Appears On
Navigate all 15 floors of a procedurally populated dark tower, battling monsters and collecting items — powered by hand-assembled Z80 machine code POKEd at startup.
A two-dice under/over-7 casino game where a $50 stake and bets of $1–$6 test your luck against even money odds and a tempting 4-to-1 jackpot.
Shoot a sliding target in this gallery game that uses block graphics, random speed changes, and a 20-shot limit to test your reflexes.
Hire two companions, brave nine treacherous caves, and fight ghosts, trolls, and wolves in this complete BASIC text-adventure with block-graphic cave maps.
Guide a falling pixel left and right with Z and M to knock it into one of three targets, deflect it back, and rack up points before your lives run out.
A two-innings text cricket game with difficulty-controlled ball animation, off-side and on-side batting, and fielding outcomes including caught, dropped, and bowled.
A wave-dodging arcade game using block-graphic scrolling, a GOSUB scoring trick, and reverse-loop wave progression — all in under 30 lines of BASIC.
A three-dice betting game where you wager your $30 stake, pick a number, and watch each die reveal itself with UDG graphics and inverse-video flair.
A fast-paced catching game built entirely with POKE and PEEK into the display file — no sprites, just raw memory manipulation and a ticking countdown.
Slide the tiles into order in this complete Fifteen Puzzle implementation, complete with a mathematical solvability check to ensure every random board can actually be solved.
A hidden-fox strategy game where hounds must trap an elusive computer-controlled fox that can leap over pieces and disappear into the dusk.
Navigate a 10×10 grid hunting hidden plutonium using a Geiger counter proximity formula — can you find it in the fewest moves?
Two block-graphic gladiators clash in this two-player ZX81 combat game with sprite animation, random hit detection, and death sequences — all in BASIC.
A 16-bit number base converter that handles hex, decimal, and spaced binary input with subroutines, string arrays, and printer support.
This game uses a scrolling scene where the player attempts to shoot objects in space.
Guide a descending spacecraft to a safe touchdown by juggling thrust and burn duration before fuel runs out or you crater the surface.
A complete machine-code space shooter hidden inside REM statements, with a block-graphics title screen and RAND USR launch — all in under 300 lines of BASIC.
A one-button dodge game using PEEK-based collision detection and machine code initialization — can you survive the falling asterisk?
A complete five-function flat-file database packed into a single string variable, using ASCII delimiters and keyword search with optional printer output.
A Pac-Man clone that stores its entire maze in a string array and uses character-cell indexing for all collision detection.
A binary number-guessing trick that uses six cards and a cleverly shared FOR-loop subroutine to deduce any number from 1 to 63.
A pixel-art drawing tool with orthogonal and diagonal cursor movement, plot/unplot toggle, and trig-based circle drawing using 32-step parametric equations.
Pick a number from 1 to 100, then watch your ball drift unpredictably across the screen — but can you crack the scoring zones over ten rolls?
A runway landing game with embedded machine code scrolling, live display-file collision detection, and a two-phase keyboard control system to bring your aircraft safely home.
A three-phase scrolling news ticker crawls any message across a single screen row — and even documents its own string length requirements in the demo text.
A machine-code-heavy ZX81/TS1000 club demo that scrolls inverse-video ticker text, plays display effects, and draws block-graphic logos for a Chicago Sinclair SIG.
A skeleton-chase maze game that moves sprites by POKEing directly into the display file, with enemies that track the player using pure BASIC arithmetic.
Spin three graphical reels, bet up to $5, and try to hit the jackpot in this block-graphic slot machine with animated win celebrations.
Guide a bouncing astronaut across a randomly drifting platform to clear an elliptically drawn field of objects before your five lives run out.
Guide your inverse-video spaceship upward to dock with a randomly placed fuel satellite, earning points each time — but your fuel supply is counting down.
A 4×4 inverse-video tile puzzle, where 16 keyboard keys each rotate a different group of four tiles around the grid — can you solve it?
Guide a lunar lander to a safe touchdown by balancing thrust, fuel, and velocity in this inverse-video ZX81 lander game with a blinking prompt.
A fully playable Wumpus-style cave hunt across five dungeon levels, complete with a pixel-art monster intro screen and procedurally generated room networks.
A scrolling-target shooting gallery with three enemy types, a persistent high score, machine-code initialisation, and keys 5, 8, and B to play.
A compact Tic-Tac-Toe game that drives all board logic through encoded lookup strings — no arrays, no IF chains, just clever string indexing.
A fast-moving dodgem game that reads the display file directly for collision detection — can you weave through randomly generated barriers without losing your score?
A full Towers of Hanoi game with pixel-drawn discs, move validation, and a built-in computer solver that uses different peg-cycling strategies for odd and even disc counts.
A procedurally generated maze-chase game where you collect coins while a relentless pursuer closes in one step at a time — can you beat your high score?
A menu-driven right-triangle solver covering all nine sine, cosine, and tangent formulae, with inverse trig functions and degree/radian conversion built in.
A four-section weather reference tool that deduces tomorrow's forecast from wind direction and barometer readings using an elaborate chain of Boolean conditions.
A full multiplayer Yahtzee implementation with up to four players, three-throw turns, and a 12-category scorecard packed into a single layout string.
A zombie-chase game where up to 21 enemies hunt you across a bordered arena, with collision detection done by reading characters directly from the display file.