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{{Short description|1992 video game}} |
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{{refimprove|date=May 2008}} |
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{{Infobox VG |
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{{Use mdy dates|date=September 2024}}{{Infobox video game |
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|title = X |
| title = X |
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|image = [[Image:X Game Boy game cover.jpeg|center|250px]] |
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| image = X-gameboy-boxart.png |
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|caption = Game cover |
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|developer = [[ |
| developer = [[Nintendo R&D1]]<br>[[Argonaut Software]] |
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|publisher = Nintendo |
| publisher = [[Nintendo]] |
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| director = [[Yoshio Sakamoto]] |
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|designer=[[Dylan Cuthbert]]<ref name="credits">Closing credits of ''X''. Retrieved on 09-28-2009.</ref><br />[[Yoshio Sakamoto]]<br>Kenichi Sugino<ref name="credits"/> |
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| producer = [[Gunpei Yokoi]] |
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|composer = [[Hirokazu Tanaka|Hirokazu "Hip" Tanaka]]<ref name="credits"/><br/>[[Kazumi Totaka]]<ref name="credits"/> |
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| designer = [[Dylan Cuthbert]] |
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|engine = Proprietary |
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| programmer = Dylan Cuthbert |
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|license = Commercial |
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| composer = [[Kazumi Totaka]] |
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|released = {{vgrelease|JP |
| released = {{vgrelease|JP|May 29, 1992}} |
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|genre = [[Simulation game|Combat Simulation]], [[Vehicular combat game|Vehicular Combat]] |
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| genre = [[Space combat game|Space combat simulation]] |
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| modes = [[Single-player video game|Single-player]] |
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|ratings = |
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|platforms = [[Game Boy]] |
| platforms = [[Game Boy]] |
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|media = 2-[[megabit]] [[ROM cartridge|cartridge]] |
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|requirements = |
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|input = [[Game controller#Gamepad|Internal Game Boy controller]] |
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}} |
}} |
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{{nihongo foot|'''''X'''''|エックス|Ekkusu|lead=yes|group=lower-alpha}} is a 1992 [[Space combat game|space combat simulation]] [[video game]] developed by [[Nintendo]] and [[Argonaut Games|Argonaut Software]] and published by Nintendo for the [[Game Boy]]. It was only released in Japan. The player assumes the role of the VIXIV starship as it must protect the planet Tetamus II from a mysterious race of aliens. Gameplay involves completing missions assigned by the "Training Academy Coach", ranging from protecting bases from enemy fire or delivering cargo to a certain area. |
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Notable for being one of the few attempts at a 3D video game on the [[Game Boy]] alongside ''[[Faceball 2000]]'', ''X'' was the creation of [[Dylan Cuthbert]], who would later program the original ''[[Star Fox (1993 video game)|Star Fox]]'' for the [[Super Nintendo Entertainment System|Super NES]]. Commissioned by Argonaut president Jez San after being impressed by the Game Boy at the 1991 [[Consumer Electronics Show]], Cuthbert and a team of programmers were forced to reverse-engineer the system due to official development kits being hard to find. It was designed after Argonaut's earlier game ''[[Starglider 2]]'' for the [[Amiga]]. Nintendo grew interested in the game during production and convinced Cuthbert and Argonaut to make it a first-party title for the console. A planned North American release named ''Lunar Chase'' was cancelled as Nintendo of America felt a game of its type was too advanced for a console meant for children. |
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{{nihongo title|X|エックス|Ekkusu}}, is an early [[3D computer graphics|three-dimensional]] [[first-person shooter]]-type [[video game]] software released for the [[Game Boy]] only in Japan on May 29, 1992. The game was published by [[Nintendo]] and was developed by [[Argonaut Games|Argonaut Software]] (who later became best known for being the developers of the original ''[[Star Fox (SNES)|Star Fox]]'' title for the [[Super Nintendo Entertainment System|Super NES]]). |
