TRUN

TRUN is an MSX game project inspired by the light-cycle arcade classics: fast riders leaving solid trails behind them, where a single wrong turn ends the round. My contribution to the project was the graphics and pixel art, made around the character and the limits of the machine.

The game

The idea is immediate and competitive: keep moving, cut off your rivals and survive their trails. Everything is built for quick, readable rounds, so the screen has to communicate speed and danger at a glance.

From the title screen to the arena, the visuals aim for strong silhouettes and high contrast, keeping the action clear even when the grid starts to fill up with light trails.

TRUN title screen
Title screen
TRUN gameplay screen
In-game arena

Graphics and pixel art

Working on an MSX means embracing its constraints: a limited palette, a tile-and-sprite based screen and a modest resolution. Rather than fighting those limits, the graphics lean into them, using colour and shape economy to keep everything crisp and legible.

The supporting screens — selection and ranking — follow the same visual language as the game itself, so the whole project feels like a single, coherent little machine.

TRUN selection screen
Selection screen
TRUN ranking screen
Ranking screen