For stage management I’ve developed two external tools in C#: Tap Manager: It takes the original TAP and the TAPs for the different stages, strips their headers, assigns a new type flag, and recalculates the checksum byte. This way, once the code is assembled, I end up with a single TAP containing all the blocks (the game is not a multiload; it loads everything at the start). Path Generator: It creates a route pattern for the enemies, with random components, so I don’t have to design them manually or reuse the same ones. At the moment there are 3 working stages, each with its corresponding final boss. In the menu, the “Credits” and “Hi-Scores” options are now functional, each with new music assigned to them. I’m including a video where you can see everything in motion. I have added a cheat/developer menu, to make testing easier and for less skilled gamers 😄 Note: The video is particularly choppy . With the latest Spectaculator update my license stopped working, so I’m using SpecEmu...