ZX SPECTRUM 48K / 128K NATIVE EDITION

Dead Air

A haunted radio-station maze adventure for the original Sinclair computers

In native development — not released or for sale

No native TAP/SNA download, browser emulator demo or Creem checkout is active yet. These activate only after verified native assembly, exact-binary emulator acceptance and signed-off release packaging.

QA status: 11 of 53 native acceptance checks passed.

See the original PC / browser game →

Dead Air promotional illustration; not a screenshot of the ZX Spectrum build.

Promotional cover illustration — see the verified Fuse emulator captures below for native 256×192 ZX Spectrum screen output.

48K & 128K EditionsPure Z80 Machine Code
Dual Edition Release

Made for Sinclair Hardware

Dead Air for the ZX Spectrum is an authentic, from-scratch Z80 assembly project built to honor Sir Clive Sinclair's classic computing architecture. It features a complete 24-floor campaign across two overlapping carrier frequencies: Amber (540 kHz) and Cyan (810 kHz).

Key Native Features

  • 24 authored floors
  • Amber and Cyan frequency switching
  • Deterministic enemy patrols
  • Continue passwords
  • 48K beeper and 128K AY audio

Planned native delivery formats: TAP and SNA files for cassette and snapshot loading, fulfilled via Creem once all 53 acceptance checks pass.

← Back to ZX Spectrum games catalogue

Verified Native Fuse Emulator Captures (48K & 128K)

Genuine 256×192 ULA screen captures taken directly from automated Fuse emulator QA sessions running the SjASMPlus 1.24.0 Z80 builds.

ZX Spectrum 48K — Title & Frequency Menu (Fuse capture)
48K: ZX Spectrum 48K — Title & Frequency Menu (Fuse capture)
ZX Spectrum 48K — Floor 1 Broadcast Offices (Amber Carrier)
48K: ZX Spectrum 48K — Floor 1 Broadcast Offices (Amber Carrier)
ZX Spectrum 48K — Carrier Retune to Cyan (810 kHz)
48K: ZX Spectrum 48K — Carrier Retune to Cyan (810 kHz)
ZX Spectrum 48K — 9-Symbol Continue Password Entry
48K: ZX Spectrum 48K — 9-Symbol Continue Password Entry
ZX Spectrum 128K — Title Screen with AY-3-8912 Audio
128K: ZX Spectrum 128K — Title Screen with AY-3-8912 Audio
ZX Spectrum 128K — Floor 1 Initial State (Fuse capture)
128K: ZX Spectrum 128K — Floor 1 Initial State (Fuse capture)
ZX Spectrum 128K — Active Carrier Retune State
128K: ZX Spectrum 128K — Active Carrier Retune State
ZX Spectrum 128K — Continue Code Editor
128K: ZX Spectrum 128K — Continue Code Editor

Choose Hardware Profile

Compare the technical architecture of the two dedicated Sinclair releases.

Dead Air — ZX Spectrum 48K Signal Edition

Target ComputerSinclair ZX Spectrum 16K/48K (Issue 2/3), Timex Sinclair 2068 (via 48K cartridge)
Memory Footprint48 KB RAM (Optimized for contention-free RAM banks)
Processor & TimingZ80A @ 3.50 MHz (PAL)
Sound Implementation1-bit CPU-timed Beeper: Cooperative polyphonic tone-pulse engine with high-priority game sound effects
Video Output256×192 monochrome bitmap + 32×24 attribute color cells (standard ULA timing)
Distribution FormatStandard 1500 baud tape image (.TAP) & 48K memory snapshot (.SNA)

EMULATOR & DEMO STATUS

Playable Demo Coming Soon

A native browser-playable demonstration powered by an embedded WebAssembly ZX Spectrum emulator is currently in staging. To protect player expectations and commercial integrity, Snack Break Games enforces strict release criteria:

  • NO PC REPLACEMENTS We will never substitute the PC HTML5 version or an animated GIF posing as native emulation.
  • RESTRICTED SLICE The web demo will feature an isolated, dedicated slice (Floors 1–4) without exposing the commercial campaign binaries.
  • 53/53 QA GATE Live browser emulation and Creem checkout activate only when all 53 acceptance tests pass.
  • ROM COMPLIANCE Native emulation uses legally permitted Sinclair ROM alternatives and authentic machine timing.

Current native acceptance tests passed: 11 of 53. Check back soon for the verified browser demo launch.

Input & Keyboard Controls

Dead Air supports standard Sinclair ZX Spectrum keyboard layouts (QAOP) and Kempston joystick interfaces with debounced edge-triggered input.

Action / CommandSpectrum KeyboardKempston Joystick
Move UpQUp
Move DownADown
Move LeftOLeft
Move RightPRight
Wait / Confirm / NextN or EnterFire
Retune Carrier (Amber ↔ Cyan)Space—
Use Selected Radio ModuleM—
Manual Retry (Floor Abort)R—

Note: Direction keys repeat smoothly after a short initial hold. Action keys (Retune, Module, Wait) utilize rising-edge input to prevent accidental multiple triggers per frame.