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''X'' initially received mixed reviews from critics, often being praised for its impressive technological accomplishments but criticized for its high difficulty. Retrospectively, it was acclaimed for its historical importance and gameplay, often being compared to games such as ''[[Star Luster]]''. A [[DSiWare]] sequel, ''[[X-Scape]]'', was released worldwide in 2010. |
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''X'' was followed by an internationally released [[DSiWare]] exclusive sequel, ''[[X-Scape]]''. |
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==History== |
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The game was originally slated to be published by [[Mindscape Group|Mindscape]] as ''Eclipse'' or ''Lunar Chase'', but Nintendo took over the project after becoming interested in the concept of having three-dimensional graphics on the Game Boy. Nintendo [[president]] [[Hiroshi Yamauchi]] renamed the game ''X'' shortly before its release. The Japanese gaming magazine ''[[Famitsu]]'' listed ''X'' as one of the four most influential Game Boy games ever created, as it was the first 3D game released for a portable system in Japan. |
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The chief programmer and designer, [[Dylan Cuthbert]], now runs [[Q-Games]], a small games developer in [[Kyoto]], Japan.<ref>[http://www.n-sider.com/personnelview.php?personnelid=15 N-Sider.com: Dylan Cuthbert]</ref> The director of the project on the Nintendo side was [[Yoshio Sakamoto]], who also started the [[Metroid]] series. |
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In the space age year XXXX, overpopulation on the Earth is forcing humans to search for a new home in outer space. Planet Tetamus 2 is discovered to have an environment similar to earth, and mining of the planet's high-energy "Power Crystal" mineral leads to the construction of the "Nuclear Silo" designed to convert this mineral into energy. The future seemed bright for the human race, until an emergency message from Tetamus 2 reported that a cargo ship loaded with power crystals had been shot down by an army of alien starships. The aliens intend to use the planet as a base for conquering the rest of the universe, and the space tank "VIXIV" is sent out to destroy the alien forces. |
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==Gameplay== |
==Gameplay== |
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[[Image:X - ekkusu.png |
[[Image:X - ekkusu.png|thumb|left|Translation: "Move the + [cross] button [control pad] up and down to control your speed!"]] |
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''X'' is a first-person space combat simulator video game, being one of the few Game Boy games to use 3D visuals. Controlling the starship VIXIV, the player is tasked with completing missions assigned by the Training Academy Coach to protect the planet Tetamus II from being taken over by a mysterious alien race.<ref>{{cite web |last1=Andrews |first1=Nate |title=Influencing the Fox |url=http://www.nintendoworldreport.com/feature/27708/influencing-the-fox |website=Nintendo World Report |access-date=20 September 2019 |archive-url=https://web.archive.org/web/20190920015631/http://www.nintendoworldreport.com/feature/27708/influencing-the-fox |archive-date=20 September 2019 |date=8 September 2011}}</ref> The VIXIV must complete each of the game's ten stages, referred in-game as "objectives", under a time limit. Objectives range from protecting a base from enemy fire, delivering a load of cargo to a certain area, or shooting down formations of enemies. The VIXIV can fast-travel to other parts of the map by entering large openings found in certain places, with gameplay taking place in a long series of tunnels. Completing objectives awards the player stars, and up to ten can be awarded. A certain number of stars is required to complete each mission, and should the player fail to earn enough he/she will be forced to restart the mission. |
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The VIXIV has a radar at the bottom of the screen that displays the player's current location and any nearby enemies or objectives. The player can find large openings on the ground in certain areas of the game, which can allow the VIXIV to fast-travel to other sections of the map. The player must complete all ten missions in order to finish the game. |
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The game takes place in a wire frame 3D view. The player controls the VIXIV to complete various missions assigned by the Training Academy Coach. Objectives can range from destroying enemy targets, escorting cargo, or defending bases. A short break is provided after the completion of each mission, and the player is awarded a number of stars based on their skill in each level. 10 small stars equal one regular star, and a certain number of stars are needed to continue the game after failing a mission. The game is completed by finishing all ten missions. |
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==Development== |
