How... do you pronounce that? |
Take 2 players, drop them into a maze filled with
increasingly more difficult layouts and monsters/robots and make it part Third
Person Shooter and you've effectively got yourself Xybots.
It's quite a bit daunting at the start |
In taking from possibly the idea of Gauntlet but giving
us an "in maze" view rather than the typical top-down view, Xybots
not only takes the approach of giving us warning messages the first time
anything new happens, much like in Gauntlet, but it also lets us see the action
happening in the playing field. The view itself is split up into 3 parts. One
screen for player 1, one screen for player 2 and the rest of the screen, which
is the upper half, is dedicated to stats, layouts and the map for both players.
And then the difficulty kicks in |
Play takes place for Xybots in the same arena for each
player. As the players move and progress through the maze, they'll gradually
map the maze out from their views. Sometimes players start together, sometimes
they don't but they ideally have to find the same exit (and there's warps to
other levels too). This leads to possible routes of attack where players can
flank and ambush enemies that have specifically-directional shields. In other
cases this isn't a good idea as the game may flag up that shooting each other
will hurt and most hits take 10% of your ever-fading life bar.
Maps and sensors, though costly, will save a lot of time. |
Yep, Xybots is one of those countdown games where the
longer you take, the less health you'll have in the next round and such.
However the game is unique with its control system in that not only do you
navigate with the joystick to move forwards, backwards, sidestepping left and
right, but turning is done by twisting the top of the control to turn 90
degrees either left or right depending upon the direction turned. If you're not
aware the game can do this, you'll find several first few maps that have you
running sideways down a corridor until you either learn it, get killed or
miraculously get to the end of the corridor while being shot at.
Some enemies have shields, some fire back. Beware those that have both functions. |
Enemies are the rather non-descript entities ranging from
spaceships that pick up items and move them around, including coins which are
used to buy things at the end of levels, health, keys, weapons and so on. Large
robots that move and shoot at you while taking several hits to be killed fully,
smaller robots that take similar hits but can selectively use shields to block
and fire, insect looking things that move almost erratically and hammer the
player with a huge level of shots while they themselves can only be shot at
JUST the right time. Every now and then you get to meet a Master Xybot which
needs to be shot repeatedly in key places to succeed and losing will knock you
back some 10 or so levels. Sounds very fair to me.
Each new event gets a lovely little (annoying) message about it! |
Speaking of sounds, the music in the game takes a very
lacklustre approach and while it doesn't overwhelm the ambience of the game,
there's plenty of room for extra that could be better used to build upon the
mechanics of the game. While the sounds are the usual bleep and bloops we've
come to expect from this time period, it's interesting to behold the digitised
speech mechanic within the game. Otherwise it's clear that most of the focus
has gone into the graphics of the game and the gameplay.
And there's bosses too... Good luck. |
It's a fun game initially though the first few levels are
a little too gradual on the difficulty curve while later levels will ramp it up
to becoming a vertical way that eventually flexes back upon itself. Stick to it
a little and have someone competent playing alongside you and you'll do well to
enjoy this game.
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