Play classics rebuilt from released source code and community ports. Choose a game, learn its controls and see what we repaired, with original credits and known limits.
Original game & community port Umberto Bresciani (browser edition), Radovan Janjic (game engine), DevilSquirrel (solver), letele and SONDLecT contributors (CC0 card decks).
Play paddle tennis in a rotating 3D arena against the computer or a second player on the same device. Adjust the camera and match rules before you start.
Fly over a city and time your bomb drops to clear a runway before the plane descends into the buildings. Each successful landing leads to a taller city.
Place five ships and trade shots with a computer opponent on a pair of 10×10 grids. Four difficulty levels are based on the 2009 Warboats AI, with a fifth classic style.
Original game & community port Spinning Tile Puzzle by Jonathan Hulka. Browser port by Libre Arcade. Photos and photo-based cover by JS Nature Photos (CC BY-SA 3.0 US).
Original game & community port Yanoid by Jonas Christian Drewsen, Bjarke Sørensen, Mads Bondo Dydensborg and contributors. Browser port by Libre Arcade.
Play the 2001 SDL contest edition of Yanoid. Bounce the ball through eleven brick-breaking stages and catch power-ups that change how the paddle plays.
Original game & community port Libre Jigsaw by Jonathan Hulka. Browser port by Libre Arcade. Photos and photo-based cover by JS Nature Photos (CC BY-SA 3.0 US).
Assemble nature photos or your own image in a classic jigsaw with interlocking or hexagonal pieces. Sort pieces into layers and come back to the same board later.
Explore five logic puzzles on boards that range from two to four dimensions. Toggle lights, hunt for mines, find a path through a maze, jump pegs or slide tiles.
Number all 100 squares on a 10 by 10 board by moving like a chess knight. Every square can be used once, and a single bad turn can leave a corner unreachable.
Rotate the force field to guide a drifting disk through 17 physics puzzles. Learn which arrows obey you, then work around fixed currents and moving obstacles.
Play the solo mode of a classic terminal block game. Clear rows at a steady pace, speed up when ready, or watch the original autopilot think through a stack.
Run, jump and climb through 20 platforming levels. Move your shields to cover different directions and place a checkpoint flag when the next stretch looks risky.
Adapted the author’s 1.2 SDL2 source for browser rendering, direct touch selection and shared controls, with pause, mute and isolated native progress storage.
Before you play
Completed results and settings persist locally; unfinished boards restart. English in-game menus. All 32 puzzles and physical-phone performance remain unverified.
Built the author’s 1.2.4 source, fixed menu background scaling, reduced startup assets and connected shared touch controls, pause, mute and isolated native saves.
Before you play
Resume restarts the saved level with recorded score and lives, not the exact ball position. English in-game menus. Full completion, editor workflows and physical-phone performance remain unverified.
Repaired the SDL2 browser build and audio format, connected shared touch controls, and added pause, mute and isolated native profile/configuration storage.
Before you play
Profiles retain scores, settings and completed-stage progress, not unfinished fights. English in-game menus. Full completion and physical-phone performance remain unverified.
Original material & repair notesKobo Deluxe 0.5.1 · SDL2 port
David Olofson developed Kobo Deluxe from Akira Higuchi's XKobo. Our browser build starts with ruohoruotsi's community SDL2 port. The linked README preserves that port's own history and motivation.
One repair, in context
The problem
The older code defined audio tables in a header. Modern Clang could emit duplicate definitions and stop the build. Browser audio also needed the original S16 callback format to be handled correctly.
The change
The tables now have a single definition with extern declarations. The browser integration also requests the correct audio conversion, keeping the original synthesized sound scripts. The small table fix was merged upstream.
Recorded checks cover first-stage movement and firing, audio/mute, pause, normal Quit and profile/configuration recovery. They do not establish full completion or validation of the newly updated native macOS build.
Original game & community port David Joffe and contributors; character art by Evil Mr Henry; level contributions by Steve Merrifield; music and additional effects by Eric Matyas
Repaired the SDL2 Web build and input waits, connected shared touch controls and local native saves, and added pause, mute and deferred original music.
