Platform: ZX Spectrum
What is the ZX Spectrum?
The ZX Spectrum is an 8-bit home computer that became one of the most influential video game platforms in Europe. Launched in 1982 by Sinclair Research, it made color computing and video games affordable for a generation of kids, hobbyists, and would-be programmers. If you picture a compact machine with a rainbow slash in the corner, rubber chiclet keys, and a tangle of cassette cables on the living room carpet, you are already halfway there.
To many, the Spectrum is synonymous with the rise of bedroom coding, the sound of squealing tapes, and games that somehow felt bigger than the hardware could reasonably handle. It was not just a console; it was a small and surprisingly open computer that invited you to load games, yes, but also to write your own. It earned a fiercely loyal community that still thrives today, decades after the last official model left the production line.
For a straightforward overview and plenty of historical context, the entry on ZX Spectrum on Wikipedia remains a great starting point. If you want to explore its software universe, the community-maintained database at Spectrum Computing is a treasure trove.
Origins and launch
Before the Spectrum, Sinclair Research had already shaken up the market with the ZX80 and ZX81, shockingly inexpensive home micros that brought BASIC programming to British living rooms. Those machines were minimalist and monochrome. The Spectrum’s mission was different: it brought color graphics, better sound than a simple click, and enough RAM to make truly complex games plausible.
Released in April 1982, the Spectrum arrived in two configurations, 16 KB or 48 KB of RAM, at price points that undercut much of the competition. That affordability mattered in early 1980s Britain, where a blend of thrift and curiosity drove an appetite for practical computing. The Spectrum tapped into that appetite and met a nationwide network of newsagents, mail-order catalogs, and specialized magazines that made it easy for people to buy, learn, and share.
There were more powerful machines in the market, but they were either pricier or less accessible. The Spectrum struck a sweet spot. It loaded software from ordinary cassette tapes, connected to a regular TV, and came bundled with a friendly version of BASIC. The upshot was an approachable system that was cheap enough for families to justify and capable enough for real software development. Launch demand was intense. Sinclair’s production struggled to keep up, and the rainbow-stripe box ended up in classrooms, homes, and eventually an entire cottage industry of accessory makers and publishers.
By the mid-1980s, the Spectrum had become the leading 8-bit gaming platform across the UK and had a strong presence in Spain and parts of Eastern Europe. Sinclair Research would be acquired by Amstrad in 1986, which kept the line going with new models and accessories until the early 1990s.
Hardware architecture
Under the hood, the Spectrum is deceptively simple. A Zilog Z80A CPU runs at about 3.5 MHz, paired with either 16 KB or 48 KB of RAM in early models, and 128 KB in later versions through bank switching. The magic lies in the custom ULA chip, which handles video timing, I/O, and memory contention. That ULA is responsible for the Spectrum’s distinctive video behavior, including the quirks that game developers turned into features.
The display has a 256 by 192 pixel bitmap area. Color is not stored per pixel; it uses a 32 by 24 grid of 8 by 8 attribute cells where each cell defines foreground ink and background paper colors, plus brightness and flash flags. The palette is 8 base colors, each with a bright variant, for 15 effective colors on screen at once. The result is extremely memory efficient, but it introduces the famous constraint where two colors within the same 8 by 8 cell are hard to manage cleanly.
The memory map and CPU timing are a chapter by themselves. The screen bitmap sits at a fixed location in RAM with a somewhat non-linear layout that is efficient for the ULA to fetch, but quirky for programmers. The ULA fetches pixel data in time with the PAL video signal, and while doing so, it slows down CPU access to parts of memory. Developers learned to account for this contention, optimizing performance-critical code to run during non-contended periods or relocating code to different RAM regions.
There is a single-channel 1-bit beeper tied to the ULA for sound on the original models. It is primitive on paper, but it becomes an instrument when pushed by the right coders. Later 128K models include a proper AY-3-8912 sound chip with three channels of tone plus noise.
Graphics and the famous color clash
The Spectrum’s graphics system is equal parts limitation and charm. Pixels are stored in one region of memory, while color attributes are stored elsewhere. Because each 8 by 8 region can only have one ink and one paper color, sprites moving through multicolored backgrounds tend to inherit those background colors. That visual collision is the legendary "color clash."
Color clash forced distinct design solutions. Many developers opted for monochrome sprites against colorful but carefully designed backgrounds, keeping the moving objects crisp even if the scenery looked like a stained-glass puzzle. Games like the isometric adventures from Ultimate Play the Game leaned into this, choosing single-color art for clarity and speed. Others used striped or checkerboard backdrops that hid clashes surprisingly well.
