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Paintball (ZX Spectrum Next)

 by Sherk128


Paintball is a game for ZX Spectrum NEXT!

This is a fast-paced top-down arcade game. Choose one of five arenas, grab the flag in the middle of the field and carry it back to your cyan base. Two computer-controlled opponents are trying to take the same flag to their magenta base.

Game rules

  • A team scores by carrying the flag to its own base.
  • The first team to score three points wins the match.
  • Tagging an opponent does not score a point. A tagged character returns to play after a short delay.
  • A tagged flag carrier drops the flag where they were hit.
  • The edge indicator points towards the flag, and its colour identifies the current carrier.
  • Your magazine holds six paintballs and reloads automatically when empty.
  • You have three paint grenades per match. Each grenade tags players in a larger area.
  • The tactical sprint uses energy, which gradually recharges.
  • The golden shield refills sprint energy and protects you from hits for five seconds. It respawns later.
Download, here

Castlevania: Symphony Of Horrors -PC-

A reimagining of Simon's Quest using 8 bit NES style sprites with many quality of life improvements!


A love letter to the early series, Castlevania - Symphony Of Horrors is a fan made, non-profit, free to play PC game made by First Serve Gaming where you take control of Simon Belmont. The game is a recreation of Castlevania 2: Simon's Quest made by Konami in 1987. Symphony Of Horrors features an expanded world from the original, with new locations, larger areas, more enemies, more bosses, more items to collect and a larger journey then ever before!

Castlevania: Symphony Of Horrors -PC-

Symphony Of Horrors features a real time day/night cycle with modern 3D lighting over 2D 8 bit pixel art for a beautiful contrast that keep the gothic style of the original game while enhancing the atmosphere and mood of the game. Night time means more dread than ever as you'll need to rely on light sources that guide your way in the darkness. 

The original open world design of Simon's Quest has been heavily expanded on with new larger map zones of unique and interesting places throughout Transylvania. You'll need to gather information and speak to the locals in order to find your way.

Search for the remains of Count Dracula in order to rid the land of his curse. Each collected part has unique abilities that you can use to help your quest. More items and weapons were added as well to assist fighting the creatures of the night.

This game is a fan project and is not intended for profit. All rights and ownership belong to Konami. 

As a learning experience for programming with Unreal Engine, this game will always be absolutely non profit, zero monetization, and free of charge. Any unauthorized distribution or posts that attempt to charge for this are breaking the law.

The game is completed, but new versions with bug fixes, polish and new features will be available as time goes on. Thank you so much for stopping by and checking it out!

Download, here

Source:https://relic1882.itch.io/castlevania-symphony-of-horrors

Another World Intro for ZX Spectrum

 Unas intros, para ZX Spectrum... Alucinantes!

Another World Intro for ZX Spectrum

Hemos descubierto, en un canal de YouTube, una serie de intros relacionadas con el clásico videojuego Another World de Delphine Software, que no os van a dejar indiferente.

De momento, no hay mucha información sobre las descargas ni si el autor desarrollará un juego al respecto...

De verdad, no queremos ser cansinos, pero son unas mini "películas" alucinantes y que exprimen al máximo las capacidades del Spectrum.

¡Miradlo!

Fuente:https://www.youtube.com/watch?v=yZXxIuvDDsc

RAZING CORE -SEGA Master System-

 by BAD COMPUTER


Razing Core is a vertically scrolling shoot 'em up for the SEGA Master System and Mark III console.

On a routine deep-space mission the Horizon encounters an unknown object, the Core. Without warning it pulls the Horizon into its slipstream at light speed and heads for Earth.

You are about to drop out of hyperspace into a war zone.

With the Horizon's firepower and the Core's unexpected aid at your disposal, you must destroy the invading alien armada to save humanity.

Features:

  • 7 stages across the solar system
  • Upgradable primary, secondary and Core weapons
  • Burst Charge weapon with 5 charge levels
  • Screen-filling bosses and multiple mid bosses
  • Boss checkpoints and infinite continues
  • Printable manual with illustrated cover
  • Stage 1 demo available

RAZING CORE -SEGA Master System-

A physical release is planned for 2027.

Video:


Buy, here

Source: https://badcomputer0.itch.io/razing-core



JACKPOT 100 - ZX Spectrum & ZX81

 by Animated Alex


Animated Alex: "As seen on the recent YouTube live stream here are the downloads for the fruit machine style game, it's had a name change it's now called JACKPOT 100, plus i've added a bonus spin on the centre wheel, and a little bit of UDGs introduced to the ZX Spectrum version, it is what it is nothing spectacular it was more of a BASIC programming exercise as explained on the live stream".

