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Xevious Clones and Ports (Xevious-likes)


Clones & Ports of Namco's Xevious



This article is concerned with computer-game clones and ports of Namco's Xevious coinop of 1982. Xevious-likes are defined by me as shoot 'em ups that feature vertical scrolling and slow-moving waves that build up on-screen over time, culminating in a boss fight. Xevious originated the boss fight in computer and video games.


A true Xevious-like would also feature an on-screen targeting reticle for blasting ground-based hostiles.

Some shoot 'em ups pay homage to Xevious by including indestructible waves of flipping tiles or spinning cubes (e.g., SWIV).

The origin of Xevious is Konami's Scramble of 1981. Scramble was the first horizontally-scrolling shooter (as well as the first scroller and auto-scroller in general) whereas Xevious was the first vertically-scrolling shooter (also an auto-scroller).

As such, Xevious is one of the most famous and replicated of classic shoot 'em ups: scores of early-80s to mid-90s shoot 'em ups look like, move like and play similarly to Xevious. That said, I am only concerned with genuine Xevious-likes, not the many different kinds of v-shooters that Xevious-likes evolved into, but you can browse through dozens of such shooters in my above-linked shoot 'em up history.

The article is only concerned with Xevious clones and ports that appeared on Western computer game machines. The clones and ports are presented chronologically.

There were not many Xevious ports or clones on WCGMs. The reasons are as follows:

In 1982-83 microcomputer tech was not up to the task outside of the Atari 400/800, but the 8 bit Atari family did not receive ports of Xevious. Most 8 bit micros had great difficulty scrolling the screen.

And by the time 8 bit micro hardware was being tapped properly by coders, Xevious had evolved into the general v-shooter. Of course, the v-shooter owes its existence to Xevious, but most post-Xevious v-shooters can hardly be called "Xevious-likes."

Xevious Ports


Xevious Apple 2 1984


Dan Hewitt ported Namco's Xevious of 1982 to 16K Apple 2 in 1984. While the scrolling and sprite-shifting are not silky smooth, it's pretty smooth for the Apple 2. And there is quite a lot drawn on-screen simultanenously.


Xevious ZX Spectrum 1986


Nick Bruty of Probe Software ported Xevious to the ZX Spectrum in 1986. While not as colorful the Speccy version runs smoother than the Apple 2 version, which is more important.


Xevious Amstrad CPC 1986


Unknown of Probe Software ported Xevious to the Amstrad CPC in 1986. Runs sluggishy in comparison to the Speccy version; graphics are more colorful but not as clear.


Xevious Commodore 64 1987


Namco's Xevious coinop of 1982 was ported to the Commodore 64 in 1987 by US Gold. This is a disappointing port for the C64 in 1987.


Xevious Atari ST 1987


Probe ported Xevious to the Atari ST in 1987. This is a great conversion of the 1982 Namco coinop even though there is some slowdown when there are lots of on-screen sprites.


Xevious emphasizes drawing fire: enemy projectiles are relatively slow-moving but build up and home-in on you. Great shoot 'em up. Xevious was not available on MS-DOS or Amiga.

Xevious Clones


Flak Atari 8 Bit 1984


Yves Lempereur of Funsoft Inc. coded Flak in 1984 for the Atari 8 bit family (400/800). Also available on C64 and Apple 2, Flak is an extremely difficult Xevious-like that may lead some to tear their hair out in frustration. :)


Yves Lempereur also coded the Commodore 64 version:

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Targon 64 Commodore 64 1984


Andrew Pal of Net Electronic Technologies coded Targon 64 in 1984 for the Commodore 64. A raw and gritty Xevious-like, Targon 64 features enemy waves that come from all directions as well as progressive destructibility.


Mission Genocide Amstrad CPC 1987


Mission Genocide was released by Drinksoft in 1987 for Atari 520 ST and Amstrad CPC 464. Mission Genocide was programmed by Paul Shirley. Due to its smooth scrolling and sprite-shifting, Mission Genocide is the best shoot 'em up on the Amstrad CPC.


Xenon Amiga 1988



Hybris Amiga 1988



Hybris of 1988 was coded by Martin Pederson. As the First REAL Amiga game Hybris runs at 50 FPS and features super-smooth scrolling and sprite-shifting.

Hybris action is staged on a proper arcade-style playfield with overlaid score panel.

A difficult shoot 'em up with tight controls, Hybris is one of best blasters on the Amiga. Unusually, the armor-like power-ups get bolted onto the shuttle when collected, changing not only its appearance but also its movement rate, rate of fire and weapon-type.


As can clearly be seen, Hybris was influenced by Nichibutsu's Terra Cresta coinop of 1985, which was ported to the C64 by Imagine Software in 1986. However, the gameplay and audio-visuals of Hybris are far superior to C64 TC.


SWIV Amiga 1991: Arcade-quality Amiga shoot 'em up


SWIV is one of my fave shoot 'em ups on the Amiga. And when I replayed SWIV in 2024 it still amazed me. SWIV lacks the on-screen targeting reticle of Xevious, but it still looks, moves and plays as per Xevious; also paying homage to Xevious.

SWIV was coded for the Amiga by Random Access in 1991, but it was also ported to the C64, Atari ST and Acorn Archimedes. And while the ST port is no slouch the original Amiga version and Archimedes version are superior.


Silkworm and SWIV programmed by Ronald Pieket Weeserik and John Croudy of Random Access / The Sales Curve Ltd.

SWIV Commodore 64 1991


Rob Henderson of Random Access ported RA's original Amiga version of SWIV of 1991 to C64 in 1991. Graphics by Rob Whitaker. Sound by Martin Walker.


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