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Fuzzball (Commodore 64)

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Fuzzball

Developer: Miles Barry[1]
Platform: Commodore 64


AreasIcon.png This game has unused areas.
EnemyIcon.png This game has unused enemies.
GraphicsIcon.png This game has unused graphics.


This game was stuffed away in a cardboard box and found 30 years later in a garage
This game was never completed and/or given a public release.
As a result of this, keep in mind that the developers might have used or deleted some of the content featured here, had the game actually been released.

This 8-bit port of the Amiga platformer Fuzzball was to be published by System 3 in 1992, though only a demo on the covertape of issue 24 of Commodore Format surfaced.

Unused Levels

While the demo only features Rounds 1 and 16, more can be accessed by changing the game's instructions.

After loading the game, open VICE's monitor and change the instruction at $B23 to LDA #$?? (a b23 LDA#$??), where "??" is a hexadecimal value from 00 to 10, then load the game from $400 (g 0400).

For the unused levels, only the enemy/spawn placement data appears to be in a complete state. The layout data does not match what appears on-screen and repeats every five levels. Most importantly, there's no items, rendering these levels unbeatable.

Round 2 (01)

FuzzballC64-round02a.png FuzzballC64-round02b.png

Round 3 (02)

FuzzballC64-round03a.png FuzzballC64-round03b.png

Round 4 (03)

FuzzballC64-round04a.png FuzzballC64-round04b.png

Round 5 (04)

FuzzballC64-round05a.png FuzzballC64-round05b.png
Notable for using an enemy that is otherwise unused, consisting of a rather angry-looking head with fangs and a hat.

Round 6 (05)

FuzzballC64-round06a.png FuzzballC64-round06b.png
The player character's spawn position is set in such a way that the player needs to hold right upon starting their first life, so to reach the platform. This is not possible in later attempts.

Both this and Round 11 share the same layout and appearance as Round 16, which is used.

Round 7 (06)

FuzzballC64-round07a.png FuzzballC64-round07b.png

Round 8 (07)

FuzzballC64-round08a.png FuzzballC64-round08b.png

Round 9 (08)

FuzzballC64-round09a.png FuzzballC64-round09b.png
As in Round 6, the player character's spawn position is set in such a way that the player needs to hold right upon starting their first life, so to reach the platform.

Round 10 (09)

FuzzballC64-round10a.png FuzzballC64-round10b.png

Round 11 (0A)

FuzzballC64-round11a.png FuzzballC64-round11b.png
The spawn position problems from Rounds 6 and 9 also exist here.

Round 12 (0B)

FuzzballC64-round12a.png FuzzballC64-round12b.png

Round 13 (0C)

FuzzballC64-round13a.png FuzzballC64-round13b.png

Round 14 (0D)

FuzzballC64-round14a.png FuzzballC64-round14b.png

Round 15 (0E)

FuzzballC64-round15a.png FuzzballC64-round15b.png

Round 17 (10)

FuzzballC64-round17a.png FuzzballC64-round17b.png

(Source: loflo / Frank Gasking)

Unused Enemies

FuzzballC64-unusedenemyA.png

A rather angry-looking head with fangs and a hat. Used in the normally-inaccessible Round 5.

FuzzballC64-unusedenemyB.png

A bald head wearing sunglasses.

FuzzballC64-unusedenemyC.png

A wasp.

(Source: Frank Gasking)

References