Deathchase is one of those games that absolutely refuses to be forgotten, and for good reason. Originally released in 1983 by Micromega and programmed by Mervyn Estcourt, this ZX Spectrum classic was famously squeezed into just 16K of memory, which was an extraordinary technical achievement at the time. You play as a motorcycle-riding mercenary chasing down two target bikes through a forest, one yellow and one blue, while also dealing with tanks and helicopters as the difficulty ramps up. The game ran at what felt like an impossible speed on 8-bit hardware, and that sense of urgency is still there today.
In this video we are running Deathchase on the ZX Touch, the dedicated ZX Spectrum handheld released by Elmar Electronic in late 2023. The ZX Touch is a bare-metal device, meaning it runs on direct hardware code rather than a standard operating system, powered by a 480MHz ARM Cortex-M7 processor with a 7-inch IPS touchscreen at 1024x600 resolution. What makes this run particularly interesting is the Special FX version of Deathchase, which takes advantage of the ZX Touch's real-time in-game FX enhancement capabilities built into the hardware.
There's full commentary throughout this one, covering the history, what makes this game hold up, and what the Special FX version adds to the experience. Deathchase was later re-released in 1986 and 1989, and even made The Guardian's list of the five best ZX Spectrum games ever made. That kind of legacy doesn't happen by accident.
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Sunday, 14 June 2026
Deathchase
Sonic Spectrum Next
Sonic Spectrum Next is a brand new homebrew port that arrived in June 2026, and today we are playing the current beta build on the Spectrum Next with full gameplay and commentary. If you are new to the channel, welcome. This is exactly the kind of cutting-edge homebrew content we focus on.
The port was developed by Dave Douglas, known in the homebrew community as Dave18, who previously brought the SMS shooter Astro Warrior to the Spectrum Next. For Sonic Spectrum Next, Douglas took on the ambitious task of converting the 8-bit Master System version of Sonic the Hedgehog, not the Mega Drive original. This matters because the Master System version was developed by Ancient under the direction of Yuzo Koshiro, giving it completely different level design and gameplay feel compared to the 16-bit release most players know.
The game runs on the Spectrum Next's advanced FPGA architecture, which allowed Douglas to achieve what would have been impossible on original Spectrum hardware. The Spectrum Next features an ARM Cortex-M7 processor running at 480 MHz, 8 MB of memory, and enhanced graphics capabilities that make the Master System port feasible. The current build is still very much a work in progress, and Douglas has been upfront about the remaining issues.
Sprite and tilemap priority handling is still at a basic level in this version, which means some sprites can appear behind tilemap elements when they should appear in front. Stage 1, Act 2 has a known glitch where Sonic's top half disappears when he enters the water, something Douglas plans to address in later updates. Despite these issues, the port demonstrates how much the Spectrum Next can be pushed by skilled homebrew developers.
The game uses CSpect for emulation testing and also runs on MAME, though with some emulation bugs that Douglas is working through. The current beta version is available on itch.io through Dave18's page, and development is ongoing with plans for future beta releases.
This is one of the most ambitious current homebrew projects for the Spectrum Next, and the fact that it arrived in 2026 shows the platform is still attracting serious developer talent. If you enjoy homebrew gaming, retro ports, and honest commentary on works in progress, hit subscribe and stick around. We track this scene every week.
Available from https://dave18.itch.io/wip-sonic-spectrum-next.
Friday, 12 June 2026
Pac-Man Collection
Pac-Man Collection arrived on Game Boy Advance in July 2001 and became one of the most successful handheld compilations ever released, eventually selling over 2.9 million copies worldwide. Today we are playing it on the MiSTER FPGA with full gameplay and commentary. If you are new to the channel, welcome. This is exactly what we cover.
The collection was developed by Mass Media and published by Namco as a companion release to Namco Museum on the same handheld platform. It was originally announced under the working title Pac-Man Fever before its full reveal at E3 2001. The cartridge contains four carefully selected Pac-Man titles spanning decades of arcade gaming, each one representing a different evolution of the franchise.
