Commodore 64 Shoot 'em up Catalogue
Posted for quick reference purposes, this is a chronological list of Commodore 64 shoot 'em ups that are being covered in my History of Shoot 'em ups.
This list thus far contains 121 original infographics that can be mouse-wheeled through in order to get an idea of the C64 shoot 'em up catalogue with no non-C64 admixture. You can also right-click the images and open them in a new tab at full resolution (2k-5k px).
The C64 shoot 'em up catalogue is exceedingly impressive:
cf.: Super-scrollers.
The C64 shooter catalogue wiped the floor with rival Western 8-bit shooter catalogues in the mid-to-late 80s, made the Atari ST and IBM PC shooter catalogues look like complete jokes in the mid-to-late 80s, and even challenged the Amiga shooter catalogue in the late-80s to early-90s.
From 1985 to at least 1990 the C64 was the computer-game machine for shoot 'em up connoisseurs to own. In terms of grueling gameplay and raw and gritty audiovisuals the C64 shooter was hands-down the best for almost a decade.
If a shooter entry has "C64 original" appended, that means the shooter was originally coded for the C64; that is, it is not a coinop or other-micro port, but rather a C64-native game.
I also append "C64 exclusive" to the relevant entries. C64-exclusive shooters are those that were only released for the C64, not for other computers of the era.
I also append "Best on C64" to the relevant entries.
This document was last updated on November 10, 2025.
1982 Commodore 64 Shoot 'em ups
Gridrunner Commodore 64 1982
Jeff Minter coded Gridrunner for the Vic-20 and C64 in 1982. Gridrunner is a space-age clone of Atari's Centipede coinop of 1980.
1983 Commodore 64 Shoot 'em ups
Gorf Commodore 64 1983
Best on C64.
Missile Command Commodore 64 1983
Andrew Challice of Interceptor Software ported Atari's Missile Command of 1980 to the C64 in 1983.
Protector 2 Commodore 64 1983
Best on C64.
Scramble 64 Commodore 64 1983
C64 original.
Star Ranger Commodore 64 1983
Commodore Business Machines Inc. released Star Ranger for the Commodore 64 in 1983. The players' Star Ranger spaceship progressively faces off against Nasties (spaceships), "Bombers" (mine-laying ships), Cibolians (8-way fire), asteroid fields, cloaking Invisons and a Moonbase maze-cavern.
Star Ranger features one-way auto-scrolling, bi-directional firing and 4-way movement that includes bi-directional variable-rate horizontal movement (momentum).
Star Ranger scrolling and sprite-shifting are smooth. However, there is not all that much on-screen at any given time (which is understandable for a 1983 shooter).
C64 exclusive.
1984 Commodore 64 Shoot 'em ups
Dropzone Commodore 64 1984
Ancipital Commodore 64 1984
The goat-like Ancipital is launching bananas that rebound off walls and hit hostile oddities. Can you guess the programmer's name? The Ancipital can also jump from wall to wall while progressing through a 10x10 maze made up of 100 levels. A responsive, fun and challenging shooter featuring psychedelic stroboscopic effects, Ancipital was coded by Jeff Minter of Llamasoft -- a legend.
Moon Patrol Commodore 64 1984
Meh, Moon Patrol. Jump over a crater and land square on a tank round. Ho-hum. Irem's Moon Patrol coinop of 1980 was ported to C64 by Atarisoft in 1984.
That said, C64 Moon Patrol is technically notable for featuring three layers of parallax scrolling in 1984.
Irem's Moon Patrol coinop was designed by Takashi Nishiyama.
Gyruss Commodore 64 1984
River Raid Commodore 64 1984
Robotron 2084 Commodore 64 1984
Best on C64 (best port).
Sea Dragon Commodore 64 1984
Best on C64.
Best on C64.
Zaxxon Commodore 64 1984
Synapse ported Sega's Zaxxon coinop of 1982 to the Commodore 64 in 1984. Zaxxon is an isometric shoot 'em up that features 4-way movement and 1-way fire. Zaxxon employs verticality and an altimeter. C64 Zaxxon was programmed by Peter Adams.
