The iconic NES classic The Legend of Zelda is making its way to the Commodore 64, thanks to a dedicated new port by developer Goldfinger. Built using Aldo Núñez’s commented Assembly source code from GitHub, this project aims to cram Nintendo's massive adventure onto an Easy Flash 3 cartridge. While Goldfinger’s current build slightly exceeds the original NES version's 128 KB limit, they plan to optimize and claw back precious memory during development. The game features full NTSC and PAL auto-detection, and features a complete overworld, dungeon levels, scrolling rooms, functional item screens, and progress saving directly to the cartridge.
Super Mario Land ZX - Gameboy Super Mario Land arrives on the ZX Spectrum via AI/kirby2000
Kirby2000 has released a public beta of Super Mario Land ZX for the ZX Spectrum 128K. This AI demake crams Nintendo's entire 1989 Game Boy launch title into a single 128K load. Players can tackle all 12 levels across four distinct worlds using either a keyboard or a Sinclair joystick. Every single element of the original looks to have been converted, including the memorable submarine and aeroplane shoot-’em-up stages, alongside 18 tunes rearranged for the Spectrum's AY audio chip. While the game is in beta however, the creator is currently seeking community feedback on this early build, expressing a particular interest in how the software performs when running on real, hardware.
Cauldron - Halloween Edition - A brilliant game from the 1980's gets an improvement via AI/Devil-System
Devil-System has resurrected Palace Software’s 1985 classic with the release of Cauldron: Halloween Edition for the Amstrad CPC. Originally designed by Steve Brown and Richard Leinfellner as a genre-blending platformer and horizontally scrolling shoot 'em up, the game follows a witch's perilous quest to defeat the "Pumpking" and claim her title as the Witch Queen. While the original release garnered praise for its dual gameplay modes and visuals, it was notoriously infamous for its punishing, excessive difficulty. This new edition helps that issue by packing in three distinct difficulty levels, a dedicated training mode for relaxed exploration, a built-in map, and modern conveniences like a pause feature, a high-score table, and essential game-saving capabilities across four supported languages.
Van Helsing - Could this be another C64 hit from GriffonSoft and Psytronik Software?
Psytronik Software, the retro-publishing powerhouse behind recent hits like Sherwood and Musketeer, has officially launched Van Helsing on the Commodore 64. Developed by GriffonSoft as their most ambitious project to date, this atmospheric side-scroller transports players back to the grim autumn of 1893. The story kicks off during a celebratory gathering at the Harker residence, marking Jonathan's return from Transylvania, which is abruptly shattered by a bloodcurdling scream. A horrific, winged creature tears through the balcony to abduct Lucy Westenra into the night, leaving behind nothing but a gruesome trail of blood. Stepping into the boots of the legendary monster hunter Van Helsing, players must bravely pursue the fiend directly into Dracula’s dark domain, fighting off hordes of terrifying enemies across eight massive, intricately detailed scrolling levels.
Roc'n Rope - Konami's 1983 arcade climber for the Commodore 64 via BrokenBytes
Broken Bytes has began a project to bring over Konami’s 1983 arcade classic Roc’n Rope to the Commodore 64 without any AI! This faithful conversion tasks players with ascending treacherous, multi-tiered stages using nothing but a harpoon gun and sheer determination to reach a mythical phoenix. Navigating the vertical landscapes requires timing, as players must anchor ropes across treacherous gaps and climb to safety while dodging a barrage of falling rocks, aggressive dinosaurs, and hostile cavemen. To survive the onslaught, climbers can blind foes with a flashlight, snatch up power pills and feathers for a competitive edge, and chain together actions to keep their high-score bonus ticking across four distinct environments—ranging from jungle ledges, icy caves, spinning wheels to a towering waterfall.
Street Fighter II - An overhauled version of a classic fighting game for the Amiga via AI and Str1der
I'm sure many of you remember the Street Fighter games, more especially Street Fighter 2; a game which originally appeared on the Arcades, and was then ported to pretty much every system you could think of, including such systems as the Amiga, Atari St and even the ZX Spectrum. Well fast forward to today however, and a developer by the name of Str1der with the help of AI, has released an improved version of Street Fighter 2 for the AMIGA to bring it more in line with the Arcades and better than the original US Gold port released in the 90s.