The first game is the original Pac-Man from 1980, the arcade classic that needs no introduction. This version is based on the common Namco Museum port of the game and can be played in two different visual presentations on the GBA. The second title is Pac-Mania from 1987, an isometric update that introduced the ability to jump to avoid ghosts while navigating redesigned mazes in full 3D perspective. The third game is Pac-Attack from 1993, a falling-block puzzle game that blends traditional Pac-Man mechanics with strategic tile-clearing gameplay similar to Tetris and Columns. The fourth and final game is Pac-Man Arrangement from 1996, an enhanced arcade remake that had previously been exclusive to arcade cabinets and never widely available at home until this GBA release. Arrangement features new power-ups, warp points, and introduces a fifth ghost character that changes shape and size during play.
The games themselves are custom ports rather than emulations, which means they were specifically adapted for Game Boy Advance hardware. To save cartridge space, some games feature slightly reduced music tracks, particularly Pac-Mania, and altered graphics compared to their original arcade versions. Despite these trade-offs, the core gameplay of each title controls with precision and plays closely to the originals.
By 2007 the collection had become the ninth best-selling Game Boy Advance game of all time and the sixth best-selling GBA title in North America alone. Critics praised the selection of games and the customizable features, though some players noted the absence of Ms. Pac-Man, which was not included in this compilation. The game was released across multiple regions with different timing: North America in July 2001, Europe and Australia in December 2001, and Japan in January 2002. In Japan it was re-released in 2006 as a budget title. The collection later appeared on the Wii U Virtual Console in 2014 before that service was discontinued.
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Thursday, 11 June 2026
Euro Champ '92
Euro Champ '92 arrived in 1992 from Taito as a response to the massive success of the original Football Champ, and today we are playing it on the MiSTER FPGA with full gameplay and commentary. If you are new to the channel, welcome. This is the kind of arcade action we cover every week.
The game is a soccer arcade experience released to capitalise on the timing of the 1992 European Football Championship. In Japan it was known as Hattrick Hero, and outside Europe it carried the name Football Champ. The arcade cabinet featured a bright, energetic visual style that captured the excitement of tournament play. The gameplay is deliberately frantic, designed to pull coins from players attempting to win matches against the arcade.
The core mechanic revolves around standard soccer match play with a twist. When the score reaches a deadlock and becomes tied at any level, from 0-0 through to 3-3 and beyond, a special power move becomes available called the Super Shoot. Only the Captain character can perform this, and only once per entire match. To execute it, the Captain must be completely motionless in a specific area of the field while receiving a High Pass from a teammate. When performed successfully, the Super Shoot delivers a nearly unstoppable shot.
The arcade version you are seeing here on MiSTER FPGA runs the worldwide configuration with specific rules tailored for the European market release. Different regions of the arcade cabinet had slightly different tuning for the Super Shoot requirements, making this version distinctive. The game supports two-player simultaneous play, and matches are structured to progress through rounds with increasing difficulty against tougher opposition.
The cabinet hardware was solid for 1992, delivering fast sprite animation and responsive controls. The arcade version received subsequent upgrades and sequels. Taito Cup Finals appeared in 1993, International Cup '94 in 1994, and Taito Power Goal in 1994. The game was also ported to the Super Nintendo in 1992 under the title Euro Football Champ, appearing on the Atari ST as European Football Champ, and later included in the Taito Legends 2 compilation for PlayStation 2 and Xbox.
If you enjoy arcade soccer games, Taito classics, and honest commentary on how these competitive games keep you coming back, hit subscribe and join us. There is a whole world of arcade history here.
Wednesday, 10 June 2026
Mario Bros.
Mario Bros. from the Game & Watch Multi Screen series released on March 14, 1983, and today we are playing it on the MiSTER FPGA with full gameplay and commentary. If you are new here, welcome. This is exactly the kind of classic handheld gaming the channel is built around.
This is a landmark game in Nintendo history. It was the very first appearance of Luigi in any video game, predating the arcade Mario Bros. release by almost two weeks. The game features Mario and Luigi working together in a bottling factory across two LCD screens connected by a clamshell design. Players control both characters moving them up and down as cases move along conveyor belts operating in alternating directions.
The objective is straightforward. Catch the cases at the end of each belt and lift them onto the conveyor above. Each case loaded earns 1 point. When eight cases reach the top, they load onto a waiting delivery truck, earning 10 points. When a case is dropped, it counts as a miss. Score three misses and the game ends. The score counter and truck driver animation trigger specific events as you progress.
