Today we’re looking at the sequel to Xerix, a game written by Brendan Reville as a 15 year old. It was simple in many aspects but technically very impressive. Two years later in 1994 he released a sequel, simply named Xerix 2, which is essentially a more refined and polished version of the first game. It was originally released as shareware at the time under the name Twilight Software, but was still a one-man show consisting of Brendan himself.
The graphics engine appears to have had little changed, but it was already fairly impressive. It supports colour VGA and has dropped the monochrome mode, which was probably a wise move as few would have had need for it. The largest difference is in the graphics itself, the artwork appears more refined and there are substantially different themes for most of the levels. The balls of steel enemies are back, but there are other enemies and it’s much clearer where turrets are located. There are 12 levels this time, so there’s much more artistic variety, but some aspects still lack the extra detail you’d find in a commercial game. I still think it’s quite good graphically.
Sound wise a very wide variety of hardware is supported, although for the purposes of running it now-a-days only the sound blaster support really matters. It sounds like he’s used some kind of wave-table style music, which technically sounds great but the music itself is fairly simple and quite repetitive. I don’t think it’s bad, you may just find it better with the music off. I left the music on myself as i didn’t mind it.
Xerix 2 plays much like the original in many ways, but with significant differences. Firstly the enemies aren’t flying randomly, but are following set patterns of flight around the screen. They mostly move diagonally around. There are a number of different types of enemies, however they all behave the same, the only difference being how hard they are to kill.
There are stationary turrets like in the first game, but they only shoot one projectile in your general direction. They can be destroyed, but their shots often block yours and will do significant damage if you are hit. The turret will only have one shot on screen at a time so you can dodge the initial shot then destroy the turret.
Like other shooters there are power-ups for your weapons and shield restoration items. The power-ups come out of dead enemies at specific points in the levels and are different for each one. The main problem is they don’t turn up very often. Luckily you keep the upgrades upon death, so you don’t have to worry about completing a level without the right weapon, but you lose all of them (except the first one you get) at the start of each level. The upgraded weapons work fairly well given the right positioning.
It’s not with-out problems, for a start your ship moves quite slowly making it difficult to do any effective dodging and shooting. There is also no immunity period after being hit, you can get destroyed and lose multiple lives extremely quickly. It is still largely a nice improvement over the original game.
Gemini from Ancient DOS Games did a video on this particular game quite some time ago, and I didn’t completely agree with everything he said. The main thing I am in disagreement about was the comparison of this game versus something like Doom or other shareware he mentioned. The shareware market was a unique situation, companies and individuals of all kinds released software this way. So big companies and smaller shareware authors (often individuals) shared the same space.
Whilst it’s true it doesn’t compare favorably to shareware such as Doom, it’s not really a fair comparison to make as Doom and other high quality shareware was made with essentially the same resources as fully commercial games. That is a small-large team of people did the work. It would be fairer to compare it to other shareware games also made by an individual.
Compared to other one-man shareware authors it is kinda middle of the road. There are plenty of better and worse games within this category. Another one of the beefs Gemini had was with the pricing, and on this I can see his point. I think the author could have chosen a better (cheaper) price point.
It’s a bit of a moot point now, as the game was made freeware by the author some time ago. I actually was pleasantly surprised as I enjoyed the game despite it’s clear short-comings. I had watched the relevant ADG episode and expected something much worse.
Is it worth a play now? Well I think that depends on whether you’re a fan of shmups. I’d say that die-hard shmup fans (which Gemini is as far as I understand) probably wouldn’t enjoy it as much as other players. The lack of speed for your ship may be a source of annoyance, but there is some fun to be had if you can look past that.