All posts by Carlo Savorelli

Xevious

This entry is part 1 of 10 in the series Xevious

Co-authored by Sam Derboo Most people reading this have probably already heard about the arcade game Xevious. Upon its release, it

Xevious: Fardraut Saga (PC Engine)

This entry is part 5 of 10 in the series Xevious

The MSX2 Fardraut Saga ended with the message “See you again next game -Episode 2 Final Weapon”, and so Compile kept the

Grobda

This entry is part 2 of 10 in the series Xevious

After Xevious, Masanobu Endō programmed a single screen overhead shooter game, where the player takes control of one of those little

Xevious Arrangement

This entry is part 9 of 10 in the series Xevious

Xevious Arrangement should be in game design manuals under “how to successfully remake a classic game”. The game was originally included

S

Solvalou

This entry is part 10 of 10 in the series Xevious

In 1991, Xevious fell into the 3D trap with an arcade game titled Solvalou. It’s a first-person on-rails 3D shoot-em-up very similar to

Xevious: Fardraut Saga

This entry is part 4 of 10 in the series Xevious

The next game in the series is Xevious: Fardraut Saga, released in 1988 for the MSX2. Developed by Compile, it features

Super Xevious: GAMP no Nazo

This entry is part 3 of 10 in the series Xevious

In 1986, after Endō’s defection from Namco (he opposed the idea of a sequel to Xevious, as he felt it was

Xevious 3D/G

This entry is part 7 of 10 in the series Xevious

Xevious 3D/G was released in arcades in 1996, and shortly thereafter on the PlayStation, under the title Xevious 3D/G+. The graphics are

Mobile Suit Z-Gundam: Hot Scramble

There’s a general consensus that licensed tie-ins suck, and Gundam games tend to suck even harder, if that’s possible. In

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