The hardware specification was cutting edge for 1983 handheld gaming. The device used a Sharp SM510 chipset running at 32.768 kHz with dual LCD screens and required two LR44 button cell batteries for operation. The foldable clamshell design allowed Nintendo to feature two distinct action areas in a portable package, making the game feel more expansive than single-screen competitors.
The Model Number MW-56 hardware was manufactured in 1983 and featured background foil artwork behind the LCD elements, a design signature of the Multi Screen series. Controls were simple, just directional buttons and an action button, making the game instantly accessible but requiring precise timing and coordination to succeed.
At 300 points with no misses, the game enters Chance Time where all points scored are doubled until you make a mistake. This escalation system kept players coming back to beat their high scores, and the game became one of the most sought-after Game & Watch titles in the collector's market today.
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Tuesday, 9 June 2026
Manic Miner
The ZX Touch handheld console launched on November 18, 2023, and features a 7-inch IPS touchscreen running at 1024x600 resolution with a 480 MHz ARM Cortex-M7 processor. The FX system is a real-time enhancement that applies dynamic visual effects to games without modifying the original code. For Manic Miner, this includes the Edge Colour Shader, backgrounds that switch automatically between scenes, and the Game Rewind feature that lets you rewind gameplay by up to 60 seconds. These enhancements were added in firmware updates starting with v1.12 and refined in the current v1.13.
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Retro Gamer has called Manic Miner one of the most influential platform games of all time. It has been ported across dozens of systems from the Commodore 64 and BBC Micro to modern mobile phones. The ZX Touch carries 34 built-in licensed ZX Spectrum games, and supports loading thousands more via microSD card or Wi-Fi file transfer.
Manic Miner is the 1983 platformer by Matthew Smith that launched on the ZX Spectrum as a Bug-Byte release in August 1983, hitting the UK charts at number one. Today we are playing it on the ZX Touch handheld with the full FX enhancement system running real-time visual effects, and we are providing full gameplay and commentary throughout. If you are new here, welcome to the channel.
The game consists of twenty caverns, each one screen in size, where your job as Miner Willy is to collect all the flashing objects scattered across each level before your oxygen supply depletes. Once you grab everything, a portal lights up and sends you to the next cavern. The enemies you face along the way are documented in the original 1983 cassette inlay as Poisonous Pansies, Spiders, Slime, and worst of all, Manic Mining Robots that patrol predefined paths at constant speeds.
The game was designed to require pixel-perfect timing. Falls from too great a height kill you instantly, so every jump must be calculated. The controls are straightforward but executing them flawlessly under pressure is the real challenge. Extra lives are earned every 10,000 points, and the difficulty of each successive cavern was designed to drain quarters had this appeared in an arcade cabinet.
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Monday, 8 June 2026
D-Con
D-Con is a two-player arcade shooter released in 1992 by Success Corp, and today we are playing it on the MiSTer FPGA with full gameplay and commentary. If this is your first time here, welcome. This channel exists to cover classic arcade games and retro gaming, and we play them exactly as they were meant to be played.
The setup is straightforward but demanding. One or two players control a spaceship and must defend a city by shooting enemy spaceships across multiple waves of increasing difficulty. The arcade cabinet used an 8-way joystick and 2 buttons for controls. The hardware was solid for 1992, running a Motorola 68000 processor at 10 MHz for the main CPU and a Zilog Z80 at 4 MHz handling sound duties. Audio came from a YM3812 and OKI6295 sound chip combination running in mono.
This was a coin-operated arcade release during the era when arcades were packed with crowd-pleasing shooter games. D-Con never achieved the same household recognition as some of its contemporaries, which makes it a perfect candidate for rediscovery. The gameplay is relentless, the two-player co-op is where the real fun happens, and the difficulty ramp is designed to pull more coins from your pocket if you actually wanted to progress back on the original cabinet.
The MiSTer FPGA is running this at full arcade accuracy, which means the sprite animation, the sound, and the input lag are all faithful to what you would have experienced standing in front of the actual machine. No filters, no upscaling, no modern conveniences. Just pure 1992 arcade.