ABOUT THE GAME
Molten Spectrum is a turn-based puzzle game for the ZX Spectrum 48K/128K. It plays like Sokoban — you push ingots around a grid — but the ingots are metals. Melt them in pots to make alloys, fill the moulds of each order, clean metal in acid, win copper from vitriol, and in the later shops load lasers with metal: every beam carries the colours of its metal, opens spectral doors and melts metal in cold pots.
The old Red Crucible Works is back in business. You are its new smelter: take the orders of fifteen shops, from the casting shop to the spectral lab and the night shifts, and become the master of the crucible.
There is no time limit, no lives and no randomness. Every level was checked by a solver, every move can be undone, and every level has a par — the shortest known solution. Solve a level in par and you earn a MASTER mark.
- 150 levels in 15 chapters (80 levels in 8 chapters on a 48K machine)
- 6 metals, 6 alloys, real recipes: bronze, brass, steel, cupronickel, nickel silver, stainless steel
- acid and vitriol baths, one-way gates, lasers, mirrors, prisms, spectrometers, spectral doors, cold pots
- smooth movement, 512 moves of undo, a graphical in-game manual
- original AY techno soundtrack on 128K, beeper effects on every machine
- a four-letter code for every level
GETTING STARTED
The game is one tape file, MoltenSpectrum.tap. Open it in any ZX Spectrum emulator (Fuse, Spectaculator, Unreal Speccy, ZEsarUX, Retro Virtual Machine…) or load it on a real machine with LOAD "". The game finds out by itself whether it runs on a 48K or a 128K machine.
| Machine | What you get |
|---|---|
| 128K (128, +2, …) | all 15 chapters, 150 levels; AY music on the title, chapter screens and finale; beeper effects |
| 48K | chapters 1–8, 80 levels; beeper effects, no music (the levels of chapters 9–15 live in the 128K memory bank) |
After loading, the loading picture stays on the screen while the music plays (128K). Press any key for the title menu.
| Menu | |
|---|---|
| 1 PLAY (or ENTER) | start from level 1-01 |
| 2 CODE | type the four-letter code of a level and press ENTER; 0 deletes a letter |
| 3 CONTROLS | choose the keys / joystick |
| 4 MANUAL (or H) | the in-game manual: recipes and objects |
| S SOUND | sound on / off |
CONTROLS
| Action | Keys |
|---|---|
| Walk / push | Q A O P — up, down, left, right. Hold to keep walking. |
| option 1: also cursor keys 5 6 7 8 option 2: also Sinclair joystick (6–0) Kempston joystick: found automatically | |
| Undo | U or Z (joystick fire). Hold to undo many moves. |
| Restart level | R, then R again |
| Manual | H |
| Sound on / off | S |
| Pause | BREAK (CAPS SHIFT + SPACE): continue / manual / quit to title |
THE SCREEN
The room takes the upper part of the screen, the status panel the lower four lines:
- LEVEL 1-01 FIRST BRONZE — chapter, level and the name of the order.
- MOVES — your moves so far, PAR — the shortest known solution, CODE — the code of this level.
- The recipes of the chapter, e.g. CU+SN=BZ.
- A hint (first levels of a chapter) or a reminder of the keys.
On levels with spectrometers two lines show, for spectrometer I and II, the TARGET colours and what it sees NOW, and OK when they match.
Before each level its name is shown; press a key (or wait 5 seconds).
RULES
The goal
A level is solved when every mould holds an ingot of its material and, if the room has spectrometers, every spectrometer is happy.
Moving and pushing
- You walk one cell at a time. Walking into an ingot (or a mirror, or a prism) pushes it one cell — if the cell behind it lets it in.
- You push only one thing at a time and you cannot pull. An ingot pushed into a corner stays there.
- Walls, baths, lasers, spectrometers, shut doors, hot pots and gates against their arrow stop you.
- You may never end a move standing in a beam — such a move is refused (you hear a short burn).