1985 Commodore 64 Shoot 'em ups
Paradroid Commodore 64 1985
Airwolf Commodore 64 1985
Elite Systems released Airwolf for the Commodore 64 in 1985. Airwolf is based on the TV series of 1984-87. C64 Airwolf was programmed by Neil Bate. C64 Airwolf is a multi-directional cavern shooter. In Airwolf players assume the role of ace Airwolf chopper pilot Stringfellow Hawke. The object of Airwolf is to rescue the Amercian scientists that are being held hostage in an enemy base under the Arizona desert. In order to reach the scientists the base's defense control boxes must be destroyed as well.
1986 Commodore 64 Shoot 'em ups
1942 Commodore 64 1986
Japan Capsule Computers of the U.K. ported Capcom's 1942 coinop of 1984 to the Commodore 64 in 1986. In 1942 players control the Lockheed P-38 Lightning. C64 1942 consists of 24 vertically-scrolling stages. C64 1942 scrolling and sprite-shifting are smooth.
1942 employs the loop de loop or roll special maneuver that allows the P-38 to temporarily elude enemy fire. Bonus points are awarded based on the percentage of enemy planes shot down. Players are granted three lives and three rolls usages. The P-38's double-barrel machine gun can be upgraded to triple-barrel by collecting a P.O.W. capsule.
C64 1942 maintains the sprite rotation and P-38 tilting of the coinop (P-38 sprite tilting representing the banking of the P-38). In addition, enemy planes glow or flicker when fired upon to represent the damage they have incurred.
Published by Elite Systems, C64 1942 was programmed by Steven Green and composed by Mark Cooksey. The SID rendition of the 1942 coinop tune is famous. The 1942 coinop was designed by Yoshiki Okamoto and composed by Ayako Mori.
Aliens Commodore 64 1986
Software Studios released Aliens for the Commodore 64 in December of 1986. Aliens plays similarly to Space Hulk. Aliens was designed by Mark Eyles, programmed by Soft Machine and drawn by Focus.
Gauntlet Commodore 64 1986
Ikari Warriors Commodore 64 1986
Sanxion Commodore 64 1986
Sanxion was coded for the C64 by Stavros Fasoulas of Thalamus in 1986. Sanxion is a variable-rate horizontal super-scroller with dual-scrolling viewports (side-on and overhead), parallax scrolling and super-smooth sprite-shifting. David Whittaker's sound effects and Rob Hubbard's music are also excellent.
At the end of the 10th level players face off against the Sanxion boss, which fires mines and a missile with animated rotation.
Sanxion was the first C64 game to employ John Twiddy's CyberLoad fast-loader of 1986.
C64 original. Best on C64. Sanxion is a god-tier shooter.
Alleykat Commodore 64 1986
Terra Cresta Commodore 64 1986
Imagine Software ported Nichibutsu's Terra Cresta coinop of 1985 to Commodore 64 in 1986. Terra Cresta's Formation Mode influenced Hybris of 1988 on the Amiga.
In Terra Cresta the player's Wing Galibur space fighter goes up against the Mandler aliens and their missiles, rockets and installations. Players must fire at silos in order to collect ship-parts that allow for Formation Mode.
C64 Terra Cresta was programmed by David Collier, drawn by Stephen Wahid and composed by Martin Galway. Coinop Terra Cresta was designed by Shigeki Fujiwara and composed by Kenji Yoshida.
Best on C64.
Thrust Commodore 64 1986
1987 Commodore 64 Shoot 'em ups
Best on C64.
Delta Commodore 64 1987
C64 exclusive.
Hunter's Moon Commodore 64 1987
C64 exclusive.
Gradius 1987 Commodore 64
Lightforce Commodore 64 1987
Best on C64.
