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Gem'X

Published by
Developed by
Released
Platforms
MobyRank MobyScore
Amiga
80
3.8
Atari ST
...
3.5
Commodore 64
...
3.6
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Description

Like so many other puzzle games of the time, this game involves tiles of different colours, which must be manipulated to clear a succession of increasingly-difficult levels.

The basic idea is that you are presented with 2 sets of tiles, and must make the left one identical to the 'control' set on the right. The colours are defined in a sequence - red, green, blue, purple, yellow - and when you click on a tile, that tile's colour moves forward by two in that sequence (for example a blue one becomes yellow), whereas the tiles next to it move by one colour (for example, blue becomes purple).

Any that move past the end fo the sequence disappear, causing surrounding blocks to drop. You get a limited number of moves, and limited time as well. Fortuantely there are passwords, delivered by cutely-drawn naked Japanese girls (although the private parts are covered up).

Screenshots

Gem'X Commodore 64 Title screen
Gem'X Amiga A game in progress
Gem'X Atari ST An early level
Gem'X Amiga Early levels are smaller and (hopefully) easier

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User Reviews

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The Press Says

Amiga Format Amiga May, 1991 88 out of 100 88
Amiga Joker Amiga Mar, 1991 86 out of 100 86
Génération 4 Amiga Apr, 1991 82 out of 100 82
Amiga Computing Amiga May, 1991 80 out of 100 80
CU Amiga Amiga Apr, 1991 76 out of 100 76
Amiga Action Amiga May, 1991 75 out of 100 75
Computer and Video Games (CVG) Amiga May, 1991 75 out of 100 75
64'er Commodore 64 Nov, 1991 7 out of 10 70
ST Format Atari ST May, 1992 64 out of 100 64
Power Play Amiga Apr, 1991 64 out of 100 64

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Trivia

Cancelled sequel

The successor Gem'Z (DOS and Amiga) was already finished and ready to be released when the Amiga master was stolen during a trade fair in Cologne. Of course copies turned up everywhere and the publisher Software 2000 chose to cancel the release.

Development

This game was in fact developed in Germany, but designed so as to look like a Japanese game, complete with Japanesque graphics, (garbled) Japanese writing, and the name of the developers, Kaiko, chosen deliberately in order to sound Japanese. The Japanese influence goes even further, with the passwords referring to Japanese pop culture such as the FM Towns computer (totally unknown in Europe at that time), names from animation and Taito's arcade games. As a masquerade act, Gem'X was almost perfect.

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Contributed to by Kabushi (120658) and Martin Smith (63162)