ZX Spectrum version and ZX81 version available for download.

Download, here

Source:https://animatedal.itch.io/jackpot-100

Leptir -C64-

 by Moonknight313


Leptir is a game for C64!

This is inspired by a failed Kickstarter game featuring a beautiful game, where you played as a bird, helping other birds to avoid being hit by planes.

In Leptir, you are a butterfly trying to avoid being eaten by predators, and helping other smaller butterflies to evade the same "evil" predators. Along the ride you can collect hearts and leafes. Rainbows will give you extra rolls, that helps you evade attacks.  

Download, here

Source: https://moonknight313.itch.io/leptir

GentleOS, el sistema operativo actual capaz de traer de vuelta ordenadores y portátiles incluso de los años 80 y hacerlos 100% operativos en 2026

 


GentleOS, el sistema de código open source para rescatar ordenadores de los 80 y 90 que revive PC de 16 y 32 bits: requisitos y aplicaciones retro disponibles.

La mayoría de sistemas operativos actuales exigen procesadores avanzados y varios GB de memoria RAM, pero GentleOS sigue una dirección completamente diferente y se une a las mejores distros ligeras

Seguro que dispones de algún PC, por casa, que podrías intentar revivir...

Este proyecto de código abierto ha sido creado para funcionar en equipos de 32 bits que hoy forman parte de la historia de la informática, permitiendo que vuelvan a ser útiles sin necesidad de realizar modificaciones complejas.

Según los desarrolladores, puede ejecutarse con una CPU Intel i386, apenas 4 MB de memoria RAM y una pantalla VGA con resolución de 640 × 480 píxeles.

Fuente:https://computerhoy.20minutos.es/software/gentleos-sistema-operativo-actual-capaz-traer-vuelta-ordenadores-portatiles-incluso-los-anos-80-hacerlos-100-operativos-2026_7031426_0.html

SMS Game Maker

Motor visual para SEGA Master System. Crea juegos sin programar y porta proyectos de ZX Spectrum Game Maker


El motor de creación visual de videojuegos para SEGA Master System

SMS Game Maker es un entorno y motor en C diseñado para crear videojuegos completos para la consola de 8 bits SEGA Master System de forma totalmente visual y sin necesidad de escribir código. Utilizando el popular editor de mapas Tiled como interfaz de diseño, el creador puede definir escenarios, físicas, enemigos, objetos y objetivos, generando directamente una ROM real (.sms)lista para jugar en consolas originales, cartuchos flash (como EverDrive) o emuladores.



Características y Mecánicas Soportadas

El motor está optimizado en C para el microprocesador Z80 y compilado con SDCC y SMSlib, ofreciendo un rendimiento nativo de 60 cuadros por segundo:

1. Control y Física de Salto (Estilo Sonic)

  • Física analógica con precisión subpíxel en formato de punto fijo 8.8.
  • Salto variable por duración de pulsación: toques rápidos producen saltos cortos ("short hops"), mientras que mantener pulsado el botón genera arcos parabólicos suaves de hasta 4 bloques de altura.
  • Gravedad diferenciada en ascenso y caída, choque de techo instantáneo ("bonk") y caída automática al salir de repisas.
  • Mecánicas opcionales configurables desde Tiled: Dash horizontal rápido con estela, Wall-Jump (rebote en paredes) y rebote al pisar la cabeza de los enemigos.
  • Animación de carrera Yo-Yo calibrada a 60 Hz para evitar el efecto de patinaje sobre el suelo.

2. Motor de Scroll Continuo y HUD Estático

  • Scroll horizontal suave en tiempo real que acompaña al protagonista dentro de una zona de centrado dinámico.
  • Buffer circular de NameTable que recarga columnas de tiles en VBlank sin pausas ni ralentizaciones.
  • HUD 100% inmóvil: Mediante interrupciones de línea de barrido por hardware (Scanline Interrupt a la línea 175), el HUD se mantiene perfectamente fijo, nítido y libre de vibraciones en la parte inferior de la pantalla.
  • Transición vertical entre pisos por huecos o escaleras manteniendo la posición horizontal continua en el mundo.

