by mansoft
HoverPack es un juego en desarrollo y hecho con el MPAGD de Jonathan Cauldwell. El autor pide ayuda en forma de reports constructivos para mejorarlo en pos del producto final.
Podéis descargar aquí, la versión actual
by mansoft
HoverPack es un juego en desarrollo y hecho con el MPAGD de Jonathan Cauldwell. El autor pide ayuda en forma de reports constructivos para mejorarlo en pos del producto final.
Podéis descargar aquí, la versión actual
by OzzyOuzo
Violent Vengeance: the Universe Hero is a one-on-one fighting game developed by Accend on MS-DOS in 1995.
We are bringing it to the Neo Geo with a brand new game engine, entirely revised gameplay, and some extra goofiness.
The game is NOT finished; it is currently available as an early Beta (= about complete in terms of content, but needs debugging and lots of fine tuning) for you to try out, and possibly help us improve and balance it out.
It features:
by Paco Vespa
Además, podéis jugarlo online, aquí
--- Zombie Menace ---
Written by Sander Alsema for the 10-liner competition 2026.
Language: Commodore 64 Basic v2
Category: PUR-80
--- Description ---
Graveyard shift at the cemetery. Brian O'Donnelly took a swig from his hip
flask. Nineteen years of loyal service to the force, and for what? It
seemed like everybody got ahead at some point, except for him. Yesterday
was a new low. A co-worker he had personally taken under his wing as a
rookie several years ago had been promoted, and was now his direct
supervisor.
Brian sighed. He still had over five hours to go till the end of his beat.
Here at the Rosehill burial ground nothing ever happened. Its residents
spent all of their time resting in peace. He didn't know it yet, but
things were about to change.
Somewhere in the distance an owl started hooting. This had a calming
effect on Brian, who helped himself to another sip. Then suddenly the owl
silenced in the middle of a hoot. What could have startled it? Brian
turned around. Nothing could have prepared him for what he saw next.
Increasing numbers of dead people were crawling from the dirt of their
graves. As soon as they were up, they began stumbling towards an
unsuspecting world.
This is where you intervene. Brian O'Donnelly is an alcoholic police
officer past his prime, and in no way capable of anything heroic. So it
is up to you to save mankind from the zombie menace.
Download, here
Source:https://bunsen.itch.io/zombie-menace-c64-by-sander-alsema
Edición 2026 del afamado Concurso
Los requisitos son simples, juego desarrollado en Basic y en un máximo de 10 líneas. ¿Fácil, verdad?
Más información, aquí
Fuente:https://www.homeputerium.de/
Continue Clark's story in episode 2 of u_nvrz by Radical Reflux
The second part of the u_nvrz series continues the story that began in Magenta Sky. Once again, we step into Clark's shoes to take on the oppressive u_corp and learn more about project u_nvrz.

Welcome 2 The Machine was developed with Multi-Platform Arcade Game Designer by Jonathan Cauldwell.
The music contains excerpts from a composition by Alone Coder.
Graphic design was made with ZX Paintbrush and SevenuP.
Download, here
A shooter game by Animated Alex

Download, here
by LaRetroCaverna
SUBMARINOS es un trabajo de modificación y actualización de un código original publicado en el libro "Programación con el ZX Spectrum y ZX Spectrum +", escrito por W. Simister (M. James) y publicado en 1986.
En un ejercicio de programación de mezcla de resoluciones gráficas, el autor ilustra el caso con el ejercicio "El juego de las cargas de profundidad", para enseñar, además de movimiento de sprites, la utilización de gráficos de alta y baja resolución al mismo tiempo.

- Gráficos. Se perfilan sprites del barco y el submarino con gráficos personalizados y así evitar la tosquedad de los predefinidos de baja resolución. Se detalla la superficie y el fondo marinos. Se hace más llamativo el efecto de explosión.
- Color. Ya no es en blanco y negro. Se colorean sprites y se contrasta en todas las pantallas para mejorar la experiencia.
- Sonido. Se añade efecto de sonido para el descenso de la carga y para la explosión.
- Añadidas tildes. El juego está de momento en español, así que hacían falta.
- Menú inicial de juego.
- Pantalla de instrucciones.
- Modos de dificultad. Quizá el añadido más importante. Se añade un modo NORMAL, donde se nos permite fallar alguna vez. Se añade modo DIFÍCIL, donde no podemos fallar ni un impacto. Se añade modo PRÁCTICA infinito, hasta que decidas salir al menú.
- Más añadidos y modificaciones menores.
Descarga, aquí
by IAMAI Creation
by ZX Moe
Si no os apetece teclear el código basic, podéis descargarlo, aquí.
Fuente:https://spectrumcomputing.co.uk/entry/45209/ZX-Spectrum/BASIC_Ball
by BAD BITS

El autor mezcla realidad y ficción en una trama repleta de acontecimientos que marcaron la vida del "Tito Clive" y por ende, del ZX Spectrum.
La Clave Sinclair está desarrollado con el CYD de Cronomantic y respetando el formato de las aventuras por opciones.
Podéis descargarlo, aquí
by ZXOnline