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''X'' was designed by [[Dylan Cuthbert]] of [[Argonaut Games|Argonaut Software]], who would later program ''[[Star Fox (1993 video game)|Star Fox]]'' for the [[SNES]].<ref name="Interview"/> After being intrigued by the [[Game Boy]] during the 1991 [[Consumer Electronics Show]], Argonaut president Jez San commissioned Cuthbert to produce a 3D engine for the console and potentially create a game utilizing it.<ref name="Interview">{{cite web |last1=Parish |first1=Jeremy |title=A Bathtub Full of Acid: The Story of How Dylan Cuthbert Went From Making 3D Engines for Game Boy to Star Fox |url=https://www.usgamer.net/articles/dylan-cuthbert-star-fox-game-boy-hacking-feature-interview |website=[[USGamer]] |access-date=19 September 2019 |archive-url=https://web.archive.org/web/20190210151024/https://www.usgamer.net/articles/dylan-cuthbert-star-fox-game-boy-hacking-feature-interview |archive-date=10 February 2019 |date=18 September 2018}}</ref> Cuthbert and his development team had to reverse-engineer the Game Boy hardware as official Nintendo development kits were hard to come by, and that Argonaut was virtually unknown to them.<ref name="Interview"/> A dummy developer kit was produced with a camera pointing at the system, produced by dismantling the console itself with a ''[[Tetris (Game Boy video game)|Tetris]]'' cartridge inserted and connecting it to a board made by another Argonaut employee.<ref name="Interview"/> Cuthbert began work on ''X'' once he became familiar with the hardware; he was responsible for creating some of the graphics, most of the game design, and all of the programming. Cuthbert used an [[Amiga 3000]] for development.<ref>{{Cite tweet|user=dylancuthbert |number=1122024870450040832|title=I used an Amiga 3000 to develop X for the GameBoy a year before that and it was awesome!|date=2019-04-27}}</ref> |
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Pressing the A button shoots a laser beam, which is the most basic form of attack in the game. The beam is shot towards the crosshairs at the center of the screen when no targets are present. When a target is within a reasonable distance, an aiming cursor appears, and the beam will always hit the target indicated by this cursor. Most objects can be destroyed with a few laser shots, but objects that emit a metallic sound when hit cannot be destroyed with the laser. Pressing the B button uses the more powerful weapon equipped at the radar base. |
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The development for the game was created in the style of Argonaut's older computer games, notably ''[[Starglider 2]]'', featuring full 360-degree movement through space.<ref name="Interview"/> Its technological accomplishments quickly caught the eye of a Nintendo employee, who urged that they send a ROM of the game to Nintendo's headquarters in Kyoto, Japan.<ref name="Interview"/> It was presented to both Game Boy creator [[Gunpei Yokoi]] and engineer Ishuna, who were "blown away" by its usage of 3D wireframe graphics, requesting that Dylan and his team fly over to Japan and meet them.<ref name="Interview"/> After being shown to other employees, Nintendo became so impressed with the game that they purchased the rights to it from the original publisher, Mindscape, and made Argonaut an official third-party licensee.<ref name="Interview"/><ref name="arstechnica"/> Assisting development was [[Nintendo Research and Development 1]] (R&D1), the division responsible for producing the Game Boy itself.<ref name="Interview"/> The soundtrack was composed by Kazumi Totaka, and is the first game to feature the infamous "Totaka's Song".<ref>{{cite web |last1=Plunkett |first1=Luke |title=The Secret of the Secret Nintendo Song |url=https://kotaku.com/the-secret-of-the-secret-nintendo-song-5829799 |website=[[Kotaku]] |access-date=20 September 2019 |archive-url=https://web.archive.org/web/20190216184621/https://kotaku.com/the-secret-of-the-secret-nintendo-song-5829799 |archive-date=16 February 2019 |date=11 August 2011}}</ref> |
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Enemies and objects will sometimes leave behind a powerup or item when destroyed. These are automatically picked up by the tank's tractor beam when the player moves nearby. The specific target needed to complete the mission can be located with the finder. This is a white arrow that appears at the bottom of the screen, and moving forward with this arrow at the center will always lead the player to the specific target. |
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At first, the title was named ''Eclipse'', but then-Nintendo President [[Hiroshi Yamauchi]] insisted upon it being renamed ''X'', calling up director [[Yoshio Sakamoto]] a month before development was completed.<ref name="Interview"/><ref name="arstechnica">{{cite web |url=https://arstechnica.com/gaming/2017/10/exclusive-legendary-star-fox-coder-on-series-history-surprise-sequel-launch/ |title=Original Star Fox staffer tells story of sequel's shelving, surprise launch |work=Ars Technica |last=Machkovech |first=Sam |date=October 3, 2017 |access-date=June 3, 2020}}</ref> Nintendo forced Cuthbert and Argonaut to rewrite the 3D engine entirely due to a game-breaking bug that made it unplayable on certain Game Boy systems, due to the company's strict stance on quality.