Archive entry by Ste Pickford on Sun, 26 Nov 2006
Right at the end of development our boss came in to tell us that Mastertronic wanted to do a 128K version of Zub, to help sell the game on the new 128K version of the Spectrum. We had to come up with something which made use of this extra memory. We already had Lightfarce (which had been written as part of a secret competition between the programmers at Binary Design to see if they could each write a complete game in a day) which we could stick in as an 'easter egg', but we needed something 'proper', so we came up with a little James Bond style movie credit sequence at the beginning, for which I drew a large animated version of Zub in a tuxedo, and a large font.
It was really weird going from counting every single byte to squeeze a full game into around 40K, so suddenly having 64K to fill up with anything you like. We probably still only had about a day to add the 128K enhancements, so the extra credit sequence wasn't particularly polished or ambitious. We'd do better with the 128K intro sequence on our next game - Amaurote.
Tags: 8-bit, zx spectrum, sprites, animation, pixel art, graphics, character design, bow tie, front end, coding, game development
Follow up post: Zub 128K Intro
Predecessor post: Zub Front End
View the softography page for Zub »