What happens to a pushed ingot
| It is pushed into… | Result |
|---|---|
| floor, a mould, an open door, a gate along its arrow | it moves |
| an empty pot | it melts: the pot now holds molten metal |
| a pot with molten metal | if the two make a recipe, a solid ingot of the alloy appears in the pot (push it out); otherwise the push is refused |
| an acid bath | Cu or C: sinks and fills the bath, which becomes floor. Anything else dissolves and disappears. |
| a vitriol bath | Sn, Zn, Fe or Ni: the bath disappears and a Cu ingot lies in its place. Other ingots are refused. |
| a laser socket | it lies in the socket and the laser shines its colours |
| a cold pot | dark: it just lies there. In a beam: it melts or alloys like in a hot pot. |
Mirrors and prisms are glass: they cannot go into pots, baths or sockets.
Undo and restart
Every move can be undone (up to 512 moves back) — including melting, dissolving and alloying. There is no way to lose: if a level is stuck, undo or restart it.
METALS AND ALLOYS
Every material is an ingot with its colour and a two-letter label. A beam has the colour of the metal in the laser socket; an alloy shines all the colours of its metals.
Metals
| Label | Metal | Beam colour | For the prism | |
|---|---|---|---|---|
| CU | Copper | red | warm | |
| SN | Tin | blue | cold | |
| ZN | Zinc | cyan | cold | |
| FE | Iron | yellow | warm | |
| C | Carbon (graphite) | magenta | warm | |
| NI | Nickel | green | cold |
Alloys and recipes
| Label | Alloy | Recipe | From chapter | |
|---|---|---|---|---|
| BZ | Bronze | 1 | ||
| BS | Brass | 1 | ||
| ST | Steel | 2 | ||
| CN | Cupronickel | 4 | ||
| NS | Nickel silver | 4 | ||
| SS | Stainless steel | 7 |
The order of the two metals does not matter. An alloy can be melted again and get a third metal: brass + nickel or cupronickel + zinc give nickel silver, steel + nickel gives stainless steel.
OBJECTS
| Object | Chapter | |
|---|---|---|
| Floor Walk on it, push ingots over it. | 1 | |
| Wall (brick / pipes) Blocks you, ingots and beams. The brick colour changes from chapter to chapter. | 1 | |
| You, the smelter Walk in four directions, push one thing at a time. You cannot pull. | 1 | |
| Ingot Pushed like a crate. 12 materials, each has its colour and a two-letter label. | 1 | |
| Pot (crucible) Push an ingot in: it melts. Push the second metal of a recipe in: the alloy is ready as a solid ingot, push it out. A pot with molten metal is too hot to walk in, and molten metal cannot be pushed out. | 1 | |
| Pot with molten metal Shows the colours of the metal inside. Accepts only an ingot that makes a recipe with it; anything else is refused. | 1 | |
| Mould The order: push an ingot of exactly this material in. You can walk over a mould. | 1 | |
| One-way gate You and ingots pass only along the arrow. | 2 | |
| Acid bath Cu or C pushed in sinks and fills the bath: it becomes floor. Any other ingot dissolves and is gone; the bath stays. You cannot walk in acid. | 3 | |
| Vitriol bath Sn, Zn, Fe or Ni pushed in frees the copper: the bath turns into a Cu ingot. Other ingots are refused. | 4 | |
| Laser and socket A laser shines away from its socket, but only while an ingot lies in the socket: the beam has the colours of that metal. Take the ingot out and the laser goes dark. | 5 | |
| Mirrors / and \ Turn a beam by 90°. Both faces reflect. Pushed like ingots. | 5 | |
| Spectrometer I / II Collects all beams that hit it. It is happy only when it sees exactly the target colours — no more, no less. | 5 | |
| Spectral door I / II (shut / open) Open while its spectrometer (same numeral) is happy, or while something stands in it. | 5 | |
| Prism Splits a beam: warm colours (Cu, Fe, C) turn left, cold colours (Zn, Sn, Ni) turn right, relative to the beam. Nothing goes straight on. | 6 | |
| Cold pot Floor while it is dark: walk on it, roll ingots on and off. In a beam it is a hot pot: what lies in it melts and alloys. When the light goes, the metal sets and can be pushed out again. | 7 |
LIGHT AND OPTICS
Beams
- A laser shines only while an ingot lies in its socket, in the direction away from the socket. The beam has the colours of that ingot: C magenta, Fe yellow, Cu red (warm) and Zn cyan, Sn blue, Ni green (cold). An alloy beam shows stripes of all its colours.