<ref name="Interview"/> ''X'' was released in Japan on May 29, 1992.<ref name="Jeremy Parish">{{cite web |last1=Parish |first1=Jeremy |title=Game Boy World Gaiden #002: X/Lunar Chase [Argonaut/Nintendo, 1992] |url=https://www.youtube.com/watch?v=1NiK-eghxi8 |website=[[YouTube]] |access-date=19 September 2019 |archive-url=https://web.archive.org/web/20190202105921/https://www.solvalou.com/arcade/reviews/161/421 |archive-date=2 February 2019 |date=5 July 2016}}</ref> A North American version titled ''Lunar Chase'' was completed by Cuthbert; however, [[Nintendo of America]] felt that the idea of a 3D first-person game on a handheld for children was too complicated, and (to his disappointment) cancelled its release.<ref name="Interview"/> Cuthbert believed that a lack of interest from retailers was also to blame.<ref name="arstechnica"/> In a 2018 interview with ''[[USgamer]]'', Cuthbert admitted that he lost the source code for ''Lunar Chase'' and didn't think to make a backup copy at the time.<ref name="Interview"/> An official [[ROM image]] of the complete English translation of ''Lunar Chase'' was unearthed in the [[2020 Nintendo data leak]].<ref>{{cite web|last=Klepek|first=Patrick|url=https://www.vice.com/en/article/7kp3b9/nintendos-secrets-are-continuing-to-leak-revealing-its-unknown-history|title=Nintendo's Secrets Are Continuing to Leak, Revealing Its Unknown History|work=[[Vice (magazine)|Vice]]|publisher=[[Vice Media]]|date=September 11, 2020|access-date=2020-10-10|archive-url=https://web.archive.org/web/20201010200211/https://www.vice.com/en/article/7kp3b9/nintendos-secrets-are-continuing-to-leak-revealing-its-unknown-history|archive-date=2020-10-10|url-status=live}}</ref> A nearly-finished [[fan translation]] was also released online the same day as the official English translation was leaked.<ref>{{cite web|last=Walker|first=Ian|url=https://www.kotaku.com.au/2020/09/how-obscure-star-fox-precursor-x-got-two-english-translations-in-one-day/|title=How Obscure Star Fox Precursor X Got Two English Translations In One Day|work=[[Kotaku]]|publisher=[[G/O Media]]|date=September 19, 2020|access-date=2020-10-10|archive-url=https://web.archive.org/web/20201004142104/https://www.kotaku.com.au/2020/09/how-obscure-star-fox-precursor-x-got-two-english-translations-in-one-day/|archive-date=2020-10-04|url-status=dead}}</ref> |
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The grid on the lower right hand corner is a simplified map of the entire level. The map shows the player's current grid location, previously visited areas, and radar base locations. In certain missions, some parts of the grid will flash to indicate the location of nuclear silos or radar bases that are under attack. The planet Tetamus 2 consists of a rectangular map, divided into 8 areas, which are useful for tracking down specific enemies or buildings. If a player moves across an edge of the map, the tank will emerge from the opposite side of the rectangle. Pressing the START button will pause the game, and show a more detailed map of the planet. |
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==Reception== |
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The map contains four entrances to underground tunnels which can be used to move between areas without having to encounter enemies. If the mission has a time limit, the clock stops while the player is moving through any of these tunnels. However, hitting a tunnel wall will damage the tank's shield. The player can still move forward will hitting tunnel walls, but running into a chain link fence will cause damage and force the tank backwards, so a certain amount of caution is needed while proceeding through. Speed cannot be increased or decreased in the regular control scheme while traveling underground, but grinding the tank against the ceiling will cause a slight decrease in velocity, while grinding it against the floor will cause a slight increase in velocity. |
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{{Video game reviews |
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| Fam = 27/40<ref name="Famitsu"/> |
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| rev1 = ''Family Computer Magazine'' |
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| rev1Score = 18.7/30<ref name="Famicom Magazine">{{cite news |title=超絶 大技林 '98年春版 |agency=Family Computer Magazine |issue=April 15 |publisher=Intermedia Company |date=15 April 1992 |page=465}}</ref> |
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}} |
