Released on 2/26/93, published by Sunsoft
Xak is the first game in a series that began on the PC-88/98 and was then ported to various other PCs and consoles. The Super Famicom only got a port of Xak I. The title is written in katakana as サーク, which would be Anglicized as something like "Circ" or "Sark". The subtitle "Art of Visual Stage" has nothing to do with the game itself, but refers to the graphical engine -- apparently in its initial PC-88/98 release the game was notable for its graphical engine that provided better graphics than other games which were able to show depth of field and such.
Xak is heavily influenced by Ys, to the point where it starts to cross over from "influence" to "ripoff". It's an action RPG with an odd-looking title, where the first story is split into two games. You run into enemies to hit them (in the original version) and it has a similar looking item and equipment screen. The feel of the games is very similar.
The Super Famicom port of Xak I redoes the entire game, changing it from a "run into enemies" system to one where you actually swing your sword. It feels a lot like Lagoon in that you have to make sure you stand in the right place, and you can find yourself getting a game over very quickly. Fortunately you can save anywhere and on a game over the game immediately loads your most recent save, so progress is quick even if you die a lot. As in Ys, levelling has a huge effect on the game. Enemies that you start out barely damaging you can eventually hurt just by running into them.
Unfortunately because only Xak I was ported to Super Famicom, you get an incomplete experience -- there is a final boss and some closure to the story but there are a bunch of loose ends, characters that barely serve any purpose (but will be back in II) and a final scene that teases the second game. This makes me wish I had started with Turbo CD games.
As you can also tell from this post, the game is very short. I beat it in a little over 6 hours.
The main character is Latok, who as usual has the bloodline of a god (Duel). His father disappeared half a year ago, so when Pixie shows up to deliver him a message, Latok has to take it instead.
The father's name is "Dork" |
Ouch |
The fort |
Latok carrying Frey |
Buraaaaa |
In the Morul Fort Latok finds a statue of Duel that tells him he needs three of the Xak Depuls, which will give him the power necessary to defeat Badu. Other than that your main goal here is just to get through the Morul Fort out to the other side, which involves fighting the second boss. This boss also went down in 2 hits.
A water dragon |
Self-propelled |
Fire and Water elemental |
For some reason after this you get a scene where it replays moments from the game so far (less than 3 hours!) and then we're in "part 2".
Part 2 is starting! |
Necromancer |
The fort itself requires a Flame Mantle to walk through fire curtains, and a gas mask to go through gaseous areas. Rachel's dad is in the fort but his leg is hurt. He gives Latok the medicine but has to stay behind.
A gas area |
This isn't the superfamicomshooting blog |
Flame Dragon boss |
In the next area is the final boss. He kills you in one hit, which is annoying, but he's not very difficult aside from that, despite his two forms.
Badu |
THE END |
Next up is Albert Odyssey, the first SRPG on this blog.
An action RPG that suddenly turns into a vertical shooter at the end? That reminds me of Rayearth on the Saturn... although IIRC Rayearth had "heart container" items instead of experience points and levels, making it more of a Zelda-alike than an RPG.
ReplyDeleteYeah I've seen videos of that -- if I ever do Saturn/PSX games in 10 years I'll give it a try. There's a Rayearth game for SFC also but it's just a standard RPG.
DeleteI remember the SFC Rayearth game fairly well, because it was the first or second Japan-only game I played on an emulator (the other being one of the DBZ fighting games) This was back in the early 2000s when SNES emulation was very primitive. In the emulator I had, the sound in Rayearth didn't work (you had to disable sound in the emulator's options or it would lock up) and a lot of the visuals for spells, etc. were messed up, often with the "texture" of the spell covering the entire screen instead of being displayed properly. Emulation has come a long way since then thanks to people like Anomie and byuu.
DeleteThe SFC Rayearth game followed the manga storyline slavishly (more so than the anime, which had substantial changes in the first half and veered into a completely different story from the manga in the second half), and the only unusual thing mechanically was the system where your weapons and armor levelled up by swinging or getting hit respectively. You could grind up your armor level by tanking for a bunch of turns in each random battle, but it wasn't necessary because the game was really easy--even for a player could barely read elementary-school level Japanese, like me at the time.
My first JP-only emulator experience was the fan translated FF5, on zsnes back in 98 or 99. At the time you still had to disable the background layer in the ship section because the transparency effects hadn't been emulated yet. But it ran at a decent clip on my Pentium 100.
DeleteLooks a lot like Lufia!
ReplyDelete