Shortly after releasing the C64DTV version of the Blok Copy in 2009, T.M.R mailed me a feature complete C64 version of the game using the original PET version's character graphics as temporary placeholders. Then in mid 2011, a video of a beta version of the game with proper multicolour graphics popped up on YouTube, with a comment suggesting that it may be suitable for a 16KB cartridge release. This game is the end result; Cosine's entry for the 2011 RGCD 16KB Cartridge Development Competition.
The player's objective in Blok Copy is simple; the playfield contains seven numbered and distinctly different patterned tiles arranged into columns of five. At the start of each level the tiles are shuffled around, with the number of moves increasing as you progress through the game. The player must then reorganise the tiles to resemble their starting order against the clock to progress to the next stage until all ten levels have been successfully resynchronised. Blok Copy plays similarly to a two-dimensional Rubik's cube (if you can imagine such a thing); instead of moving the blocks independently, you select a row/column via the joystick controlled cursor and rotate it either up, down, left or right.
The game has been tested on both PAL and NTSC machines, and works on the C64, C128 and C64GS (there is no keyboard input required to play). It comes boxed with a printed manual, and the cartridge is a transparent split candy-coloured shell containing an internal bright LED so that it emits a glow when plugged in.
The standard cartridge version is packaged in a cardboard carton, whereas the deluxe version uses a modified plastic Universal Game Case.
The cover art features an illustration by Smila and the game comes complete with a printed manual and a vinyl RGCD sticker. The 16KB PCB is housed in a transparent split candy-coloured cartridge shell illuminated by an internal LED. The full game is also available for free download from the Commodore Scene Database (CSDB).