- A beam passes floor, moulds, pots (empty or molten), gates, baths, sockets, cold pots and open doors.
- It is stopped by walls, solid ingots and shut doors. Molten metal lets it through, and so does any metal in a cold pot.
- Beams cross each other freely. After every move all beams are traced again.
- You can never stand in a beam. A beam across a room can cut you off — keep a way round.
Mirrors
A mirror turns a beam by 90°: / sends a beam going right upwards, a beam going up to the right; \ sends a beam going right downwards. Both faces reflect, so one mirror can serve two beams.
The prism
A prism splits a beam by temperature: warm colours (Cu, Fe, C) turn left, cold colours (Zn, Sn, Ni) turn right, as seen along the beam. A bronze beam (Cu + Sn) becomes a red beam to the left and a blue one to the right. A purely warm beam just turns left.
Spectrometers and doors
- A spectrometer adds up all beams that hit it, from any side. It is happy only when it sees exactly its target colours: a missing colour and an extra colour are equally wrong.
- A target can be reached in different ways: a bronze laser, or a copper beam and a tin beam meeting at the spectrometer.
- A spectral door with the same numeral (I or II) is open while its spectrometer is happy, and also while something stands in it: an ingot left in a doorway keeps the door open.
Cold pots
A cold pot is floor in the dark. When a beam (of any colour) falls on it, it becomes a hot pot: what lies in it melts, a second metal alloys with it. Take the light away — pull the ingot out of the laser socket or put an ingot in the beam’s way to cast a shadow — and the metal sets as a solid ingot that you can push out.
CHAPTERS
Each chapter is a shop of the works with ten orders. Chapters 1–8 teach the machines one by one; from chapter 9 on there are no new machines — only new tricks with the old ones, and the levels become real puzzles. A warning screen opens chapter 9 and an EXTREME! screen opens chapter 14.
| # | Shop | Theme | PAR | Machine |
|---|---|---|---|---|
| 1 | CASTING SHOP | Pots, moulds and the first alloys: bronze and brass. | 18–142 | 48K / 128K |
| 2 | FORGE | Iron and carbon make steel. One-way gates. | 21–90 | 48K / 128K |
| 3 | PICKLING SHOP | Acid baths: copper and carbon sink, the rest dissolves. | 16–94 | 48K / 128K |
| 4 | PLATING SHOP | Blue vitriol gives copper. Nickel and the silver alloys. | 7–90 | 48K / 128K |
| 5 | SPECTRAL LAB | Lasers, mirrors, spectrometers and spectral doors. | 14–113 | 48K / 128K |
| 6 | PRISM ROOM | The prism splits a beam: warm colours left, cold right. | 26–78 | 48K / 128K |
| 7 | BEAM FURNACE | Cold pots melt only in a beam. Stainless steel. | 31–58 | 48K / 128K |
| 8 | RED CRUCIBLE | Everything you have learned, all at once. | 21–73 | 48K / 128K |
| 9 | NIGHT SHIFT | Expert puzzles: tight rooms, few ingots, many traps. | 101–157 | 128K |
| 10 | ALCHEMY | Chemistry: many pots, acid, vitriol, remelting, triple alloys. | 105–253 | 128K |
| 11 | BEAMWORKS | Light is your tool: block it, bend it, split it. | 120–158 | 128K |
| 12 | ACID TEST | Gates, acid and vitriol, and things you do not need. | 118–201 | 128K |
| 13 | OVERTIME | Every machine of the works, no hints. | 159–225 | 128K |
| 14 | INFERNO | Light, metal and fire in every room. | 206–269 | 128K |
| 15 | THE LAST CAST | The hardest orders of the game. | 266–593 | 128K |
PAR, MASTER AND CODES
- PAR is the shortest solution the solver knows. For almost every level it is the proven minimum; for a few of the hardest levels it is the best solution found.