Creative programmers found more tricks. Running code in tight loops synchronized to the raster allowed border color changes and even faux-split screens. Some titles displayed full-screen loading images with smooth fades and effects while the tape was still streaming data. These are impressive feats considering the ULA was not designed for line-by-line color changes or hardware sprites.
Sound: from beeper wizardry to AY chips
The early Spectrum’s 1-bit beeper invites ridicule from those who judge by specs alone. The reality is much more interesting. Clever code can toggle that bit at high frequencies to produce polyphonic illusions, drum samples, and energetic soundtracks. It costs precious CPU time, so games had to balance music with gameplay performance. Still, the effect can be startling. Hear a Tim Follin beeper routine and you will understand why developers refused to accept the hardware’s limits.
The shift to 128K models added the AY-3-8912, a three-voice sound chip also used in other 8-bit machines. This made richer game music and sound design much more common, while freeing up CPU cycles for gameplay. Composers on the Spectrum built a signature sound that was punchy, melodic, and surprisingly versatile.
Storage, loading, and the art of patience
Most Spectrum owners loaded and saved data using ordinary audio cassettes. The computer’s Simple, reliable, and cheap approach suited the time. A typical game tape might take several minutes to load at around 1.5 kilobits per second, often accompanied by a signature squeal and a stripey border pattern. If you grew up with it, that sound is permanently etched into your brain.
Publishers pushed tape technology hard. Custom turbo loaders reduced wait times, while copy protection systems turned the loading process into a science project. Multi-load games split content into chunks. Many titles displayed elaborate loading screens and progress patterns, transforming impatience into anticipation.
Sinclair also offered the Microdrive via the ZX Interface 1. The Microdrive used tiny looped tape cartridges and provided faster access than audio cassettes, though it could be temperamental and saw less mainstream adoption in gaming. Amstrad’s later +3 model introduced a 3-inch floppy drive, popular with power users and in certain regions, but the mass market in the Spectrum era remained loyal to tapes.
Input, expansion, and peripherals
Out of the box, the Spectrum had a distinctive keyboard. The original rubber keys are instantly recognizable and equally divisive. They are not mechanical marvels, but they were functional and affordable. Later models adopted harder plastic keys and improved feel. Many users still refer to the original as "dead flesh" with a mix of affection and frustration.
The back edge-port enabled a jungle of accessories: joystick interfaces, snapshot cartridges, printers, modems, memory expanders, and mouse adapters. Joystick standards were a miniature compatibility war. The de facto favorite was the Kempston interface, which mapped joystick input to a specific I/O port, while Sinclair’s own interfaces used a different scheme. Many games offered multiple options on the title screen.
A few add-ons achieved near-mythical status in the community:
- Kempston interface: Simple joystick input through a commonly supported port. It became a de facto standard in games.
- Multiface: A snapshot device that could freeze a running game to save or tweak, and then resume later. It felt like wizardry.
- OCP Art Studio and mouse: Enabled surprisingly capable pixel art and made the Spectrum a serious budget graphics workstation.
- Currah MicroSpeech: Primitive speech synthesis that gave games and applications robotic voices and alarms.
- ZX Printer: A tiny spark printer that imprinted silver text on special paper, more of a curiosity than a daily workhorse.
The ZX Interface 1 also added a simple local network called ZX Net and a serial interface, hinting at a broader, more connected vision for the machine beyond games.
Models and variants
The Spectrum family evolved in several distinct steps. The original 16K and 48K models established the core design. The Spectrum+ re-cased the machine with a more conventional keyboard but retained the same innards. The 128K Spectrum, first introduced in Spain, added extra memory via bank switching, the AY sound chip, and a new boot menu with utilities. It earned the nickname "toastrack" for its prominent metal heatsink.
After Amstrad acquired the Sinclair brand, new models followed. The +2 integrated a cassette deck, making the typical tangle of cables slightly less chaotic. The +3 added a built-in 3-inch floppy drive, new ROMs, and a more businesslike pitch. The +2A and +2B variants arrived later, with slight changes and updated ROMs. Compatibility remained excellent for the majority of games, though there were occasional quirks.
Outside the UK, there were notable cousins. Timex produced compatible systems with additional graphics modes, popular in Portugal and Poland. In Spain, the 128K models found a particularly enthusiastic audience. And then there were the clones, which deserve a spotlight of their own.
Programming culture and tools
The Spectrum booted straight into Sinclair BASIC, a tokenized language with keywords printed on the keys to speed entry. You could write a game, save it to cassette, and share it with a friend without any specialized equipment. That accessibility fostered a programming culture that ran deep. Magazines filled pages with type-in listings, tips, and POKE codes that unlocked hidden levels or infinite lives.