3. Inteligencia Artificial de Enemigos y Plataformas Móviles

  • Patrulla lineal: Movimiento continuo de ida y vuelta entre dos coordenadas (horizontal o vertical).
  • Recorrido rectangular: Trayectoria perimetral en sentido horario.
  • Acosador (Stalker): Persigue al jugador en los dos ejes. Permite activar la opción de parálisis al contacto visual ("Freeze on Sight"), deteniéndose si el protagonista lo mira de frente.
  • Proyectiles / Misiles: Movimiento en un solo sentido con fases de lanzamiento, vuelo e impacto.
  • Plataformas móviles: Transportan suavemente al protagonista cuando camina o aterriza sobre su superficie.
  • Explosiones fijas en el mundo: Las animaciones de destrucción permanecen ancladas al punto exacto del mapa donde el enemigo fue derrotado, acompañando naturalmente el scroll de la cámara.

4. Elementos de Aventura y Puzles

  • Puertas de llaves: Se abren al consumir una llave recogida por el jugador y permanecen abiertas de forma persistente.
  • Puertas de items: Se abren automáticamente al reunir el número configurado de objetos en el nivel.
  • Puertas de enemigos: Se abren al eliminar a todos los enemigos presentes en la pantalla.
  • Bloques destructibles por contacto: Se rompen con retardo tras ser pisados por el jugador, provocando su caída al vacío.
  • Bloques destructibles por disparo: Se destruyen al recibir el impacto de un proyectil.
  • Escaleras: Detección automática con gravedad cero, desplazamiento vertical fluido y enganche desde cornisas.
  • 3 Tipos de plataformas: Atravesables solo desde arriba (con caída pulsando Abajo), atravesables solo desde abajo, o totalmente atravesables en ambas direcciones.

5. Sistema de Pantallas Completas Bancadas

  • Pantallas de Título (Title)Introducción (Intro)Fin de Partida (GameOver)Victoria (Ending) alojadas en bancos ROM independientes de 16 KB.
  • Deduplicación de tiles con volteado hardware (H-Flip y V-Flip del procesador de vídeo VDP) para maximizar la nitidez de las ilustraciones hasta 448 tiles únicos sin artefactos ni pérdida de calidad.

Porting Directo desde ZX Spectrum Game Maker

Una de las principales ventajas de SMS Game Maker es su compatibilidad directa con los proyectos creados con el ZX Spectrum Game Maker. Si ya tienes un juego diseñado o en desarrollo para ZX Spectrum, puedes portarlo a SEGA Master System de manera rápida y sencilla, aprovechando al instante el salto cualitativo de hardware de la consola de SEGA:

  • Reutilización de mapas y niveles: La estructura de capas, pantallas, colocación de plataformas, llaves, puertas y puntos de spawn diseñados en Tiled se importa directamente en el motor de Master System sin necesidad de rediseñar los niveles.
  • 32 Colores en pantalla (Adiós al Color Clash): El ZX Spectrum está limitado a 2 colores por bloque de 8x8 píxeles. En Master System dispones de 16 colores independientes para el escenario y 16 colores independientes para los sprites, logrando gráficos coloridos, nítidos y libres de choques de color.
  • Scroll por Hardware a 60 FPS: Pasa del movimiento pantalla a pantalla o scrolls por software con parpadeos a un desplazamiento continuo y suave por hardware gestionado directamente por el chip de vídeo VDP.
  • Audio PSG de 4 Canales: Sustituye los pitidos básicos del beeper por el chip de sonido Texas Instruments SN76489 de Master System, con 3 canales de tono y 1 canal de ruido blanco para percusión y efectos de impacto.

Flujo de Creación (Workflow)

  1. Diseña visualmente en Tiled: Abre el proyecto de mapa y diseña tus niveles, define las propiedades de juego (vidas, daño, salto, mecánicas activas), sitúa a los enemigos con sus rutas de movimiento y coloca llaves, items y puertas.
  2. Prepara tus assets (o importa desde ZX Spectrum Game Maker): Coloca tus gráficos en formato PNG estándar para tilesets, sprites y pantallas. Si vienes de ZX Spectrum Game Maker, reutiliza tus mapas y adapta la paleta a los 32 colores de Master System.
  3. Compilación automatizada en 1 clic: Ejecuta el constructor (mediante interfaz gráfica o script por lotes). El pipeline exporta los mapas de Tiled, agrupa los tiles por comportamiento, convierte los patrones a formato planar de 4bpp del VDP, optimiza el código C con SDCC y empaqueta la ROM final .sms con cabecera oficial de SEGA (TMR SEGA) y checksum verificado.