THE 24-FLOOR CAMPAIGN

Four Station Zones

The abandoned broadcast complex spans twenty-four authored floors divided into four operational sectors:

  • Broadcast Offices (Floors 1–6): Initial reception, administrative corridors and staff areas. Introduces dual-channel Amber/Cyan carrier switching, simple relays and Narrow Band module.
  • Archive Vaults (Floors 7–12): Tape libraries and magnetic storage vaults. Introduces moving sound zones, Silent Switch module and multi-relay security gates.
  • Sound Stages & Live Studios (Floors 13–18): Acoustic studios and isolation chambers. Introduces acoustic feedback hazards, Signal Echo module and timed retune windows.
  • Transmitter Mast & High Tower (Floors 19–24): High-voltage transmitter core, gantry catwalks and aerial array. High-speed carrier surges, strict move par limits and final broadcast sign-off.

Carrier Frequencies: Amber & Cyan

Pressing Space shifts the technician between the Amber carrier (540 kHz) and Cyan carrier (810 kHz). Changing frequency instantly alters which walls, doors, sound dampeners and entities exist in solid form.

Retuning requires an open cell on the destination channel. On upper floors, timed carrier surges toggle the retune window between OPEN and LOCK, forcing precise route timing.

Station Entities & Hazards

  • Drifter — Autonomous Patrol: Follows fixed, authored patrol routes along station corridors. Purely deterministic, allowing players to plan clean routes.
  • Listener — Acoustic Tracker: Acoustic entity that reacts to retune noise and footstep broadcasts, pursuing along shortest-path routes when triggered.
  • Echo — Temporal Phantom: Temporal phantom that tracks your recent movement trail across alternate carrier states, creating dynamic time pressure.

Deployable Radio Modules

  • Narrow Band (Unlocked at Floor 3): Shows a short prediction overlay of enemy patrol trajectories on the alternate carrier frequency. Forecast markers never obscure keys, relays or exits.
  • Silent Switch (Unlocked at Floor 6): The first two frequency retunes accepted on each floor emit zero carrier noise, avoiding alerting nearby Listeners.
  • Signal Echo (Unlocked at Floor 9): First use places a temporary spatial anchor beacon at your current position and frequency. A subsequent activation instantly recalls you to that beacon.

Continue Codes & Checkpoints

Dead Air features a 9-symbol continue password system using a 32-character alphabet (ABCDEFGHJKLMNPQRSTUVWXYZ23456789) that omits ambiguous letters (I, O, 0, 1). Passwords preserve floor progress, active module loadout, recovered recordings, 16-bit score, and death count.

Resume CheckpointExpected ScoreEquipped ModuleVerified Continue Code
Floor 21,500 ptsNoneSEASM-ZAA7
Floor 56,000 ptsNarrow BandWSCBQ-6AA2
Floor 912,000 ptsSignal Echo7AEC7-2AA7
Floor 1318,000 ptsSignal Echo7SGEN-WAAA
Floor 1724,000 ptsSignal Echo8AJF5-SAA7
Floor 2130,000 ptsSignal Echo8SLHL-NAAA
Floor 2434,500 ptsSignal Echo86M2P-TAAU

Codes validate both mathematical checksums and game-state progression constraints. Forged codes with impossible score or module combinations are rejected automatically.

TECHNICAL MANUAL EXCERPT

Dead Air: Broadcast Technician Emergency Protocol

Document ref: FDI/RGF-ZX-DOC-1982/DA

1. Objective & Clearance

You are trapped inside the transmitter facility after hours. To clear each floor, navigate the corridors, locate and activate the carrier relay, and reach the designated emergency stairwell exit. Every floor also contains one recoverable magnetic tape recording; retrieving recordings increases session rank and score.

2. Frequency Retuning Protocol

Press Space to retune between the Amber and Cyan frequency channels. If the destination coordinates in the alternate channel are blocked by static walls or sealed bulkheads, retuning will be denied and you will remain on your current frequency.

3. Rank & Scoring Evaluation

Performance is ranked from C to S at the conclusion of every floor:

  • Rank C: Floor cleared successfully. (50 bonus points)
  • Rank B: Floor cleared and magnetic recording recovered. (150 bonus points)
  • Rank A: No technician fatalities and total moves at or under par. (300 bonus points)
  • Rank S: Rank A conditions satisfied, recording recovered, and no more than two noise events triggered. (500 bonus points)

Relay activation yields 200 points; recording recovery yields 300 points; floor completion awards 500 points. A flawless S-Rank clear awards a maximum of 1,500 points per floor.

4. Abort & Manual Retry

Pressing R during an active run triggers an emergency circuit overload, restarting the floor immediately. For scoring and ranking purposes, manual retries count as an abort/death and invalidate deathless rank criteria.

Native Acceptance & Release Gate

Snack Break Games and Fire Dragon Interactive enforce a 53-item formal release qualification matrix before commercial distribution through Creem:

  • B01–B04 (4/4 PASS) Source preflight, SjASMPlus 1.24.0 assembly, binary memory budget limits.
  • P01–P07 (7/7 PASS) Password encoding/decoding, checksum validation, exact-RAM continue state restores.
  • A17 (PASS) Exact-RAM dual-profile Fuse acceptance testing for manual retry deaths and abort handling.
  • A01–A16, A18–A21 Live Fuse automated playthroughs, entity interactions and frequency window transitions.
  • V01–V06, S01–S04 Video frame capture, ULA attribute inspection, and AY-3-8912/Beeper audio timing.
  • R01–R06 Release package integrity, SHA-256 binary manifests, and customer ZIP validation.
  • Current certified progress: 11 of 53 acceptance checks passed. Commercial Creem product profiles (prod_1M0g4iUWKLLMys3A2OACmJ) are pre-registered, and checkout/downloads remain fail-closed until 53/53 sign-off.

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