As ambitions grew, developers graduated to Z80 assembly language. Some used on-machine assemblers and monitors, others built code on more powerful systems and cross-assembled for the Spectrum. The learning curve was steep enough to be challenging and low enough to feel achievable. You learned to count cycles, avoid contended memory, and squeeze sprites through 8 by 8 color cells without making a mess. A lot of modern developers first learned about state machines, tile maps, and delta timing from Spectrum game code.
Tools continued to improve. Text adventure systems like The Quill empowered writers to craft narrative games without deep programming. Level editors, sprite converters, and music trackers proliferated. Fast-forward to today and you will find cross-platform toolchains like z88dk, modern assemblers, and friendly design tools such as Arcade Game Designer, all keeping the platform accessible for new creators.
Games that defined it
Ask ten Spectrum fans for a top ten and you will get eleven different lists. There is a rich library that ranges from twitchy arcade conversions to sprawling adventures that feel like fantasy novels compressed into 48 KB. The following titles are not a definitive canon, but they are a key part of the Spectrum’s story. Many launched first or became definitive on the Spectrum, and several pushed design forward for the entire industry.
Before the list, it is worth acknowledging the magazines that shaped taste. Reviews in publications like CRASH magazine and Your Sinclair could make or break a game, and their humor, screenshots, and brutally honest ratings defined a shared vocabulary for what counted as a classic.
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Manic Miner: Matthew Smith’s platformer is pure Spectrum energy. Tight controls, single-screen levels packed with hazards, and bold graphics that dodge color clash through design. Its sequel, Jet Set Willy, became a suburban fever dream with a mansion full of secrets. A quick read of Manic Miner on Wikipedia shows how much this single game influenced UK platform design.
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Knight Lore: From Ultimate Play the Game, this introduced the Filmation isometric engine and stunned the audience. Monochrome rooms, smooth animation, and puzzle-platforming at a level of polish that felt like the future. Ultimate’s catalogue, chronicled under Ultimate Play the Game, reads like a masterclass in designing within constraints.
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Atic Atac and Sabre Wulf: More Ultimate brilliance. Top-down exploration, ferocious speed, and an adventurous tone that made the Spectrum’s limited colors feel like vibrant worlds.
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The Hobbit: A groundbreaking text adventure with a surprisingly sophisticated parser and an expansive world. It introduced many to interactive fiction and demonstrated that the Spectrum could host deep, literary experiences.
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Elite: The Spectrum version of the legendary space trading combat sim offered an entire galaxy to explore. Vector graphics, procedural generation, and aspirational design that inspired countless open-world games. More details are available at Elite on Wikipedia.
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Lords of Midnight: Mike Singleton’s hybrid of strategy and adventure is one of the machine’s most ambitious achievements. Day-night cycles, character-driven narrative, and a sense of scale we still talk about.
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Head Over Heels: Jon Ritman and Bernie Drummond’s isometric masterpiece combined playful art with precision puzzles. It refined the isometric formula and remains remarkably modern in feel.
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Chaos: The Battle of Wizards: Julian Gollop’s tactical gem was a multiplayer favorite long before online play. Small maps, emergent complexity, and a design lineage that eventually leads to X-COM.
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Dizzy series: The Oliver Twins’ egg-shaped hero starred in accessible platform-adventures that defined the budget game era. Dizzy games are cheerful, clever, and quintessentially Spectrum.
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Skool Daze: A schoolyard sandbox where mischief is the point. It captured the cheeky spirit of British youth culture and a mechanical inventiveness that made the environment feel alive.
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The Great Escape: A stealth-puzzle hybrid set in a POW camp. It showed how routines and simulation can create atmosphere and tension.
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3D Deathchase: Motorbikes, trees, night runs, and raw speed. Minimalist and thrilling, a showcase for how fast the Spectrum can feel with well-tuned code.
This list could go on indefinitely. Fans will rightfully shout for Fairlight, Batman, Jetpac, Match Day II, Cybernoid, R-Type’s heroic port, and dozens more. The point is not to be exhaustive. It is to recognize that the Spectrum’s library is a living history of game design experiments that matter beyond nostalgia.
Industry impact and legacy
The ZX Spectrum shaped an entire generation of developers. It lowered the barrier to entry and made it normal for teenagers to make and sell games. A kitchen table could be a studio. The results were messy and inspired. Labels like Ocean, Gremlin, Hewson, and US Gold navigated the business of publishing, while budget lines from Mastertronic and Codemasters brought games to price points that made an impulse purchase easy at the newsagent.
