'd hate doing for fear of missing some niche game that hits me just right rather than the perfectly satisfactory games that everyone seems to rate highly, or figure out how to forego sleep. Let's hope the future has an answer to the latter - because make no mistake, after October 21st we're officially finally there.
While my Yakuza 3 playthrough chugs along swimmingly - the story's presently taken a backseat to substory exploration, including a rather tricky golf game and an episode in a batting cage; two Japan-friendly sports I'm not particularly proficient at - I'm also happy to have received the kind gift of Undertale days before I was to cave in and purchase it myself. That'll be a Comic Commish for next month which, uncharacteristically given my "wait until the last second to do anything" approach that has served me well since middle school, I'll be knocking out as soon as November begins. I was also surprised to learn that XSEED's localization of Trails in the Sky: Second Chapter is hitting PSN, Steam and GOG days after this ST-urday goes up, so that'll be another to add to my long list of long but (allegedly) fantastic RPGs to check out alongside Wasteland 2, Divinity: Original Sin, Witcher 3 and, to pre-suppose its quality, Fallout 4.
It's a good time to be an RPG fan, that's for sure. A good time to be a fan of anything, really, with how busy this year's been.
Xenon
Conversely, I'm not such a big fan of shoot 'em ups. The genre never grabbed me as a kid: I was terrible at them and I guess I never nutted up and gave one the rote memorization the genre frequently requires. You can do well in certain games on skill and quick reactions alone, but shoot 'em ups and fighters always demanded a little bit more effort before they could evolve from a fun way to waste five minutes to a lifelong passion.
Xenon is a vertically-scrolling shoot 'em up from The Bitmap Brothers: we've encountered these image format frères before with ST-urday #006's Cadaver. Xenon is actually their first game, published as far back as January 1988 according to their own website. That's almost a year before the Japanese release of the Mega Drive and only four months after NEC's PC Engine: considered the earliest of the 16-bit systems. As you'll see below, while there's not a whole lot of visual variation, it's a striking-looking game. The Bitmap Brothers and their in-house artist Dan Malone would eventually become renowned for their incredible presentations, often overshadowing the competent but unremarkable gameplay of their games. Credit too goes to David Whittaker's music, which hits the right level of blip-bloopy tension and excitement: Stage 1, Stage 2.
Xenon's very much a sum of its parts; those parts being inspiration clawed from various different extant shoot 'em ups of some repute. The most apparent of these would be Namco's 1982 game Xevious, thought to be the father of vertically-scrolling shoot 'em ups but also known for its variation of ground-based and air-based enemies which required different weapons to defeat. There's elements of vertical run-and-guns Jackal and Commando too, and of Konami's Gradius. Xenon was the first shoot 'em up I think I ever owned, so a lot of these inspirational sources were lost on me at the time. Shmup fans will probably recognize a few more below, if they haven't already stopped reading as soon as I said "shmup".
Xenon's the only shoot 'em up I spent a lot of time with as an ST-owning kid. It wasn't the only shoot 'em up I owned at the time - the system was swamped with them, thanks to the relative ease of programming them and their popularity in the Arcades - but the visuals and sound went a long way to get me hooked on trying to stay alive. Plus, I always appreciated having a health bar and intermittent health boosts to keep my little croissant-shaped tank ticking. The Bitmap Brothers wouldn't be done with Xenon, however...
Xenon 2: Megablast
Xenon 2: Megablast was The Bitmap Brothers' follow-up to Xenon, released the following year in 1989. It marked one of the earliest cases of a recurring The Bitmap Brothers' tactic of "downgrading" a popular song as their game's MIDI opening theme track. In this case, it was Bomb the Bass's 1988 hip-hop/dance track Megablast, also the origin of the game's subtitle. Later The Bitmap Brothers games would also employ "collaborations" like this with the world of popular music. (You can listen to the Xenon 2 version here.) The original track is, in turn, inspired by and references John Carpenter's theme music for his movie Assault on Precinct 13, in case the hook sounded familiar.
Another curious bit of trivia is that this game was coded by The Assembly Line. We've met these guys before too, back with Demo Derby Alpha's Helter Skelter. Xenon 2 also had the privilege of being released for the Sega Master System, Sega Genesis and Nintendo Game Boy, expanding its reach beyond what most Atari ST/Amiga games could manage. I've no idea who created that box art, but it sure is something.
Xenon 2 definitely got something of a graphical boost, and it was equally well-regarded by the press of the day, but it didn't click with me like the first one did. It lost the tank mode, for one thing, and despite the more complex visuals it didn't seem to variate the enemy patterns a whole lot. Whereas Xenon was almost all turrets and auto-tracking ground enemies, Xenon 2 had a nasty case of the Galaga swoopers. (If your Galaga swoopers persist for over eight hours...) With so many enemies flying in from the sides of the screen and far more real-estate given to your ship's sprite, it was hard to anticipate collisions in time. The game also had a mean streak a mile-wide: I couldn't say for sure whether Xenon 2 was harder than the first - it not only had generous checkpointing for when you lost a life, but also let you restart at those checkpoints after using a continue - but the fact that I couldn't reach anything resembling a boss below should give you a sign of how easy it is to stay alive in this game.
Xenon 2 is one of those games that wowed reviewers at release but has clearly been hit with the poor aging fairy due to its emphasis on style over substance. It does have a handful of interesting ideas for the genre, like selling undesirable power-ups to put towards more desired ones and being able to reverse the scrolling to fix for errors, but having all those enemies flying into your enormous slow ship becomes maddening after a while. Still, how many games have I covered so far have Master System and Game Boy adaptations?
(Back to the ST-urday ST-orehouse.)