Open source
Licences & source code
ArcadePad only ports games whose code and assets carry open licences that allow commercial use and modification, or games we have written permission for. We never use trademarked game names or characters.
| Component | Authors | Licence |
|---|---|---|
| Breakout (game logic)Ported from LBreakout2 2.6.5, Michael Speck and contributors. Game logic ported to TypeScript. Graphics, sounds and level sets were not used; all levels and art are new. | Ported from LBreakout2 2.6.5, Michael Speck and contributors. Game logic ported to TypeScript. Graphics, sounds and level sets were not used; all levels and art are new. | GPL-2.0-or-later → our port: GPL-3.0-or-later |
| Moon Pinball (game)Original design and code by ArcadePad | Original design and code by ArcadePad | GPL-3.0-or-later |
| Moon Sling (game)Original design and code by ArcadePad | Original design and code by ArcadePad | GPL-3.0-or-later |
| Moon Dash 3 (game)Original design and code by ArcadePad | Original design and code by ArcadePad | GPL-3.0-or-later |
| Candle Run (game logic)Ported from Chromium network-error page runner game, The Chromium Authors. Gameplay logic ported from offline.ts, trex.ts, horizon.ts, obstacle.ts, offline_sprite_definitions.ts and distance_meter.ts: jump physics (velocity -10 minus speed/10, gravity 0.6, hold for higher, speed drop), ducking, speed 6 + 0.001/frame up to 13, obstacle sizes and groups, speed-scaled gaps, flyers above speed 8.5, distance score and night inversion. Hitboxes, a rock obstacle and a late speed ramp are ours. No sprites, sounds, character or name from the original are used; all art is new and drawn from the coin theme. | Ported from Chromium network-error page runner game, The Chromium Authors. Gameplay logic ported from offline.ts, trex.ts, horizon.ts, obstacle.ts, offline_sprite_definitions.ts and distance_meter.ts: jump physics (velocity -10 minus speed/10, gravity 0.6, hold for higher, speed drop), ducking, speed 6 + 0.001/frame up to 13, obstacle sizes and groups, speed-scaled gaps, flyers above speed 8.5, distance score and night inversion. Hitboxes, a rock obstacle and a late speed ramp are ours. No sprites, sounds, character or name from the original are used; all art is new and drawn from the coin theme. | BSD-3-Clause → our port: GPL-3.0-or-later |
| Block Drop (game)Original design and code by ArcadePad | Original design and code by ArcadePad | GPL-3.0-or-later |
| Maze Dash (game)Original design and code by ArcadePad | Original design and code by ArcadePad | GPL-3.0-or-later |
| FUD Defense (game)Original design and code by ArcadePad | Original design and code by ArcadePad | GPL-3.0-or-later |
| Moon Flap (game logic)Ported from floppybird, nebez and contributors. Physics and rule constants ported (gravity, flap speed, pipe width, speed, spacing, padding, random gap placement, scoring, ceiling clamp, tilt formula). Gap widened for the new hitbox, fall cap, wicks and difficulty ramp added. No code structure, sprites, sounds or fonts used; all art is drawn with the theme. | Ported from floppybird, nebez and contributors. Physics and rule constants ported (gravity, flap speed, pipe width, speed, spacing, padding, random gap placement, scoring, ceiling clamp, tilt formula). Gap widened for the new hitbox, fall cap, wicks and difficulty ramp added. No code structure, sprites, sounds or fonts used; all art is drawn with the theme. | Apache-2.0 → our port: GPL-3.0-or-later |
| Moon Jumper (game)Original design and code by ArcadePad | Original design and code by ArcadePad | GPL-3.0-or-later |
| Coin Crossing (game)Original design and code by ArcadePad | Original design and code by ArcadePad | GPL-3.0-or-later |
| Coin Slash (game)Original design and code by ArcadePad | Original design and code by ArcadePad | GPL-3.0-or-later |