Bulldog Commodore 64 1987
Gremlin Graphics released Bulldog for the Commodore in 1987. Bulldog is an innovative bi-directional vertically-scrolling shooter.
Bulldog was designed by Robert Tune, programmed by Andrew Green, composed by Ben Daglish and drawn by Tez Lloyd and "Rob".
C64 exclusive.
Slap Fight Commodore 64 1987
Imagine Software ported Taoplan's Slap Fight coinop of 1986 to the Commodore 64 in 1987. Slap Fight is a vertically-scrolling shooter. C64 Slap Fight was programmed by John Meegan, drawn by Stephen Wahid and composed by Martin Galway.
Best on C64.
Zynaps Commodore 64 1987
Best on C64.
Wizball IBM PC 1987
Sensible Software released Wizball for the Commodore 64 in 1987. Wizball is a horizontally-scrolling shooter with an innovative ball-bounce mechanic: the Wizball bounces off the ground and off objects while shooting and collecting.
C64 original. Best on C64.
Sensible Software are most famous for their English Football Computer Games.
Airwolf 2 Commodore 64 1987
Elite Systems released Airwolf 2 for the Commodore 64 in 1987.
C64 Airwolf 2 was programmed by Stuart Cook and composed by Mark Cooksey.
Mega-Apocalypse Commodore 64 1987
C64 original. Best on C64.
Hades Nebula Commodore 64 1987
Paranoid Software's Hades Nebula stands as the one of the most difficult and underrated shooters on the C64. Hades Nebula is difficult for the following reasons:
- It is all-too-easy to destroy your own power-ups before you collect them
- The upgrades make the ship bigger, which makes the ship easier to hit
- On-screeen space for maneuvering is limited
One nice touch is how the Laser weapon progressively rips through columns of enemies and installations.
Hades Nebula bosses:
Hades Nebula was programmed by Mark Greenshields, drawn by Ned Langman and composed by W.E. Music.
Best on C64.
Thunderbolt Commodore 64 1987
Code Masters released Thunderbolt for the Commodore 64 in 1987. Thunderbolt is a bi-directional super-scroller.
Thunderbolt was programmed by Gavin Raeburn of FX Arcade Ltd.
C64 exclusive.
Lazer-Force Commodore 64 1987
Code Masters released Lazer-Force for the Commodore 64 in 1987. Lazer-Force is a vertically-scrolling and fixed-viewport shooter known for its fast homing enemies and overall difficulty. Lazer-Force features two speeds and seven difficulty levels.
Lazer-Force was programmed by Gavin Raeburn of FX Arcade Ltd.
C64 exclusive.
Xevious Commodore 64 1987
Tiger Mission Commodore 64 1987
Kele Line released Tiger Mission for the Commodore 64 in 1987. Tiger Mission is vertical-scroller with good controls, pacing and music. It takes a while for the gameplay to warm up -- be patient.
Tiger Mission was programmed by Thomas Larsen and Viet Nguyen, drawn by Torben Bakager and composed by Johannes Bjerregård.
C64 exclusive.
Task 3 Commodore 64 1987
C64 exclusive.
Flying Shark Commodore 64 1987
Catalyst Coders ported Toaplan's Flying Shark aka Sky Shark coinop of 1987 to Commodore 64 in 1987.
Published by Firebird and distributed by British Telecom, C64 Flying Shark was programmed by Andrew Parton, drawn by Fred and composed by Jim Evans.
C64 Flying Shark has a smaller active drawspace than C64 Sky Shark (see below), but the screen of C64 Flying Shark scrolls horizontally to a degree.
Best on C64.
Sky Shark Commodore 64 1987
Taito America Corporation ported Toaplan's Sky Shark aka Flying Shark coinop of 1987 to Commodore 64 in 1987.
Published by TAC, C64 Sky Shark was programmed by Martin Howarth, drawn by Andrew R. Threlfall and composed by Tim Follin.
Both C64 Flying Shark and Sky Shark consist of five stages. Destroying yellow squadron waves yields 1,000 points, detroying red squadron waves yields a power-up, and destroying blue squadron waves yields a 1-Up.
