So, the updated version of Dingo was released.

At one point over the summer Mark R. Jones, who did the graphics for the Spectrum version of Dingo, asked me if I was interrested in re-releasing it as there seemed to be a demand for it.

I said “Okay, but we shouldn’t just release the same version as before – I want to tweak it first“. And then I did just that over the summer. The primary thing was a desire to improve the control method – which I did, but there are a few other changes too.

The changes in the 2015 version (version 1.3) are;

  • Much improved control method. This was the bug-bear for many people with the original release, but it’s now MUCH better.
  • Enemy pre-spawn warning – so you can see where the Dingos are about to appear and move out the way.
  • Bonus fruit stays on screen – It was easy to forget which was the bonus fruit during the game so the current bonus fruit is now displayed in the status area.
  • A new loading screen.
  • A couple of bugfixes.

Mark handled the duplication of the cassettes (in 3 different versions) and made a total of 52 copies. There are 26 double jewel cases, 21 clam cases & 5 double jewel ‘line drawing’ inlays. All of them numbered and signed by Mark.

Mark also arranged with Rob Buckley to have him produce a small Dingo tribute statue, so thanks to him EVERYONE who buys one will then be entered into a raffle once all the copies have been sold. Your name is entered for each copy you buy (so if you buy 2 copies your name is in the raffle twice). The person who’s name gets selected will then win the ‘Dingo’ tribute pictured below – once all the copies have been sold.

The updated version will also be put online as a free download once all the physical copies have been sold.

At the time of writing most copies are allready gone and there are only 10 double cases left. Write to Mark to buy your copy if you’re interrested in one. There won’t be produced any more.

Here’s a few pictures Mark took while duplicating the cassettes. Also pictured at the bottom is Rob Buckley’s Tribute sculpture.

The Clam Case version.


The double jewel cases.


The double jewel ‘line drawing’ versions.


All of them.


Rob Buckley’s Dingo tribute.


Rob Buckley’s Dingo tribute.


Rob Buckley’s Dingo tribute.



New game: Speccies 2 for arcade hardware.

Finally, a new game is out. It’s been a while. Actually, it has practically been finished for almost 4 months, but that extra time is well-spent as there’s now a couple less bugs…but also music – which it didn’t have back then, so that’s good. :)

The Speccies 2 is a puzzlegame – and a remake of the ZX Spectrum version I made a couple of years ago, but this time re-coded to to run on JAMMA arcade hardware. Most people will probably just run this through the MAME emulator but it can also be burned onto EPROMS – or EEPROMS – and run on an actual JAMMA arcade cabinet.

Here’s a screenshot. Click it to go to the games page where you can read more and also download the game.

The main menu in all its glory. :)

Project overview – what am I working on?

Argh, things always take longer than you expect. I’m still hoping I can manage to release 4 games before the end of the year, but don’t hold me to it. However, it means that I’m still working on “stuff” and that many of my current projects are in pretty advanced stages of development.

Now, what exactly are my current projects, I hear you ask?

  • First there’s my Doctor Who graphical adventure game (I won’t post any more pictures here until it’s finished, so you’ll have to search my Twitter-feed to see pictures of it). The game is 2/3 finished and hasn’t run into problems or anything, we’re just trying to come up with some good puzzles for the last third of the game (but haven’t really given them much thought lately).
  • Then there’s a vector version of Berzerk. That is also almost finished. The big problem here is coming up with some good animations for the maincharacter. Not a big deal…but of course one has to actually sit down and make them.
  • I’m also working on a game for the ZX Spectrum. It’s a Cybernoid clone and code is basically finished and I could polish it off and release it in a week or so. The holdup here is the graphics which are all temporary. There is an artist attached but he has taken on lots of paid graphics work which means his focus is on other things. I can’t expect a project that doesn’t pay to be prioritized over something that does, so I have to wait until his schedule allows him to finish the graphics for the game. I’m sure it’ll look good in the end though.
  • One exciting thing (for me anyway) is that I’m also working on an arcade game. This game is Speccies 2 but intended to run on real JAMMA arcade hardware. And it does. The game itself is actually finished and has been tested on the real hardware, but there’s a problem with inconsistent soundeffects volumes and I need to figure out what causes that before I release it. To run this game you can either burn the ROM to chips and plop them into a suitable arcade PCB, but it will run happily in MAME as well. I made this game – which is nice and simple – to learn how to code for the hardware, but once I’ve finished these 4 games I have plans for bigger, better and faster arcade games. One thing at the time though. There’s a screenshot of the menu below.

Speccies 2 arcade menu.

On top of these 4 projects I have several other games that I also hope I can finish soon, but we’ll just have to see when me and the people I work with can find the time to finish off the last bits of these games.

I’ll write more when I have more to tell. :-)

News about new game = less news.

I never thought I would do this, but I’ve removed news about one of my upcoming games from the page. The thing is that the game is based on a well-known franchise and I don’t really want the attention of the copyright holders and risk being told to abandon it and not being able to release it. The game is really too far along for that to happen without it being a huge waste of time. It’s only a temporary thing though – it’ll be back once it’s finished.

So of course I’ll keep working on the game. I’m sure it’ll get a lot of attention once it’s finished, but by then it’ll already “be out there” so I won’t be as worried about being told to take it down again. Removing the news of it is just a safety precaution to make sure that I can develop and release the game without interferrence. Y’know, just in case. ;-)