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Games developed by DJL Software Ltd.

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.

3D Stunt Rider

1985, the year D Stunt Rider was released on Amstrad CPC. Made by DJL Software Ltd. and published by Amsoft, this racing / driving and sports game is available for free on this page.

Froggy

Froggy is a variant of Frogger. The goal is to get your frog across a road with traffic, and then over a river of turtles and logs to one of five safety points. In later levels, there is more traffic, snakes on the river bank and alligators in the river and sometimes at a safety point. Once all five safety points are occupied, the game takes you to the next, more difficult level. There are four levels in total. After you beat the fourth level, just replay that level until you run out of lives.

Nigel Mansell's Grand Prix

Nigel Mansell's first licensed computer game recreates the 16 Formula 1 circuits of the era, as seen from behind the car, but with a full cockpit-type view at the bottom. This is important because the game is more of a simulation than an action game. Before each race you have to do three qualifying laps, and you only get on the grid if you are fast enough to meet the predefined qualifying limit. Races can be between 5 and 20 laps, or full-length if you prefer; fortunately, a half-season can be saved to cassette or disk. F1 cars of this era have turbochargers, and this is available in the game to provide a quick burst of extra speed, which is useful for overtaking but can cause the turbo or the engine itself to overload, as well as consuming fuel more quickly (pit stops are for tires but not fuel, again in keeping with the actual Formula 1 rules of the time).

Z-Man

1983, the year Z-Man was released on ZX Spectrum. Made by DJL Software Ltd. and published by DJL Software Ltd., this action game is available for free on this page.

Zuckman

ZX81 1982
Released in 1982, Zuckman stands as an iconic title for the ZX81, capturing the imaginations of gamers during the nascent years of home computing. A classic maze game, Zuckman drew inspiration from the enduring Pac-Man formula, presenting players with an engaging labyrinthine experience peppered with quirky challenges. The objective was straightforward yet addictive: guide Zuckman through a constellation of corridors to consume dots while deftly evading menacing adversaries roaming the maze. The gameplay mechanics in Zuckman were refreshingly simple, making the title accessible to players of all ages. Controls allowed for intuitive navigation, and the task of gobbling up each dot became a race against the clock, adding to the urgency and excitement. The game's graphics were modest due to the ZX81's limitations, yet they cleverly employed a minimalist aesthetic that emphasized the primary gameplay elements, allowing players to immerse themselves in the action without unnecessary distractions. In addition to the primary challenge of collecting dots, Zuckman introduced a range of enemies, each with unique movement patterns and behaviors. This dynamic element of the game transformed each session into a test of skill and strategy. Players soon discovered that predictive maneuvers and quick reflexes were necessary to survive the onslaught of these foes. As the levels progressed, the enemies became increasingly relentless, heightening the thrill of the chase and deepening the overall gaming experience. Another compelling aspect of Zuckman was its high-score feature, which encouraged friendly competition among players. Aspiring to beat personal bests or challenge friends added layers of replayability, a hallmark of compelling game design. Each attempt to conquer the maze not only provided instant gratification but also fostered a sense of achievement. The stakes felt high, making the pursuit of improved scores a captivating endeavor. Community engagement played a pivotal role in cementing Zuckman’s status as a beloved title. Players shared strategies, tips, and personal stories, creating a vibrant culture around this simple yet captivating game. Zuckman endured the test of time, leaving an indelible mark on the gaming landscape, serving as a springboard for future developers seeking to weave narrative depth and engagement into the fledgling world of interactive entertainment. Zuckman represents a charming snapshot of early 80s gaming philosophy, showcasing the developers' ability to craft an enjoyable, accessible, and immersive experience. It stands as a testament to the era's inventive spirit, capturing the hearts of a generation and inspiring countless others in the realm of video games.
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