Logo Demo from 1990 prominently features, as the name suggests, a large logo which was actually won in competition by a previous release of the programmer! Plus/4 scene stalwarts Muffbusters ran a 20 blocks democompo a little earlier in that year where the prize on offer for the winner was a bespoke logo drawn by group member Jeva and it was developer CSM who took the top spot with his release 20 Blocks. Two of the other three entries appear to have been lost to the mists of time, but third place was taken by a demo also called 20 Blocks which was a rough around the edges port of Moz(IC)art’s Luminous from the C64.
Along with that large, golden logo taking pride of place at the top of the screen and an area below it occupied by some blue colour splits – that routine is important, so we’ll cover it in more detail soon – there’s also a long scrolling message and the visuals are accompanied by a fairly short but still jolly piece of converted music which burbles away to itself in the background. The original SID version of the tune is credited to the Maniacs Of Noise in the scroller, but isn’t a piece I recognise even after spending a fruitless but nonetheless entertaining hour trawling through the relevant folders of the High Voltage SID Collection.
The entry for Logo Demo at Plus/4 World reliably informs us that the colour splitting routine CSM created was actually a significant piece of demoscene history for the machine, being the first time that abybody had managed to vertically split the border colour register so that there’s a different set of colours on each side of the screen. There’s also some neat multicolour character use to handle the transition of colours on the screen itself, which allows the split to swing smoothly back and forth… although I can’t help thinking that the colour tables themselves could have taken greater advantage of the platform’s 121 colour palette. That niggle aside though, this is a fun release which features a decent tune, some tidy graphics and a groundbreaking effect on the Plus/4.
Published on the Amiga by an arm of CRL called Actual Screenshots, Sirius 7 is a no-nonsense, horizontally scrolling shoot ’em up where the player’s small craft flies through some quite pretty backgrounds whilst turning smaller enemies into space dust and, at the end of each stage, taking on a boss which needs more of a kicking to defeat. But despite being released in 1990, there aren’t any power-ups to collect from downed nasties; instead there’s a choice from four fully armed ships at the start of each stage, with each having its own statistics for speed and firepower so figuring out which is best suited to both the player’s style and the current barrage of enemies is part of the challenge.
There are a lot of things waiting to be shot as well to the point where it might initially seem overwhelming, with the player being relentlessly peppered by attackers for the majority of the time and often having to weave through small gaps between enemies, their bullets and passing landscape features. And whilst it’s tempting to constantly strafe up and down to spray the entire playfield with bullets, there are times when it proves more sensible to stop moving almost entirely and let the guns do their job, merely nudging the controls occasionally to reposition when a stray bullet gets too close for comfort.
There are better looking shoot ’em ups than Sirius 7 on the Amiga – it isn’t ugly by any metric, but at the same time doesn’t stand out – and it certainly can’t be considered to be an innovative game by any stretch of the imagination, but there’s lots of thud and blunder to enjoy in there and, for me at least, it offers better difficulty balancing than some of the more popular Amiga shooters out there. Blair Zuppicich’s soundtrack is brilliant as well, I’ll occasionally leave a couple of Sirius 7 tunes and the titles music from Cybernetix playing in the background whilst working.
Oh, and that glitched chunk of background in the video is, I’m assuming, down to the cracked version used for the recording in some way;- I need to get WinUAE properly configured for WHDLoad again…
1990 was a superb year for Mega Drive owning shoot ’em up fans and is pretty much when I personally jumped aboard that particular bandwagon with an imported Japanese unit. Games like Sagaia, Thunderforce 3 and Whip Rush were released for example, all being highly playable and demonstrating just how good Sega’s hardware was for this genre whilst hinting at what was yet to come. Sadly, X-Dazedly-Ray from UNIPACC really doesn’t fall into that camp and, when thinking back, there was for the longest time a small part of me which wondered why I handed over £24.99 for it back in the day.
The first games in the Gradius and Darius series seem to have been an inspiration for XDR‘s developers both from a gameplay standpoint and the visuals – the shield is very Darius-like with the options being more similar to Gradius except they can soak up bullets – although it’s nowhere near the standard of either Konami or Taito’s game. It does suffer badly from “Gradius syndrome” as well so, while it takes the entire first level to get some decent firepower together from the icons left behind by blasting certain enemies, everything is lost on dying and recovering from that situation with the now painfully underpowered ship ranks somewhere between frustratingly difficult and simply impossible.
XDR isn’t exactly a popular game, there’s a scathing GameFAQs user review which pretty much rips it to shreds and I’ve previously seen it described it as one of the worst Mega Drive games ever released during forum discussions. That’s being rather harsh on something that is essentially just mediocre though, and it’s not even the worst shoot ’em up for the platform either with titles like Curse, Xenon 2: Megablast or Divine Sealing being more aesthetically distinctive but, to my mind at least, less enjoyable to play.
So it’s not a great game by any stretch of the imagination, but still offers some entertainment; if the cost of cartridge publishing hadn’t meant there couldn’t be a home computer style budget range for Mega Drive games that’s where X-Dazedly-Ray would have fit in perfectly, not quite keeping up with the full-pricers for spectacle but still reasonably solid. For those wanting to give it a blast, go into the start menu to enable auto firing – because trying to constantly hammer two buttons for the main guns and missiles at a decent rate is something of an ask – and perhaps dial the difficulty down to “easy” before starting.