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Add README and license
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LICENSE

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River Raid is Copyright (c) 1982/1984 Activision. This project is an
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independent remake and is not affiliated with or endorsed by Activision.
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MIT License
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Copyright (c) 2026 Sergei Morozov
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.

README.md

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# River Raid (Ebiten)
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A remake of the ZX Spectrum 48K game **River Raid** (1984, Activision) in Go using
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the [Ebiten](https://ebitengine.org/) game engine. The game logic was reverse-engineered from the original via
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an [annotated disassembly](https://river-raid.github.io/river-raid-disasm/)
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([source](https://github.com/river-raid/river-raid-disasm)).
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<p align="center"><img src="docs/gameplay.png" alt="Gameplay screenshot"></p>
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## Play Online
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A WebAssembly build is available at [river-raid.github.io](https://river-raid.github.io/).
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## Future: Modernized Remake
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The faithful reimplementation is a foundation for a potential modernized remake. The mechanics would be preserved
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exactly as reverse-engineered, with the presentation brought up to date:
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- **Resolution** — render at native target resolution rather than scaling up the 256×192 ZX Spectrum screen
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- **Frame rate** — smooth gameplay to 60 FPS; the original's 12 FPS is a result of suboptimal implementation, not a
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design choice
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- **Sprites** — replace the monochrome pixel bitmaps with full-color, higher-resolution artwork
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- **Audio** — replace the 1-bit beeper with sampled sound effects and music
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- **Touch controls** — make the game playable on mobile devices

docs/gameplay.png

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