Awesome SlamSibs Infinite - A Super Smash Bros like game arrives on the C64 via Søren Trautner Madsen and team!
Well here's a game I didn't expect to see today, as developer Søren Trautner Madsen and team have released Awesome SlamSibs Infinite, an awesome new fighting game for the Commodore 64. Described by its creator as a nostalgic love letter to Super Smash Bros. Ultimate, the title blends iconic characters, classic games, and vintage music into a chaotic multiplayer brawler. Developed as a passion project rather than commercial, the game challenges players to pick a fighter, grab a joystick, and battle either a friend or a computer opponent. Squeezing a full-blown fighting game into the C64’s restrictive 64 kilobytes of memory proved to be a massive technical hurdle, requiring creative workarounds for sprites, animations, and stage effects.
Vespertino - This upcoming Racing Simulator for the Amstrad CPC looks incredible [UPDATE]
Breathless A32 - A 1995 Amiga FPS with modern controls and better performance via AI and EismanBerlin
The classic 1995 Amiga 1200 first-person shooter Breathless has received a slight overhaul courtesy of EismanBerlin. Originally developed by Fields of Vision and published by Power Computing, this new update—dubbed Breathless A32—seeks to preserve the spirit of the original game while introducing performance enhancements and quality-of-life features. Released on itch.io with the full blessing and approval of original programmer Alberto Longo, this version boasts smoother gameplay making it much more playable even on older 68030 systems that previously struggled to run it.
Pyjamarama - Mikro-Gen's classic has arrived on the Commodore Vic-20 35k by AI/gekka
Gekka has successfully brought Mikro-Gen's 1984 classic Pyjamarama to the Commodore VIC-20 with the assistance of AI tools. Inspired by the beloved original ZX Spectrum title, this unofficial adaptation marks the first time Wally Week's famous sleepwalking adventure has made its way to the classic VIC-20. To accommodate the expansive journey through Wally's nightmares, the game requires a VIC-20 equipped with a 35K RAM expansion, fully supporting both PAL and NTSC systems alongside standard keyboard and joystick inputs.
Super Pac Man - Namco's maze chomping sequel has arrived on the Commodore VIC-20 32K
For those of you who hate AI then here's one for you, as Milasoft has brought over Super Pac-Man to the Commodore VIC-20. Originally released by Namco in 1982 as the official arcade sequel to the 1980 phenomenon, the Toru Iwatani-designed title has finally landed on the VIC-20. To handle the maze-chomping gameplay and assorted level graphics, the port requires a 32K RAM expansion, cleverly utilising 8K memory blocks mapped at $2000, $4000, \(6000, and\)A000.
Prehistorik - Titus Software 90's platformer gets an AI Amiga AGA fan edition
Looking through the EAB forums, I've just found out that Depechem70 has released Prehistorik AGA, a complete fan overhaul of Titus's classic 1991 platformer Prehistorik. The creator has enhanced the contrast and fine detail across every background, item, and environmental texture into 256 colour palettes, while intentionally leaving the game’s bold outlines and quirky character designs intact. To make the world feel more dynamic, the update infuses animation frames into everything from dinosaurs, birds, and fish to winter-themed polar bears, penguins, walruses, and snowmen. Amiga owners will also encounter reworked boss graphics, animated backdrops, more satisfying hit visual cues, rising bubbles tiny drifting fish in aquatic stages, and realistic falling snow beneath a subtly twinkling starry night sky.
Stunt Car Racer NES - A brilliant classic gets an unofficial NES port by cobbpg
Cobbpg has achieved a remarkable technical feat by bringing Geoff Crammond’s legendary 3D stunt racing game, Stunt Car Racer, to the NES. This ambitious adaptation fuses the code of the original Commodore 64 release with the refined visual art style of the Amiga version. The developer heavily reworked the source material by hand to push the boundaries of the NES while utilizing the MMC3 mapper with 256K PRG-ROM, 16K CHR-RAM, and 8K WRAM. To protect players' hard-earned accomplishments, the game features WRAM write protection outside of gameplay and retains both your record track times and overall career progress on boot. Separate fine-tuned versions have been released to accommodate NTSC, PAL, and Dendy hardware configurations.












