
Retro Remakes & Unofficial Ports
DOS
Jozsef 'Joco' Laszlo'sChuckie Eggs the remake for PC -- 2007 (
direct link)
This is a free, open source remake of Chuckie Egg written in assembler and Borland Pascal 7.0, complete with level editor.
The author references the Hungarian/English commented code as illustrations of VGA programming, especially the MODEX video
modes (double-buffered page flipping). The game runs on PCs as old as a 486 through to Window XP, though page flipping
might not be perfect or too fast in the latter, so the use of DOSBox is recommended.
The game itself is loosely based on the the SPECTRUM 48K release with the same keys, though the graphics are more colourful
and the screen layout is significantly different - with the status bar moved to the bottom of the screen. The first three
levels are reasonably close to the usual layouts, but the rest of the sixteen screens are more original including ropes to
compliment the ladders. Harry's jumping is much less responsive than one would hope and, unforgiveably, the mother duck is
missing!
Windows
John Blythe'sChuckie Egg '99 version alpha 0.30 -- 1999
(site unavailable - download archived at
Drobe Launchpad's www.stairwaytohell.com 2002 archive)
Further Adventures of Farmer Giles! Story so far... Farmer Giles had his prize winning hens stolen by his rival, Farmer Hopkirk.
Giles sets out to retrieve as many of his eggs as possible and teach Hopkirk a lesson he'll never forget! This is a great remake
with colourful graphics and nice gameplay. A worthy prequel to John's later Chuckie Egg remake.
Mike Elson'sChuckie Egg for Windows (nee
DirectX Chuckie Egg) -- 2000
(original sites unavailable -
Chuckie Egg for Windows and
DirectX Chuckie Egg are both archived by The Internet Archive Wayback Machine)
UPDATE: The Chuckie Egg for Windows website is currently offline. Whilst we eagerly await it's return, we have
mirrored the complete Windows installer and source code
from the latest version, 1.1. Executable and source for 1.04 also available.
Based on the BBC 32K release, this is the oldest and most featureful remake. The physics of Hen House Harry's movements are
almost, but not quite, identical to the original release. This unofficial port includes the Variable Extended Jump option from
the popular upgrade of the BBC 32K original,
CHUKEE from BIT TWIDDLERS, and also features
user-definable graphics. The source code and a Level Eggitor are available for download, the latter allowing users to design
their own customised levels - other example levels available include the set of eight custom levels that were originally supplied
with CHUKEE. If you do not already have it installed, the Level Eggitor will require the Microsoft
Visual Basic 4.0 32-bit run-time engine.
Hitm4n of
Retro Remakes
is one of those who has made use of the Level Eggitor, in order to create
Hitman Egg,
a set of six new levels bundled with custom graphics. Kevin Adams has also customised the graphics to produce
Cash Dash.
Mike Elson reveals that the essential tool for creating this Borland C++ 4.52 remake was the now-defunct commercial BBC micro
emulator
pcBBC, which was used to generate screenshots from the original game to get
the look right. "To work out the jump patterns I ran the emulator in 'slow motion' mode and took a screenshot after each
re-draw... many of the moves that were possible in the original are recreated faithfully, but there were always things like
bouncing off platforms, which I never got right. I got the samples by playing Chuckie on a real BBC with wires running from its
internal speaker to the sound card of a PC, and recording sections of gameplay to edit down into raw sounds."
Geoff and June Moore'sGJ Chucky Egg -- 2000
This remake contains 36 levels with password access, and is available as a downloadable shareware demo. It has all the expected
Chuckie Egg objects with a few additions like extra lives, killer plants, fire and spikes. The website includes the option to play
online (requires Clickteam's
Vitalize! Active X plugin).
Matthew Green'sEggBasket -- 2001
Simple game with 6 levels loosely based on Chuckie Egg.
John Blythe'sChuckie Egg: The Next Batch -- 2003
(
old site now unavailable - archived at
The Internet Archive Wayback Machine)
This remake updates Chuckie Egg to take more advantage of the capabilities of modern machines. Not an exact clone,
being supplied with all-new graphics, levels and features, this is a popular Blitz Basic interpretation of the
classic original. There is also a promise of themed add-on packs with more new graphics and levels being available
in the near future.
Christopher Duffen'sChuckie Egg The New Batch -- 2004
This DirectX 8.1 remake was created with the
Destroyer 2 framework by a student of
Stuart Slater, lecturer at the School of Computing and IT, a part of the University of Wolverhampton.
Edo Broekman'sEggStatic -- 2005 (commercial release, free demo available with 8 levels & 8 training levels)
A great, new OpenGL / DirectX 8 release that requires a 32MB 3D videocard, written using Garage Games'
Torque 2D
engine - track the game's development in the
community forum.