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Early reviews for ''X'' were mixed, with many praising its technological accomplishments on the system but criticizing its high difficulty. ''[[Famitsu]]'' magazine compared the game to ''[[Star Luster]]'', being impressed by the game's 3D wireframe technology and sense of realism, while criticizing its difficulty for being too hard for beginners especially.<ref name="Famitsu">{{cite magazine |title=X エックス |url=https://www.famitsu.com/cominy/?m=pc&a=page_h_title&title_id=13447 |magazine=[[Famitsu]] |publisher=[[Enterbrain]] |access-date=19 September 2019 |archive-url=https://web.archive.org/web/20170227062601/https://www.famitsu.com/cominy/?m=pc&a=page_h_title&title_id=13447 |archive-date=27 February 2017 |date=April 1992}}</ref> ''Family Computer Magazine'' had a similar response, saying that it could drive away potential players with its high difficulty level, while simultaneously praising its 3D gameplay and soundtrack, claiming that it could easily be brought over to the [[Super Famicom]] with the addition of color and newer features.<ref name="Famicom Magazine"/> ''[[Nintendo Power]]'' staff were impressed by the technical capabilities of the game, comparing the visuals to the [[virtual reality]] [[BattleTech Centers|BattleTech Center]] in [[Chicago]], calling it one of the most exciting Nintendo titles.<ref>{{cite magazine |issue=32 |page=112 |year=1994 |title=Japan Watch |magazine=[[Nintendo Power]]}}</ref> ''Joypad'' magazine staff meanwhile found it to be an interesting game, praising it for being so different compared to other Game Boy games.<ref>{{cite magazine |url=https://archive.org/details/joypad-magazine-010/page/n33/mode/1up |issue=10 |page=34 |year=1992 |title=Lunar Chase |magazine=Joypad |language=fr}}</ref> |
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In retrospect, ''X'' has been cited as a landmark title in the Game Boy's lifespan for its usage of 3D wireframe graphics. ''[[Polygon (website)|Polygon]]'' listed it as the 30th greatest Game Boy game of all time for being a "tour-de-force of Game Boy technical prowess", highly praising its 3D visuals and free-range movement.<ref name="Polygon">{{cite web |last1=Parish |first1=Jeremy |title=The 30 greatest Game Boy games |url=https://www.polygon.com/features/2019/4/19/18412987/game-boy-best-games-nintendo-pokemon-tetris |website=[[Polygon (website)|Polygon]] |access-date=19 September 2019 |archive-url=https://web.archive.org/web/20190419145006/https://www.polygon.com/features/2019/4/19/18412987/game-boy-best-games-nintendo-pokemon-tetris |archive-date=19 April 2019 |date=19 April 2019}}</ref> They also stated that its technological feats alone made the game worth owning.<ref name="Polygon"/> Writer Sam Machkovech of ''Ars Technica'' felt similarly on its technical prowess, calling it "incredible" and lamenting that it was never released in English.<ref name="arstechnica"/> Writer Jeremy Parish stated that ''X'' was a more impressive creation than ''[[Star Fox (1993 video game)|Star Fox]]'' for not requiring any additional hardware and for being made on the Game Boy, praising its 3D graphics and its more ambitious design compared to ''Star Fox''.<ref name="Jeremy Parish"/> Simultaneously, he criticized the game's lack of variety in combat and for several missions being drawn out and repetitive.<ref name="Jeremy Parish"/> He concluded his review by saying the game was worth owning for its historical importance and technological accomplishments.<ref name="Jeremy Parish"/> He expressed a desire to see it resurrected through a hypothetical Game Boy Mini platform.<ref>{{cite web |url=https://retronauts.com/article/621/rumors-swirl-about-a-game-boy-mini-but-what-would-that-actually-be |title=Rumors swirl about a Game Boy Mini, but what would that actually be? |work=[[Retronauts]] |last=Parish |first=Jeremy |date=October 12, 2017 |access-date=June 3, 2020}}</ref> The book ''Nostalgia GB Perfect Guide!'' cited it as an important title in the console's history, saying that it helped pave the way for ''Star Fox'',<ref name="Game Boy Guide"/> which was a game created by the collaboration between Nintendo and Argonaut. They recommended the game to fans of similar games such as ''Star Luster'', praising its slow-paced gameplay and soundtrack.<ref name="Game Boy Guide">{{cite book |title=Nostalgic Game Boy Perfect Guide! |date=25 February 2017 |publisher=Magazine Box |isbn=9784866400259 |page=95}}</ref> |
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The VIXIV also has flight capabilities. Lifting off one of the pyramid-shaped objects at TURBO speed will send the tank into the air. Speed cannot be adjusted while the tank is in the air, and flying requires fuel. Some of the field objects located at ground level will fade away from view while the tank is in flight. |
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The controls for the game are highly sophisticated and difficult to master, so a training mode is provided to familiarize the player with the controls. The training mode devotes a mission to each basic skill, and is so extensive that the player will have naturally learned the controls upon completion of all of the training missions. This allows the player to learn the basic controls quickly and efficiently without having to use the instruction manual. The actual game cannot be played without completing this training mode first. If the player has previously completed every training mission, an option is given to proceed directly into the actual game or review the basics in the training mode. |
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{{notelist}} |
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==Music== |
