Gravitation screen courtesy of James Shaughnessy.
Psychon screen courtesy of Ben James.
"Pac-Man is a long-standing favorite game of mine, so I see the ghosts of Blitter Boy more as an 'homage.' I hope that keeps the lawyers happy!" — Chris Chadwick
"Gravitation's maps were all 640 by 512 pixels, so the whole map could fit uncompressed in the 1024 by 512 VRAM, acting as one huge back buffer while still leaving space for the 320 by 256 main display buffer plus all of the sprites. It was pretty much the only way I knew how to do it at the time, to support two-player split-screen and to be able to use the actual VRAM data for the collision detection."Related, on Waypoint: How Flash Games and Newgrounds Foretold Today's Indie Experimentalism
Blitter Boy
Shaughnessy's Gravitation was the runner-up in the same competition. But he was unsure of where to go next once the game, which he'd made right after graduating from university, was out there. "I'm more of a petrol-head, and I actually wanted to work in Formula 1," Shaughnessy admits. "That was probably to do with the computer side of things. But I hadn't worked it out, so my vague, non-specific speculative letters to all the F1 teams came to nothing.""When I spotted an advert for the Net Yaroze in a magazine, I found my calling. I instantly knew that not only was it what I wanted to do, but I now suddenly believed I could do it." — James Shaughnessy
Psychon 2