This modern remake builds on the BBC 32K release and was designed to add many new features without taking anything away
from the original gameplay. Amongst the new features, there are bonus levels, a new two player co-operative mode (full
version only), up to 75 minutes of a techno soundtrack, a demo record facility, a save function between rounds and new
level features including magic eggs, slippery ice floors and trampolines for Harry to cope with. Longevity has been
addressed, in order to make the full release worthy of the asking price, with the inclusion of an in-game level editor
and a " moddable" engine so that custom campaigns, levels and graphics can be added.
This remake is certainly not an identical clone to the original but the bright, colourful high resolution graphics have
been drawn in a large pixel, blocky-style to retain the authentic look of the original, whilst making it appealing to
the modern player's eye. Small touches like Harry's materialisation when he begins a level, the dust he kicks up as
he runs, the display of the points value as eggs & seed are collected and how his feet stop moving mid-jump if the
direction key is released, all make nice eye-candy without interfering with the gameplay too much - though it is a bit
disconcerting to see Harry climb behind the ladders, instead of in front. The sound effects are quite different from
the original, with Harry padding along the levels rather more quietly than the original and the Cassowaries (previously
known as hens) making an incongruous squawking sound if Harry touches them. Thankfully, the sound options allow the
volume to be adjusted and the removal of the techno soundtrack which can grate after a while, if you're not a fan of the
genre. There are 125 levels in the full version (with the promise of 50-60 more coming soon, in a campaign to be provided
with the next version upgrade), though none are direct copies of the level layouts in the original. Possibly the biggest
change for players used to the original releases will be the new control system which combines the Up and Jump keys.
Whilst this may well make things easier for new players, it is quite disconcerting for the CE Professional. The final
thing worthy of note is that this is the first remake to include the features that, according to his
80snostalgia.com interview,
Nigel Alderton had hoped to include in the original Spectrum release but was forced to drop, citing time pressures,
including missing ladders and platforms to disrupt a player's patterns later in the game and the
popularly mis-remembered
second hawk (a duck in the original), that has a different speed and acceleration to the first.
Rob Edwards'Chuckie Egg Remake -- 2006/2013 (
WIP thread)
This is a great version of Chuckie Egg for Easter '06. Based on the SPECTRUM 48K release, this remake comes with pixel
perfect in-game graphics, faithful to the original. All of the graphics, sounds and level designs are fully customisable -
the package ships with a gorgeous set of re-worked graphics and six new level designs, alongside the originals. New features
over and above the Spectrum version include a built-in level editor which isn't fixed to a dozen eggs & five hens and also
support for lifts which travel down, as well as up. This last, unique, feature allows cunning level designs which add a
whole new dimension to CE - a great addition.
UPDATE: Rob
updated his release in 2013, and it is now available for both Android
and HTML5, alongside a refreshed Windows version.
ssjx'sChuckie Egg Returns -- 2008
Available as a Windows executable or playable as a Java applet through the website. The source code for the Java applet update
is not provided, but the FreeBASIC v0.18 source of the initial native Windows version is available for download. It plays quite
slowly, the collision detection isn't great and the graphics aren't very polished. Plenty of extra neat little features have
been built into the display, though, including a complete map of the level - only part of the level is viewable on the screen.
There is a
Chuckie Egg Returns (0.3) discussion forum topic
at the FreeBASIC Games Directory.
Mark Lomas'Native Chuckie Egg for Windows -- 2009
This tiny (19kb) binary is Mark's Windows port of Michael Foot's accurate version of Chuckie Egg for RISC OS. Following
his DHTML and SDL conversions, this final version was designed from the start to be the first 100% native port of the BBC Micro
release of Chuckie Egg to Windows, whilst trying to remain as close to the size of the original BBC binary as possible. Whilst
the sound doesn't quite capture the original exactly, there's really not a lot to complain about here. It doesn't have any of
the GUI niceties of Mike Webb's long-standing, popular release, but that wasn't the intention here. What you get is pure
Chuckie Egg in a window. What more could you want? GPL source code and a
write-up
of what it took to produce this executable? It's all here, along with a series of interesting
articles.
Scott 'slashnburn' Griffiths'Chuckie Egg -- 2009
This remake was created with
YoYo Games' GameMaker and is available as a
downloadable executable or playable over the web through YoYo Games'
Instant Play browser plugin for Windows. Made as a
homage to the Spectrum original, it contains 25 levels and includes the additional Mother Duck that Nigel has been quoted as
wanting to have included. The game plays like some of the Flash and Shockwave remakes of Chuckie Egg, and is noticably different
to the original in some respects - it is possible to jump completely over the hens, for example.