Créditos

Descarga, aquí

Sub Hunt VCS -Atari 2600-

 by virtualjames


Sub Hunt VCS is a game for Atari 2600

Dive into the depths and take command of your submarine in this fast-paced 8-bit arcade shooter!🎯 

Hunt down enemy submarines patrolling the waters. Watch the skies as patrol planes and heavy bombers drop deadly depth charges from above.  You have three lives to play with.

Every 10 kills summons an armored Flagship Boss. Each boss gets faster, tougher, and harder to beat!

Intercept enemy torpedoes mid-water for bonus points and chase a top score all the way to 999

Download, here

Source:https://virtualjames.itch.io/sub-hunt-vcs

FableDevil (ZX Spectrum Next)

 by Sherk128


Can you reach the door? Do not be fooled by the simple objective. The floor may collapse, spikes appear at the worst possible moment, and even the exit might refuse to stay put.

FableDevil is a native ZX Spectrum Next port of the devious platform game. It includes all 30 playable levels converted from the original browser release.

Features

  • 30 short levels filled with traps and surprises
  • Collapsing floors and platforms, spikes, lasers, saws, crushers, and falling rocks
  • Moving platforms, springs, teleporters, conveyor belts, and reversed controls
  • Smooth movement and variable-height jumping
  • Particle effects for running, jumping, landing, death, and moving doors
  • PT3 music on AY1 and AY2, sound effects on AY3, and ACB stereo
  • Automatic campaign progress saving to the SD card
  • Selection of unlocked levels from the main menu

Download, here

Star Trek 1971 (Spectrum 128K Version)

 by edvella


This ZX Spectrum adaptation brings the long‑lost 1970s script‑driven Star Trek adventure to the home computer era, preserving its unique narrative style. Instead of the grid‑based tactical combat seen in the better‑known BASIC Star Trek game, this version unfolds as an interactive dramatic encounter aboard the Enterprise. Players issue commands as a Starfleet Captain, who relays orders to Spock, Sulu, Uhura, and Chekov. 

Gameplay centres on strategic decision‑making: analysing enemy behaviour, managing ship systems, and choosing the right moment to attack, evade, or bluff your way through the enemy's defences. Each action triggers scripted reactions from the crew, creating a dynamic story that shifts based on the player’s choices.

This is a direct port of the original CDC 6000 BASIC listing, reproduced faithfully without gameplay changes or added features. Every command, reaction, and narrative beat behaves exactly as it did on the 1970s mainframe, preserving the historical quirks and pacing of the source material.

Download, here

Source:https://edvella.itch.io/star-trek-1971-spectrum-version

The Demon Jar -ZX Spectrum, Spectrum NEXT, C64, CPC and more-

A retro horror text adventure for ZX Spectrum Next, Sinclair QL and more by Alan Pemberton


The Demon Jar; or, Fosdyke's Folly

This is a retro-style illustrated text adventure game in the format of a horror short story. You play the part of a young gentleman, Oswald Stanley, travelling to visit an old college friend on a fine summer's evening at the height of the Victorian era.  As the night progresses, events take a sinister turn with the emergence of a murderous evil spirit. What follows will chill Oswald to the very marrow, but will you be able to guide him safely through the night?

WARNING: this game is not suitable for children or persons of a nervous disposition.

HOW TO PLAY

It is recommended that you download the instruction booklet, which contains background information about the plot. Or you could just dive straight in...

Having loaded the game on your device of choice, it will display an introduction and then leave you free to decide how to proceed. You will issue commands at the prompt (>) in the form of short phrases, in the traditional manner.

If you need an introduction to playing adventure games, you could try this videoby Chris Ainsley.

There are a number of characters who you will meet in the game. The ways you can interact are limited to:

> EXAMINE PERSON  (this will describe the character and list what they are carrying)

> GIVE SOMETHING TO PERSON

> TAKE SOMETHING  (from person)

> TALK TO PERSON

Save your progress using SAVE, then load back with LOAD. The exact method will depend on your device of choice. Be sure to remember the file name! Of course, you can also use a snapshot facility if that is available on your computer / emulator.

TIP: You will need to follow people around and ideally talk to them in the first part of the game to let events take their course. 

TIP: There is more than one type of key in the game.  To avoid confusion, it helps to use the appropriate adjective to make sure you use the correct one (e.g. GET SMALL KEY).

SEEMINGLY RANDOM TIP: For non-British players, you may find it helpful to know that in traditional British houses, shutters are usually located on the inside of a window rather than the outside.

