Ludography
X (handheld game) cover

1992 · Nintendo Entertainment Analysis & Development · First-person shooter · Flight simulation

X (handheld game)

Nintendo exclusive

A first-person 3D shooter for the Game Boy.

Released
29 May 1992
Platforms
Game Boy
Genres
First-person shooterFlight simulationShooterVehicular combat
Developers
Nintendo Entertainment Analysis & DevelopmentArgonaut Games
Publishers
Nintendo
Series
X
Modes
Single-player
Perspective
First personThird person
Themes
ActionScience fiction
Country
JapanUnited Kingdom
Languages
Japanese
Entry
#1 in X
Directors
Yoshio Sakamoto
Composers
Kazumi Totaka

About

X 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 complicated for its audience at the time.

Keywords

  • spaceship
  • tank
  • platform exclusive
  • polygonal 3d
  • super game boy enhancement
  • fan translation - english

Media

The articlegameplay, story, development, reception

Gameplay

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. 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.

Development

X was designed by Dylan Cuthbert of Argonaut Software, who would later program Star Fox for the SNES. 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. 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. 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.

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.

Reception

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. 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. 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. Joypad magazine staff meanwhile found it to be an interesting game, praising it for being so different compared to other Game Boy games.

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. They also stated that its technological feats alone made the game worth owning. Writer Sam Machkovech of Ars Technica felt similarly on its technical prowess, calling it "incredible" and lamenting that it was never released in English.

Releases by platformdates and regions as published

PlatformReleasedRegions
Game BoyCancelled29 May 1992Japan

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Description adapted from its source, CC BY-SA 4.0.