Menu

Games developed by dB-SOFT

We provide a list of companies that developed abandonware games. Select a company to view its games. To make searching easier, use pagination by number or letter.

Flappy

MSX, FM-7, PC-88 1983
Flappy is a classic game released for the MSX computer in 1983 by developer ASCII Corporation. It is a simple, yet addictive game that has captured the hearts and minds of gamers for decades. Flappy is a side-scrolling game that involves controlling a bird-like character through a series of obstacles, with the goal of achieving the highest score possible. The game's premise is deceptively simple: the player must guide Flappy through a series of vertically moving pipes, without hitting them. The controls are basic, with only two buttons utilized - one to make Flappy flap its wings and the other to make it dive. However, mastering these controls and timing them perfectly is key to getting a high score. The graphics of Flappy may seem primitive by today's standards, but at the time of its release, they were considered top-notch. The colorful, pixelated world of Flappy is charming and adds to the overall retro feel of the game. The sound effects, while minimal, are also well done and add to the immersive experience. One of the factors that set Flappy apart from other games of its time was its difficulty. The game was notoriously challenging, with players often struggling to get past the first few obstacles. This increased the level of competitiveness and made Flappy a hit at arcades and among friends. It also made the game highly replayable, as players strived to beat their previous high score. Flappy's success led to the release of multiple sequels and versions on different gaming platforms. However, the original MSX version remains a fan favorite, with many gamers preferring its simple yet challenging gameplay over the more complex versions. Its popularity has also inspired countless clones and spin-offs, further cementing its status as a gaming classic. Looking back at Flappy now, it's hard to believe that such a simple game could be so addictive and influential. It's a testament to the skill and vision of the developers, who managed to create a timeless masterpiece using limited technology. Flappy is not just a game, but a symbol of the golden age of gaming and will continue to be loved and appreciated for generations to come.

Flappy 2: The resurrection of Blue Star

1989, the year Flappy 2: The resurrection of Blue Star was released on Sharp X68000. Made by dB-SOFT and published by dB-SOFT, this puzzle game is available for free on this page.

King Flappy

PC-88 1985
King Flappy is the sequel to Flappy, with more difficult puzzles aimed at anyone who has managed to beat the original 200 levels.The gameplay remains the same: you have to push a blue stone to its blue tile destination in each level. Every 5 levels a password is displayed so you can resume the game where you left off.

Laptick

PC-88 1985
Laptick is an action puzzle game. You play as Vickey and the goal is to step on all the question mark tiles in a stage while avoiding enemies. If you step on a flashing question mark tile, you get a point bonus, an increase in movement speed or jumping ability, a 1up or become Super Vickey. In this form, the player becomes invulnerable for a short period of time and can eliminate enemies, although they will respawn after a while. The game has 100 stages.

Produce

PC-88 1987
Produce is a curious artifact from the PC-88 era, a title released in 1987 for the PC-88 line that blends farming whimsy with arcade challenge. Its charm arises from a crisp interface that hides a stubborn demand for timing and spatial awareness. Players assume the role of a planter who must harvest, sort, and ship crops while dodging hazards that spring up with relentless tempo. The game feels like a diary entry written by an oblique cultural moment rather than a genre piece. Visually the PC-88 rendition leans on a tile world where vegetables glow with a soft intensity and borders wobble with the glow. The soundtrack is minimal yet memorable, with chime cues that signal success and warning bells for imminent trouble. The underlying loop invites careful planning; the player must anticipate shifts in resource demand and manage inventory while maintaining a rhythm. It is not a grandiose spectacle but a precise instrument for patient players. Mechanically Produce rewards dexterity over brute force. The core action revolves around selecting crops, timing pulls and drops, and guiding them along a conveyor network that tests both reflex and memory. Obstacles arrive as sudden winds, hungry critters, or rival harvesters that can steal your yield if you blink too long. The challenge scales with clever sequence design rather than raw speed, encouraging players to choreograph a dance of harvest, transport, and sale through shifting neighborhoods of ore and straw. Historically the game sits within a niche of Japanese microcomputer culture where developers explored labor based gameplay as a metaphor for modernization. It arrived before the flood of discipline simulators and offers a snapshot of a generation wrestling with automation and scarcity. Reviews from the era praise the artistry and the way a modest machine could evoke a bustling rural bazaar. In preservation circles, Produce is valued for its fragile yet tenacious preservation of feel and function on vintage hardware. Looking ahead the title casts a glow over catalogs, a reminder that constraints can birth character when designers listen to their own machines. Players who discover it today often encounter a time capsule: strategy wrapped in charm, timing tempered by patience, and a sense of place that transcends what most triple A relics offer. Produce remains a curio worth visiting, not merely for nostalgia but for the strange discipline it teaches about rhythm, space, and the carrot on the end of the line.

