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GloomKeep reaches NES with a new score and scrolling dungeons

J5 rebuilds its C64 dungeon crawl around Nintendo’s graphics and sound hardware, retaining ten randomly generated floors.

J5’s GloomKeep has reached the NES, carrying its Commodore 64 dungeon crawl across to Nintendo’s 8-bit console with a new soundtrack, scrolling presentation and sampled creature sounds. The digital release arrived on 30th October 2026.

The conversion retains the original game’s dungeons, enemies and text. According to J5, it uses the same procedural generator as the C64 edition, with floor-by-floor comparisons checking the results. Each adventure spans ten floors, with a guardian blocking progress on every level.

The NES presentation includes a redrawn title screen, a dungeon view which scrolls around the player and a four-line message log. The conversion rebuilds the adventure around the console’s controller, PPU graphics hardware and 2A03 audio.

Sound receives a separate overhaul for the Nintendo console’s 2A03. The title music draws on Saint-Saëns’ Danse Macabre, while the dungeon score includes Dies Irae and a Toccata. Sampled kick and snare accompany the arrangements, alongside roars and screams using the DPCM channel.

The creature roster includes 100 monster glyphs, grouped by dungeon depth. Early floors feature vermin and undead enemies, while later encounters include giants, vampires and a final confrontation with Orcus. Torch fuel determines the visible area, adding dwindling light to the dungeon’s traps and enemies.

J5 distributes the conversion as a single NES ROM using MMC3 cartridge mapping. The developer reports completing tests in Mesen with both NTSC and PAL settings. Those are emulator tests, rather than a report of independent testing on original consoles.

The creator lists a regular price of $4, with a 20% introductory discount reducing the current minimum to $3.20. The download contains version 1.0, and the page links back to the original Commodore 64 game.

The GloomKeep NES release page contains the download, full credits and technical details, together with the creator’s notes on the conversion and a comment section for feedback.

Colin

Colin is the founder and editor of SpriteFountain. He grew up with a ZX Spectrum, Atari ST and Atari Falcon, and even had a go at making a few games of his own, with decidedly mixed results. That fascination with 8-bit and 16-bit hardware never went away.