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Shadows of Belial brings Sir Fred back to the ZX Spectrum with colorful exploration, rope-climbing, archery, and a beautifully old-school adventure.
A Knight Steps Out of the Shadows
Some retro games imitate the past. Shadows of Belial seems determined to inhabit it, right down to the maze-like screens, dangerous gaps, limited arrows, and the faint suspicion that every locked door is hiding either treasure or trouble.
This Spanish ZX Spectrum adventure serves as a spiritual successor to Sir Fred, bringing the familiar knight back for a new chapter built with modern care but unmistakable classic instincts.

Forty Years After the Fall
The story begins long after Sir Fred’s original tragedy. Forty years have passed since he disappeared into voluntary exile, carrying the weight of a ruined life and a name covered in disgrace.
Long ago, mysterious hooded figures attacked him. After the assassination attempt, his castle was burned, his lands were looted, and Fred himself was blamed for crimes he didn’t commit. Branded an outlaw, he vanished from public life and spent decades under another name, working as an ordinary tavern keeper.
That’s a wonderfully melancholy setup for a platform adventure. This isn’t a young hero setting out to prove himself. Fred is older, worn down, and pulled back into danger by unfinished business.
Then the news arrives: his father and brothers have been murdered.
A Murder, a Mine, and a Buried Conspiracy
Fred can no longer remain hidden. He decides to uncover the truth, restore his reputation, and find the people responsible for destroying his family.
The trail leads toward the same hooded figures, who have continued terrorizing the surrounding area. Their path ends at an ancient abandoned Roman mine, and that is where Fred begins his search for answers.
I like the way the story gives the adventure a personal center. The mine isn’t just another gloomy place stuffed with enemies and keys; it represents the buried history Fred has spent forty years avoiding. Whether the game fully develops that dramatic idea is something I can’t confidently judge without seeing the entire journey, but the premise gives the action more weight than a simple treasure hunt.

Classic Exploration with a Fresh Coat of Paint
The real appeal of Shadows of Belial is its close connection to the structure of Sir Fred. Players move through a large collection of individual screens, each one presenting another small puzzle, hazard, or unpleasant surprise.
Fred can:
- Run across connected areas.
- Climb ropes to reach higher ground.
- Jump over chasms and environmental obstacles.
- Search for keys needed to open locked doors.
- Fire arrows at enemies.
- Aim his bow straight ahead, slightly upward, or slightly downward.
That angled shooting is a useful touch. It adds a little more control to encounters without turning Fred into a walking artillery unit. The bow still has limits, too. Arrows run out, which means careless firing can leave the knight in an awkward spot.
Fortunately, quivers are scattered throughout the stages. Ammunition scarcity creates tension without becoming a constant punishment. At least, that’s the balance promised by the layout; I’d still expect a few moments where a player fires one arrow too many, then stares at the empty quiver with the quiet regret reserved for classic games.

The ZX Spectrum Has Rarely Looked This Lush
Visually, the game makes a strong impression. Its colors are vivid, the environments are detailed, and the animation gives the world a lively quality that could easily have been lost under the limitations of the hardware.
There’s a particular charm to seeing a ZX Spectrum game push atmosphere through bold color choices and carefully drawn screens. The machine’s familiar visual constraints are still present, but they feel more like part of the aesthetic than an obstacle. Shadows, stonework, vegetation, and character sprites all work together to make the adventure feel larger than its technical foundation suggests.
My first impression was that the screenshots looked almost too polished for a modern Spectrum production—more like a fan-made visual showcase than a full adventure. After looking more closely at the structure and mechanics, I’ve reconsidered that. The attractive presentation isn’t merely decoration; it supports the exploration and gives each screen a reason to pause before rushing onward.

