Super Hyperzap (C64)

As promised in the previous post, here comes C64CD release time! First out of the gate is Super Hyperzap, a slightly remixed and improved version of my little gallery shooter Hyperzap 2018 which was actually completed around a day or so after the original escaped into the wild but then put aside to “release next week” and accidentally forgotten about during the subsequent shift to “demo mode”.

The main difference between Super Hyperzap and its predecessor is that many of the modifications that people asked for in comments online which had previously been omitted for “artistic reasons” have now been implemented, so there are a lot more sprite animations including an explosion sequence and as the game progresses the enemies begin to move horizontally as well.

That latter change fixes a design flaw in the original that it’d actually inherited from the original Hyperzap which meant it was possible to just sit still and hold the fire button and, whilst the gameplay is still simple enough, that updates does make things significantly more manic, especially on the later attack waves when nasties really start to shift around. It still won’t win any awards of course, but this version is a lot more fun to play!

As is always the case, source code and the relevant binaries can be downloaded from GitHub for folks wanting a delve around under the hood and there’s already a trained crack by Excess which was, rather impressively, released before I’d even finished writing this blog post about my own release.

Playing Matta Blatta (Atari 8-bit)

Published by Firebird’s Silverbird label for a couple of quid, Matta Blatta is a horizontally scrolling blaster for the Atari 8-bit from developer Shahid Ahmad who previously coded Chimera on a range of platforms. It was released in 1988, which was quite late in the day for the Atari’s market here in the UK so quite a few fans of the machine or indeed shoot ’em ups may not be aware of it; I missed out personally because most of the local shops had already stopped selling Atari 8-bit games by that point and the lack of new releases meant I’d already been enticed away by the C64, copious amounts of new releases and a larger library of software overall.

Matta Blatta is also a surprisingly simple game as well, each level is populated by just one type of enemy with a fixed movement pattern and the player merely has to survive through each onslaught to progress to the next, although actually making it through a wave is tricky though, since the speed of enemy movement doesn’t leave much in the way of reaction time. The collision detection is definitely on the side of the invading forces as well with little mercy being shown to the player’s craft when it gets too close to the enemies or their bullets, something that other games in the genre tend to be far more generous about.

That stinginess means Matta Blatta can often be irritatingly tough, but at the same time it’s not ridiculously difficult in the way that something like Firefleet is. There isn’t much variety to the gameplay – not necessarily a problem to my mind, but that can sometimes be off-putting for others – but, along with existing games already doing the same sort of thing better, Zeppelin’s Zybex came out the same year and offers far more meat on the bone for just a quid extra. Matta Blatta probably won’t be anybody’s first choice when thinking of something to destroy on the Atari 8-bit, but there is still some fun to be had from the frantic manoeuvring and wanton, sometimes desperate blasting it offers.

Playing X-Dazedly-Ray (Mega Drive)

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.