
Street Fighter II
1995 Fighting
X (known in the West as Lunar Chase) stands out as one of the few Game Boy titles that dared to render a first‑person 3D space combat experience. Dylan Cuthbert and his Argonaut team essentially built the console’s first 3D engine from scratch, reverse‑engineering the hardware with a homemade developer kit that even involved a Tetris cartridge as a camera. The game puts you in the cockpit of the starship VIXIV, racing against the clock through tunnel‑like maps while juggling objectives like escort missions and enemy‑clearance, all guided by a tiny radar at the bottom of the screen. Kazumi Totaka’s soundtrack sneaks in his signature “Totaka’s Song,” making the title a hidden gem for audio fans. Though its difficulty earned mixed reviews at launch, modern retrospectives celebrate X for its technical audacity and its role as a precursor to later classics such as Star Fox.
In X (Game Boy) you take control of the VIXIV starship, tasked with defending the distant world of Tetamus II from an enigmatic alien threat. The game’s structure revolves around ten distinct objectives, each presented as a mission by the Training Academy Coach. Objectives vary widely: you might have to shield a base from relentless enemy fire, navigate treacherous tunnels to deliver cargo, or blast through formations of hostile ships. The VIXIV can fast‑travel through large openings that appear throughout the maze‑like maps, keeping the action fast‑paced. Each completed objective awards up to one star, and a certain star total is required to move on; falling short forces a mission restart. The time‑limit adds pressure, making efficient navigation and combat essential. Only by earning enough stars across all ten missions can you finish the game, securing Tetamus II’s safety and bringing the VIXIV’s campaign to a close.
Edited by Maya Carter

1995 Fighting

1993 Role-Playing

1993 Action

1991 Role-Playing