I would prefer to create something new than to fix my old games, but The Last Z-8 was made so quickly for Zooparty 2024, I wanted to adjust it at least a little.
For Commodore 64, the version 1.1 fixes some bugs and sprite glitches, the graphics are also adjusted in places. There is also a tiny bit more graphic variety.
The game is same old, but it has been tweaked a little. This version adds a X2 zonk bonus feature, if you catch the elusive white ghost on the city map. This way you can zonk overload faster.
The game has a somewhat strange logic, from the winging-it school of design. The better you play the faster you get to the end. If you play worse, yet live, the game eventually becomes more difficult. And that's pretty much all the achievement there is.
I generally don't add detailed instructions with the games, because that's the way it was when we loaded pirated games off turbo tapes and disks in the early days :)
But maybe some explanation is in order.
The Last Z-8 v1.1 Instructions
The game is 100% Machine Code for Commodore 64, by Dr. Terrorz.
Use Joystick in Joystick Port 2.
It is the end of the world, after the bad guys won. The world's a wasteland and everyone is a ghost. Except with you, the last time traveling secret agent, there's a slim chance to revert everything, if you can generate 9999 ZONK and deal a blow to the origin of the disaster.
To generate ZONK energy, you need to shoot or trap ghosts, and to do this effectively you drive a vehicle that is a cross between DeLorean, KITT and Bond's Lotus Esprit. And the last V-8. Except it is the Z-8.
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Map Screen. Move up/down/left/right |
As the game starts, you are presented with the city map screen. Ghosts materialize at different places. Catch them to proceed to the next step. If you grab the elusive White Ghost, you can activate the 2X bonus feature for this round, generating double ZONK.
Next step is the street patrol sequence, where you have to both avoid the ghosts and jump over any breaks in the road. Shooting at the ghosts will bring them down, adding to the ZONK meter. Note that you can also milk the falling ghosts for more ZONK, but this can be risky.
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Street patrol, Move left, right, jump, fire |
After surviving the patrol sequence, you will face the ghost trapping sequence. In front of the house, you can launch ghost traps, which will be brought down again when they reach the top of the screen. There's no limits to these traps.
Only when the traps come down, they are effective on the ghosts. At the same time you need to avoid everything, including your own traps!
If you are fast enough, you can trap all the ghosts, adding to the ZONK meter. The higher the ghost is when trapped, the more ZONK will be generated as the ghost descends. This can provide opportunities for tactically waiting for a ghost to recede upwards before trapping it, but if you waste time you may end up not catching the ghost!
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Trapping sequence, move left/right, fire to launch trap |
After the ghost trapping sequence, you are back at the map, facing the next night. In case you had the 2X bonus, this will be reverted and you need to catch the White Ghost again to activate it.
Each round of the game is in a sequence. This does not change, no matter which ghost you choose to engage on the city maps. The stages and patterns are repeated the same way each game, so you can memorize things to do things better.
When you reach 9999 ZONK, the gate opens and you can go fight the boss and reverse time.