Xevious: Difference between revisions

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'''Xevious''' is an arcade game designed by Masanobu Endoh, one of Japan's most respected game creators and the mastermind behind hits like the [[Tower of Druaga]].  Xevious was one of the earliest vertical scrolling shooters, and undoubtably shaped the shoot'em up genre that it helped to create.  Following the wake of popularity of games like [[Space Invaders]], [[Galaxian]], and [[Galaga]], Endoh desired to make a far more realistic game.  Unlike those games, enemies don't sit passively in a formation or take kamekazi dives at your ship.  Endoh did not think that a real enemy would behave so recklessly.  Instead, they get as close as possible, take a good shot at you, and retreat to the top or the sides of the screen.   
'''Xevious''' is an arcade game designed by Masanobu Endoh, one of Japan's most respected game creators and the mastermind behind hits like the [[Tower of Druaga]].  Xevious was one of the earliest vertical scrolling shooters, and undoubtably shaped the shoot'em up genre that it helped to create.  Following the wake of popularity of games like [[Space Invaders]], [[Galaxian]], and [[Galaga]], Endoh desired to make a far more realistic game.  Unlike those games, enemies don't sit passively in a formation or take kamekazi dives at your ship.  Endoh did not think that a real enemy would behave so recklessly.  Instead, they get as close as possible, take a good shot at you, and retreat to the top or the sides of the screen.   


In addition to this realistic Artificial Intelligence, the game itself ran on a kind of A.I. that adapted the challenge of the game to your performance.  If you were clearing enemies rather quickly, Xevious ramped up the challenge by throwing a different type of enemy at you.  If you played aggressively, Xevious responded more aggressively as well.  This concept would be revisted several times, most notably by [[Compile]]'s [[Zanac]].  Xevious had many other things going for it, including not one, but two forms of weapons, one for the air and one for the ground.  Visually, it contained realisticly shaded enemies, and an eye popping scrolling background which went beyond what most arcade gamers had seen at the time.  In addition to all of that, there were several secrets tucked away in the game for players to discover that kept them coming back to the game, and a giant mothership that served as one of the earliest templates for a game boss.
In addition to this realistic Artificial Intelligence, the game itself ran on a kind of A.I. that adapted the challenge of the game to your performance.  If you were clearing enemies rather quickly, Xevious ramped up the challenge by throwing a different type of enemy at you.  If you played aggressively, Xevious responded more aggressively as well.  This concept would be revisited several times, most notably by [[Compile]]'s [[Zanac]].  Xevious had many other things going for it, including not one, but two forms of weapons, one for the air and one for the ground.  Visually, it contained realistically shaded enemies, and an eye popping scrolling background which went beyond what most arcade gamers had seen at the time.  In addition to all of that, there were several secrets tucked away in the game for players to discover that kept them coming back to the game, and a giant mothership that served as one of the earliest templates for a game boss.


Because of all this, Xevious was a huge hit in Japan.  Despite all of this, Xevious was only a modest success in the United States, where it was licensed and published by [[Atari]].  Divides in taste were never made more apparent than with Xevious, as Endoh had no problem designing a game whose challenge ramped differently from one play experience to the next, and placing secrets randomly throughout the landscape with little indication to their whereabouts.  Nevertheless, the game was ported to several consoles and computers.  The Famicom versions is a particularly celebrated early release for Japanese players.
Because of all this, Xevious was a huge hit in Japan.  Despite all of this, Xevious was only a modest success in the United States, where it was licensed and published by [[Atari]].  Divides in taste were never made more apparent than with Xevious, as Endoh had no problem designing a game whose challenge ramped differently from one play experience to the next, and placing secrets randomly throughout the landscape with little indication to their whereabouts.  Nevertheless, the game was ported to several consoles and computers.  The Famicom versions is a particularly celebrated early release for Japanese players.
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