Delayed again 13



Due to heavy work, which puts my energy on minimum level, there is not much left for working on the project when I come home from my job. So the game cannot be released this week, I’ll have to delay it until Monday. Sorry about that! But at least I’ve finished a few sprites since the last post.

To make up for it, I decided to dedicate this post to a part of my video game collection – my complete European 32X set.




A few of the games cost smaller fortunes – Darxide, Primal Rage and T-Mek all cost over a thousand Murican dorrals each. They are ultr@ r@re and fewer than 50 copies of each are known in the world, I think. Lately, scammers have started to make “repros” of Darxide, so if you are out to get the game, beware! I’m pretty sure my copies are legit though, as I got them way before repros were made of them,


A few other games are also quite expensive – Kolibri, Stellar Assault and Knuckles’ Chaotix all go for over 100 US dollars, probably over 200 these days. The rest of the games are a bit cheaper and also easier to get.


When it comes to playing the games, the 32X is a mixed bag. Sega’s arcade classics Virtua Racing Deluxe, After Burner and Virtua Fighter are great, but my fave is definitely the fantasy railshooter Space Harrier. It’s my favourite 32X game – simple gameplay, amazing synthrock soundtrack and the scenery will make you feel like you are in another world.

Kolibri, the best hummingbird based shooter on the ‘Shroom, is a blast to play with a friend, and it looks fantastic too.

You can’t go wrong with Stellar Assault either, another 2 player shmup, but in 3D.

Metal Head hasn’t aged too well, but is fun to play and one of the more technically advanced 32X games. It’s a mech FPS.

Darxide is a fantastic but brutally difficult spaceship shooter with texture mapped polygons and beautiful music. One day I will beat it!

Mortal Kombat II is quite a good port but could have been a lot better. Same for Doom.

Cosmic Carnage is too laggy, but has great music.

FIFA 96 is awful, and so is Knuckles’ Chaotix as well, believe it or not. Messy and unstructured level design and weird, wonky controls cannot make up for the colourful graphics, catchy music or fun bonus stages.

The rest of the games I haven’t played much actually, maybe I will some day.


There are a few 32X games only released in USA – Tempo and Pitfall for example. I may get them and maybe also the only Japanese exclusive: Sangokushi IV. We’ll see.


Have a nice Midsummer!


Take care,




Delayed again 12

Hello there!


After a long and serious talk with my good friend and colleague Tulio, he taught me the virtue of setting realistic deadlines and completing projects within them. So this time, instead of delaying the game until tomorrow, I’ll have to postpone it to next week. Sorry! To make up for it, I’ll just mention I’ve completed a few more sprites for the project and will talk here about my relation to Tulio.


Tulio is great. He was the creator and founder of WaterMelon, the company we worked on when developing Pier Solar. Like most people who worked on the game, he is a multi-talented genius. His fields are music and programming, but he also does other things like story writing, organizing etc. My tasks rarely crisscrossed his, but we did some scripting together for NPCs, and when it came to testing my reports were sent to him.


A few years after the Mega Drive version was completed, I visited Tulio in Muscatine, Iowa.  I also met Phyu, Tulio’s wife and story writer of Pier Solar, and Fonzie too. We worked on the HD version of Pier Solar then, and some other stuff. Here are a couple of photos taken at the WaterMelon office:




Even later, Tulio left WaterMelon to start a new video game company, 2Dream.




2Dream has a few interesting projects going on, and I’m involved in at least one of them. But that’s a matter for another blog post.


Take care,



Delayed again 11



The summer is coming, but the game is not. It has to be delayed until tomorrow. Sorry about that. Since the last post, I’ve finished a few more sprites and refined the game document a bit.



To make up for it, I’d like to talk a bit about Sega-16. It is a great site dedicated to the Sega Mega Drive/Genesis, and more recently also the Master System and the Game Gear. The site has hundreds of reviews and features about the console(s). They are mostly highly informative, especially the many interviews with developers from back in the day.

But perhaps the best part of the site is the forum, where I’ve been a regular for over 10 years. The members have a lot of knowledge which they gladly share in the discussions. There are some heated debates every now and then as well, and I find it quite amusing to read some insults. Nobody is perfect anyway – some people are dumb, some people insult dumb people and then there is me who laughs at jnsults.

Actually, it was thanks to Sega-16 I became a video game developer. Because I was a writer on the site for a few years. Some of these texts probably need to be revised or removed entirely as my writing skills were quite limited back then, but that’s a matter for another day.

Sometime in the last decade, a guy called Fonzie Voltnov showed up on the forum and talked about his then upcoming Mega Cart, a cartridge which makes the Mega-CD region free. I thought it was a Nigeria letter, but later Fonzie proved to be more than a Nigerian prince.  I bought the Mega Cart and still use it to this day whenever I need to play an import game on my Mega-CD. Fonzie came back to the forum disappointed with having no reviews of the thing seen. That made me write one, and I also made an interview with him. In this interview, Fonzie mentioned Tavern RPG, the project which would later become Pier Solar and the Great Architects. A member of the forum, 108 Stars (also known as Daniel), saw this and contacted Fonzie. He became a graphics artist of the team. The team struggled with the project, and needed more members. As he knew me, he suggested I should interview the team like I had interviewed Fonzie. So I did. And not much later, the team still needed more members (they always needed), so Daniel approached me and asked me to join the team too.
So I did that too, and I stayed with it until the game was released. I’ve since also worked on several other projects for WaterMelon, as the team later got named into. Maybe I’ll talk about them in another post, another day.

I haven’t written anything for Sega-16 since last year, maybe I should do that too. But that would delay the game project even more!


Take care,





Delayed again 10


Due to being at the half hour interview for the video game education I am applying to, the game has to be delayed until tomorrow. But at least the interview went well!


In addition to the interview at Futuregames, I also got called for another interview for another video game education – The Game Assembly in Malmö. That’s a bit far away, I’ll ask for a Skype interview. For that education, I made a test, which consisted of designing a Zelda III dungeon, using the Tiled program I mentioned before. Here it is:


The first floor mainly introduces the player to various elements of the dungeon. It is straight ahead and the player doesn’t need to look for stuff with effort. The player can find keys, push blocks and find buttons to press in a closed environment which lets the player realize this easily, as there is pretty much nothing else to do there.


The second floor ups the ante a bit, with a non-linear design, and some minimal puzzles, as well as tougher enemies to tackle. To find the key to the door at the bottom left, the player will get a hint outside it – the bottom right block is a light. In the other room, the player can push the corresponding block to find the key to the door. In the second room, the player has to defeat all the enemies to open the door. And in the third room, the player has to also defeat enemies, push blocks and buttons to get ahead. It is all the next step after the last floor and a bit harder to give the player some challenge.


The last room is the boss room. Here, I had two ideas. The player cannot harm the boss by the sword, so by pushing the buttons, the player can instead move the spike thing to harm the boss with. The upper button moves the spike thing up and vice versa.

The other idea is that the buttons put pots on the darker blue spots, as well as maybe one or two minor enemies. The player can then attack the boss with the pot.


Seeing as I got to the interview process for this dungeon design (as well as my portfolio and CV), I think they liked it.


In other news, I realize I’ve actually worked on The Viking & The Ninja project for over a year now. And since starting drawing sometime last autumn, I’ve completed around half of the non-animated graphics. The last few days, I completed a cutscene and a sprite, and now I work on more sprites for the dungeons (treasure chests, stairs etc.) Let’s celebrate with a sprite!


Fish for blog.png


Also, the entire team (which is me), would like to thank Tommy for becoming the first follower of this blog! Thanks, Tommy!


That’s all for now!

Take care,