ZX Computing
1st October 1986
Categories: Review: Software
Publisher: Electric Dreams
Machine: Spectrum 48K
Published in ZX Computing #30
Skim across the lakes of Xargon in your hydroboat, turn the highways to waterways and destroy the central computer
Xarq
Reputations are funny things. Some software houses establish themselves with their first game, and then build on this with a constant flow of excellent games. Some houses produce a whole heap of junk, and Electric Dreams are somewhere in the middle. Being one of the top ten software houses in the U.K., they have produced such classics as Spin Dizzy, but they have also produced some less than brilliant games.
Many people will, at first glance, write Xarq off as nothing but an over-complicated shoot'em-up. But, with perseverance, and not a little manual dexterity, you can find a good game in there.
In a world where there is no land, a computer was programmed to create a mass on which the inhabitants could live; this world was called Xargon. Everything went well until one day the computer developed a fault, and started to destroy the land it had taken so long to create.
As an average run-of-the-mill superhero, it is your task to enter Xargon and flood the Zimmerman trenches, destroy the Central power reactor, and thereby disable the computer. Pretty simple, huh? Nope! Unfortunately, all of Xargon's defences are fully operational, and the computer is determined not to let you get in!
To help you on your mission, you have been equipped with a Nik-Nik Hi-speed Hydroboot, and a great deal of firepower. For some surprising reason, the United Planets' Co-operative has every faith in you.
Using either a joystick (Kempston or Interface II), or keyboard (especially defined for those with nineteen fingers), you must struggle against fighters, gun turrets and a variety of other annoyingly mean weapon bases.
To help you in your task, you have a variety of different weapons. As well as a standard laser, there are guided missiles, mortars and depth charges. Guided missiles are especially useful if you want to fire inland, as they are the only weapons capable of knocking out the large and deadly missile turrets. Mortars are the some as guided missiles, only not guidable - surprising, eh?
Depth charges are essential. If you are to gain more than 5%, as submarines have a tendency of sneaking up unnoticed. On screen there are also a series of displays and scanners that give a continually moving report on how much damage your vehicle has sustained.
In Xarq, the trenches are arranged concentrically, around the reactor, and it is therefore essential to get as far in as possible. Graphically, Xarq is similar to many mettalix graphics games for the Commodore 64. The backgrounds are all very well defined, with excellent attention to detail. Your Hydroboot leaves a little more to the imagination, as it appears to be little more than an elongated white splodge!
Xarq may not be the best game to come from Electric Dreams, and it certainly isn't the easiest, however, if you are willing to spend a few hours getting used to the control, and working out what to do, you will be well rewarded.