NOTE: At various points throughout the game, the action will pause with three dots (ellipsis) "..." at the bottom of the screen, while the computer waits for you to press a key. Please note that the ellipsis is not visible in the HTML version. If you are playing this version, please remember that as long as you don't see the prompt (>_), the game is waiting for a keypress before continuing.

HELP!

You will find yourself facing various life-threatening predicaments as you progress through the game.  Therefore, it helps to save your progress often, and treat dying as a learning opportunity. You can also ask for HELP, but that is limited to letting you know whether or not you have found yourself in an unwinnable position.

If When you get killed, you will be offered a chance to "Undo" the mistake that led to your demise, and be taken back to a safe position just before that happened, or else you may choose to quit the game at this point. "Undo" allows you to try multiple approaches to solving the problem without wasting a whole lot of time.

General tips are to EXAMINE everything, and as always, SAVE regularly!

Download, here

Source: https://qladventures.itch.io/the-demon-jar


Rotor Repeat [Commodore 64]

 by Richard of TND


From the creator of "Repetition 64", which was originally written exclusively for the Retro Programmers Inside and Phaze101 "Simon Basic" game jam. A new addictive sequel has been developed. "Rotor Repeat" . This is a game which was stuck in my mind for a while and sadly did not see the light as its prequel until now. 

"Rotor Repeat" is a fun space themed memory game which involves blasting aliens. So yeah, TND has blended two game modes into one. This game may be simple, but it can be quite addictive. Also it will test your patience.  "Rotor Repeat" contains the following features:

  • Presentable loading artwork (Disk and tape)
  • Front end presentation with hi score table
  • In game options including difficulty and sound setup
  • Good quality music and in game sound effects
  • Good quality character based game graphics
  • Two different game modes (standard and dark mode)
  • Mystery bonus aliens - shoot them to see how many points you will score
  • Highly addictive hi score attack challenge
  • An original take on Simon Says. You will like it.
  • Programmed and developed fully by human. No AI bot or anything like that!
  • PAL + NTSC compatible on real hardware, also compatible with theC64, Ultimate 64 and the C64 Ultimate.
Download, here

Babylonian Twins (1993, Amiga)

 by bithunch


In 1993, in Baghdad, three students made a video game.

Rabah Shihab wrote it in pure 68000 assembly on a single Amiga 500 — 512KB of RAM, no hard drive, plugged into a TV. Murtadha Salman painted the palaces of Assyria pixel by pixel. Mahir AlSalman composed the music, sampling real Iraqi instruments for the soundtrack. They worked under sanctions: no internet, no Amiga manuals — just one copy of the Amiga Hardware Reference Manual, which Rabah used to program the hardware directly — electricity a few hours a day. The 50°C summers killed the disk drive three times.

They finished it. It was the first commercial video game made in Iraq — and then Commodore collapsed, sanctions scared off every publisher, and a completed game had nowhere to go.

In 2008, the English Amiga Board found gameplay footage on YouTube and asked the question that became a 24-page thread: "Babylonian Twins — An Amiga game?!" They tracked down the team. A playable demo followed, downloaded in over 70 countries. One forum member wrote:

"Hail for the whole team behind that game. Extreme circumstances, and still they are creating somewhat special. Respect."

This page is the ending of that story. The full original game — the real disks, finally. Free. For the community that never stopped asking.

What you get

  • The authentic full game on its two original disks — Disk 1 boots, insert Disk 2 when the game asks. .ADF images for FS-UAE / WinUAE, or real hardware (A500, 512KB chip + 512KB slow recommended)
  • The 1993 playable demo ADF — downloaded from over 70 countries after the 2008 rediscovery; kept here as history
  • Manual & design-note scans are coming as a free devlog update

If you want more

The Eye of Vala -STEAM-

 


El coronel Moorehead desapareció sin dejar rastro mientras buscaba lo que llamaba "El Ojo de Vala". La familia, desesperada, contrata los servicios de MacNaughton, un caza tesoros, para que busque pistas de su paradero. La búsqueda de Moorehead pronto se convertirá en un desafío mucho mayor.


Una aventura gráfica de corte clásico con gráficos pixel art en la que destacan los puzzles integrados en el ambiente magistralmente.

