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Game Boy Color Exclusive • GBDK-2020 • 10 Floors

Labyrinth of Ur
Game Boy Color Edition

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.

Built Exclusively for Game Boy Color Hardware

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).

CGB Only (Header 0x143 = 0xC0) • MBC5 16 Banks FPGBC Users: Latest Firmware Required ↓
Sword Slash & Blood FX
Labyrinth of Ur GBC Sword Slash and Blood Splash Combat
CGB Title Screen
Labyrinth of Ur GBC Title Screen
DMG Fallback Screen: Pazuzu fears no pea-soup screen! Bring a GBC!
Game Boy Color Exclusive

“Pazuzu Fears No Pea-Soup Screen!”

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.

FPGA Handheld Compatibility Note

Playing on FunnyPlaying FPGBC?

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.

Play in Browser • Download on itch.io

Play Online or Support on itch.io

Experience Labyrinth of Ur GBC directly in your web browser via the embedded emulator, or grab the cartridge ROM file on itch.io:

Move: Arrow Keys / WASD Strafe: Hold Shift / Z Attack / Interact: Space / X Map: Enter Options: Tab
Running on Real Hardware at 30 FPS

Authentic GBC Gameplay in Motion

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.

Real-Time Combat & Slashing VFX
Labyrinth of Ur GBC Real-time Combat

Real-Time Melee Combat

Turn-based strikes with real-time monster pressure, animated sword-slash VFX, floating damage numbers, and monster defeat with gold drops.

Interactive Dungeons & Secret Chambers
Labyrinth of Ur GBC Door Opening and Loot Pickup

Secret Doors & Dungeon Loot

Bump detection, multi-frame door opening animations, stepping into hidden chambers, and item pickup popups (+50 GOLD).

40-Sprite OAM Combat Choreography

Fleshed-Out Fighting Sprites & Impact FX

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.

Player Sword Slash and Blood Splash on Goblin SWORD + BLOOD

Sword Slash & Blood Splash

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 MISS badge and Potion Healing in Combat FLOATING OAM

Damage, MISS & Heal Popups

Dynamic OAM metasprites float directly over the action: overhead offense damage (-4), lower defense hits or MISS badges, and green +HP potion heals.

Monster 3-Claw Slash and Crimson Palette Trauma Flash CLAW + RECOIL

Claw Slash & Camera 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.

Slaying a foe spawns gold bounty popup and sword slash +GOLD BOUNTY

Kill Bounties & Gold Popups

Felling a monster or stepping onto a treasure pile spawns a rising gold counter (+8, +10) alongside the finishing blade strike and blood burst.

From 6502 C64 to SM83 Game Boy Color

How the GBC Edition Expands on C64

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
Floor Intro Screen with 8-letter code Enter Code Screen

8-Letter Floor Password Codes

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.

Death Screen: Vaporized by a Cacodemon Death Screen: Drained by a Shade

Killer Portrait Death Screens

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”).

Perspective Side Door at Depth 1 Locked Red Caste Gate in 3D Viewport

Dual-Bank 3D Wall & Door Atlas

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.

10 Monster Types × 3 Perspective Distances

The Expanded Bestiary of Ur

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!

Floor 1 Guard New in GBC
Giant Rat at Depth 1

Giant Rat

“Gnawed by a Giant Rat”

HP
5
ATK
2
HIT
50%
XP
2
Floors 1 – 2 Stalker
Goblin at Depth 1

Goblin

“Shanked by a Goblin”

HP
8
ATK
3
HIT
60%
XP
5
Floors 2 – 5 Guard New in GBC
Giant Spider at Depth 1

Giant Spider

“Bitten by a Giant Spider”

HP
8
ATK
3
HIT
55%
XP
3
Floors 2 – 4 Brute
Hobgoblin at Depth 1

Hobgoblin

“Mauled by a Hobgoblin”

HP
14
ATK
4
HIT
60%
XP
8
Floors 3 – 6 Undead
Skeleton at Depth 1

Skeleton

“Felled by a Skeleton”

HP
20
ATK
5
HIT
65%
XP
10
Floors 6 – 10 Guard New in GBC
Shade at Depth 1

Shade

“Drained by a Shade”

HP
20
ATK
7
HIT
60%
XP
6
Floors 5 – 7 Sentinel
Bone Knight at Depth 1

Bone Knight

“Cleaved by a Bone Knight”

HP
30
ATK
7
HIT
65%
XP
16
Floors 7 – 10 New in GBC
Cacodemon at Depth 1

Cacodemon

“Vaporized by a Cacodemon”

HP
36
ATK
8
HIT
70%
XP
20
Floors 8 – 10 Demon
Fiend at Depth 1

Fiend

“Rent apart by a Fiend”

HP
44
ATK
10
HIT
70%
XP
24
Floor 10 Boss Lord of Wind
Lord Pazuzu at Depth 1

Lord Pazuzu

“Crushed by Lord Pazuzu”

HP
72
ATK
12
HIT
75%
XP
50
View Full 10 × 3 Hardware Verification Contact Sheet (`monster_gallery.png`) Click to expand
All 10 monsters across Depths 1, 2, and 3
Expanded 10-Tier Architecture

The Ten Subterranean Floors of Ur

Three newly unearthed necropolis tiers bridge the ancient catacombs and the deep volcanic mines.

Launch 10-Floor Map Guide
Tactile Handheld Ergonomics

Game Boy Color Controls

D-Pad Up / Down
Step Forward / Backward
D-Pad Left / Right
Turn 90° Left / Right
Hold B + Left / Right
Strafe Sidestep Left / Right
A Button
Attack Foe / Open Door / Pick Up / Drink Potion
SELECT
Toggle Full 32×32 Automap (with D-Pad Pan)
START
In-Game Options (Music / SFX Toggle)
32x32 Modal Automap SELECT: 32×32 Full Map
Victory Ranking Ladder: Lord of Ur Endgame Ranking Ladder
hUGEDriver + CBT-FX Audio Engine

Music by Mute Audio

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:

Title & Menu
Royal Pathway
Dungeon Exploration I
Western Swamp
Dungeon Exploration II
Lair
Defeat / Victory
Second to Last / Strongest Potions
Credits Screen: Ursiny Games & Mute Audio In-Game Credits Screen
Options Screen: Music & Sound FX Toggle Music & Sound FX Options