Beautiful Extras That Test Your Patience
The game is also packed with presentation flourishes that don’t directly affect the action. There’s an unusual loading sequence, followed by several intro screens featuring elaborate illustrations.
They make a good first impression. A classic computer game with a memorable loading screen has always felt like it’s dressing for the occasion before letting you inside. The problem is that all this visual ceremony comes with a practical cost.
When loading from magnetic tape on real ZX Spectrum hardware, the wait before the game begins can stretch to around ten minutes. Even in an emulator, players may find themselves repeatedly pressing the R key to skip the extra material.
That is a mild criticism, but a fair one. The artwork sounds worth seeing once, yet repeated loading should not feel like a second game mode. There’s another small technical pause to remember: after reaching the developer credits and pressing Space, the game may appear to freeze briefly while it loads additional data. It hasn’t necessarily crashed; it’s simply taking its time.

A Small Team Behind a Big Retro Adventure
The credits reveal a compact group of creators handling a wide range of responsibilities.
- Francisco Javier Martínez de Pisón Azcárraga, known as JPison, created the original concept and handled programming, design, the map, and special effects.
- Francisco Gómez Fuentes, or Fransouls, worked on the graphics, loading screen, and sprites.
- Francisco Javier Velasco Morales, known as Pagantipaco, created the cover, illustrations, and additional sprites.
- Sebastián Abreu Medeiros, known as Tacha, and Juan Carlos Soriano, known as Mikomedes, composed the music.
That division of work helps explain why the game feels so visually considered. The artwork isn’t limited to a single functional layer; it extends from the loading presentation to the cover, illustrations, sprites, and in-game scenery. There’s a clear desire to make the whole package feel like a proper adventure release rather than a bare technical exercise.

How It Fits the Sir Fred Legacy
A spiritual successor has a tricky job. Copy too little, and the connection feels superficial. Copy too much, and the new game becomes a museum piece with different menus.
Shadows of Belial appears to land somewhere in the more promising middle. It retains the essential ingredients associated with Sir Fred: screen-by-screen exploration, rope climbing, jumping hazards, keys, locked doors, and careful ranged combat. At the same time, the presentation has been upgraded with stronger artwork, smoother animation, and a more developed narrative premise.
The danger, of course, is that familiar mechanics can become repetitive when stretched across too many screens. The game’s success will depend on how well it varies its obstacles and spaces. I’m not entirely certain it avoids that trap, but the combination of exploration and resource management gives the adventure enough texture to keep it from feeling like a simple parade of jumps.

A Worthwhile New ZX Spectrum Quest
What stands out most is the confidence of the presentation. Shadows of Belial understands that retro design is not just about reducing a game to old mechanics. It is about rhythm: moving from screen to screen, learning the hazards, conserving ammunition, finding the right key, and occasionally wondering whether that suspicious ledge is worth the risk.
The story gives those familiar tasks a reason to exist. Fred is not simply collecting objects because the level designer placed them there. He is rebuilding a life that was stolen from him, one dangerous location at a time.
The long loading sequences may test modern patience, and the game’s faithful structure could feel demanding to players expecting constant momentum. Still, those rough edges are part of the machine-era character—provided you’re willing to meet the game on its own terms.
For anyone interested in classic platform adventures, this looks like a particularly handsome return for an old knight. The castle may be gone, the family lost, and the reputation ruined, but Sir Fred still has a bow, a few arrows, and plenty of trouble waiting underground.
Conclusion
Shadows of Belial looks like a thoughtful continuation of the Sir Fred formula, combining old-school exploration with striking new artwork and a darker personal story. Would you give this veteran knight a chance to clear his name?
FAQ
- What is Shadows of Belial?
It is a Spanish-made ZX Spectrum adventure and a spiritual successor to Sir Fred, featuring platforming, exploration, keys, locked doors, rope climbing, and archery. - Who is Sir Fred in the game?
Sir Fred is an aging knight who returns from forty years of exile after learning that his father and brothers have been murdered. - Where does the adventure take place?
Much of the story leads Fred toward an ancient abandoned Roman mine connected to the mysterious hooded figures who destroyed his life. - How does combat work?
Fred uses a bow and can fire straight ahead or at slight upward and downward angles. His arrows are limited, although additional quivers appear throughout the levels. - Why can loading take so long?
The game includes an elaborate loading sequence and several illustrated intro screens. On real magnetic-tape hardware, reaching the game can take around ten minutes, while emulators allow players to skip much of the presentation.
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