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*[[Kazumi Totaka#Totaka's Song|Totaka's Song]] can be found in the game code. This makes it the earliest known appearance of it in a Nintendo game, as ''X'' was the first game composed by [[Kazumi Totaka]] for Nintendo. It has recently been discovered that you can hear the song as a normal player would at the "Thank you..." screen with a fake scientist.<ref>{{cite web| url= http://www.youtube.com/watch?v=u0KnkU1cZz4 | title=X (エックス Ekkusu) - Kazumi Totaka's Song|accessdate=2007-12-30|publisher=1983parrothead}}</ref> |
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*The [[background music]] played in the very first tunnel scene was added to [[Club Nintendo]] Japan's ''Luigi - B-Side Music'' album. |
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*An arranged version of the very first tunnel music heard in ''X'' is featured in the [[Wii]] title, ''[[Super Smash Bros. Brawl]]''.<ref>{{cite web| url= http://www.smashbros.com/en_us/music/music16.html| title=Smash Bros. DOJO - X: Tunnel Scene|accessdate=2007-11-01|publisher=Nintendo}}</ref> |
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==See also== |
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* ''[[Battlezone (1980 video game)|Battlezone]]'', a 1980 arcade game by [[Atari Games]] with similar gameplay and vector graphics. |
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==References== |
==References== |
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* [http://gamevideos.com/video/id/16333 Points 02 ‘Super FX Documentary’] |
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{{Translation/Ref|ja|X (ゲーム)|oldid=16713760}} |
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{{reflist}} |
{{reflist}} |
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==External links== |
==External links== |
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* |
*[https://www.nintendo.co.jp/n02/dmg/ecj/index.html Official Japanese website] |
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* ''[http://www.nindb.net/game/x.html X]'' at [http://www.nindb.net NinDB] |
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* {{StrategyWiki|X}} |
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{{Argonaut Games}} |
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{{DEFAULTSORT:X (Handheld Game)}} |
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[[Category:1992 video games]] |
[[Category:1992 video games]] |
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[[Category:Game Boy games]] |
[[Category:Game Boy games]] |
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[[Category:Game Boy-only games]] |
[[Category:Game Boy-only games]] |
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[[Category:Japan-exclusive video games]] |
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[[Category:Nintendo Entertainment Analysis and Development games]] |
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[[Category:Nintendo games]] |
[[Category:Nintendo games]] |
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[[Category:Vehicular combat games]] |
[[Category:Vehicular combat games]] |
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[[Category:Video games developed in Japan]] |
[[Category:Video games developed in Japan]] |
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[[Category:Video games developed in the United Kingdom]] |
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[[Category:Video games scored by Kazumi Totaka]] |
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[[ja:X (ゲーム)]] |
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[[Category:Single-player video games]] |
Latest revision as of 18:47, 12 November 2024
X[a] is a 1992 space combat simulation video game developed by Nintendo and Argonaut Software and published by Nintendo for the Game Boy. It was only released in Japan. The player assumes the role of the VIXIV starship as it must protect the planet Tetamus II from a mysterious race of aliens. Gameplay involves completing missions assigned by the "Training Academy Coach", ranging from protecting bases from enemy fire or delivering cargo to a certain area.
Notable for being one of the few attempts at a 3D video game on the Game Boy alongside Faceball 2000, X was the creation of Dylan Cuthbert, who would later program the original Star Fox for the Super NES. Commissioned by Argonaut president Jez San after being impressed by the Game Boy at the 1991 Consumer Electronics Show, Cuthbert and a team of programmers were forced to reverse-engineer the system due to official development kits being hard to find. It was designed after Argonaut's earlier game Starglider 2 for the Amiga. Nintendo grew interested in the game during production and convinced Cuthbert and Argonaut to make it a first-party title for the console. A planned North American release named Lunar Chase was cancelled as Nintendo of America felt a game of its type was too advanced for a console meant for children.
X initially received mixed reviews from critics, often being praised for its impressive technological accomplishments but criticized for its high difficulty. Retrospectively, it was acclaimed for its historical importance and gameplay, often being compared to games such as Star Luster. A DSiWare sequel, X-Scape, was released worldwide in 2010.