| Snake (game logic)Ported from worm (BSD games), The Regents of the University of California (1980, 1993). Rules ported (digit food, pending growth, scoring, win by filling the board); made real-time. Terminal UI not used; all art is new. | Ported from worm (BSD games), The Regents of the University of California (1980, 1993). Rules ported (digit food, pending growth, scoring, win by filling the board); made real-time. Terminal UI not used; all art is new. | BSD-3-Clause → our port: GPL-3.0-or-later |
| Rock Blaster (game logic)Ported from Doug McInnes' HTML5 canvas rock shooter, Doug McInnes (2010). Ported ship physics (turn rate, thrust, soft speed cap), bullet rules (inherit ship velocity, lifetime, cooldown, pool), rock wrap/split, wave growth, saucer-style enemy timing and movement, respawn rules; re-scaled to 640x480 at 60 fps. Changed: 2-way splits, 20/50/100 scoring, friction, hyperspace, invulnerability, extra lives, original bear-drone enemy, pointer aiming. No art, sounds or fonts copied. | Ported from Doug McInnes' HTML5 canvas rock shooter, Doug McInnes (2010). Ported ship physics (turn rate, thrust, soft speed cap), bullet rules (inherit ship velocity, lifetime, cooldown, pool), rock wrap/split, wave growth, saucer-style enemy timing and movement, respawn rules; re-scaled to 640x480 at 60 fps. Changed: 2-way splits, 20/50/100 scoring, friction, hyperspace, invulnerability, extra lives, original bear-drone enemy, pointer aiming. No art, sounds or fonts copied. | MIT → our port: GPL-3.0-or-later |
| Bubble Pop (game)Original design and code by ArcadePad | Original design and code by ArcadePad | GPL-3.0-or-later |
| Moon Tunnel (game)Original design and code by ArcadePad | Original design and code by ArcadePad | GPL-3.0-or-later |
| Coin Toss (game)Original design and code by ArcadePad | Original design and code by ArcadePad | GPL-3.0-or-later |
| Paddle Duel (game)Original design and code by ArcadePad | Original design and code by ArcadePad | GPL-3.0-or-later |
| Moon Stack (game)Original design and code by ArcadePad | Original design and code by ArcadePad | GPL-3.0-or-later |
| Merge to Moon (game logic)Ported from 2048 by Gabriele Cirulli, Gabriele Cirulli (2014). Game logic ported from js/game_manager.js, js/grid.js and js/tile.js (grid, traversal order, one merge per tile per move, 2/4 spawn odds, scoring, win tile, game-over check). Seeded RNG instead of Math.random, frame-stepped input. No CSS, colours, fonts or layout copied; mascot-evolution tiles and all art are new. | Ported from 2048 by Gabriele Cirulli, Gabriele Cirulli (2014). Game logic ported from js/game_manager.js, js/grid.js and js/tile.js (grid, traversal order, one merge per tile per move, 2/4 spawn odds, scoring, win tile, game-over check). Seeded RNG instead of Math.random, frame-stepped input. No CSS, colours, fonts or layout copied; mascot-evolution tiles and all art are new. | MIT → our port: GPL-3.0-or-later |
| Levels, mascots, pixel art, sound recipes, music patterns, renderers, siteOriginal work by ArcadePad | Original work by ArcadePad | GPL-3.0-or-later |
| Bricolage Grotesque, Silkscreen (fonts)The Bricolage Grotesque Project Authors; The Silkscreen Project Authors | The Bricolage Grotesque Project Authors; The Silkscreen Project Authors | SIL Open Font License 1.1 |
| Next.js, React, Tailwind CSSVercel; Meta; Tailwind Labs | Vercel; Meta; Tailwind Labs | MIT |
| @noble/curves, @noble/hashes, @scure/base, viem, @neondatabase/serverlessPaul Miller; wevm; Neon | Paul Miller; wevm; Neon | MIT |
What we did not take
From every ported game we take the game logic only. Their graphics, sounds, level sets and maps are never used, and some (like LBreakout2's sounds) come from third-party packs anyway. Every level, sprite and sound here is new. Full notices for the ported code are in THIRD_PARTY_NOTICES.md in the source repository.
Get the source
The game you play is free software: you can redistribute and modify it under the GNU General Public License, version 3 or later. It comes with no warranty.