Cybernator/Valken, Metal Warriors, Front Mission Gun Hazard, etc all fill in this really weird niche subgenre of 16-bit mecha games, but to my surprise there was yet another one of these games for a 16-bit Japanese PC, and it predates even Valken by a solid year. I hereby present Aquales, by Exact in their second X68000 game.

I am absolutely blown away by this game. It really feels like the type of game that would have needed a $5000 PC to run at the time, using a solid half dozen or so layers of parallax scrolling to convey a sense of screen depth. The Sharp X68000 primarily had games that were ports from other system, so the fact I can finally see a game that showcases the full potential of the system is nothing short of breathtaking. It even has hands down one of if not the most beautiful waterfalls in gaming; screenshots alone can't do this game justice https://youtu.be/-PxIxJUMOjc?t=1306

There are so many details in the game's world. Even shit that would be inconsequential to draw is there to help with the game's approach to storytelling. For example, seeing the sunken ship really cements a sense of danger in the aquatic world https://cdn.discordapp.com/attachments/427275136635502594/1192860742693691402/image.png

The music really helps sell the game's tone as well. Everything is consistently threading a needle between calming and intense, and every single boss has a unique battle theme to my surprise. This was basically unheard of for 1991! For sure though, this is my favourite track https://www.youtube.com/watch?v=6wgX6uyCF_Y

But of course, the most compelling thing about the game is seeing the roots of a strange subgenre of games. In terms of similarities to Valken and in particular Gun Hazard, there's a lot. There is similar mech with a walking speed relative to those games, emphasis on vertical traversal albeit with a grappling hook, boss fights like the computer cores, the Gundam-inspired anime aesthetic used in the cutscenes, the level up system, hidden weapons, etc etc etc. Hell, the napalm shots even bounce around the screen! Of course, games like Thexder, Metal Storm, Zeta Gundam Hot Scramble, and Leynos predate all of these games as far as mecha sidescrolling action goes, but I would argue Aquales' use of things like RPG elements puts it closer to games like Valken and Gun Hazard.

The game is shockingly approachable. In between levels, the player can adjust their lives to be at up to 7 per level, and the player can continue off of any level desire in case they missed a hidden weapon or want to level grind to make later levels easier, although honestly it's almost impossible to miss any hidden weapons in this game. I was dreading playing this game due to there being 7 weapons to discover, but to my surprise I found all of them without a walkthrough and without focusing on exploration. It's shockingly simple.

The amount of strategy one can use with the sheer loadout is magnificent. Using the grappling hook to cling to ceilings and shoot 1000 homing missiles at helpless enemies, using the super lightsaber to quickly kill the vertical boss gauntlet, hell even taking the bouncing bullet gun and sticking it directly inside of some bosses to kill them insanely quickly (this was the only way I could beat the final boss lol) is rad.

Not to mention, the sheer sense of polish is ever present. This is one of the only games where there are no ambidextrous sprites; the sprites actually change depending on whether the player is facing left or right, so the mech is always carrying a gun with its right hand!
https://cdn.discordapp.com/attachments/1156847687476457492/1193260640941391932/image.png
https://cdn.discordapp.com/attachments/1156847687476457492/1193260641327271987/image.png

One thing I will say is that the game is almost too approachable. I didn't really level grind in the game, but even when I reached max level some enemies were kinda damage spongey lol. There are often ways to approach enemies that feel like the "correct" safe ways but take a while to execute since enemies have so much health. Perhaps this could have been helped if the level cap was level 8 or so instead of 10. It still only took roughly 100 minutes to finish the game blind, although perhaps beating the game over a couple sessions instead of 1 is the kind of pace the devs intended. The bosses can be kinda hit or miss as well, with the boring ones just eating shit to a 360 degree chain swing spam while the cool ones make more use out of verticality such as the core boss. IDK, the enemy design just feels secondary to the level design and player controls in general, but it's still pretty fun for at least a couple playthroughs.

Also really neat how the game ends with a rocketship setpiece level instead of a level where one fights any enemies at all. Love the willingness to break the mold.

Great game for mecha fans, I can't rec enough.

Reviewed on Jan 06, 2024


5 Comments


3 months ago

Great review

3 months ago

X68000 exclusives like this (which aren't Castlevania) tend to get overlooked or deemed too minor vs. the arcade ports, but these are definitely the games that keep me excited about the system. I'll say that the original Assault Suit Leynos predate this and the titles you mentioned; Aquales arguably takes a lot from something like Thexder with its more complex levels.

3 months ago

@Chrissan Thanks!

@PasokonDeacon I recall Leynos coming before the other games. I suppose it didn't really come to mind as part of the subgenre since it's rather lacking in RPG elements and is a lot more straightforward with its level design than Aquales, Valken, or Gun Hazard. Good shout. Metal Storm, Thexder, and Zeta Gundam Hot Scramble (original version) are probably the first things that come to mind for me as far as 8-bit mecha sidescrolling games are concerned. Good to see somebody remembers Thexder.

3 months ago

I've played maybe too much of the original Thexder by now, lol. Its sequel keeps giving me the evil eye while I ignore it (and Thexder Neo, and '95...). A game I'm doing a long write-up on, Juushin ROGUS for PC-98, arguably does the whole combat-heavy, RPG-like approach to the run 'n gun before games like this, Leynos/Valken, etc. I guess it depends on how much you think distinctly unique level design matters since ROGUS mainly cycles between a few open side-scrolling battlefields with some hazards. But I think it represents an evolution from Thexder by focusing on combat vs. mainly dungeon crawling. Both involve resource management, but ROGUS shifts away from just saving energy (as health/shield) and instead splits resources more granularly, especially with its strategy wargame layer.

3 months ago

W review this music do be funky. No way they made new sprites from scratch depending on direction... 5 stars.. Pretty great waterfall! Still prefer Kirby's Adventure but this one has more frames than Tears of the Kingdom. Bravo!