Adrian Moye'sChuckie Egg 3D -- 1998 (unfinished)
A partial implementation in C - source available for download - of a 3D version of Chuckie Egg. According to the author, it
would require a lot of work to complete, although it has some useful code snippits for reference.
Ian Price'sDiv Chuckie Egg -- AWOL
Announced
in the Div Arena Forums on 22 Feb 2002, this remake version includes two modes, Original and Enhanced. The Original mode
is an exact replica of the AMSTRAD version, which the author feels is the best of the CE releases. The Enhanced mode is the same game,
but with updated graphics etc. The author has claimed it looks tasty and plays pretty good too but, unfortunately, only screenshots are
available because a hard drive crash has resulted in the loss of the original 8 level demo which was released to div-arena.com a couple
of years ago. If anyone can provide a copy of this, get in touch and we'll get it back online where it belongs.
Martin Buscombe'sCluckie Egg: The Retro Days -- TBC
A project to create a 3D version of Chuckie Egg. As of 19 March 2003, only screenshots are available.
Adam Cook'sChuckie Egg 3D -- 2004 (playable beta)
Another new project to create a 3D version of Chuckie Egg. A playable beta is available from a side on view much like the original.
In later releases, the author hopes to add a 3rd person view and try out various things to make it a bit different.
Linux
Mark Lomas'Native SDL Chuckie Egg -- 2009
This SDL port is Mark's follow-up to his online DHTML Chuckie Egg project. He has ported Michael Foot's faithful version of
Chuckie Egg for RISC OS to ANSI C, filling in the gaps for non-Acorn platforms to create an incredibly accurate, modern source
port based on the cross-platform SDL graphics library. Whilst we had problems with the sound on our 64-bit version of Debian
Testing, that could be a local issue. Like the Windows port Mark moved on to after this, there are no GUI niceties here like
those found in Mike Webb's long-standing, popular release - this is Chuckie Egg, in it's purest form. Best of all, not only
is the GPL source code available for download, but Mark has spent an incredible amount of time
documenting
the development of the project, along with other interesting
articles.
If you're interested in creating a faithful port of the original BBC release to a modern platform, start with the
source code and documentation available here.
UPDATE: A compiled executable of Mark's remake is now available for the
Raspberry Pi.
Paul Brook'sBBC Micro Chuckie Egg authentic clone -- 2011
This open source port began as a memory dump of the BBC 32K version. The code was reverse engineered and, after many cleanup passes,
resulted in a plain C implementation that accurately implements the engine of the original game.
The sound appears to have been slightly mangled but the main gameplay remains pretty much faithfully intact. The project is, however,
missing the final niceties like the initial menu and "get ready" screens, though Paul has apparently left obvious points to add them
back in if someone else wants to take a crack at implementing them. After a bit more code cleanup, Paul was able to isolate the game
engine from the graphics engine, allowing multiple rendering backends. This has resulted in four versions of the executable to play with -
conventional SDL, ascii art, OpenGL accelerated SDL, and an experimental full 3D view.
Paul has also developed this project to run on the
Pandora handheld console.

The GPL-licensed source is available from github and has been tested on Linux (x86 and ARM) and Pandora. With a bit of tweaking, the project
is compilable for Windows and, in theory, anything else with SDL support should also work.
Windows
binaries and a source patch are available for download from our own site, courtesy of the talented and ever-helpful
Phil Ashby. There is a known issue with the Windows OpenGL and 3D binaries,
in that if you attempt to minimise the game window, the executable will crash. If anyone decides to take this project any further, don't
forget to let us know about it!
UPDATE: Compiled executables of Paul's partial remake are now available for the
Raspberry Pi too.
RISC OS
Michael Foot'sChuckie Egg for RISC OS -- 2001
This port runs full-screen on all versions of RISC OS from 3.xx to 4.xx and requires the 32 bit system modules. The 32-bit
source code, reverse engineered from the BBC 32K release and converted to RISC OS, is available for download. This makes this
version the first fully accurate remake on a completely different platform, with an identical physics engine.
The latest update, courtesy of Alan Buckley, adds support for RISC OS 5.xx and the higher resolution screen modes on the
Iyonix
as well as adding the option to use outline fonts for the text. This new 1.04 version will still run on older Acorn hardware
as well but requires RISC OS 3.6 or above.
