Anyway, Project X is pretty good as far as it goes, but unfortunately, as you have more than likely gathered, being a shootie isn't too much of a good thing. Nobody knows why, not even Norris McWhirter and he knows just about everything. Although the basic idea is exactly the same, good shooties are strangely playable. Shot to piecesįrom the mountains of shooties that have appeared over the years, there have only been a couple of good ones, such as Xenon II and, erm Xenon II. "Hang on a tick," I hear you whine, "isn't that the same as virtually every other shoot 'em up in existence?" Well, yes it is, but unlike every other shoot 'em up (I'll call them "shooties" from now on). There are also, of course, lots of big "end of level" guardians, as well as a couple that appear mid-way through the game, to contend with. These weapons can then be improved and upgraded by collecting the power-up pods that sometimes appear after you've successfully destroyed a wave of aliens. As in most games of this genre, as well as having the obligatory alien thingies to shoot at, there's an impressive range of weaponry to equal that of your average Los Angeles high school.
Unsurprisingly, Project X is a horizontally scrolling shoot 'em up in the Gradius/ R-Type mould. Blimey, it's just like the American army, isn't it? to save the planet by blowing everything you see to bits. You control a choice of two different space craft and it's up to you.
It involves a planet being taken over by an evil empire or some load of toss like that. Project X has a wanky scenario which nobody is the least bit interested in.