- Solve a level in par or fewer moves and the CAST COMPLETE window shows MASTER.
- The window also shows the code of the next level. Write the codes down: the game keeps your results only while the machine is on.
- After the tenth level of a chapter you see the chapter summary: your best moves for each level and the number of MASTER marks. The finale counts the MASTER marks of all chapters.
- Any level can be started from the title menu: 2 CODE, the four letters, ENTER.
Codes of the first level of every chapter (spoiler)
| # | Chapter | CODE |
|---|---|---|
| 1 | CASTING SHOP | CAST |
| 2 | FORGE | IRON |
| 3 | PICKLING SHOP | PICK |
| 4 | PLATING SHOP | CUFE |
| 5 | SPECTRAL LAB | GLOW |
| 6 | PRISM ROOM | SPLT |
| 7 | BEAM FURNACE | BSML |
| 8 | RED CRUCIBLE | DARK |
| 9 | NIGHT SHIFT | STNS |
| 10 | ALCHEMY | PKLN |
| 11 | BEAMWORKS | TWGT |
| 12 | ACID TEST | FRAC |
| 13 | OVERTIME | TNAC |
| 14 | INFERNO | CPVT |
| 15 | THE LAST CAST | ETBR |
On a 48K machine only the codes of chapters 1–8 work.
TIPS
- Before the first push, look at every mould and ask: which ingot goes there, and from which side can it be pushed in?
- A pot is a one-way door for metal: what goes in does not come out until it is an alloy. A pure metal left alone in the only pot blocks that pot.
- An alloy is born inside the pot — make sure you can stand on the far side to push it out. A pot by a wall needs a plan for the exit.
- An ingot against a wall can only slide along the wall; an ingot in a corner is lost. Sometimes that is exactly what you want for a spare ingot.
- Not every ingot is needed. Spare metal can be dissolved in acid, parked in a corner, or used as a weight that keeps a door open.
- The ingot in a laser socket is a key: while it shines, the door is open. If the same ingot is needed in a mould, think about when to take it.
- A solid ingot is a shadow. Put one in a beam to cool a cold pot or to close a door behind you.
- Undo is free. Experiment, look, undo.
SCREENS
ALL LEVELS
Names and par (moves) of all 150 levels.