Gameplay
[edit]X is a first-person space combat simulator video game, being one of the few Game Boy games to use 3D visuals. Controlling the starship VIXIV, the player is tasked with completing missions assigned by the Training Academy Coach to protect the planet Tetamus II from being taken over by a mysterious alien race.[1] The VIXIV must complete each of the game's ten stages, referred in-game as "objectives", under a time limit. Objectives range from protecting a base from enemy fire, delivering a load of cargo to a certain area, or shooting down formations of enemies. The VIXIV can fast-travel to other parts of the map by entering large openings found in certain places, with gameplay taking place in a long series of tunnels. Completing objectives awards the player stars, and up to ten can be awarded. A certain number of stars is required to complete each mission, and should the player fail to earn enough he/she will be forced to restart the mission.
The VIXIV has a radar at the bottom of the screen that displays the player's current location and any nearby enemies or objectives. The player can find large openings on the ground in certain areas of the game, which can allow the VIXIV to fast-travel to other sections of the map. The player must complete all ten missions in order to finish the game.
Development
[edit]X was designed by Dylan Cuthbert of Argonaut Software, who would later program Star Fox for the SNES.[2] After being intrigued by the Game Boy during the 1991 Consumer Electronics Show, Argonaut president Jez San commissioned Cuthbert to produce a 3D engine for the console and potentially create a game utilizing it.[2] Cuthbert and his development team had to reverse-engineer the Game Boy hardware as official Nintendo development kits were hard to come by, and that Argonaut was virtually unknown to them.[2] A dummy developer kit was produced with a camera pointing at the system, produced by dismantling the console itself with a Tetris cartridge inserted and connecting it to a board made by another Argonaut employee.[2] Cuthbert began work on X once he became familiar with the hardware; he was responsible for creating some of the graphics, most of the game design, and all of the programming. Cuthbert used an Amiga 3000 for development.[3]
The development for the game was created in the style of Argonaut's older computer games, notably Starglider 2, featuring full 360-degree movement through space.[2] Its technological accomplishments quickly caught the eye of a Nintendo employee, who urged that they send a ROM of the game to Nintendo's headquarters in Kyoto, Japan.[2] It was presented to both Game Boy creator Gunpei Yokoi and engineer Ishuna, who were "blown away" by its usage of 3D wireframe graphics, requesting that Dylan and his team fly over to Japan and meet them.[2] After being shown to other employees, Nintendo became so impressed with the game that they purchased the rights to it from the original publisher, Mindscape, and made Argonaut an official third-party licensee.[2][4] Assisting development was Nintendo Research and Development 1 (R&D1), the division responsible for producing the Game Boy itself.[2] The soundtrack was composed by Kazumi Totaka, and is the first game to feature the infamous "Totaka's Song".[5]
At first, the title was named Eclipse, but then-Nintendo President Hiroshi Yamauchi insisted upon it being renamed X, calling up director Yoshio Sakamoto a month before development was completed.[2][4] Nintendo forced Cuthbert and Argonaut to rewrite the 3D engine entirely due to a game-breaking bug that made it unplayable on certain Game Boy systems, due to the company's strict stance on quality.[2] X was released in Japan on May 29, 1992.[6] A North American version titled Lunar Chase was completed by Cuthbert; however, Nintendo of America felt that the idea of a 3D first-person game on a handheld for children was too complicated, and (to his disappointment) cancelled its release.[2] Cuthbert believed that a lack of interest from retailers was also to blame.[4] In a 2018 interview with USgamer, Cuthbert admitted that he lost the source code for Lunar Chase and didn't think to make a backup copy at the time.[2] An official ROM image of the complete English translation of Lunar Chase was unearthed in the 2020 Nintendo data leak.[7] A nearly-finished fan translation was also released online the same day as the official English translation was leaked.[8]
Reception
