23.4.26

GeoDash PSX: A Geometry Dash Demake Built for the Original PlayStation

The PS1 homebrew scene continues to prove that there’s still plenty of room for surprises. One of the projects we covered a few weeks ago (a Geometry Dash-inspired clone) now finally has a playable demo, and it comes with a lot of new features.

The project now also has an official name. Previously referred to as “Geometry Dash PSX,” it is now called GeoDash PSX. It’s a rhythm platformer clearly inspired by Geometry Dash, but with one key difference: it’s written in C and runs natively on the original PlayStation. 

Far from being a simple recreation, the project rebuilds the core mechanics from scratch to fit 1994 hardware, something that already represents a significant technical challenge. 

The level select screen stands out with a clean and visually appealing design. Players can navigate through different tiles, each representing a level using simple geometric shapes. When selecting a level, its name appears in the bottom-left corner, giving quick feedback before starting.

At the moment, the available levels are:

  • Stereo Madness
  • Back on Track
  • Polargeist
  • Dry Out

(The remaining slots are currently labeled as “Unknown”.)

The gameplay stays very close to the original. The cube moves automatically to the right, and the player must jump at the exact moment to navigate platforms and avoid spikes, otherwise it’s instant death. All the core mechanics are present, including jumping, physics, death handling, coin collection, gravity changes, and more. Recreating this kind of fast-paced, timing-based gameplay on PS1 hardware is no small task, especially given how precise everything needs to feel.
 
That said, the flying sections could still use some visual improvement, as the player character doesn’t look as polished in those moments. Still, considering this is an early demo, there’s clearly room for refinement.
 
We also encountered a bug during one of these flying sections: it’s possible to exit the portal that should return the player to normal gravity, allowing the level to be completed in an unintended way.

Once a level is completed, the game displays a green results screen confirming your success. From there, you’re shown several stats, including:

  • Completion time
  • Number of attempts
  • Death count
  • Coins collected

At the bottom, players can choose between two options: replay the level or return to the level select screen which, realistically, means jumping into another run and spending hours trying to master it. The game also includes an autosave feature, meaning your progress is stored automatically.

Overall, the demo delivers a surprisingly faithful experience, successfully capturing the feel and rhythm of the original game. Despite some rough edges and early-stage limitations, GeoDash PSX already shows strong potential and stands as an impressive example of what can be achieved on PS1 hardware.

Projects like this continue to push the boundaries of the PS1 homebrew scene, proving that even decades-old hardware still has plenty of untapped potential when approached with modern ideas. 


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