As for which port is best, it is very hard to say. They both play well, but differently. C64 Flying Shark plays at a faster rate and has busier screens whereas C64 Sky Shark features slightly better presentation. Neither port supports 2-player simultaneous play.
Best on C64.
1988 Commodore 64 Shoot 'em ups
Salamander Commodore 64 1988
C64 original. Best on C64.
Alien Syndrome Commodore 64 1988
Operation Wolf Commodore 64 1988
Tomcat Commodore 64 1988
Digital Light & Magic released Tomcat for the Commodore 64 in 1988. C64 Tomcat is the most playable 8-bit version of Tomcat.
C64 Tomcat was programmed by Ian Denny, drawn by Martin Godbear and composed by The Maniacs of Noise.
Best on C64.
1943: Midway Commodore 64 1988
Tiertex ported Capcom's 1943: The Battle of Midway coinop of 1987 to Commodore 64 in 1988. C64 1943 supports 2-player simultaneous play.
In 1943 the player's Lockheed P-38 Lightning goes up against squadrons and bombers as well as naval fleets and battleships. P.O.W. symbols can be fired upon to reveal bonuses and power-ups such as three-way shot, smart bomb and energy tank.
Coinop 1943 was designed by Yoshiki Okamoto and composed by Kumi Yamaga.
Cybernoid Commodore 64 1988
Hewson Consultants released Cybernoid: The Fighting Machine and Cybernoid 2: The Revenge for C64 in 1988. Cybernoid and Cybernoid 2 are 4-way flip-screen shooters, not scrollers.
Cybernoid consists of three sprawling maze-like levels the maps of which are ~2000x500 pixels in size. Cybernoid weapons include bomb, bounce bomb, seeker and impact mine.
Cybernoid features 8-way movement and 2-way standard firing. However, bombs can be fired diagonally upward and downward, the bounce bomb ricochets off walls and seekers home-in on turrets and such-like. In addition, there is a rear-shot attachment and up to two orbs can rotate around the ship, shielding it from projectiles and destroying incoming hostiles.
The object of Cybernoid is to retrieve stolen cargo on the behalf of the Federation and return the cargo to the Federation storage depots within the time limit specified, while avoiding or gunning down pirate raiders. Cargo and power-ups can be collected by destroying pirate raiders.
C64 Cybernoid was conceived by Raffaele Cecco, programmed by Nick Jones, drawn by Hugh Binns and composed by Jeroen Tel.
Cybernoid 2 consists of four sprawling maze-like levels. Cybernoid 2 weapons include bomb, bounce bomb, time bomb, smart bomb, seeker and a tracer that sweeps across the terrain.
C64 Cybernoid 2 was conceived by Raffaele Cecco, programmed by Nick Jones, drawn by Hugh Binns and composed by The Maniacs of Noise. Amiga Cybernoid 2 was programmed by Tony Cooper, drawn by Mark K. Jones and composed by Frederik Hann.
cf. ZX Spectrum version.
Zamzara Commodore 64 1988
C64 exclusive.
Garrison Commodore 64 1988
Hawkeye Commodore 64 1988
Thalamus of the U.K. released Hawkeye for Commodore 64 in 1988. Developed by The Boys Without Brains of The Netherlands, C64 Hawkeye was programmed by Mario van Zeist, drawn by Jacco van 't Riet and Arthur van Jole, composed by Jeroen Tel and audio-assembled by Charles Deenen.
In Hawkeye players assume the role of the synthetic life-form of the planet Xamox, the cybernetic Hawkeye. Hawkeye is a run and gun platform game.
Hawkeye consists of one dozen sideways-scrolling stages the object of which is to collect scattered puzzle pieces while gunning down or avoiding infinitely respawning monsters. Only once the puzzle pieces have been collected does the stage exit open.
