You're a ghost. You have a soap bubble. Somehow you need to get it through all 35 halls of a castle full of candles, spikes, fans and other things that would love to pop it. You can't touch the bubble, so you blow it along.
It sounds simple. Then a fan sends the bubble somewhere you really didn't want it to go.
This is a fan conversion of the Game Boy version of Bubble Ghost for the ZX Spectrum 128K, +2, +2A and +3.
The game involves sequential progression, where the player must respond to ongoing hazards and obstacles presented in each scenario. The visual style and events are modeled after animated adventure formats, and the core activity centers on quick reactions and timing to advance the story. The overall structure aligns with interactive movie and quick-time event genres.
Each level of the game is framed within a unique time period, introducing new challenges linked to that era. The program does not feature complex inventory or exploration mechanics. Instead, its primary focus remains on progressing through the predetermined narrative, with outcomes influenced by the player's reactions to evolving situations.
An AY music tracker that runs on the ZX Spectrum Next itself. Controls kept as simple as SQ-Tracker, sound capabilities closer to Vortex Tracker, and an 80x32 tilemap interface that fits a whole tracker on one screen without ever leaving the machine.
Up to nine channels through TurboSound Next (three AY chips), full instrument and ornament editors, block transformations with a live preview, undo/redo, PT3 import and export, instrument tails that PT3 cannot express (exported as MXC, with a player and a DOT command that play both), and its own MXM file format. Keyboard and Kempston mouse, both first class.
Written in Z80 assembly by Shrek / MB Maniax. Open source, MIT licensed.
MIND THE DRAINS ORB 012 · 1987 · ZX Spectrum 128K (it also runs on a 48K)
The council's survey plan is from 1953 and some of the manhole covers have gone. Walk the field and count.
Every square you stand on is surveyed. The number on a square is how many open drains touch it, corners included. Do not stand in a drain: you lose a hard hat, and with none left the survey is abandoned.
A survey lamp shows the drains around you for a moment and sends home anyone standing nearby. The foreman walks his line and will not stop for you. The resident comes looking for you. The goat is not ours and we cannot take it back. Any of them will take a hat. Pick up the dropped 10p coins. Keep moving to raise the BONUS.
This is a different type of game for ZX Spectrum that is not often seen!
The middle game of the id trilogy for the Commodore 64
Maps are hand edited on a grid, adjusting light levels and heights using an instant preview window.
Weapons are all sprite based, taking the shareware sprites and scaling, tweaking, and palettizing them.
Sounds are taken from the original PC speaker effects and decimating them.
There are two versions, with and without the krill loader. If you're running an emulator or have hardware fastloading (eg C64U), use the version without the krill loader. If you're running on a stock C64 with a stock disk drive and no fast loader cart, use the krill fastloader version.
[ENG] Action Game Inspired by 80's Movies - [ITA] Gioco d'Azione Ispirato a Film degli Anni'80 by ZombieGamer80
Bombolo is a game for C64
[ENG] Bombolo, nicknamed "Venticello," is a small-time con-artist who often pretended to be a doctor along with his accomplice Lory, who played the nurse. After being in prison several times, caught by Inspector Nico Girardi, Bombolo decides to side with the law and teams up with the inspector to take down the biggest criminal gang in Rome. The Boss's identity is unknown, but Nico suspects that the mysterious criminal might be someone he knew in the past. Bombolo and Lory try to infiltrate the criminals and uncover the mystery, but as soon as they step into the Parco della Caffarella, they are immediately spotted and attacked by the henchmen, disguised as ordinary joggers. Our two hapless heroes have no choice but to fight back, using farts and syringes. Will they manage to survive and solve the mystery?
This is a BETA VERSION. The game is incomplete; there are only the first 3 levels. The idea was to make a mix between a Shooter and a Beat 'em up using the Sidescroller Seuck (the old version, since the LEFT edition hadn't come out yet at the time). Let me know if you want me to get back to working on the game. The final three levels and the ending sequence are planned. The plot, already written, includes two more well-known characters and some plot twists. However, the eventual final version won't be freely distributed.
Blow a fragile bubble through 35 haunted halls - the Game Boy classic, converted to the Amstrad CPC 6128 by kirby2000
Bubble Ghost for the Amstrad CPC 6128 – a fan conversion of the 1990 Game Boy game.
You are a friendly ghost with one job: steer a fragile soap bubble through the 35 halls of a spooky castle. You can't touch it – you can only blow it along. Snuff out candles, dodge spikes, fans and fellow spooks, and puff your bubble to the exit before the bonus runs out.
Features
All 35 halls, their hazards and devices, and the ending
Faithful Game Boy graphics in a Game Boy style frame
The original music and sound effects on the CPC's AY chip
Loading screen from the original box art
Keyboard and joystick, at the same time
Runs from a real 3" drive, a Gotek/HxC, or an M4 / SD card – once loaded it never touches the disc again
Lo que más nos ha gustado es la velocidad de juego, ajustable, y la calidad gráfica de cada pantalla, además de la variedad de movimientos que posee el prota de la historia. Todo ello, junto con la difucultad "amigable", convierten este videojuego en toda una dosis de adicción.
VĂdeo:
Sin duda, estamos ante uno de los juegos del año, para el ZX.
The classic block-breaker comes to the ZX Spectrum 128K by kirby2000
The classic handheld block-breaker comes to the ZX Spectrum 128K.
Alleyway ZX is an unofficial fan-made conversion of the 1989 handheld game. Hit the descending ball with your paddle so it rises to demolish the blocks above. Clear every breakable block to finish a stage; clear all 32 stages and the game ends in a fanfare.