Show the list
1. CASTING SHOP
- 1-01 FIRST BRONZE PAR 21
- 1-02 BRASS TAP PAR 18
- 1-03 HOT POT PAR 33
- 1-04 PENNY PAR 26
- 1-05 CORNER POT PAR 29
- 1-06 TIN SOLDIER PAR 32
- 1-07 TWO ORDERS PAR 62
- 1-08 THE BELL PAR 45
- 1-09 LEFTOVERS PAR 98
- 1-10 GRAND CAST PAR 142
2. FORGE
- 2-01 HOT IRON PAR 21
- 2-02 ONE WAY ONLY PAR 31
- 2-03 IRON GATE PAR 27
- 2-04 THE BLADE PAR 36
- 2-05 BACKWARDS PAR 35
- 2-06 BELLOWS PAR 42
- 2-07 TWO BLADES PAR 90
- 2-08 SPRING STEEL PAR 73
- 2-09 ANVIL PAR 86
- 2-10 THE FORGE PAR 79
3. PICKLING SHOP
- 3-01 COPPER BRIDGE PAR 16
- 3-02 PICKLED PAR 38
- 3-03 CARBON STEP PAR 22
- 3-04 SPLASH PAR 35
- 3-05 SCRAP HEAP PAR 46
- 3-06 DOUBLE DIP PAR 52
- 3-07 RUST PAR 49
- 3-08 COPPER PLATE PAR 67
- 3-09 MELT DOWN PAR 40
- 3-10 PICKLING LINE PAR 94
4. PLATING SHOP
- 4-01 COPPER FROM IRON PAR 7
- 4-02 SPOONS PAR 21
- 4-03 BLUE BATH PAR 22
- 4-04 POOR MAN'S SILVER PAR 36
- 4-05 SILVER LINING PAR 35
- 4-06 IRON BRIDGE PAR 30
- 4-07 ELECTRO PAR 38
- 4-08 SILVERSMITH PAR 46
- 4-09 NICKEL PLATE PAR 56
- 4-10 PLATING SHOP PAR 90
5. SPECTRAL LAB
- 5-01 COPPER LIGHT PAR 15
- 5-02 BLOCKADE PAR 14
- 5-03 RELAY PAR 15
- 5-04 MIRROR MIRROR PAR 28
- 5-05 TWO LINES PAR 23
- 5-06 GHOST OF BRONZE PAR 23
- 5-07 TWO DOORS PAR 38
- 5-08 ALLOY LIGHT PAR 54
- 5-09 STEEL BEAM PAR 55
- 5-10 SPECTRAL LAB PAR 113
6. PRISM ROOM
- 6-01 SPLIT DECISION PAR 36
- 6-02 WARM AND COLD PAR 41
- 6-03 BORROWED LIGHT PAR 33
- 6-04 ZIGZAG PAR 26
- 6-05 FILTER PAR 39
- 6-06 MEETING POINT PAR 39
- 6-07 LOCKSMITH PAR 38
- 6-08 NICKEL SILVER PAR 45
- 6-09 RAINBOW PAR 57
- 6-10 PRISM ROOM PAR 78
7. BEAM FURNACE
- 7-01 BEAM SMELTING PAR 36
- 7-02 COLD START PAR 52
- 7-03 MIRROR FURNACE PAR 31
- 7-04 SHADOW PAR 50
- 7-05 STAINLESS PAR 40
- 7-06 THE BOILER PAR 39
- 7-07 STEEL FROM LIGHT PAR 37
- 7-08 PRISM FURNACE PAR 39
- 7-09 MELTDOWN PAR 50
- 7-10 BEAM FURNACE PAR 58
8. RED CRUCIBLE
- 8-01 DARK LINES PAR 21
- 8-02 BOTH SIDES PAR 30
- 8-03 COPPER RAIN PAR 40
- 8-04 SILVER LIGHT PAR 41
- 8-05 SPECTRUM PAR 49
- 8-06 ACID LIGHT PAR 51
- 8-07 MIRROR RELAY PAR 47
- 8-08 LAST LIGHT PAR 51
- 8-09 TWO FACES PAR 73
- 8-10 RED CRUCIBLE PAR 66
9. NIGHT SHIFT
- 9-01 TWO STONES PAR 102
- 9-02 ONE WAY STREET PAR 103
- 9-03 NOT AN ORDER PAR 101
- 9-04 BORROWED COPPER PAR 121
- 9-05 ACID BRIDGE PAR 101
- 9-06 STILL TWO STONES PAR 102
- 9-07 MIDNIGHT SILVER PAR 111
- 9-08 DEAD ENDS PAR 115
- 9-09 DEEP PICKLE PAR 122
- 9-10 NIGHT SHIFT PAR 157
10. ALCHEMY
- 10-01 ACID AND GATES PAR 105
- 10-02 TWO SILVERS PAR 130
- 10-03 ACID SORT PAR 146
- 10-04 REMELT PAR 160
- 10-05 BLUE COPPER PAR 175
- 10-06 NICKEL STEEL PAR 195