Dynamic HTML
Mark Lomas'DHTML Chuckie Egg -- 2009
Mark's goal when porting the original BBC Micro release to
modern web browsers
was to try and make it as close to perfectly faithful as possible, and the effort really shows. Whilst the behaviour of the hens is noticably
different due to the nigh-on-impossibility of trying to replicate the random number generation of the original BBC Micro code, anyone who complains
about the physics could only be described as being churlish. Mark admits it's only about 99% accurate, but you'll be hard-pushed to tell during
play. Depending on your browser and system, you may experience audio lag but there is an audio diagnostics page to help you troubleshoot. This
dynamic web version even includes an online
Level Editor
which stores your own custom levels as text in an unlimited cookie. Finally, in a true show of altruism, Mark has provided the GPL source code
and also spent a significant amount of time and effort
documenting
the development of his online port, with particular emphasis on the algorithms devised to mimic the original, in a series of interesting
articles. An awesome achievement overall, and one to be applauded.
UPDATE: Rob Edwards
updated his own Chuckie Egg remake in 2013, which is now available for both
Android and HTML5, alongside a refreshed Windows version.
Raspberry Pi

The
Raspberry Pi is a cheap, credit card sized, single-board system on a chip (SoC) computer with an ARM processor, which was designed to
stimulate the teaching of computer science in UK schools. Several operating systems are in the process of being ported to the
Raspberry Pi,
including
RISC OS, but the primary OS is
Raspbian, a variant of the long-running
Linux distribution,
Debian. To run
Chuckie Egg on a Pi, then, is not really a matter of porting the game, so much as waiting for
Raspbian and/or the
RISC OS port to be sufficiently developed to run the existing
Linux and
RISC OS ports of CE.
It didn't long take then, for forum member
ukscone
to attempt to bring CE to the Pi as described in this
Chuckie Egg topic
in the
Raspberry Pi forums. He began with
Raspbian Wheezy by trying to build two
Linux ports of CE, described
elsewhere on this page - ports from
Mark Lomas and
Paul Brook.
The resulting
Mark Lomas' Native SDL Chuckie Egg binary for Raspbian Wheezy
is probably as close to a clone of the original BBC Micro version as you'll find on
Raspbian, without running an emulator. If that wasn't enough, it is joined by a build of the partial remake,
Paul Brook's BBC Micro Chuckie Egg authentic clone binaries for Raspbian Wheezy.
The latter, at least, requires a firmware update to fix 8bpp palettised modes. Minimum version:
$ /opt/vc/bin/vcgencmd version
Jul 1 2012 12:48:16
Copyright (c) 2012 Broadcom
version 323014 (release)
To play simply, untar the archive, cd into the created dir and run either ./chuckie or ./aachuckie. Original keys are: a -
Up z -
Down , -
Left . -
Right Space -
Jump.
Eventually, ukscone hopes in the future to get CE packaged and submitted to the
Raspbian Repository.
Shockwave
Paul Steven'sChuckie Egg for Shockwave -- 2001?
With slight variants on the traditional level layouts, this remake takes its graphics and sounds from the BBC 32K release and
is played over the web - a browser with a Macromedia Shockwave plugin is required.
Flash
Andy Paxo'sChuckie -- 2004
Not an exact port, this remake has colourful graphics and is played over the web - a browser with a Macromedia Flash plugin is
required.
GamesForge'sChuckie Egg -- 2006
Played over the web - a browser with a Macromedia Flash plugin is required - this remake has cracking sound effects and music.
The graphics are cute and use animation very nicely, though the game itself is a bit slow to play. Well worth a quick blast in
full-screen mode.
Neil Crutchlow'sChuckie Egg -- 2006
This port of the BBC 32K release captures the spirit of the original very well and is played over the web - a browser with
a Macromedia Flash plugin is required. Although it looks and feels great, it's not entirely accurate - the collision detection
and physics engine are markedly different allowing Harry to jump up through platforms in a way that isn't possible in the
original. The hens' movements, like virtually all CE ports, are also different to the original, though this is probably to be
expected. There's no option to redefine the keys, so use the cursor keys to control Hen House Harry, and press Space to jump.
There's also no high score table and the Hold and Abort keys have not been implemented - so your CE experience will be in one
sitting! Small niggles aside, this is a very good choice for a quick CE blast especially for gamers who aren't on their own PC
- as it doesn't require any local installation.
Update: A recent update has seen the addition of a new section where
you can now register to compare your score/level achievements with other users on a high score table, see how far you got prevously
and level skip to get back there.
Scratch 1.4 / Flash
Frederico's (ffred)ChuckieEgg for Scratch 1.4 -- 2010
64-year-old Portguese Scratch coder Frederico has provided the first recreation of CE in
Scratch, a basic
web-based development environment aimed at young coders. A loose port, this game is understandably simplistic, and includes a very interesting
change to the expected CE gameplay. There are no eggs or bird seed in sight, when you start the game! Instead, you guide your man around the
platforms with the cursor keys and can press the c or m keys which will allow him to drop seed, at the cost of depleting your corn meter.