The Hawkeye stages are Village, Waterfalls, The Moon, Blue Monday, Forest, Secret Level, Goldrush, The Temple, The City, Waterpipes, The Castle, Home Planet and Victory.
Hawkeye can run sideways, jump, crouch and fire his weapon sideways. Each weapon is held differently by the Hawkeye sprite. In Hawkeye there is no upwards, downwards diagonal firing. In addition, there are no ladders to climb.
C64 Hawkeye weapons include pistol, machine gun, laser and rocket launcher. Ammo is limited for all weapons but the pistol.
Collectible include puzzle piece, reload machine gun, reload rocket launcher, recharge laser, mystery recharge strength, extra weapon firepower and rapid fire.
C64 Hawkeye features super-smooth 1-layer parallax scrolling and sprite animations as well as precise controls and collision detection. In addition, the score panel is informative and well-designed. However, the score panel consumes one-third of potential active drawspace.
Hawkeye monsters include Wings, Stranglers, Bats, Crusher, Stalker, Leap and Roll, Stampede and Claws.
C64 Hawkeye music and sound effects are toggleable.
C64 original. Best on C64.
1989 Commodore 64 Shoot 'em ups
Phobia Commodore 64 1989
Image Works released Phobia for Commodore 64 in 1989. C64 Phobia was programmed and composed by Antony Crowther ("Ratt") and designed by David Bishop ("Bish") and John Cook.
C64 Phobia features smooth parallax scrolling and smoothly shifts around many sprites. Impressively, spiders leave behind lethal traces of destructible silk as they scurry across the playfield.
C64 Phobia is a horizontally-scrolling shooter that supports single-player and 2-player simultaneous play. Two orbs can trail the player-controlled ship, thereby trippling its firepower. In addition, the player-controlled spaceship can split into two, thereby doubling its firepower but becoming a bigger target.
Best on C64.
The Untouchables Commodore 64 1989
Ocean Software released The Untouchables for Commodore 64 in 1989. The Untouchables is largely an Operation Wolf-style shooter with side-on platforming level and top-down Commando-like level.
Developed by Ocean Software, C64 Untouchables was programmed by John Meegan, drawn by Stephen Thomson and composed by Jonathan Dunn. C64 Untouchables is superior to PC and ST/Amiga Untouchables.
Cabal Commodore 64 1989
Ocean Software / Special FX ported TAD Corporation's Cabal coinop of 1988 to C64 in 1989. C64 Cabal was programmed by Robbie Tinman, composed by Keith Tinman and drawn by Ivan Davies and Karen Davies.
Silkworm Commodore 64 1989
Cyberdyne Warrior Commodore 64 1989
Hewson Consultants of the U.K. released Cyberdyne Warrior for Commodore 64 in 1989. Developed by Apex Computer Productions of the U.K., Cyberdyne Warrior was programmed John Rowlands and drawn and composed by Steve Rowlands.
Cyberdyne Warrior is a three-stage, time-limited and flip-screen run and gun and platform game.
Players control a Cyberdyne Warrior tasked with recovering droids from three planets before the planets are destroyed. The planets are Geminus, Sirius and Arius.
The Cyberdyne Warrior explores the three planet surfaces in search of currency and droids while gunning down or avoiding respawning enemies and hazards. At the end of each stage players receive an Energy bonus and a Time bonus.
The Cyberdyne Warrior can move sideways, jump, crouch and fire his machine gun, whose calibre and rate of fire can be upgraded. Cyberdyne Warrior purchaseables include Energy, Ammunition, Time, Automatic and Calibre.
C64 exclusive.
Retrograde Commodore 64 1989
C64 exclusive.
C64 original. Best on C64.
Mr. Heli Commodore 64 1989
Probe Software ported Irem's Mr. Heli aka Battle Chopper coinop of 1987 to Commodore 64 in 1989. Published by Firebird Software, C64 Mr. Heli was programmed by Mark W. J. Kelly, drawn by Steve Crow, and composed The Maniacs of Noise.
