Port of Kame no Ongaeshi: Urashima Densetsu
3.00 average rating based on 15 ratings
Despite the lack of thought given to the title, Xexyz remains an underrated cult classic for the NES. Developer Atlus nimbly combines platforming, non-linear exploration, and shoot-em-up for a wholly unique adventure. Xexyz spends its time in two modes: One is on foot, which plays like a Contra style run-and-gun and a second in the air which plays like a much more conventional shoot-'em-up. While on foot, the main character can enter doors in the background and find NPCs (and occasionally hidden bosses) that will provide extra story details or will sell stronger weapons and healing items in exchange for the game's "ball" currency. Each stage ends with a boss that needs to be fought in the shoot-'em-up phase. After which an additional shoot-'em-up stage carries the main character to the next world. What makes Xexyz much more than the sum of its parts is the seamless blending of all its elements; Atlus didn't just mesh a shoot-em-up with a platformer and call it a day. With all of its doors, crazy cast of helpful characters, and abundance of enemies, the islands really do feel like lived-in worlds that are under attack by an invading alien force. The castles also …
Read MoreDespite the lack of thought given to the title, Xexyz remains an underrated cult classic for the NES. Developer Atlus nimbly combines platforming, non-linear exploration, and shoot-em-up for a wholly unique adventure. Xexyz spends its time in two modes: One is on foot, which plays like a Contra style run-and-gun and a second in the air which plays like a much more conventional shoot-'em-up. While on foot, the main character can enter doors in the background and find NPCs (and occasionally hidden bosses) that will provide extra story details or will sell stronger weapons and healing items in exchange for the game's "ball" currency. Each stage ends with a boss that needs to be fought in the shoot-'em-up phase. After which an additional shoot-'em-up stage carries the main character to the next world. What makes Xexyz much more than the sum of its parts is the seamless blending of all its elements; Atlus didn't just mesh a shoot-em-up with a platformer and call it a day. With all of its doors, crazy cast of helpful characters, and abundance of enemies, the islands really do feel like lived-in worlds that are under attack by an invading alien force. The castles also reflect the enemy. They're cold and sterile and must be navigated in a precise manner, lest you get lost and confused. Traveling further into the castle requires a ship, but you don't just magically appear in the ship. You enter a hangar, jump in, fly through the castle, enter another hangar, jump out of the ship, and move further. Some might call this a needless detail, but it fits with the game's thorough execution. Once you destroy the boss of the castle, your escape - another ship - is provided by the queen. You journey to the next island, fight legions of enemies and another boss before you finally arrive and do it all over again. The sequence of the game's stages flows beautifully together.
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Beat in slow motion mode. This was a fun and interesting game but a little too formulaic. It was always a 2D platformer stage with rooms to go in for hints, shops, money or free items. You always had to find a secret room by shooting somewhere to reveal it, then fight the exact same mini boss each time. This opened up the next stage which was a little more complicated due to pipes transitioning to different screens. The goal was always to find the hangar room to access a vehicle for the following horizontal shoot em up stage. The vehicle looked different each time but performed almost exactly the same. All got an extra shot after 3 power pickups; sometimes it was up diagonal, others straight up, some ahead again and a couple went directly behind. There were also movement speed power ups. The goal here was to choose the correct exit between 2 for each area until finding another hangar for another on foot interior stage. This was about finding the boss room and defeating it with your chosen weapon. The default gun was absolute trash, firing a single projectile at short range. Each world introduced a new …
Beat in slow motion mode. This was a fun and interesting game but a little too formulaic. It was always a 2D platformer stage with rooms to go in for hints, shops, money or free items. You always had to find a secret room by shooting somewhere to reveal it, then fight the exact same mini boss each time. This opened up the next stage which was a little more complicated due to pipes transitioning to different screens. The goal was always to find the hangar room to access a vehicle for the following horizontal shoot em up stage. The vehicle looked different each time but performed almost exactly the same. All got an extra shot after 3 power pickups; sometimes it was up diagonal, others straight up, some ahead again and a couple went directly behind. There were also movement speed power ups. The goal here was to choose the correct exit between 2 for each area until finding another hangar for another on foot interior stage. This was about finding the boss room and defeating it with your chosen weapon. The default gun was absolute trash, firing a single projectile at short range. Each world introduced a new weapon or magic, which could be purchased at later item shops. The 2nd gun was a bouncy shot that fired down diagonal. It was very difficult to use on foot but did well against bosses because you could fly above them to avoid getting hit. Next was a wave shot that fired straight ahead while moving up and down slightly, and passing through obstacles. I liked it 2nd best but it had a hard time hitting at close range. Next was an orbiting ball that was good at killing nearby enemies and could fire straight ahead. It was difficult to control where the shots went though because of the constant circling of the ball. Crouching and shooting made it more like a light saber for some reason. All of these weapons were fairly crappy and difficult to use while the final laser was actually good. It was a simple straightforward shot with a very rapid rate of fire and no projectile limit so it wrecked whatever I shot at and the final few bosses died from it much faster than earlier bosses. The magic items were a glide to help with platforming, a mirror image on top of yourself for extra firepower, and a temporary invincibility. They all disappeared after taking a few hits so I often didnt even bother to buy them. Mirror came in very handy on the boss where the ball was introduced because I just flew underneath him and shoved the image up his ass.
After beating each boss and rescuing the girls came another shoot em up stage. These were more difficult with faster auto scrolling, and ended with another boss fight, which was the only time the different vehicle shot patterns really mattered. Then start the next world to repeat the same formula. The final world was a bit different because the castle was larger with a few mini bosses, and the final boss was much tougher. After that was a unique almost vertical shoot em up fight against the evil base, which was just avoiding shots while lining up the crosshair on the weak point. It was cool that the crosshair flipped depending on whether I was above or below the target. There were not really any big problems with the game. Crappy weapons and enemies respawning out of thin air too close to avoid were annoying, but healing during the on foot stages was fairly easy.
7.3/10