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I'm happy to announce a new little Lynx game called 'Sylvester the Lumberjack '. It is released on Karri's 'Shaken Not Stirred' cartridge.

Features cute graphics, a little bit of 80s game music and semi-frantic gameplay. Also features easy and hard mode with easy and hard mode highscores.

The first video games I ever played were Nintendo's Game & Watches, so I'm excited with the simple, frantic game play of this game.

I started this project a little over a month ago just for fun, then I saw Karri was going to do a release of 'Shaken' for the ejagfest, so we decided to make another double release If I would be able to finish it in time. I started working on it for a little while every night I had the possibility, and it seems I made it, yay! The biggest thing I learned this time around was tiling sprites with a dummy SCB (it works a little bit different than on other computers and consoles of the time), which would be crucial for my next 'secret Lynx project' that I've got going on ^^

I'm happy to announce my new little game 'Reiko's Robot Run' for which I did the pixel graphics, music and programming. It is released on physical Atari Lynx cartridges alongside Lynx guru Karri's 'Always Winter, Never Christmas'.

I hope you enjoy this little game that is a parody, or caricature if you will, of something very popular. The game is about a girl called Reiko whose story we all know too well, collecting junk every day to get her food, gazing at the stars and dreaming away.

- You control Reiko on her hover-moped.
- Watch out for Swarmtroopers.
- Collect junk B33r robots.
- Admire crashed 'Planet Pulverizer' star ship in the background
- Dig the music.
- Every 100 points the Junkyard alien Unken Prutt will give you one third of a food ration (one energy).
- He wants you to try and get 1000 junk if you can.

The gameplay it self is very simple. I set out to re-learn how to create/program a small Lynx game, and my main goal was to learn how to develop ALL the most important parts needed for creating a 'real/full' Lynx game next (because that's always been my dream).

Stuff I Learned (Successes!):
- Learning about developing the most important parts needed for a 'real/full' Lynx game
- Learning how to use cart segments (loading in new parts from cart to RAM).
- First Lynx game where I put real effort into the graphics
- First Lynx game where I put real effort into the music
- Learning more about chipper (music tracker), slowly but surely
- Learning how to have music and sfx side by side
- Re-learning how to program the Lynx palette (which can be tricky).

*the Atari Lynx is a handheld console from 1989. It was the first color display handheld and it was praised for it technical capabilities but it couldn't compete with Nintendo's Gameboy and Sega's Game Gear. Both the custom hardware and industrial design was interesting on both models of the Lynx.

It has an 8-bit 65SC02 cpu (based on MOS 6502) but with a 16-bit address space and 16-bit graphics and math co-processors. When comparing it to other consoles and micro computers of the time it's quite high-tech, I'd say the feel of it falls in between the 8-bit systems and the 16-bit systems, with a feel more towards the c64 and Amiga, which isn't a surprise since the hardware was designed by Amiga engineers. The Lynx also features pseudo 3D capabilities that surpass all consoles of the time, there's a few showcase games for that, e.g. Blue Lightning, Electrocop, Road Blasters and Stun Runner. The resolution of the Lynx is extremely small, only 160 x 102, which makes creating pixel art for it quite challenging, but very fun. Personally I love that unique look it gives the games.

Here's a couple YouTube video links with a lot of Lynx games:


Still the most fun thing about the Lynx is that the small Lynx scene is alive and well with new releases every now and then. I find it extremely exciting to develop for old systems, the limitations really help the creativity. 
A big thanks to everyone who voted for Stupid Survivor and helped us getting greenlit! The wheels are getting in motion.

On our site you can find links to all versions available at the moment, including free demos:

For all supported platforms you can get a free demo (4 levels) and a payed version with all 20 levels.


Stupid Survivor Out Now! (PC/Mac/Android) Box Art by LaserDatsun
After over a month long final spurt the game is finally released, hooray!

On our site you can find links to all available versions:
For all supported platforms you can get a free demo (4 levels) and a pay version with all 20 levels.

Any positive comments and votes would mean the world to us, and of course similar favours will be given in return when YOU have some fun project going on.

We also released a gameplay-/release-trailer, check it out:
(I'd like to point out that the game is released in glorious 720p HD, so if you want to see it in all it's glory please watch it in theater mode HD (or perhaps full screen HD).

Here's some more info about what we're up to right now:…
*EDIT: We've added the game to Steams greenlight. We're eternally greatful for any votes and comments (and of course I will also vote on YOUR game when you make one!). We've been really busy polishing the game and adding a lot of new graphics since the trailer (including nicer fires).

Stupid Survivor on Steam:…

I'm very proud to present the trailer for our first game Stupid Survivor:

Personally I've been working on the graphics that are inspired by the classic 1950s/60s animation style. I'm very happy about using raster (pixel) graphics instead of vector graphics (allthough it's a bit more inflexible) because this way the graphics look more natural and drawn by hand (as they are). Note that the trailer is available in HD (so you don't miss out on the HD graphics). :)

Here's some more info about the game:…