Before you play
Native saves resume at a level start, not your exact position. English in-game menus. Full campaign completion and physical-phone performance remain unverified.
An overhead shooter with the two original campaigns, Ogre Rampage and Bug-Eyed Monsters, plus procedural Quick Play. Choose equipment, complete objectives and find the exit.
Fixed direct campaign startup, serialized browser saves and reduced the asset package. Connected shared touch controls, pause and mute, preserving original campaign progress between browser sessions.
Before you play
Campaign boundaries and settings persist; unfinished missions do not. Extra campaign packs and LAN play are excluded. Full campaign completion and physical-phone testing remain unverified.
Connected shared touch controls, pause and mute; fixed the blank canvas after resizing while paused, serialized browser storage writes, and added an in-player flight guide.
Before you play
Settings and high scores persist, not unfinished flights. No online multiplayer. Real-phone testing and a complete default-map victory remain unverified.
Connected shared keyboard and touch controls, fixed browser pointer capture and focus-related pauses, and preserved native save slots in this browser. Original music and sound effects are included.
Before you play
Single-player testing only; no online multiplayer or DOS snapshot import. Native saves resume at a stage boundary. Real-phone testing and a full four-episode playthrough remain outstanding.
Fixed browser startup and quick input, added touch aiming, and kept the original save-station slots across browser sessions. Missing sound files are handled safely; attributed Freedoom effects replace the original recordings.
Before you play
No original music or online multiplayer. Saves stay in this browser and cannot import DOS emulator snapshots. Real-phone testing and a full campaign playthrough remain outstanding.
Clarified solo and local multiplayer controls, fixed scancode bounds and mouse focus, and connected simultaneous touch movement and jumping to the shared player. Original physics, scoring, artwork and AI are retained.
Before you play
Local multiplayer shares one computer; there is no online multiplayer or persistent save. Contains cartoon blood. Real-phone testing remains outstanding.
Original material & repair notesJump 'n Bump · 1998 game / SDL2 port
Brainchild Design released Jump 'n Bump in 1998. This edition continues the SDL2 community engine and midzer's existing browser port; the original arena, artwork, physics and AI are retained.
One repair, in context
The problem
A browser canvas click could also activate the inherited mouse controls for another rabbit. Solo play and the several keyboard layouts were easy to confuse.
The change
Canvas clicks now give keyboard focus. Solo/local play and each rabbit’s keys are explained separately, and simultaneous touch movement/jumping uses the shared player. Original mouse bindings remain in native code.
The upstream README names two rabbits differently from its HTML manual and in-game score table; our control guide follows the checked engine and sprite colours. No online multiplayer or persistent save is claimed.
Adapted the community source port for browser play, connected keyboard and touch controls, and added pause, mute and local pilot records. A separate Windows 64-bit sound-handle fix was submitted upstream.
Before you play
Pilot records and key settings persist, but an unfinished battle or tournament cannot be resumed after closing the page. Later MP3 music and tournament movies are not included. No online multiplayer.
Original material & repair notesCylindrix · 1995 game / community source port
Goldtree Enterprises released Cylindrix for DOS in 1995. Our work continues hyperlogic's cross-platform source port and its existing renderer, rather than recreating the game from screenshots.
One repair, in context
The problem
Later tournament stages referenced model files with DOS-style separators. Those paths did not resolve correctly in the browser filesystem.
The change
Level-record paths are normalized for the browser build. The existing game simulation and the original level data remain in use.
Custom matches reached natural wins/losses. All ten tournament transitions were checked using the original debug shortcut, not a naturally played full campaign. The owner reported an Android test; iOS remains untested.
We preserve the original authors and explain our changes. Each project links to source, build instructions and known limitations. These are unofficial adaptations of existing games and community work, not newly created games or claims of being the first browser ports.
Testing is recorded per project: automated browser and touch simulations are not the same as a complete playthrough or a real-phone check. If something goes wrong, use Report a problem on the game page and tell us your device and the step that failed.