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NES box art for Xevious: the Avenger, the cover of NEStalgia episode 121

121 · XEVIOUS: THE AVENGER

▶ Game info
VerdictSkip it
GenreArcade
SeasonSeason 4
DeveloperNamco
PublisherBandai
May 29, 2020 · 52 min · transcript available

The Xevians are returning to claim the Earth as their own. Only you and your sensational Solvalu super ship can hope to penetrate their defenses and save the planet. Battle your way through air and ground targets, avoid the menacing flying mirrors, and destroy the immense Mother Ship.

SHOW NOTES

Xevious Longplay

Scramble

Super Xevious

Xevious: Fardraut Saga

3 Part Novelization

Xevious 3D/G

Lost Xevious Film

Nintendo Power Sep/Oct 88

Our verdict: Skip it

Namco made this for Bandai in 1988. It is an early arcade shmup with no real updates for the NES beyond a new subtitle, "The Avenger," and we spent the first few minutes failing to work out who the Avenger is. We found it primitive, and only pleasing if you are playing for nostalgia.

What works

  • The bomb reticle. You shoot air enemies and bomb land ones, and a reticle shows where your bombs will land. That is more information than some other shmups give you.
  • A few bright spots. Your ship is the only nice sprite work, and Andor Genesis, the manual's name for the big bases, is a cool boss name.

What doesn't

  • It looks like Microsoft Paint. It is the cleanest looking game on the system, to a fault: straight lines, solid colors, zero texture. It also looks like an Intellivision game, and that is not a compliment.
  • Bullets that find you. Every enemy aims at wherever you are, so you have to keep moving. Sean argued that this is a design decision, not a fault, though it is less fun than learning patterns.
  • Walls of tiny bullets. Andor Genesis is the only time the screen stops scrolling, and Joe called it one of the most difficult shmup bosses we've faced, double volcano included. Everything fires the same bullets, with no variety in size, movement or speed, so they pile up into walls with one tiny door to squeeze through.
  • Lopsided difficulty. Dense firepower, then three minutes of easy, then incredibly hard again.
  • A thin enemy list. There are fewer than a dozen enemy types, and after about three minutes you have seen them all.

Worth knowing

  • No stages. The game loops back to the beginning without interruption, and the music is a tiny loop, under a second by our guess.
  • The mystery cube. Sometimes a cube comes in front of you, puts things next to your ship, and goes away. At first it looked like a power-up, then it never did anything. Nobody could say what it was for.
  • The history. The Famicom version came out in 1984 and sold over 1.26 million copies. We got the same game in 1988, and it did not repeat that success in America. The spinoffs include a three-part novelization, a CG film that is considered lost, and a pachinko machine.

The bottom line

Skip it. Nobody voted it onto the Essential Games List. Sean called it primitive, with not much else to say. Joe, who isn't a shmup fan, put it on the lower end of the shmups we've had and called it a little overly simple. We're not offended that it exists, but we can't see it as full value for an NES game in 1988, let alone now.

Written from our conversation in this episode.

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