The aim is to encourage the hens to eat the corn, and convert it into an egg which you can then collect. You need to pick up all 20
possible eggs without being hurt by the hens to complete the game. Overall, this is a nice, complete game which, although a far cry from
the original, is notable for trying to adapt the game to work better in this target environment - traditional CE physics would just not be
possible using Scratch. Interesting note: ffred's blue crest avatar is one of the symbols from the Portuguese flag, and is always placed
somewhere on the first page of each of his projects in an inaccessible location. Like all projects published publicly on the Scratch
website, the game is playable directly online through a browser Flash plugin and the Scratch (v1.4) source code is available for download
under a
CC BY-SA 3.0 licence.
spud1998'sChuckie Egg for Scratch 1.4 -- 2011
An admiral effort from what appears to be a 13-year-old
Scratch coder to recreate one of his parents'
favourite games in this simple web-based development environment aimed at fledgling developers. This attempt is as basic as to be expected,
though sticks closer to the original gameplay than
the CE Scratch project from the previous year. Using the cursor keys, you must guide
your man around the level and try and collect all 22 golden eggs. Unlike that last CE Scratch project, this version also allows you to
jump using the Space bar. Although the graphics are as rudimentary as they come, special mention must be made of the graphic when you die
- which has you laid out, looking like you've been crushed by a giant hot-dog! Like all projects published publicly on the Scratch website,
the game is playable directly online through a browser Flash plugin and the Scratch (v1.4) source code is available for download under a
CC BY-SA 3.0
licence.
Java Applet
FatSeagal'sChocolate Factory, now Chuckie Egg 2 (a.k.a Choccy Egg) (defunct forum topic) -- 2008
A rare remake of Chuckie Egg 2. The bubbles have been omitted, just to get the game out the door, and the scoring system has been modified because
the original system 'bugged' the author - there are no lives anymore, you just lose 100 points every time Harry is killed. If the score drops
below zero, the game is over - the object is to complete just one egg and get it to dispatch with the highest score possible - where you'll receive
a medal position 'rating'. The graphics are a mix of the originals, with some updated ones here and there. The game plays pretty well, though it
feels like it could have benefited from a bit of spit and polish, before the final release. Definitely worth a play! Visit homepage to play
online Java applet.
FatSeagal'sChuckie Egg 2 - Redux (a.k.a Choccy Egg) (WIP forum topic) -- 2009
Even rarer, a remake of a remake. Based on FatSeagal's first Chuckie Egg 2 remake but with improved graphics from the author, including new
backgrounds, a little ditty & some general sound effects, as well as slight changes to the gameplay. This redux version also sees the
return of the bubbles and lifts which were omitted from the last version. Visit homepage to play online Java applet.
Alastair Booker'sJava Chuckie Egg -- TBC
(original site unavailable - archived by
The Internet Archive Wayback Machine)
Not yet complete, but a playable demo, based on the SPECTRUM 48K release, is available. The author would like feedback
and responses to confirm that developing it would be worthwhile.
Rich Sewell'sJava Chuckie Egg -- 2003
Mostly complete, this applet is based on the SPECTRUM 48K release. The Java code is entirely original, as opposed to a
Spectrum emulation of the original game. According to a
forum post on the site, the author has recently
uploaded the source code.
Java 2 Micro Edition
Bryan Mcphail'sJ2ME Chuckie Egg -- 2004
With the downloads currently disabled due to Elite Systems' recent J2ME licensed release, this site describes the
development of an unofficial mobile version based on the BBC 32K version of Chuckie Egg. Having been given an exclusive
preview, we can confirm that this game plays very closely to the original. The only flaws are the obvious ones relating to
the variations in J2ME handsets - on devices with a smaller screen size than the Motorola V500 it was developed for, the
screen can be cropped and modern handsets with more powerful processors run the game faster than required. On a Motorola
V500 or equivalent device, though, this could have provided those Chuckie Egg fans who preferred the BBC 32K release a worthy
alternative to the officially licensed port.
Students from the University of Évora'sJ2ME MIDP2.0 Chuckie Egg -- 2004
(
original site is unavailable - it is archived by
The Internet Archive Wayback Machine
and the original software archives, hosted elsewhere, may also still be available:
source tar-ball,
graphics tar-ball,
Nuno Morgadinho's university wiki (Portuguese) and
freshmeat.net: Project details for Chuckie Egg J2ME)
A GPL'd J2ME implementation, this version uses MIDP 2.0. Originally written using the
J2ME Wireless Toolkit and the
Nokia
Series 60 SDK simulator, without a compatible phone, it is fairly playable in software. The project was developed by a
group of students as a school assignment but none of them have the time to continue working on the project so it has been
orphaned. Patch contributions and further maintenance offers welcomed by
chuckie-egg-j2me@lockstep.org (
Tiago Fernandes,
Cláudio Fernandes,
Tiago Bilou and
Nuno Morgadinho).