Volguard

Volguard arrived in 1984 on the NEC PC-88, landing into crowded arcades and living rooms across Japan. Players pilot a compact defensive suit known as the Volguard, a guardian drone built to counter an invasion of orbital fortresses and rogue satellites. The setup blends tight skill demands with a compact sci fi premise: fend off waves of alien craft, dodge bursts of laser fire, and survive perilous boss encounters. Visuals lean toward crisp sprite work set against scrolling backdrops that shift from metallic corridors to the black of space. The mood pairs gritty industry with a hint of celestial mystery, inviting players to sharpen reflexes and timing. Control-wise, the arcade-style rhythm remains spare: move with a joystick and fire with a single button, with power-ups appearing as glowing capsules. A spread of weapons arrives as upgrades—rapid-fire, wide-angle shots, and a piercing beam—and occasional smart bombs that clear the screen. The challenge scales through multi-stage missions, each concluding with a boss that tests pattern recognition and resource management. Enemies swarm in deliberate formations, forcing players to weave through flurries of bullets while conserving precious credits and choosing the right moment to unleash stronger fire. Scoring rewards risky moves and strategic retreats from crowded lanes. Graphically, Volguard uses a restrained palette typical of early PC-88 titles, yet the animation has bite. Explosions flare in bright bursts, indicators shimmer, and ships carve clean arcs across the screen. Sound design leans on simple chiptune bleeps and a looping tune that intensifies when a boss appears. Technical constraints drive design choices: compact sprites, fixed scrolling layers, and carefully placed collision boxes that keep everything readable during rapid exchanges. The result feels compact but polished, a product of a small team that squeezed every byte for an adrenaline rush rather than spectacle. Volguard occupies a niche corner of retro Japanese computing lore, admired by enthusiasts who prize early experimentation in the shoot em up genre. Its balance of risk and reward, clever level pacing, and memorable boss motifs echo in later PC-88 and home computer titles. While not a blockbuster, it earned a place in fans' recollections as a brisk, no-nonsense challenge from an era of game design just beginning to stretch its wings. Modern preservation chatter centers on emulation and fan art, with collectors seeking original cartridges or scans of manuals to understand how a 1984 title could deliver a swift, focused thrill.

Zexas

MSX 1984
Few video games have had the longevity and success of Zexas, an MSX title released in 1984. Developed by Masahiko Ohashi and published by Sony, Zexas incredibly blends the hectic challenges of two classic and well-known genres, platformers and shoot'em ups. The game puts players in the shoes of "Zexas", a Digger robot who must make their way through several challenging levels in order to elude Dr K, an evil computer scientist who wants to capture him. With a series of obstacles and numerous enemies, the action is intense. The objective is to collect as many gems as possible in order to increase the character's life. The game also keeps track of the number of shots fired, the lives remaining and the number of gems collected. The main strength of Zexas lies in its unique gameplay. It offers players the opportunity to explore two different genres of gaming simultaneously and its level design encourages the completion of multiple tasks. The side-scrolling platform levels involve the player in making precise jumps in order to avoid enemies or capture necessary items. Meanwhile, the shoot'em up levels require both timing and lightning-fast reflexes so that Zexas can take down hordes of enemies in order to reach platforms and progress. The controls of the game are also well designed, as it allows players to use both a joystick and arrow keys to move Zexas. This helps to make the game accessible to a wider audience since people can choose which one best suits their playing style. Zexas is an exciting and well-crafted game that is sure to provide players with hours of addictive fun. Its combination of action-packed elements with puzzle elements ensures that it is an enjoyable and challenging experience.
×