It is hard to find a gamer today who isn't familiar with the wonderful platformer, Lode Runner. Released in 1983 for the Apple II, it became an instant hit. It was ported to a multitude of other platforms; in 2025, it finally reached the ZX Spectrum Next and TS-Config, and this year, the second installment of the game was released.
While you can certainly play Lode Runner II with classic graphics, you can also choose the "modern" version. In this version, a Rabbit Girl and a Rabbit Boy want to feed each other carrot soup. Unfortunately, the wolves know the truth: where carrots grow, rabbits are found! Never has cooking soup been so dangerous!
This game is a loose interpretation of the NES version. We did not aim for an exact 1:1 conversion; therefore, it has its own unique features. We have even added new graphics, and the levels are presented in a "light" version to keep the gameplay easy and accessible.
Buy, here
by Pixelcraft Games
"LEGENDS ARE ETERNAL. BLARGHE IS TIRED."
Fresh off his cowboy kick, Panzer has been temporarily taken out of action after contracting dysentery. With him confined to recovery, command falls to his ever-loyal right-hand man, Blarghe. Serious. Capable. And now responsible for absolutely everything.
No one can know Panzer is out of commission, so Blarghe quietly takes matters into his own hands. He must fight through danger, hold everything together, and make sure the legend of Panzer remains intact. Panzer will still get all the glory... and Blarghe will get none of the credit.

Download, demo here
Source:https://pixelcraft-games.itch.io/the-adventures-of-panzer-blarghe
Demake of classic arcade game by grindkrusher
A nostalgic arcade romp inspired by the classic arcade game Food Fight. Charley Chuck races to eat the melting ice cream, grabbing and throwing food at relentless chefs who are chasing him.

Play, here
Phantomas 1 remake in EGA colors by Love for Retro
Phantomas Adventures: Goldter Mansion es una reconstrucción del videojuego de Dinamic Phantomas 1, juego al que jugamos muchísimo de niños y que tanto cariño ha profesado.
El videojuego tiene la misma experiencia de juego que el título original, eso sí, usando la paleta de colores EGA y aprovechando las pantallas panorámicas.

by Dora Warn
Renegade Amiga Enhanced, or Renegade AGA, is a remake by Dave Douglas of the 1986 arcade Renegade by Technos.
The original Renegade, developed by Technos Japan, marked a crucial turning point in arcade brawlers. Its close-quarters combat, multidirectional movement, and gritty street-fight aesthetic laid the groundwork for what would later become the Kunio-kun and Double Dragon lineage. Unsurprisingly, it was ported to every major home platform of the late ’80s—but not all versions were equal. In particular, the Amiga port became infamous for its poor controls, crude animation, and overall failure to capture the tight gameplay that defined the arcade machine.
Nearly four decades later, developer Dave Douglas set out to correct that historical misstep. The result is Renegade Amiga Enhanced —a ground-up remake for both AGA and ECS Amiga systems, released in 2025. This project is not a reinterpretation but a technical and mechanical restoration. As Douglas explains: I disassembled the original code (6502) in Ghidra and rewrote the game logic for 68000, trying to be as faithful as possible. Of course, the graphics routines were completely rewritten. The music and sound effects use Frank Wille’s Protracker player routine.
The precision of this approach is immediately evident. Combat timing, enemy behavior, and screen flow mirror the arcade, while the rewritten graphics routines deliver clean, fluid scrolling and crisp sprites that finally do the hardware justice. The AGA version benefits from richer colors, but even the ECS build performs impressively given its constraints. Sound is also handled with care, with Protracker-driven playback reproducing the game’s punchy cues and iconic stage themes with surprising authenticity.
Gameplay feels tight, responsive, and—most importantly—accurate. It is unmistakably Renegade, but running as it always should have on Commodore’s 16-bit machine. This remake doesn’t modernize or embellish; it restores and respects.
For Amiga fans, beat-’em-up enthusiasts, and preservation-minded players, Renegade Amiga Enhanced finally gives the platform the definitive version it was denied in 1989. It is both a technical achievement and a satisfying corrective to gaming history.
Download, here
by James Nye

Play, here
by ArugulaZ
You remember Eyes, don't you? Oh, you don't. Okay, so it wasn't the atomic megahit that Pac-Man was in arcades, but Eyes was a diverting maze game in its own right, with a focus on firing that makes every moment feel tense, like a wild west shoot out.
This is the ColecoVision version of that experience. Now called Eye Brawls, the game also offers a feature the original Eyes didn't... a parry! Press the second button on the ColecoVision controller for a "wink" that sends shots BACK to the wandering eyes, for a big point bonus.
Download, here
by MickeP
Download, here
La liberación del motor de desarrollo, Pakete Engine, ha propiciado que surja el primer Concurso de Aventuras Point & Click, utilizando dicho motor para su creación.
Para los que no conozcáis de que va la cosa, es muy sencillo, con este software se pueden crear aventuras gráficas para el Amstrad CPC. ¿Qué os parece la idea?
El Concurso está organizado por Cepeceros Podcast (más conocido como Chema, para los amigos) y promete grandes lanzamientos para el sistema francés.
Más información y consultar las bases, aquí.
Fuente:https://www.mojontwins.com/cepeceros/gran-pakete-concurso-de-aventuras-point-click-para-amstrad-cpc/
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