If the original contact addresses do not work, Nuno Morgadinho has new contact details listed on his
homepage.
Most recently, 22 Nov. 2006, Tiago posted some
further information
on how to compile the code under Mac OS X.
There are no binaries available but the code itself compiles and we've tested it on a Nokia N70, where it fit the screen
without modification. The first few times the game was started, it appeared to start the level well and looked good but,
unfortunately, quickly locked up. However, after a few days with only occasional testing the game seemed to settle down and
began to work reliably. On the whole, this application should work with any J2ME MIDP 2.0 compatible device but it might
require some Java knowledge to create a working version for a particular setup - mainly to tweak the codebase to ensure the
game works reliably with the specific hardware characteristics of that device.
A good proportion of the game itself is complete. Jumping on to higher platforms outlines some collision detection problems,
making it very hard to retrieve the seed at the top of the platform stairway on level 1. Instead of leaping up the stepped
platforms, Harry seems to jump through them and falls to the long platform below. On level 2 the number of hens is down to
one and they're completely gone by level 3 which also exposes the lack of lifts which are customarily used to move around this
and later levels. The levels themselves are fairly accurate to the original layouts but only the first four are implemented.
After the completion of level 4, the game continues to loop round to this same level which, as there are no hens at all, means
that the only danger to be concerned about are the gaps in the bottom platform - particularly across the shaft which normally
holds the lift. The final glaring omission is the Mother Duck which is nowhere to be seen. That all said, with the GPL'd
source code available, all of these issues could be resolved by a sufficiently talented Java programmer and it is also fairly
simple to recompile the application with new graphics based on the original ports or any other theme. Note, however, that the
language of the text within the game itself and the commented source code is Portuguese, not English - unlike the project's
website. This is also the only version of CE available for many phones - for example, neither Bryan Mcphail's currently
unavailable version or Elite System's official port worked as satisfactorily on the same Nokia N70's screen.
Texas Instruments TI-89 & TI-92 Plus
Samir Ribic'sTezxas running Chuckie Egg -- 1999
Tezxas is a Sinclair ZX Spectrum emulator for this pair of graphic calculators which claims compatibility with almost all
games originally written for the ZX Spectrum. Though not a perfect emulator, it is supposed to run most games at a playable
speed - slightly faster when using the greater capabilities of the TI-92 Plus - and has a surprisingly nice display, though
the number of visible pixels is reduced, due to the calculators' screen limitations. A number of games are available for
download and have been modified to ensure their best performance under Tezxas, including the SPECTRUM 48K release of
Chuckie Egg.
Nintendo GameBoy Color
Chris Bailey'sChuckie Egg DX -- 2001
The V0.33 beta release of this remake is supplied with The Chuckie Egg Professional's Resource Kit and can be played using
the GameBoy Color driver within MESS (no BIOSes required). As a designated beta release, this remake does have a few rough
edges - no in-game music, no pause function or high score table and occasionally, as in level 4, a hen will get stuck in one
of the gaps. Based loosely on the BBC 32K release, this is overall a great release - although the sound effects are minimal,
the graphics are superb - taking full advantage of the platform. Rather than attempting to squash the whole level on to the
GBC's minimal screen display, this port scrolls around the level as Harry moves, which works surprisingly well - the only loss
is the status bar at the top, which only becomes visible when Harry reaches the top of the level, or completes the screen.
Most importantly, however, it captures the original gameplay brilliantly.
Nintendo GameBoy Advance
James Grimwood'sChuckie Egg for GBA -- 2003
(original site redesigned - game page moved to this
16/03/2009 post,
the direct download link is now
here and the original development blog posts can be found by searching in
The Diary.)
This release is based on the original SPECTRUM 48K, with some level modifications to fit the GBA's screen. Full GPL'd source
and precompiled ROM image available for download.
Jason 'Bootlegger' Bullough'sChuckie Egg Clone for GBA -- 2012
Probably based on the original SPECTRUM 48K release, this is a very loose and unfinished remake started because the author was offered help with the
graphics. All
Dragon BASIC 1.4 GBA compiler source code files and a precompiled ROM image
are available for download. The level layout and ability to walk around is mostly complete but, as
published to gbadev.org on 12th June,
there are no hens or duck to be concerned about and the physics engine is fairly rudimentary. Striking colours, but as yet still missing enough
features to be able to call it a complete game.
GP2X
Neil Crutchlow'sChuckie Egg GP2X remake -- 2006
This remake is based on the original BBC 32K release and a .GPE executable is available for download. We haven't got a GP2X
here at Bagshot Row but GP2X retro fans say that apart from a slight interruption in the sound and the lack of a high score
table, this looks pretty faithful to the original. Rated 6 out of 10 at the time of writing, there are also more feedback
comments at the
gp2x File Archive.
