
About the game
IMPORTANT: This project is non-commercial—it is a tribute to the author's original game; we have no intention of infringing upon any copyrights and I'm not the owner at all. An official ZX Next version of target renegade is probably being created, and I'm not involved on it.
A modern, enhanced reimagining of the iconic 1988 side-scrolling beat 'em up classic.
The original 1982/1988 ZX Spectrum release was known for its excellent gameplay. The color clash problem was practically non-existent, even though the player characters were monochrome.
Yes, I used AI to figure out how the original game's AI worked and replicate its behaviour.
Versions for Genesis, ZX Spectrum Next, Sega Master System (SMS), and MS-DOS.
In the MS-DOS version, Player 1 controls are Arrow keys + Ctrl/Alt, Player 2 controls are WASD + F/G.
The SID version uses AY on the ZX Spectrum Next, but requires a Next with 2MB of RAM.
I previously wrote my own (entirely without AI) beat 'em up inspired by this game for MS-DOS:
This project is non-commercial—it is a tribute to the author's original game; we have no intention of infringing upon any copyrights and I'm not the owner at all.
Downloadable files
trenegade.nex
Full versiontrenegade_sid.nex
Full versionZX Next 2MB, taking profit of full AY capabilities by using SID music (simulated) into the AY
System requirements
Next Target Renegade
"Target renegade for the ZX Next"
v 0.5
Updated at: 26.10.2026
Thank you for the bug reports.
I've been reviewing the code, yes, by hand in this times. The player was missing the KICK_LAND status and was using the frames for STATE_KNEELING instead. This meant that after a flying kick, the player would just stand up. I added a new, simple animation, static const AnimStep KICK_LAND[] = { {STATE_KNEELING, 4}, {0, 0} };, and modified update_jump, which handles the flying kick animation, to use this new step.
Also, in the second level, the female enemies were missing the drawing frame for kneeling, which I edited manually using Aseprite.
The last fix was for the menu: the second player's joystick was also controlling it. The ZX Spectrum (and also the next) can be a bit weird with Kempston joysticks, providing random inputs when no joystick is connected, which caused the menu to hang.
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