[edit]Early reviews for X were mixed, with many praising its technological accomplishments on the system but criticizing its high difficulty. Famitsu magazine compared the game to Star Luster, being impressed by the game's 3D wireframe technology and sense of realism, while criticizing its difficulty for being too hard for beginners especially.[9] Family Computer Magazine had a similar response, saying that it could drive away potential players with its high difficulty level, while simultaneously praising its 3D gameplay and soundtrack, claiming that it could easily be brought over to the Super Famicom with the addition of color and newer features.[10] Nintendo Power staff were impressed by the technical capabilities of the game, comparing the visuals to the virtual reality BattleTech Center in Chicago, calling it one of the most exciting Nintendo titles.[11] Joypad magazine staff meanwhile found it to be an interesting game, praising it for being so different compared to other Game Boy games.[12]
In retrospect, X has been cited as a landmark title in the Game Boy's lifespan for its usage of 3D wireframe graphics. Polygon listed it as the 30th greatest Game Boy game of all time for being a "tour-de-force of Game Boy technical prowess", highly praising its 3D visuals and free-range movement.[13] They also stated that its technological feats alone made the game worth owning.[13] Writer Sam Machkovech of Ars Technica felt similarly on its technical prowess, calling it "incredible" and lamenting that it was never released in English.[4] Writer Jeremy Parish stated that X was a more impressive creation than Star Fox for not requiring any additional hardware and for being made on the Game Boy, praising its 3D graphics and its more ambitious design compared to Star Fox.[6] Simultaneously, he criticized the game's lack of variety in combat and for several missions being drawn out and repetitive.[6] He concluded his review by saying the game was worth owning for its historical importance and technological accomplishments.[6] He expressed a desire to see it resurrected through a hypothetical Game Boy Mini platform.[14] The book Nostalgia GB Perfect Guide! cited it as an important title in the console's history, saying that it helped pave the way for Star Fox,[15] which was a game created by the collaboration between Nintendo and Argonaut. They recommended the game to fans of similar games such as Star Luster, praising its slow-paced gameplay and soundtrack.[15]
Notes
[edit]References
[edit]- ^ Andrews, Nate (September 8, 2011). "Influencing the Fox". Nintendo World Report. Archived from the original on September 20, 2019. Retrieved September 20, 2019.
- ^ a b c d e f g h i j k l m Parish, Jeremy (September 18, 2018). "A Bathtub Full of Acid: The Story of How Dylan Cuthbert Went From Making 3D Engines for Game Boy to Star Fox". USGamer. Archived from the original on February 10, 2019. Retrieved September 19, 2019.
- ^ @dylancuthbert (April 27, 2019). "I used an Amiga 3000 to develop X for the GameBoy a year before that and it was awesome!" (Tweet) – via Twitter.
- ^ a b c d Machkovech, Sam (October 3, 2017). "Original Star Fox staffer tells story of sequel's shelving, surprise launch". Ars Technica. Retrieved June 3, 2020.
- ^ Plunkett, Luke (August 11, 2011). "The Secret of the Secret Nintendo Song". Kotaku. Archived from the original on February 16, 2019. Retrieved September 20, 2019.
- ^ a b c d Parish, Jeremy (July 5, 2016). "Game Boy World Gaiden #002: X/Lunar Chase [Argonaut/Nintendo, 1992]". YouTube. Archived from the original on February 2, 2019. Retrieved September 19, 2019.
- ^ Klepek, Patrick (September 11, 2020). "Nintendo's Secrets Are Continuing to Leak, Revealing Its Unknown History". Vice. Vice Media. Archived from the original on October 10, 2020. Retrieved October 10, 2020.
- ^ Walker, Ian (September 19, 2020). "How Obscure Star Fox Precursor X Got Two English Translations In One Day". Kotaku. G/O Media. Archived from the original on October 4, 2020. Retrieved October 10, 2020.
- ^ a b "X エックス". Famitsu. Enterbrain. April 1992. Archived from the original on February 27, 2017. Retrieved September 19, 2019.
- ^ a b "超絶 大技林 '98年春版". No. April 15. Intermedia Company. Family Computer Magazine. April 15, 1992. p. 465.
- ^ "Japan Watch". Nintendo Power. No. 32. 1994. p. 112.
- ^ "Lunar Chase". Joypad (in French). No. 10. 1992. p. 34.
- ^ a b Parish, Jeremy (April 19, 2019). "The 30 greatest Game Boy games". Polygon. Archived from the original on April 19, 2019. Retrieved September 19, 2019.
- ^ Parish, Jeremy (October 12, 2017). "Rumors swirl about a Game Boy Mini, but what would that actually be?". Retronauts. Retrieved June 3, 2020.
- ^ a b Nostalgic Game Boy Perfect Guide!. Magazine Box. February 25, 2017. p. 95. ISBN 9784866400259.
External links
[edit]- 1992 video games
- Argonaut Games games
- Game Boy games
- Game Boy-only games
- First-person shooters
- Japan-exclusive video games
- Nintendo Entertainment Analysis and Development games
- Nintendo games
- Vehicular combat games
- Video games developed in Japan
- Video games developed in the United Kingdom
- Video games scored by Kazumi Totaka
- Single-player video games