# Cabbage Patch Kids: Adventures in the Park

**URL:** <https://forum.cpcwiki.eu/t/cabbage-patch-kids-adventures-in-the-park/565>\
**Category:** Videos\
**Tags:** game, ai\
**Created:** [September 27, 2026, 7:10am UTC](https://forum.cpcwiki.eu/t/cabbage-patch-kids-adventures-in-the-park/565 "2026-09-27T07:10:39Z")\
**Posts on this page:** 6\
**Page:** 1

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**Author:** ![XeNoMoRPH](https://forum.cpcwiki.eu/user_avatar/forum.cpcwiki.eu/xenomorph/32/28_2.png) [@XeNoMoRPH](https://forum.cpcwiki.eu/u/XeNoMoRPH)\
**Post date:** [September 27, 2026, 7:10am UTC](https://forum.cpcwiki.eu/t/cabbage-patch-kids-adventures-in-the-park/565/1 "2026-09-27T07:10:39Z")

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**The 1983 ColecoVision classic, now on the Amstrad CPC 6128.**

Help Anna Lee cross the park to reach Babyland General. Jump over puddles and ponds, swing on vines, ride the water jets, dodge bouncing balls and bees, and beat the clock across dozens of scenes.

### About this port

- **Original gameplay, unchanged.** The game logic is the original Z80 code from the cartridge. Timings, enemies and ball patterns match the ColecoVision version tick for tick.
- **16 colours in mode 0** , with a double-buffered display for smooth, flicker-free graphics.
- **Sound** converted from the ColecoVision chip to the CPC’s AY chip.
- **New title screen** with the Cabbage Patch Kids logo and a joystick-driven menu.

> **[Cabbage Patch Kids: Adventures in the Park — Amstrad CPC 6128 by Oldschool Is...](https://mlouvet.itch.io/cabbage-patch-kids-adventures-in-the-park-amstrad-cpc-6128)**
>
> The 1983 ColecoVision classic, now on the Amstrad CPC 6128.

[![](https://forum.cpcwiki.eu/uploads/default/original/1X/e054bd2ecbff58cbd4f8fc4f710b65e01a8620dd.jpeg "Cabbage Patch Kids - Amstrad CPC - Short gameplay") ](https://www.youtube.com/watch?v=ct7zAtJZtGc)

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**Author:** ![RETO\_AMSTRAD](https://forum.cpcwiki.eu/user_avatar/forum.cpcwiki.eu/reto_amstrad/32/61_2.png) [@RETO\_AMSTRAD](https://forum.cpcwiki.eu/u/RETO_AMSTRAD)\
**Post date:** [September 27, 2026, 9:44am UTC](https://forum.cpcwiki.eu/t/cabbage-patch-kids-adventures-in-the-park/565/2 "2026-09-27T09:44:58Z")

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The PITFALL everyone wanted :D. Apart from the AI conversion, it’s very faithful to the “original”, even though not even the original is original :D. Re-releases were never the same. Now on our CPC

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**Author:** ![Gryzor](https://forum.cpcwiki.eu/user_avatar/forum.cpcwiki.eu/gryzor/32/7_2.png) [@Gryzor](https://forum.cpcwiki.eu/u/Gryzor)\
**Post date:** [September 27, 2026, 1:35pm UTC](https://forum.cpcwiki.eu/t/cabbage-patch-kids-adventures-in-the-park/565/3 "2026-09-27T13:35:55Z")

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As a port it looks pretty decent, I must say

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**Author:** ![DanyPPC](https://forum.cpcwiki.eu/user_avatar/forum.cpcwiki.eu/danyppc/32/536_2.png) [@DanyPPC](https://forum.cpcwiki.eu/u/DanyPPC)\
**Post date:** [September 27, 2026, 2:48pm UTC](https://forum.cpcwiki.eu/t/cabbage-patch-kids-adventures-in-the-park/565/4 "2026-09-27T14:48:25Z")

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Played for the first time on my MSX, it’s a good platform game.

Finally a port from MSX/Coleco on Amstrad 🙂

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**Author:** ![slider271](https://forum.cpcwiki.eu/user_avatar/forum.cpcwiki.eu/slider271/32/501_2.png) [@slider271](https://forum.cpcwiki.eu/u/slider271)\
**Post date:** [September 27, 2026, 3:02pm UTC](https://forum.cpcwiki.eu/t/cabbage-patch-kids-adventures-in-the-park/565/5 "2026-09-27T15:02:12Z")

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Interesting port. There’s a few issues like how you fall into the water almost immediately on entering the pond and puddle screens (which doesn’t happen on the original), and the scores that appear when you jump over enemies is unreadable, but it’s a decent game.

Could be made really good with a bit more human intervention to fix the issues 😉

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**Author:** ![XeNoMoRPH](https://forum.cpcwiki.eu/user_avatar/forum.cpcwiki.eu/xenomorph/32/28_2.png) [@XeNoMoRPH](https://forum.cpcwiki.eu/u/XeNoMoRPH)\
**Post date:** [September 29, 2026, 4:55am UTC](https://forum.cpcwiki.eu/t/cabbage-patch-kids-adventures-in-the-park/565/6 "2026-09-29T04:55:12Z")

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**Version 1.2.1**

**Gameplay**

- Added a NORMAL / HARD mode selection. NORMAL MODE runs at 50 Hz, like the European (PAL) ColecoVision, which is 17% slower than the US version. It is now the default. HARD MODE keeps the original 60 Hz speed of the US version.
- Removed the SKILL 1–4 selection. It came from the ColecoVision BIOS options screen, and the game never used it.

**Performance**

- The heaviest scenes (vines, water jets) now run at a steady 25 frames per second instead of around 20. Lighter scenes run at up to 40 frames per second.
- Reduced display latency, which makes jumps easier to time.

**Graphics**

- Redrew Anna Lee’s face for mode 0 so that her features read clearly.

**Fixes**

- Fixed a rare display bug where part of the screen could stay frozen after a scene change.

**Trainer**

- Press T on the title screen to enable infinite lives and choose the starting scene (left/right, 00–99).