C64 Mr. Heli is an advanced multi-directionally auto-scrolling and push-scrolling cavern shoot 'em up that features excellent controls, graphics and sound.
In Mr. Heli players control a robotic helicopter that can also walk along the ground. Mr. Heli finds crystals in destructible blocks of landscape and uses them to purchase gun upgrades, homing missiles and bombs. Energy fuel and Shields can also be purchased. The object of Mr. Heli is to destroy "The Muddy" and save the planet.
C64 Mr. Heli consists of three sprawling stages, each guarded by one sub-boss and one end-stage boss: The Cavern, The Maze and The Core.
The only problem with Mr. Heli is that it is too brief, too easy and doesn't have a hiscore table.
After Burner Commodore 64 1989
Dalali Software ported Sega AM2's After Burner 2 coinop of 1987 to C64 in 1989. Published by Activision in the U.K., Dalali Software C64 After Burner was programmed by Chris Walsh, drawn by Andrew Mucho of Focus C.E. and composed by Adam Gilmore.
Weebee Games ported Sega AM2's After Burner 2 coinop of 1987 to C64 in 1989. Published by Sega Enterprises in the U.S., Weebee Games C64 After Burner was programmed Scott M. Blum, drawn by Darrin Stubbington and composed by The Maniacs of Noise.
Forgotten Worlds Commodore 64 1989
Arc Developments ported Capcom's Forgotten Worlds coinop of 1988 to C64 in 1989. Forgotten Worlds is a horizontally-scrolling shoot 'em up featuring five stages: City-scape, Dust World, Hi-Tech and God's Domain.
Forgotten Worlds weapons include Homing Missile, Laser, Burner, Napalm Bombs, V-Cannon and Multi-directional. Power-ups and armor can also be collected.
Published by U.S Gold, C64 Forgotten Worlds was programmed Richard Underhill and drawn by Paul Walker.
1990 Commodore 64 Shoot 'em ups
Blood Money Commodore 64 1990
Deadlock Commodore 64 1990
Guardian 2 Commodore 64 1990
Best on C64.
Navy SEALS Commodore 64 1990
Turrican Commodore 64 1990
Midnight Resistance Commodore 64 1990
Best on C64.
Dragon Breed Commodore 64 1990
Digital Design ported Irem's Dragon Breed coinop of 1989 to Commodore 64 in 1990. In Dragon Breed players control Agamen King Kayus mounted on the indestructible flying dragon, Bahamoot. Kayus goes up against the forces of the King of Darkness, Zambaquous. However, I would personally have called the villain Zambaquous the Vacuous.
C64 Dragon Breed consists of six time-limited stages and a boss at the end of each stage. Each boss is multi-phased and progressively destructible. The second stage of C64 Dragon Breed employs 1-layer parallax scrolling and a screen-shimmering effect. The fourth stage also features 1-layer of parallax. Kayus can dismount and remount the dragon at certain points. When dismounted Kayus can jump and fire sideways, directly upward or diagonally upward.
C64 Dragon Breed suffers from flickering sprites. For example, the chained-together segments of the dragon flicker in and out of view. However, this was not all that noticeable on TVs and CRTs of 1990. We must also remember that C64 Dragon Breed is a port, not a native C64 game. And that the dragon is always on-screen, whereas chained sprites in other shooters are not.
C64 Dragon Breed weapons include crossbow of Kayus, dragonsbreath flame thrower, homing missiles, multi-directional shot, chargeable dragonsbreath fireball and downward firing lightning bolts. Scales grant a circular-coiling dragons-tail and 8-way fire. Each weapon can be powered-up twice. Weapons cannot be switched between at-will, only via collectible power-up.
C64 Dragon Breed was composed by Martin Walker and programmed and drawn by Ashley Routledge and David Saunders.
Saint Dragon Commodore 64 1990
Random Access / The Sales Curve ported Jaleco's Saint Dragon coinop of 1989 to Commodore 64 in 1990. C64 Saint Dragon was programmed by Warren Mills, drawn by Robert Whitaker and composed by Sound Images.
