en:software:nuevos_desarrollos:cosa_nostra
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COSA NOSTRA
TECHNICAL DATA
Company:Opera Soft
Publisher:Opera Soft
Production team:Programming: José Antonio Morales García
Original Graphics: Carlos A. Díaz de Castro
Original Graphics: Carlos A. Díaz de Castro
Modification / Port:Jevicac
Game Year:1986 (Original)
Mod/Plus Year:2026 (October)
Compatibility:PCW 8256 - PCW 8512 - PCW 9512 / PCW Plus / PCW# mini
Graphics:Optimized Monochrome Mode / Support for emulators and PCW# mini hardware
Sound:Internal Sound Effects / Music and FX optimized for DK'Sound
Peripherals:Keyboard
Loading:Adapted structure in CP/M digital format direct executable
Genre:Arcade / Action / Isometric Shooter / Adventure
Players:1 Player
Language:Spanish
Screenshots
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Description
The legendary "Cosa Nostra", originally released in 1986, holds the monumental historical honor of being the debut video game with which the mythical Golden Age of Spanish Software welcomed the renowned company Opera Soft. Masterfully developed by José Antonio Morales García in code and supported by the superb pixel art graphic design of Carlos A. Díaz de Castro, the title broke templates by introducing a sophisticated tactical action game under a subtle isometric perspective with multi-directional screen-by-screen scrolling. Set in a criminal atmosphere inspired by classic 1930s mobsters, the player embodies a relentless private detective hired to dismantle the local mafia organization. The goal is direct yet brutal: clean up the streets by eliminating a total of 92 well-armed gangsters and capos guarding the alleys before the in-game timer hits zero.
This release marks an extraordinary preservation milestone in October 2026, officially consolidating the first project and grand debut as a port programmer for developer "Jevicac". The port breaks traditional barriers of the Amstrad PCW office ecosystem and its emulated or modular counterpart PCW# mini, adapting with exceptional technical care the movement and collision routines of the original 8-bit work. Jevicac upgrades the gameplay experience by injecting comprehensive sound support through the DK'Sound peripheral, allowing the Thompson submachine gun bursts and intro melodies to achieve an acoustic vividness never before seen on a classic green phosphor monitor.
Unlike other video games of its era that prioritized pure platforming, "Cosa Nostra" stands out as a tactical urban shootout simulator where physical positioning and visual anticipation are everything. The player must accurately measure the three-dimensional trajectory of the bullets, dodge windows from which hidden snipers fire, and collect the essential ammunition magazines dropped by defeated enemies to avoid being left defenseless. A masterpiece of domestic programming, recovered with historical devotion for the posterity of the PCW ecosystem.
This release marks an extraordinary preservation milestone in October 2026, officially consolidating the first project and grand debut as a port programmer for developer "Jevicac". The port breaks traditional barriers of the Amstrad PCW office ecosystem and its emulated or modular counterpart PCW# mini, adapting with exceptional technical care the movement and collision routines of the original 8-bit work. Jevicac upgrades the gameplay experience by injecting comprehensive sound support through the DK'Sound peripheral, allowing the Thompson submachine gun bursts and intro melodies to achieve an acoustic vividness never before seen on a classic green phosphor monitor.
Unlike other video games of its era that prioritized pure platforming, "Cosa Nostra" stands out as a tactical urban shootout simulator where physical positioning and visual anticipation are everything. The player must accurately measure the three-dimensional trajectory of the bullets, dodge windows from which hidden snipers fire, and collect the essential ammunition magazines dropped by defeated enemies to avoid being left defenseless. A masterpiece of domestic programming, recovered with historical devotion for the posterity of the PCW ecosystem.
Cover
Manual
The official game documentation adapted for this port is attached as a single fixed page of quick technical instructions (Click to open at full size in a new tab).
Disks
Labels
Exact print measurement for 3“ floppy disks (Height: 7.00 cm - Width: 7.10 cm).
Extras
Keyboard and Controls
Q Key:Up
A Key:Down
O Key:Left
P Key:Right
SPACE:Shoot
Esc Key:Return to Menu
Enter Key:Pause
Tips and Tricks to Complete the Game
• Master the Isometric Line of Fire: Due to the perspective of the Opera Soft engine, bullets travel at a very specific diagonal angle. Do not shoot straight ahead; place yourself slightly above or below the horizontal line of the enemy gangster so that your Thompson bursts hit them while their bullets fly past you.
• The Screen Transition Trick: If you find yourself cornered in a dead end or an enemy is waiting with a loaded weapon right at a street entrance, immediately step back to the previous screen. The gangsters will reset to their default patrol positions, granting you a few valuable seconds to re-enter and ambush them from behind.
• Extreme Ammo Management: Your ammunition is strictly limited and the 92 local thugs take several hits before biting the dust. Do not shoot blindly. Every time you eliminate an enemy, prioritize picking up the magazine they drop on the ground before moving to the next section, or you will be left completely defenseless.
• Memorize the Kill Ratio Per District: The game tracks the remaining enemy count on the upper interface hud. Mentally divide the urban map into districts and make sure not to leave any criminal isolated in dead-end alleys; going back to look for them will drain your scarce contract time limit.
• Absolute Priority on Windows and Balconies: Certain screens feature shooters stationed on high ledges who fire intermittently. The trick to crossing these zones safely is to wait for them to finish their fixed shooting sequence, quickly move for cover right under their own building, and eliminate them from their lower blind spot.
• Predictive AI Routine: Cosa Nostra thugs react to the sound of your gunshots by altering their linear patrol towards your current position. Use this to your advantage by firing a single warning shot into the air to lure them into narrow corners, taking them down one by one as they pop their heads out.
• The Screen Transition Trick: If you find yourself cornered in a dead end or an enemy is waiting with a loaded weapon right at a street entrance, immediately step back to the previous screen. The gangsters will reset to their default patrol positions, granting you a few valuable seconds to re-enter and ambush them from behind.
• Extreme Ammo Management: Your ammunition is strictly limited and the 92 local thugs take several hits before biting the dust. Do not shoot blindly. Every time you eliminate an enemy, prioritize picking up the magazine they drop on the ground before moving to the next section, or you will be left completely defenseless.
• Memorize the Kill Ratio Per District: The game tracks the remaining enemy count on the upper interface hud. Mentally divide the urban map into districts and make sure not to leave any criminal isolated in dead-end alleys; going back to look for them will drain your scarce contract time limit.
• Absolute Priority on Windows and Balconies: Certain screens feature shooters stationed on high ledges who fire intermittently. The trick to crossing these zones safely is to wait for them to finish their fixed shooting sequence, quickly move for cover right under their own building, and eliminate them from their lower blind spot.
• Predictive AI Routine: Cosa Nostra thugs react to the sound of your gunshots by altering their linear patrol towards your current position. Use this to your advantage by firing a single warning shot into the air to lure them into narrow corners, taking them down one by one as they pop their heads out.
Map
Cartographic guide and layout of the isometric streets to intercept the organized mafia patrols.
Available Downloads
Game
⬇ Cosa Nostra (Amstrad PCW Port)
[Download file Cosa_Nostra.zip under active technical preparation]
Manuals
en/software/nuevos_desarrollos/cosa_nostra.1790921416.txt.gz · Última modificación: por jesus








