All posts by Carlo Savorelli


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


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



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

Manage Cookie Settings