In Saint Dragon players control The Cyborg Warrior, a cybernetic dragon that goes up against the CyborgMonsters. Saint Dragon consists of five stages each culminating in a boss battle.
Saint Dragon enhancements include pulse torpedo (max 5), laser, bouncing ball, turret, fireball, speed-up, power-up and Hyper.
Saint Dragon features smooth scrolling and sprite-shifting, solid explosions and progressively destructible enemies and bosses.
U.N. Squadron Commodore 64 1990
Capcom U.S.A. ported Capcom's U.N. Squadron aka Area 88 coinop of 1989 to Commodore 64 in 1990.
In U.N Squadron players can take on the role of Mickey of the U.S.A. in the F-14 Tomcat, Greg of Denmark in the A-10 or Shin of Japan in the F-20.
C64 U.N. Squadron consists of nine horizontally-scrolling stages and one multidirectionally scrolling stage.
C64 U.N. Squadron is missing five of the 14 weapons. 16-way shot, Phoenix, Falcon, Bomb 2, Napalm 2 and Big Boy were omitted. C64 U.N. Squadron purchaseable weapons include Bulpup, Bulpup 2, Super Shell, Super Shell 2, Gun Pod and Round Laser. Energy Tank, Shield and Super Shield can also be purchased.
P-47: Thunderbolt Commodore 64 1990
Mike Chilton of Source ported Nihon Micom Kaihatsu P-47 Thunderbolt coinop of 1988 to the C64 in 1990.
Best on C64.
Scramble Spirits Commodore 64 1990
Teque Software ported Sega's Scramble Spirits coinop of 1988 to C64 in 1990. C64 Scramble Spirits is a single-player or 2-player simultaneous horizontally-scrolling shooter.
Scramble Spirits suffers from waves that cheaply flank and home-in on players, but is otherwise a solid shooter.
Pubished by Grandslam Entertainment, C64 Scramble Spirits was programmed by John Scott, drawn by Mark Potente and composed by Matt Furniss.
1991 Commodore 64 Shoot 'em ups
SWIV Commodore 64 1991
Mega Phoenix Commodore 64 1991
RoboCop 2 Commodore 64 1991
Starforce Commodore 64 1991
C64 exclusive.
1992 Commodore 64 Shoot 'em ups
Catalypse Commodore 64 1992
cf.
- History of Shoot 'em Ups 1976-2000
- TRS-80 Shoot 'em ups Listed in Chronological Order
- Amiga Shoot 'em ups Listed in Chronological Order
- IBM PC Shoot 'em ups Listed in Chronological Order
- Invader-likes: clones and ports of Taito's Space Invaders 1978
- Galaxian-likes: clones and ports of Namco's Galaxian 1979
- Asteroids-likes: clones and ports of Atari's Asteroids 1979
- Berzerk-likes: clones and ports of Stern Electronics' Berzerk 1980
- Defender-likes: clones and ports of Williams' Defender 1981
- Scramble-likes: clones and ports of Konami's Scramble 1981
- Galaga-likes: clones and ports of Namco's Galaga 1981
- Robotron-likes: clones and ports of Vid Kidz's Robotron 1982
- Xevious-likes: clones and ports of Namco's Xevious 1982
- Gravitar-likes: clones and ports of Atari's Gravitar 1982
- Gyruss-likes: clones and ports of Konami's Gyruss 1983
- Gradius-likes: clones and ports of Konami's Gradius 1985
- R-Type-likes: clones and ports of Irem's R-Type 1987
- Western Computer-game Machines
- History of Computer Games 1976-2024
- History of 1990s Computer Games
- cRPG Blog (Master Index)













































































































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