Xevious 1200 - In dev Arcade game for the Commodore Amiga 1200 via JOTD gets a new beta 2

Even more retro gaming news to get through this week, as thanks to yet another heads up earlier today from a good friend of ours, we have been told us that JOTD has released a new beta download for his upcoming Arcade - Amiga conversion of the classic game of Xevious. A game that was originally released in the Arcades by Namco's and then ported to other home computers. To coincide with this update, Saberman has done a video of the game below.

Here is what is described about this latest release for the Commodore Amiga. "This is a transcode from the original arcade game (multiple Z80s) to 68K assembly. The original GAME and SUB CPU ROMs were disassembled and reverse-engineered. Then the code was transcoded line-by-line to 68K assembly. The 'core' code is platform-agnostic and calls out to an operating system dependent (OSD) layer written for each target platform. The original target is the Neo Geo (AES/MVS/CD). It runs in 'tate' mode. Subsequent targets include the AGA Amiga".


  • - Mark McDougall (aka tcdev): reverse-engineering, core and Neo Geo code and assets
  • - Jean-Francois Fabre (aka jotd): Amiga code and assets
  • - Andrzej Dobrowolski (aka no9): Amiga music
  • - Namco: original game :)
NEW UPDATE :  "Mark also adapted Super Xevious (slight fixes / improvements if you call useless enemies improvements) and the next move will be to be able to choose between Xevious & Super Xevious. ADF & HD versions released separately (HD version contains an uncompressed version of the exe to avoid issues, ADF has a cranker-packed version because RNC was looping forever on the last exe!) ".

Links :1) Source (hitting "5" adds a coin and the "1" or "2" starts a one or two player game)


  1. Accurate coin-op conversion and an overall impressive achievement! Many thanks and congratulations to the team!

  2. Does this have to run from floppy? or can it run from WB, it freezes when I run the .exe

  3. Good game. Contrats ! It would ne nice to add a music choice with something a bit easier to sustain, because we can really hear that un the music department thé game is 40 Yeats old ! ;-)

  4. I see it's still got those ground-based enemies updating at 15 FPS. This was common for Amiga games to have smooth scrolling at 30FPS, but gameplay running at 15 FPS to preserve CPU time. I wonder if it's possible to keep just the ground-based enemies at 30FPS so they don't judder-up and down against the smooth scrolling... it's still in beta, so hopefully this can come with polish and optimisation. Nevertheless, its an impressive feat to create a super-accurate port like this. :)

  5. Good game. Congrats ! It would ne nice to add a music choice with something a bit easier to sustain, because we can really hear that in the music department the game is 40 Years old ! ;-)

  6. Not bad. Apart from the more earth-like landscape it looks like a clone of Xenon for the Amiga, which had much better music. The player's ship is quite similar and its movement and reaction seems to be always a bit slower than that of the enemies as well. This is why the original Xenon used to be un-playable for me on my A500 from level two and I was only able to finish the game when I played it with Whdload and activated trainer options from harddisk years later on my A1200. By the way, Xenon did not have a real ending. It was not meant to be beaten - only to beat other players when you once died of exhaustion with a higher score. After level 4 it will simply start over with level 1 while your score is increasing, so infinite lives meant infinite playing. Can you reveal if Xevious has got a real ending, that the aliens will be defeated in the end?


All comments are moderated! Constructive criticism allowed, but abusive comments will be removed and you will be IP banned! Banned users will not show up in my comment feed, you will be gone for good as will all of your posts! - Play nice and enjoy IndieRetroNews!