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⬅️ Previous capture (2021-11-30)
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Posted Sat 20 Mar, 2021.
Well, today I have released "Brick Rick: Graveyard Shift" for the ZX Spectrum 128k (no 48k this time, sorry!). You can get a copy without leaving Gemini:
Although it is true that I have released ZX Spectrum games before, this one is special for me. Not only because the ZX Spectrum was my first computer, or because this this is my first 128K game; this is actually my first speccy game that I really feel like I did everything I wanted. No limitations of third party libraries (I coded this one from scratch), no juggling with memory to fit everything in 48k (I didn't use all the 128k! hah!), no beeper music and full AY chip power. I can't express how much I enjoyed making this game.
There's also that bitter part where I wonder "why didn't to it years ago?". I could have saved me a lot of frustration, although I really don't mind that my best productions are probably for the Amstrad CPC and the MSX (I love those machines as well). But I guess the ZX Spectrum was special for me, even if I usually don't admit it (oh, the pressure! some 40 year old folks seem to be stuck in the 80s!).
Anyway, I think it is a good game. Yes, not massively original (it borrows mechanics from Bubble Bobble, Snow Bros and even some of my previous games), but it is well made (if I say so myself), and it adds "my mark" with different enemies with behaviour and personality (basically state machines), and decent level design. I also like the music, and it is always a struggle for me.
I was also very lucky to get two contributions: the cover art (commission, but I'm happy!), and the loading screen. Excellent work, both of them. They make the game even better!
So far the reception seems to be good, and besides the free download, there's a nice physical edition in the vibe of the best UK budget releases from back in the 80s. So I'm extremely happy.
And now I'm going to celebrate. Software releases are always fun; I'll leave for another day the story of the patch I had to release after a few hours because I couldn't test with enough models (and emulators *lie*).