Fuente: STEAM

Tetris-Basic-Amstrad -Amstrad CPC-

 by Altanerus Dog


Altanerus Dog: "De Tetris-Basic-Amstrad poco podemos decir. ¿Quién no lo conoce? Pero esta minimalista versión ha sido creada íntegramente en Locomotive Basic 1.0, 100% sin ninguna rutina máquina. A quien no le hubiese gustado que en el libro de usuario que acompañaba a nuestros CPC hubiese venido un programa en BASIC para escribir como el Tetris. Con este programa de apenas 5 kb he querido ir hacia atrás y recordar los 80 con aquellos primerizos juegos-programas que se distribuían a bajo coste mediante revistas o incluso pequeñas compañías como el ejemplo de "Monser".

Tetris-Basic-Amstrad es muy básico en concepto; utiliza mayoritariamente  matriz bidimensional, de ahí su baja velocidad por la cantidad de cálculos que debe realizar, pero es totalmente funcional e incluso diría yo que adictivo. 

Para terminar el juego debes conseguir 99 líneas, donde la lentitud y el retardo van a ser tu principal enemigo; no te preocupes por la velocidad, sé paciente y contempla cómo funciona el BASIC y recuerda los años 80".

Descarga, aquí

Fuente: https://altanerus-dog.itch.io/tetris-basic-amstrad

Jet Set Lemmy 2.0.0 -ZX Spectrum-

By lemmylemming


The Author: "Silly little Jet Set Willy hack i made during the start of this year.

Mostly the JSW1 rooms with alterations (mostly to make it easier, because i kinda suck at JSW), and i also changed a lot of the sprites.

It's in Spanish, and i don't plan on making an English version since the room names are all basically translations from original JSW (with a few exceptions) and i'm gonna be too busy to make one (school, and other stuff)

I don't know if it's fully completable but i think every item should be obtainable.

I planned to add either Humoresque or the CPC track but i didn't like Maketune and i couldn't figure out any other way".

Features:

128 total rooms, with around 66 new rooms, 6 rooms from Manic Miner, 2 rooms from Pothole Pete and Son of Pete, 2 rooms modified from JSW2, 1 room modified from Danny's "Willy's New Mansion" and all original JSW rooms modified in one way or another.

- 25 2-channel tunes by Lemmy & Danny.

- Loading image made by Lemmy and a pre-title screen image made by Danny.

Source:https://jswmm.co.uk/files/file/177-jet-set-lemmy/

The Mariana Sequence -NES-

A new experimental platformer like no other for your NES by crazygrouptrio


The Mariana Sequence is a standalone sequel to Tryptic, keeping that same "game within a game" aspect, and was developed in NESMaker. The game won Best Narrative in the NESdev contest Byte-Off V and was a finalist in the MAGFest 2026 Indie Retro Showcase.


The Mariana Sequence is an experimental platformer for the NES with an adventure-choosing mechanic that makes the game uniquely different each time you play, as every choice you make as a player affects the game's seed. You take the role of Cal, a subject in the Mariana Sequence Project, and are tasked with using a piece of software, a game that seems simple on the surface. The object of the game is to explore, uncover secrets and hidden paths, until you discover the correct sequence of events to reach the end and uncover the true The Mariana Sequence. Nothing in the game is randomized, meaning you can take notes and map out paths to track down the true Sequence.


Buy, here

Umi vs. The Bullion Bandits From Outer Space! (Atari 2600 NTSC/PAL)

 


Developer/Desarrollador: Artisan Retro Games / KabutoCoder

Release date/Fecha de lanzamiento: Jul 2026   

Platforms/Plataformas: Atari 2600  PAL/NTSC

Genre/Genero: Arcade (15 levels with intro and ending/15 niveles con intro y final)

The full game is available in Cartridge or as a ROM download at: Umi vs. The Bullion Bandits From Outer Space! 


Download, here

Source:https://kabutocoder.itch.io/umi-vs-bandits

The STONE -ZX Spectrum-

 by Animated Alex


The STONE is a shooter game for ZX Spectrum.

Shoot the falling stones, they gradually speed up as they fall.

Can you beat the high score of 42?

Choose 3 colors scheme 

Download, here

Source:https://animatedal.itch.io/the-stone

Golden Axe (Amstrad PCW / PCW# mini)

 by EnriqueGGalvez

Golden Axe (Amstrad PCW / PCW# mini)

Conversión del clásico de Sega, Golden Axe para el sistema Amstrad PCW.


-Joystick
-DK'Sound support
-PCW# mini: 4 colors
-Minimum RAM 512K

Descarga, aquí

Fuente:https://enriqueggalvez.itch.io/golden-axe-amstrad-pcw-pcw-mini