An expanded, from-scratch Game Boy Color port of the first-person 3D dungeon crawler — featuring 10 procedural BSP floors, 10 monster types, animated sword slash & blood splash sprites, 8-letter floor passwords, and a 5-track soundtrack by Mute Audio.
Engineered for CGB double-speed mode, dual VRAM tile banks, 8 background + 8 sprite color palettes, and 40 hardware OAM sprites. Descend three brand-new floors (Halls of Bone, Sunken Ossuary, Obsidian Vaults) and face four new monsters (Giant Rat, Giant Spider, Shade, and Cacodemon).
Unlike dual-mode games, Labyrinth of Ur uses both 8 KB banks of Game Boy Color VRAM simultaneously (214 front-wall tiles in Bank 1 + 91 perspective side-wall tiles, 80 UI tiles, and 146 sprite tiles in Bank 0) along with CGB double-speed mode. Booting on an original monochrome DMG displays a custom warning screen.
If you play on a FunnyPlaying FPGBC handheld via flashcart, please make sure your FPGBC is updated to the latest official firmware. Older FPGBC FPGA cores had MBC5 banking and CGB timer quirks that are resolved in the latest firmware update.
Experience Labyrinth of Ur GBC directly in your web browser via the embedded emulator, or grab the cartridge ROM file on itch.io:
Watch the Game Boy Color hardware running at full speed — captured directly from headless emulator sessions to showcase real-time combat pressure, animated slashes, interactive secret doors, and instant loot popups.
Turn-based strikes with real-time monster pressure, animated sword-slash VFX, floating damage numbers, and monster defeat with gold drops.
Bump detection, multi-frame door opening animations, stepping into hidden chambers, and item pickup popups (+50 GOLD).
Every melee exchange in the Game Boy Color port is brought to life with multi-frame weapon slashes, crimson blood splatters, floating OAM damage/loot numbers, monster claw overlays, and hardware scroll recoil.
SWORD + BLOOD
Striking an enemy triggers an 8-step diagonal sword sweep across the viewport accompanied by a multi-tile crimson blood splash and monster hit tremor.
FLOATING OAM
Dynamic OAM metasprites float directly over the action: overhead offense damage (-4), lower defense hits or MISS badges, and green +HP potion heals.
CLAW + RECOIL
When a monster lands a blow, it lunges forward for 8 frames with a 16×16 diagonal 3-claw slash, jolting `SCX`/`SCY` scroll registers and flashing the CGB palettes blood-red.
+GOLD BOUNTY
Felling a monster or stepping onto a treasure pile spawns a rising gold counter (+8, +10) alongside the finishing blade strike and blood burst.
While preserving the exact Galois LFSR procedural generator and real-time alert clock rulebook of the Commodore 64 original, the Game Boy Color edition expands the campaign, bestiary, and visual feedback.
| Feature | Commodore 64 Original | Game Boy Color Edition (New) |
|---|---|---|
| Dungeon Campaign | 7 Procedural BSP Floors | 10 Procedural BSP Floors (+Halls of Bone, +Sunken Ossuary, +Obsidian Vaults) |
| Enemy Bestiary | 6 Monster Types | 10 Monster Types (+Giant Rat, +Giant Spider, +Shade, +Cacodemon) |
| Room Guards | Main floor roster only | Dedicated non-gold room guards (Rats on F1, Spiders on F2–5, Shades on F6–10) |
| Fighting Sprites & FX | Border/bitmap flash & monster shake | Animated Sword Slash, Blood Splash, 3-Claw Monster Slash, Camera Shake & Floating Numbers |
| Hero Level Cap | Levels 1 – 8 | Levels 1 – 10 with HUD level-up arrow animation |
| Save / Password System | In-session floor restart | 8-Letter Checksummed Floor Codes (encodes Floor, HP, XP & Gold) |
| Death Screen | Text epitaph screen | Animated Killer Portrait & Custom Epitaph (e.g. “VAPORIZED BY A CACODEMON”) |
| Music & Audio | SID music + 18 SID SFX | 5 hUGEDriver Chiptunes by Mute Audio + CBT-FX VBlank Sound Effects |
Every floor transition issues an 8-letter code (e.g. FFKR-IHRF) that packs your exact Floor, HP, XP, and Gold purse with a checksum — resume your run anytime on any handheld.
Fall in battle and the epitaph screen renders the animated sprite of the exact creature that slew you alongside a bespoke verb (“VAPORIZED BY A CACODEMON”, “DRAINED BY A SHADE”).
Smooth per-pixel perspective diagonals and side doors (`SD0..SD3`) update the entire 14×10 3D viewport in just 280 bytes per VBlank (< 1,600 clock cycles) for instantaneous, flicker-free rendering.
Every creature is baked at three hardware sprite scales: Depth 1 (32×48 px melee), Depth 2 (24×32 px mid-range), and Depth 3 (16×16 px far). Toggle the distance below to inspect all 30 in-game renders!
“Gnawed by a Giant Rat”
“Shanked by a Goblin”
“Bitten by a Giant Spider”
“Mauled by a Hobgoblin”
“Felled by a Skeleton”
“Drained by a Shade”
“Cleaved by a Bone Knight”
“Vaporized by a Cacodemon”
“Rent apart by a Fiend”
“Crushed by Lord Pazuzu”
Three newly unearthed necropolis tiers bridge the ancient catacombs and the deep volcanic mines.
Prison cells overrun by 4 Goblins and 3 Giant Rats guarding the side chambers.
Former guard quarters held by Goblins, Hobgoblins, and lurking Giant Spiders.
Sepulchers where Skeletons and Hobgoblins patrol alongside venomous Giant Spiders.
A dense 16-room warren of red and green caste gates guarded by Skeletons, Hobgoblins, and Spiders.
Charnel galleries where heavily armored Bone Knights first join the Skeleton and Spider ranks.
Flooded crypts haunted by Bone Knights, Skeletons, and life-draining spectral Shades.
Three-key volcanic vaults introducing floating one-eyed Cacodemons alongside Bone Knights and Shades.
Vast subterranean halls patrolled by Cacodemons, winged Fiends, and Shades.
Primordial abyssal caves teeming with 5 Fiends, 3 Cacodemons, and 3 Shades.
The royal tomb of Priest-King Ur-Zabaal. Fight past Fiends, Cacodemons, and Shades to slay the winged demon Lord Pazuzu and climb the ranking ladder to Lord of Ur!
SELECT: 32×32 Full Map
Endgame Ranking Ladder
The Game Boy Color soundtrack features 5 atmospheric chiptune tracks composed by Mute Audio, driven on the hardware timer interrupt via hUGEDriver alongside VBlank CBT-FX sound effects:
In-Game Credits Screen
Music & Sound FX Options