Several major studios trace their DNA to Spectrum-era outfits. Ultimate Play the Game evolved into Rare, later famous for console classics. Codemasters grew from budget brilliance to mainstream hits. Designers like Julian Gollop and David Braben cut their teeth on these machines and carried their lessons into later decades. The British industry’s blend of eccentric creativity and technical cunning owes much to the Spectrum’s constraints.
The Spectrum also modeled how a healthy ecosystem works. Magazines offered not just reviews but free type-in games and tutorials. Clubs and user groups provided mentoring. Mail-order catalogs sold accessories and blank cassettes. The entire cycle from learning to shipping a game could happen within a single community. In hindsight, it looks like a proto-indie scene long before digital distribution.
Around the world and clones
While the Spectrum was born in the UK, it found homes in Spain, Portugal, and many Eastern European countries. In Spain, the 128K model, initially introduced there, became a favorite. Iberian publishers produced distinctive games and contributed to the machine’s longevity.
In the former Eastern Bloc, local clones flourished due to import restrictions and a robust DIY culture. Machines like the Pentagon and Scorpion in Russia, or the Didaktik series in Czechoslovakia, extended the architecture with extra RAM, faster clock options, and sometimes enhanced video modes. In Brazil, Microdigital’s TK90X and TK95 delivered Spectrum-compatible gaming to a huge audience. These machines were not just copies; they became platforms with their own scenes, tools, and conventions.
This global dispersion means the Spectrum legacy is multilingual and multi-threaded. Demos and homebrew titles from different regions have distinct styles, and the hardware variations pushed software in different directions. Compatibility was not always perfect, but the creative cross-pollination was vigorous.
Preservation, emulation, and modern revival
Enthusiasts started preserving Spectrum software early, and we are fortunate for it. Cassette images come in formats like TAP and TZX, with TZX preserving the exact timing of tape signals. Disk images for +3 exist as well, and specialized tools can convert and analyze these formats. The result is a software library that is remarkably intact and accessible today.
Emulators are mature and accurate, with options for every platform. Fuse is a long-standing favorite, while commercial emulators add convenient packaging and modern features. Collections of games and documentation are well organized. If you are looking for a safe, community-backed database with cross-references and screenshots, Spectrum Computing is excellent.
The machine never really left the scene. New games are still being released. Some are written in assembly, others use approachable tools that abstract the gnarlier aspects of the hardware. The demo scene continues to coax new tricks from the ULA, proving that there is always one more cycle to shave, one more border effect to discover.
On the hardware side, modern recreations abound. FPGA cores simulate the Spectrum with astonishing fidelity. There are kit builds that let you assemble a clone from scratch. The ZX Spectrum Next, documented at ZX Spectrum Next on Wikipedia, takes the concept further, adding modern I/O and optional enhancements while preserving compatibility and spirit. It plays like a love letter to the original, complete with new games that use the expanded capabilities.
Anecdotes and curiosities
A machine with such a long tail collects great stories. Some are borderline folklore, others are small truths that reveal how people actually used the Spectrum.
The loading ritual is unforgettable. "Press play on tape." Adjust the volume just so. Watch the border flicker with red and cyan bars. Listen for the pattern of tones that tell you things are going well. Then the dreaded message, "R Tape loading error," which taught patience and the habit of cleaning cassette heads more thoroughly than any hi-fi owner ever did.
The "toastrack" nickname for the 128K model is well earned. The metal heatsink runs across the right side of the case and gets warm to the touch. The aesthetic is industrial in a way that only 1980s British computers could pull off.
The 48K keyboard’s rubber keys had BASIC keywords printed on them, which sped up programming. Press the right modes and a single key entered whole commands like PRINT, PLOT, or INPUT. It was both ergonomic shorthand and a constant invitation to tinker.
Developers loved to exploit the border. Since the ULA could change the border color quickly, coders synchronized routines to draw patterns, create rhythm visualizers, or even generate fake raster bars. This was not a GPU. This was a handful of registers and a lot of timing voodoo.
Joystick standards were a tiny Cold War. Kempston became common through sheer inertia and simplicity, Sinclair’s own interface was popular with owners of the Sinclair-branded sticks, and various games supported both. When a title opened with a joystick selection screen, you could hear cheers in living rooms everywhere.
Snapshot devices, especially the Multiface, made it possible to freeze a game and save its exact state to disk or tape. That meant you could preserve progress in titles that were never designed to be saved. It is one of those accessories that quietly redefined how people actually played.
I still smile when I hear beeper music. There is something about turning a single bit into a tune that feels like magic. It is an engineering haiku, fewer syllables forcing better poetry.
