Nebula Vultures - ZX Next Enhanced Edition Cover

Nebula Vultures - ZX Next Enhanced Edition

A third-person rail shooter for the ZX Spectrum Next. Take off from the 7 TOWERS base and drive the Vultures back into the nebula.

Released: 20th Oct 2026 | by IOANNIS TZANELLIS

ROM

nebula-vultures-1.0.0-zx-spectrum-next.zip (68.47 KB)

The .nex game file ready to run in a ZX Spectrum Next or an emulator

5.99 EUR
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About This Game

Nebula Vultures is a third-person rail shooter in the spirit of Star Fox, written from scratch for the ZX Spectrum Next (Z80N at 28 MHz, hardware sprites, Layer 2, copper, TurboSound).

The Vultures have come out of the nebula. You are the last pilot at the 7 TOWERS base.

  • Seven worlds, seven bosses. Night valley, red desert, frozen world, nebula, ocean, factory, dead nebula — each with its own sky, terrain, scenery, music and boss. The last one, the Lord of the Vultures, has a second form.
  • Take off, fight, land. Every mission starts on the runway of the 7 TOWERS base and ends back on it, in a new landscape, with a kill-by-kill score tally while your shield recharges.
  • Solid scenery. Hills, canyons, roads, reefs, chimneys, obelisks — they will stop you. (Or pick Easy at the start and fly straight through them. Not the way it's meant to be played.)
  • Nine enemy types — fighters, darts, hunters, gunships, wasps that zig-zag, mother ships that split in two, shield-bearers that only open for a second, mines, UFOs.
  • Six weapons collected in flight, each with its own sound, plus homing missiles on the second button. Double-tap to barrel roll and deflect fire.
  • An animated intro and a finale in layered silhouettes, with the full roll-call of the enemies you defeated.
  • Ten pieces of music and the sound effects on the Next's AY chips.
  • High score, continue from the sector you lost, pause.
  • Runs at 50 Hz and 60 Hz, 25 game steps per second either way.

Controls: Kempston / Next joystick (fire = shoot, second button = missile), or keyboard — WASD or cursor keys to move, Enter or 0 to fire, Space for missiles, P to pause. FIRE on the title starts; UP/DOWN picks Normal or Easy; FIRE again. FIRE skips the intro and the finale.

No image files, no AI art. Every sprite, every background and every picture in the intro and the finale is computed from shape functions and baked at build time. The music is notes in code, played by the AY. The whole game is checked frame by frame against its own Python specification and timed on a cycle-exact emulator.

By 7 Towers Soft Games.

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