Pandora
Cybiko
ssjx'sChuckie Egg for Cybiko -- 2008
This remake is a work in progress with missing features and only 2 levels available in v0.1 for a hand-held computer that was
launched in May 2000 and designed for teenagers, featuring its own two-way radio text messaging system. Apparently, Space quits
the game not escape as the title screen says. Source is included and the author welcomes all constructive feedback. There is a
Chuckie Egg for Cybiko discussion forum topic at PlanetCybiko.net.
Sony PlayStation Portable / PlayStation Vita
Richard Rose, rosera aka agilemonkey'sChuckie Egg SDL Port for PSP -- Feb 2010 (
QuickJump Gaming Network forum discussion topic and
The Dashhacks Network - PSP Hacks forum discussion topic)
(original site unavailable - download archived by
QuickJump Gaming Network)
Requires custom firmware 5.xx. A one-player PSP conversion of
Mark Lomas' hugely faithful source port of the BBC 32K Chuckie Egg
release (although the illustrative screenshot used by dashhacks.com's blog post describing this new port was actually from the ELECTRON release)
for Sony's hand-held console, apparently created one weekend while Richard was watching rugby! This is a straight port of Mark's original code
and is therefore exceptionally accurate to the original game. As far as we can tell, the only change is that the screen has been stretched to
fit the resolution of the device and the controls have been updated to map to the PSP's buttons. We had quite a bit of intermittent slowdown
when we played it, but that could have just been a quirk of the emulator setup.
Insoft's Richard 'Richie' Hughes'Chuckie Egg -- Sept (0.5a Alpha) / Oct (1.0) 2014 (
wololo.net forum discussion topic)
A brand-new mobile update of CE and potentially his last homebrew game for the PSP (also PlayStation Vita-compatible), Richie has stated that
he tried not to modernise it in any way, by keeping to the original game design apart from the improved graphics. Whilst the physics engine is
unsuprisingly different, this is a fresh new interpretation which looks delightful. We're especially big fans of the new sleek Mallard (now Father!) Duck, even if he is a bit flat and less rounded than we're used to! All the other sprites are similarly enhanced and whilst we're not enamoured
with the brown-coloured platforms, it's pleasant to see different coloured hens from level 25 and the cage actually lifted when the mother duck is
released - a neat touch. There's lots of minor differences to the original game here: the general look of the status bar and the fact that it now
shows eggs collected, the slight changes in the level design - platforms not quite where you expect them (e.g. top left, level 4) & ladders
unexpectedly broken (e.g. top right on level 2), odd physics where you can jump places you shouldn't be able to (e.g. across the first gap on level
3) & walk off lifts (also level 3) without immediately dying. There's even a difficulty option before you start the game, though this turns out to
be a level select in another guise. It seems churlish to complain about much though - this is a fairly solid port which should appeal to the
everyman CE player, even if it won't satisfy those who won't settle for less than a "perfect" CE physics engine. The new title screen graphic is
very appealing, though we're not quite sure why it's the hen that appears to be running away! The only things that really aren't quite up to scratch
is the minor carelessness of the mis-spelling of "Difficult" on the difficulty select screen along with the missing first and last characters from the
copyright message on the title screen and, most glaringly of all, the sound effects which all sound even more basic and rudimentary than the original
8-bit versions. Even though the standard death tune from the BBC 32K version is in here, it's only used once at the end of a game - not every time you
die, which seems a shame. If nothing else, the overall sound could be improved simply by borrowing the effects from Richard Rose's port above!
Overall, a more than respectable port for PSP owners.
Sony Net Yaroze / PlayStation
John Owens'Chucky Egg 3D for Net Yaroze -- Apr 2002
An ambitious university coursework project, this is a Super Mario 64-style re-imagining of the BBC 32K release of Chuckie Egg in three
dimensions coded for the
Net Yaroze, a development kit for the PlayStation video
game console. Provided by Sony to select UK universities, the Net Yaroze (DTL-H300x) package contained a special black-colored debugging
PlayStation unit with documentation, software, and no regional lockout. The user provided a personal computer (IBM-PC or Macintosh in
the UK) to write the computer code, compile it, and send the program to the PlayStation. Like most CE 3D projects, John's version is
unfinished, though apparently it is complete enough that it should run on a PlayStation emulator. The included level is by the author's
admission badly designed at the last moment, and the intended split-screen co-operative multiplayer was not finished. Everything else
was progressing mostly according to the included design document, but the project eventually ran out of time. Published here along with
source code.
Enterprise 128
Enterprise 128 Chuckie Egg -- 19??