Why the Spectrum still matters
Strip away the romance and you still have a remarkable case study in design. The Spectrum was built to a price, and that goal led to constraints that shaped everything else. Those constraints, in turn, pushed creativity in specific directions: novel engines, striking monochrome art, music that squeezed every bit of duty cycle out of the CPU, clever tape loaders, and interface hacks that felt like discovering secret rooms inside the hardware.
It also matters as a social artifact. The machine democratized game development before that phrase existed. It taught many people to code because the path from idea to execution was short and visible. You could read a magazine article about scrolling and try it that afternoon. That kind of immediate learning is powerful.
As a video game platform, the Spectrum delivered a library that is both historically important and still fun. Many of its best games have a crisp, readable design that holds up, even if they can be brutal by modern standards. Load up a few classics, and you can feel the energy and ingenuity buzzing beneath those attribute cells.
If you are coming to the Spectrum fresh, a few practical tips make the journey smoother. Start with 128K versions when available, since they often include better music and reduced loading times. Use a curated list to avoid the chaff. Read contemporaneous reviews from the likes of CRASH or Your Sinclair for context. And do not be afraid to open a disassembly or poke at an emulator’s debugger. The real fun is seeing how these games achieve so much with so little.
The ZX Spectrum sits comfortably in the pantheon of influential game platforms, not because it had the most power, but because it put that power in people’s hands. The rainbow on the case was not a gimmick. It was a promise that the machine would be colorful in spirit, even when the screen could not quite keep up.
Most played games
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ChuckmanStory -Extras -Complete -
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Clive Barker's Nightbreed: The Action GameStory -Extras -Complete 8h 37m
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Rogue Trooper (1986)Story -Extras -Complete 10h 8m
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Feud (1987)Story -Extras -Complete 0h 34m
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Viking RaidersStory -Extras -Complete 1h 0m
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Astro Marine CorpsStory 0h 43mExtras -Complete 0h 53m
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Combat SchoolStory 0h 37mExtras -Complete -
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Dynamite DanStory 1h 0mExtras -Complete -
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Silicon Dreams (1986)Story 3h 41mExtras 18h 3mComplete -
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Adventure A: Planet of DeathStory -Extras -Complete 1h 31m
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Three Weeks In ParadiseStory -Extras -Complete 4h 9m
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The Way of the TigerStory 7h 32mExtras -Complete -
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Cyclone (1985)Story -Extras 0h 29mComplete 0h 22m
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3D Monster MazeStory 0h 13mExtras -Complete -
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MaziacsStory -Extras -Complete 1h 0m
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Scuba DiveStory -Extras 0h 20mComplete -
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Dizzy: The Ultimate Cartoon AdventureStory 1h 57mExtras 2h 56mComplete -
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Treasure Island DizzyStory 2h 56mExtras 3h 55mComplete -
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Bruce LeeStory 0h 34mExtras -Complete 0h 58m
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Atic AtacStory 1h 3mExtras 1h 39mComplete 1h 57m
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UnderwurldeStory 0h 49mExtras 1h 12mComplete 1h 35m
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Sabre Wulf (1984)Story 0h 57mExtras 1h 42mComplete 1h 15m
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GunfrightStory 1h 0mExtras 0h 49mComplete 1h 49m
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Batman: The MovieStory 0h 42mExtras -Complete 1h 1m
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Lunar JetmanStory 1h 5mExtras -Complete 2h 20m
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Knight LoreStory 1h 27mExtras 2h 15mComplete 2h 40m
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Hyper SportsStory -Extras -Complete 15h 0m
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Jet Set WillyStory 1h 47mExtras 4h 7mComplete 2h 40m
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JetpacStory 1h 2mExtras 1h 41mComplete 2h 4m
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The Hobbit (1982)Story 0h 58mExtras 2h 21mComplete 2h 29m
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The Lords of MidnightStory 3h 27mExtras 6h 51mComplete -
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Midnight ResistanceStory 0h 58mExtras -Complete 0h 31m
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Black TigerStory 1h 5mExtras -Complete 0h 34m
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Space GunStory 0h 23mExtras -Complete -
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Rogue (1980)Story 11h 30mExtras 91h 48mComplete 9h 51m
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RoboCop (1988)Story 1h 7mExtras 2h 55mComplete 1h 3m
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Renegade (1986)Story 0h 33mExtras 1h 34mComplete 2h 11m
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Operation WolfStory 0h 23mExtras 2h 13mComplete 0h 9m
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Lemmings (1991)Story 20h 53mExtras 23h 32mComplete 25h 9m
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AirwolfStory 1h 24mExtras -Complete 2h 46m