A Commodore 64 top-down arcade racer, inspired by the spirit of classic racing game Lemans.
Version 1.2 brings improved track graphics, more varied racing and plenty of refinements throughout the game. See devlog for more info.
Start at the lights, build up speed and weave through traffic. Reach the next checkpoint before the clock runs out, collect overtaking bonuses and push for a new high score. Every collision costs precious time, and every second counts.
Features
Remixed routes for each race, with bends, chicanes and narrow sections.
Rival cars with different speeds and driving lines.
Changing environments: green countryside, lakeside roads, slippery snow, night and fog.
Headlights and limited visibility that make the darker sections a different challenge.
Checkpoints that add time, with a maximum reserve of 60 seconds.
A 1,000-point bonus for every ten cars overtaken.
Gradual acceleration and deceleration, sliding on snow and collisions that force you to slow down and recover.
Trackside trees, grandstands, advertising boards and an overhead bridge.
SID engine, overtaking and skidding sound effects.
Joystick and Commodore paddle support, plus an in-game pause function.
Set a qualifying score and enter your three-character initials! High scores are automatically saved and loaded at startup.
A biomechanical shooter for the Commodore 64: six stages of Giger-inspired horror, six giant bosses, power-ups by Snow-G
A biomechanical shoot 'em up for the Commodore 64
Fly the Void Lancer into a world grown out of flesh, bone and machinery. Inspired by the art of H. R. Giger, VOID LANCER is a brand-new horizontal shooter written from scratch in 6502 assembly for a standard PAL Commodore 64 with a 1541 disk drive.
Ribbed tubes, xenomorph skulls, egg chambers, bone cathedrals and resin hives scroll past in smooth, pixel-by-pixel hardware scrolling while you blast your way through six long stages to six giant bosses.
Features
6 stages, each about two minutes of scrolling, each with its own landscape and its own version of the enemies: veined flesh, ivory bone, cracked fossil stone, intestinal biomass, glossy resin
6 giant bosses built from characters and moved pixel by pixel, each with its own attack patterns and weak points: the Biomech Core, the Ovomorph Mother, the Idol of Bones, the Pilot, the Brain Golem and the Hive Queen
Power-up bar: collect capsules and pick what you need — Speed, Missiles, Double shot, Laser, up to two Options, and a frontal force field
Fair collisions: hitboxes measured on the real sprite graphics and pixel-accurate terrain — if it hit you, it was really there
Original SID soundtrack: 8 tunes (title, three stage themes, boss, stage clear, game over, stage intro) and sound effects, and the music keeps playing while the game loads
Procedurally rendered "airbrush" graphics in the spirit of Giger, squeezed into C64 multicolour
Full-screen title picture with an open lower border and a wavy sprite scroller, plus an attract-mode demo
Extra lives at 30,000 points and every 50,000; after the sixth boss the game loops with a higher difficulty
The aim of each room is to collect all the green gems and then go through the exit door. There are 20 levels which start very simple and end up being VERY hard.
The Game Boy classic on the Amstrad GX4000 and CPC Plus, with hardware sprites.
Super CPC Tennis is an unofficial fan port of Tennis, Nintendo's 1989 Game Boy game, released as a cartridge for the Amstrad GX4000 and the CPC 464+ / 6128+.
It's not a remake: the original Game Boy game code was translated instruction by instruction into Z80 assembly. Ball physics, player movement, the CPU opponent and the scoring rules all behave like the original. An automated test compared it with the real Game Boy game, step by step, over thousands of game updates: they matched exactly.
This version uses the Plus range's hardware sprites. The players, the ball and even Mario are drawn by the hardware, in colour and without flicker, while the CPU is free to run the game at full speed.
Features
The original gameplay, translated directly from the Game Boy code.
Hardware sprites: a red player against a blue player, a yellow ball, and Mario in colour in the umpire's chair.
Smooth, flicker-free display.
The whole Game Boy stadium, pixel for pixel, in soft greens from the Plus's 4096-colour palette.
4 difficulty levels and a 1-set or 3-set match.
2 fire buttons by default (hit / lob), just like the Game Boy's A and B. There's also a 1-button mode where the lob is automatic when your opponent comes to the net.
Full scoring: FAULT, LET, OUT, DEUCE and ADVANTAGE calls.
The Game Boy classic, now on the ZX Spectrum 48K. A 100% conversion made with AI by Oldschool is Beautiful
ZX Tennis is an unofficial fan port of Tennis, Nintendo's 1989 Game Boy game. It's not a remake or a reinterpretation. The original Game Boy game code was translated instruction by instruction into Z80 assembly, so ball physics, player movement, the CPU opponent and the scoring rules all behave like the original.
Step onto the court against the computer, serve, rally, rush the net and smash your way to victory. Mario is in the umpire's chair, as always.
Features
The original gameplay: the Game Boy logic is translated directly, not approximated.
4 difficulty levels, from a gentle warm-up to a tough CPU opponent.
Choose your match length: 1 set or 3 sets.
A full tennis toolkit: flat shots, angled cross-court shots, deep drives, smashes, and an automatic lob when your opponent comes to the net.
Full scoring: FAULT, LET, OUT, DEUCE and ADVANTAGE calls.
A colourful crowd and Mario as umpire.
Beeper sound effects.
A custom loading screen featuring the original TENNIS logo.
100% hand-built assembly, with smooth-moving masked sprites and the game logic running at the Game Boy's original speed.