- 10-07 HEAVY LIFTING PAR 204
- 10-08 THREE POTS PAR 239
- 10-09 WAREHOUSE PAR 253
- 10-10 ALCHEMY PAR 192
11. BEAMWORKS
- 11-01 TWIN GATES PAR 120
- 11-02 STEEL IN THE DARK PAR 127
- 11-03 STAINLESS LIGHT PAR 133
- 11-04 EMPTY SOCKET PAR 139
- 11-05 PRISM PAIR PAR 139
- 11-06 BRONZE BEAM PAR 141
- 11-07 COPPER FURNACE PAR 143
- 11-08 SILVER VAULT PAR 145
- 11-09 NICKEL GLOW PAR 155
- 11-10 MOLTEN STEEL PAR 158
12. ACID TEST
- 12-01 FROST AND ACID PAR 118
- 12-02 IRON FACTORY PAR 130
- 12-03 COPPER SULPHATE PAR 144
- 12-04 PICKLE PRESS PAR 147
- 12-05 ACID WASH PAR 155
- 12-06 CUPRO FURNACE PAR 156
- 12-07 TURNSTILES PAR 157
- 12-08 NICKEL TRAP PAR 163
- 12-09 SECOND MELT PAR 194
- 12-10 TIN WORKS PAR 201
13. OVERTIME
- 13-01 TIN AND ACID PAR 159
- 13-02 BRONZE BELOW PAR 161
- 13-03 ZINC TWINS PAR 170
- 13-04 COLD BRASS PAR 190
- 13-05 CARBON RAY PAR 193
- 13-06 TWO SPECTRA PAR 197
- 13-07 FROZEN IRON PAR 197
- 13-08 BRONZE KEY PAR 216
- 13-09 IRON LIGHT PAR 217
- 13-10 DOUBLE INFERNO PAR 225
14. INFERNO
- 14-01 COPPER VAULT PAR 206
- 14-02 SLAG GATES PAR 214
- 14-03 ZINC CELLAR PAR 217
- 14-04 GATED YARD PAR 225
- 14-05 TWO DARK LASERS PAR 237
- 14-06 ZINC MIRRORS PAR 250
- 14-07 NICKEL WORKS PAR 250
- 14-08 TIN SPECTRUM PAR 251
- 14-09 BRASS FURNACE PAR 251
- 14-10 NICKEL SILVER PAR 269
15. THE LAST CAST
- 15-01 ETCHED BRASS PAR 266
- 15-02 CUPRO GUARD PAR 270
- 15-03 CUPRONICKEL PAR 279
- 15-04 CARBON CORRIDOR PAR 313
- 15-05 BLUE VITRIOL PAR 342
- 15-06 LAST IRON PAR 355
- 15-07 COPPER CROWN PAR 404
- 15-08 FRAUNHOFER PAR 497
- 15-09 REMELT FURNACE PAR 512
- 15-10 FOUNDRY MASTER PAR 593
TECHNICAL NOTES
- Written in Z80 assembly (sjasmplus). One tape for both machines: BASIC loader, loading screen, the 128K level bank, the main code.
- On 128K the levels of chapters 9–15 are kept in RAM bank 1; the game detects 128K by itself and falls back to 80 levels on a 48K machine.
- Music: AY-3-8912 (128K, title, chapter screens, finale). Sound effects: beeper, on every machine. A 48K with an AY interface also plays the music.
- Rooms of up to 16×10 cells of 16×16 pixels, smooth movement at 4 pixels per frame, 50 frames per second.
- Every level was solved by a computer solver that follows the game rules exactly; the par values come from it. All 150 levels are replayed move by move in an emulator test against a model of the rules.
- Tested in emulators (48K and 128K). Other models (+2A/+3, Pentagon…) are expected to work but have not been tested on real hardware.
CREDITS
Molten Spectrum — a game by DarkSoL41 (discord: darksol41).
© 2026 DarkSoL41. All rights reserved.