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PUTOZOMBIE

Puto Zombie. Coming to CPC Plus

An old-school run-and-gun, made today for a machine from 1990. Two years later, Sarah goes back alone to a military base nobody should have opened. They say Miguel has changed. The rest, you had better see for yourself.

In development

01 · The intro

“I no longer remember when the silence began.”

That is how it begins. Eight scenes, just over a minute, music for the machine's sound chip and not a single pixel that does not come from the cartridge. These images are captures of the intro running on an emulated CPC Plus. On the cartridge its text is in Spanish; here you have it translated.

  1. Sarah sitting against the wall of an empty room.

    “I no longer remember when the silence began.”

  2. A calendar with the days crossed off.

    “We crossed off the days, waiting for an answer.”

  3. The calendar, covered in crosses.

    “But the fear never slept.”

  4. Sarah in a helicopter cockpit.

    “Another flight. Another chance.”

  5. The helicopter over a deserted avenue.

    “We searched for survivors. Only the dead answered.”

  6. The empty city, with abandoned cars.

    “The world already belonged to them.”

  7. A lift shaft in an underground base.

    “Underground, we thought we were safe.”

  8. Inside the base, in the half-light.

    “We were wrong.”

Watch it all, with music
A good minute of the cartridge's intro, recorded in an emulator. On-screen text in Spanish.

02 · The story

What happened down there

The world ended without warning. What is left of the government sends out patrols to look for survivors, and they nearly always come back empty.

Two years have passed since Sarah left the base. Every week she called on the radio and only Miguel answered. Now they say Miguel has changed: he no longer brags about anything and goes down alone to the sealed floors.

Sarah goes back to see what he has found down there. Those who used to be the base's staff are still on duty, in their own way.

And the deeper she goes, the worse it all looks. Because what was on the other side of containment did not get out by itself.

It was no escape.

03 · The game

A run-and-gun at 50 frames per second

Side-scrolling platforms and shooting in the spirit of late-80s arcade games, but designed around what a CPC Plus can really do when you push it.

Game screenshot: Sarah in an excavated tunnel in sector 9, with the life and ammo display at the top.
Sector 09, the tunnels. Status display at the top, everything else full screen.
Puto Zombie main menu, in Spanish, with the options Play, Controls and Credits.
The menu, with its own music.
50 fps
Scrolling and characters at the screen's refresh rate, without judder.
192 × 272
Full-screen Mode 0, without the usual border.
16 sprites
The Plus ASIC's own, shared out to fit in more enemies.
3 channels
Music and effects composed for the original AY sound chip.
9 zones
Three levels of three zones each, from the surface to the bottom of the base.
1.5 MB
On a picoGX cartridge. In 1990 a Plus cartridge held 128 KB.

04 · The machine

Why a CPC Plus?

In 1990 Amstrad released the CPC Plus and the GX4000 console. Inside, the same old Z80 at 4 MHz; beside it, a new chip, the ASIC, with 4,096 colours, 16 hardware sprites, fine scrolling and programmable interrupts.

It arrived late, sold little and hardly anyone pushed it. Thirty-odd years later, we want to see how far it can go.

Puto Zombie runs from cartridge: on a real machine with a picoGX cartridge, or in an emulator that supports the Plus.

  • MachineAmstrad CPC Plus (6128 Plus)
  • ProcessorZ80 at 4 MHz
  • Memory128 KB RAM
  • VideoASIC: 4,096 colours, 16 sprites, fine scrolling
  • SoundAY-3-8912, three channels
  • Format.cpr cartridge, picoGX

05 · About us

Who we are and what we want

Puto Zombie is a personal project, with no publisher and no imposed deadline. We do it because we grew up with an Amstrad and we still believe a small machine, well used, can do far more than was ever got out of it at the time.

We make it with the help of artificial intelligence: code, art and music pass through human hands and AI models, and every piece is tested on the machine before we accept it.

Progress