YokoXevi Opens MSXdev26 With a Sideways Xevious Twist
YokoXevi, developed by GW's-Workshop, is the first game out of the gate for MSXdev26. The yearly competition for new MSX software has only just opened, and one of its most reliable regulars has already put a shooter on the table.
If you follow the MSX homebrew scene even loosely, the name GW's-Workshop probably rings a bell. Their MSX1 shooters have landed near the top of earlier editions again and again. So when they show up this early with another one, people notice.
A Quick Primer on MSXdev
For anyone new to this corner of retro gaming, MSXdev is an annual contest where developers build brand-new games for MSX computers, the home computer standard that still has a devoted following. The "26" marks this year's round. Entries go up on the official MSXDev website, and that is also where the details about YokoXevi come from.
MSX1 is the first generation of that hardware. It's the most limited version, which makes it a popular target for developers who like a challenge. Getting modern-feeling effects out of it takes real skill and a lot of patience.
The scene isn't alone in this. Enthusiasts keep pushing old platforms well past what anyone expected, whether it's Flashback heading to the Atari ST or bold ports of much bigger games. YokoXevi fits right into that spirit, just on smaller hardware.
Xevious, But Sideways
The name is doing a lot of work here. "Yoko" is Japanese for sideways, and "Xevi" points straight at Xevious, the classic arcade shooter. According to the MSXDev site, the goal was a horizontal shmup (short for "shoot 'em up") that borrows heavily from Xevious but adds some clever modern ideas on top.
That's a fun pitch. Xevious scrolls vertically, so turning its formula on its side is more than a coat of paint. It changes how you read the screen and how enemies come at you.
The technical side is where things get interesting. GW's-Workshop managed to fit several layers of parallax scrolling into the game. That's the effect where background layers move at different speeds to fake depth. On top of that, the game uses multiplexed sprites, a trick that lets more moving objects appear on screen than the hardware would normally allow. And the audio? It runs through the MSX's PSG sound chip with rich samples.
Any one of those would be a nice touch on MSX1. All three in a single shooter is a pretty strong statement.
Two Guns, Two Directions
Controls are flexible. You can fly your ship with the keyboard or plug in a joystick or gamepad, whichever feels more natural.
The heart of the game is a two-part attack, straight out of the Xevious playbook. Regular shots fire forward to deal with enemies in the air. Missiles go downward to take out targets on the ground. You'll need to juggle both at once, because the threats don't politely take turns.
I love this kind of setup. It forces you to watch two planes of action at the same time, and it turns every wave into a small puzzle about what to hit first.
Make it through the enemy waves and a huge mothership waits at the end of the journey. It's the classic final showdown, and fans of old-school arcade shooters will know exactly what that means for their nerves.
Worth a Look?
If horizontal shooters with an arcade heart are your thing, YokoXevi is easy to recommend keeping an eye on. It's available through the MSXdev26 competition, and the MSXDev website is the place to find it.
It also sits nicely next to other retro projects that keep popping up, like the Midwinter fan remaster that recently reached Steam. Different platforms, same love for older games.
Our Take
YokoXevi opening MSXdev26 is a good sign for the contest. A developer with a track record of strong placements setting the bar on day one suggests this year's field could be competitive, at least in the shooter category.
It also reflects a wider trend we keep covering here. Retro development has moved well beyond simple nostalgia projects. Developers are chasing technical feats that squeeze more out of old machines than their original commercial games ever did, much like the ambitious Command & Conquer port to the Atari ST. Parallax layers and sprite multiplexing on MSX1 are part of that same push.
What's worth watching next is how the rest of MSXdev26 shapes up. Will other entrants answer with shooters of their own, or go in different directions? And can GW's-Workshop repeat their past success with this one? The final results will tell.
Sponsored Recommended for you – discover more →