The Enterprise 128 computer was home to many unofficial Spectrum ports due to the hardware similarities between the two machines.
There's no clues as to when or who converted Chuckie Egg, but the result is very similar to the original Spectrum release - the
Enterprise is based around the same Z80 processor so, as would be expected, this is one of the few close conversions of the
Spectrum release. In many ways it is identical, but there remain a few differences - the second set of keys are slightly different
as the Enterprise 128 version supports a native joystick. Harry starts with six lives, instead of four and, most strikingly, the
status bars of information at the top are all in blue, rather than mostly red with just the non-active players' scores in blue as in
Nigel's Spectrum release. There is no little tune at the start of the game, or when Harry dies and the animated rectangles between
levels are mainly red and blue, instead of many colours. This is almost certainly because the Enterprise's video mode has different
attribution of colours to the Spectrum, and the missing music is based on a BEEP subroutine in the Spectrum ROM - which hasn't been
simulated in this Enterprise port. There is also a pause just before the start of each life, which requires a key press to begin
or continue the game, allowing you to take a little breather. The graphics are pretty much identical to the Spectrum release, even
going so far as to suffer from the infamous Spectrum colour clashes when Harry or the birds climb or walk through ladders, eggs or
seed. The sprites are also open to the same argument as the Spectrum - that they do not move as quickly or as fluidly as the BBC
32K version.
Atari 7800
GroovyBee'sHarry's Hen House -- April 2009 (WIP)
Announced in Easter 2009, Harry's Hen House is a tribute to Chuckie Egg for the Atari 7800. Work is still in progress, but it's looking very good already.
The background graphics have been converted to 160A mode (3 colours) though more levels are needed. Both the controls and Harry's jumping still need a bit
of work and the latest posted version also needs a DLI to change the score/lives colours too. Looks well worth keeping an eye on, though.
Uzebox
Pitfall Jones'Chuckie Egg -- 28 Dec 2010 (
forum discussion topic)
From the coder of
Chuckie Apple comes a port to the
Usebox, a homebrew retro-minimalist open source
video game console, less than three years old and built around only two chips. Available as a fully assembled unit or as a do-it-yourself kit, it
is based on an AVR 8-bit general purpose microcontroller and features 4k RAM, 64k Program Memory ROM, 256 simultaneous colours arranged in a 3:3:2 R:G:B
colour space and 4 channel 8-bit mono sound. Uniquely, the system uses an interrupt driven kernel and has no frame buffer. Functions like video sync
generation, tile rendering, and music mixing are done real-time in the background so games like Chuckie Egg can easily be developed in C. The core of this
version is a port of Mike Elson's Chuckie Egg for Windows, combined with the shell from Donkey Kong Uzebox. The RAM limit has resulted in the removal of
the multi-player option, as well as the high score table and the sprite limit has necessitated less hens on screen.
Android
Rob Edwards'Chuckie Egg 2013 -- 2013
Rob has returned to our favourite platformer for the 2013
#onegameamonth
challenge and in March chose to update his own
2006 remake. Originally based on the SPECTRUM 48K release,
this
updated Windows release version comes with faithful updated sprites and
all-new colourful backgrounds. It is also joined by brand new ports to both
Android and
HTML5.
Our experience from downloading the Android version from the Play Store at launch is that the default controls were not immediately intuitive.
After a bit of experimenting and making sure the device wasn't laid down on a flat surface(!), it didn't take long to pick up. Spectrum CE fans
especially should get excited about this entirely free Android app which we suspect is going to rate higher than the official Android release did,
even though there's no option to use the original graphics.
HP TouchPad/webOS 3.0.4, Palm Pre 2/webOS 2.2.0 and Blackberry PlayBook
Iosif Hamlatzis'Chuckie Egg -- 2012
This appears to be a nice faithful port of the BBC 32K release by a Greek indie mobile developer, which is only a bit
odd as he states that this was intended as a tribute to his favourite computer, the ZX Spectrum 48K. We haven't got
a
HP TouchPad, a
Palm Pre 2 or
Blackberry PlayBook but it looks great
judging from the screenshots and
YouTube video. Some of the
comments on the Blackberry World entry seem to indicate that the controls are tricky on that particular version.
ZX Spectrum
FELL'sManic Miner 2000 -- 2000
(download link broken - archived at Dr. Andrew Broad's
Manic Miner/Jet Set Willy page)
Actually a Manic Miner clone, this is worth mentioning because it contains a screen called The Hen-House for Miner Willy
to navigate, based on level 1 of Chuckie Egg. Worth checking out, if only to see how Willy stacks up against our own Hen
House Harry on this tribute screen! (Note: .z80 snapshot may not work with MESS)