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    <title>Get Info: #blitz</title>
    <description>Posts tagged “blitz” — Blog of independent game and app developer Matt Sephton. Featuring vintage Macintosh, game development, digital artwork, Japanese esoterica, video game reviews, hacks and tips, and much more.</description>
    <link>https://blog.gingerbeardman.com/tag/blitz/</link>
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    <pubDate>Fri, 17 Jul 2026 19:49:45 +0000</pubDate>
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          <title>Wire Hang Redux for 64-bit macOS</title>
          <description>&lt;p&gt;I just uploaded a 64-bit macOS version of my 2004 game &lt;a href=&quot;/2004/06/20/wire-hang-redux/&quot;&gt;Wire Hang Redux&lt;/a&gt; that I had forgotten all about. So now you can play it on your 64-bit Mac. This version built using BlitzMax. I’ll try to build it for Apple Silicon some time this decade, but no promises!&lt;/p&gt;

&lt;p&gt;Read more about the game in the original &lt;a href=&quot;/2004/06/20/wire-hang-redux/&quot;&gt;blog post&lt;/a&gt;.&lt;/p&gt;

&lt;p&gt;Download: &lt;a href=&quot;https://gingerbeardman.itch.io/wire-hang-redux&quot;&gt;gingerbeardman.itch.io/wire-hang-redux&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;img src=&quot;https://cdn.gingerbeardman.com/images/posts/wire-hang-redux-update-title.png&quot; alt=&quot;IMG&quot; /&gt;
&lt;img src=&quot;https://cdn.gingerbeardman.com/images/posts/wire-hang-redux-update-clouds.png&quot; alt=&quot;IMG&quot; /&gt;
&lt;img src=&quot;https://cdn.gingerbeardman.com/images/posts/wire-hang-redux-update-stars.png&quot; alt=&quot;IMG&quot; /&gt;&lt;/p&gt;
</description>
          <author>by Matt Sephton</author>
          <pubDate>Sat, 23 Apr 2022 15:40:00 +0000</pubDate>
          <link>https://blog.gingerbeardman.com/2022/04/23/wire-hang-redux-for-64-bit-macos/</link>
          <guid isPermaLink="true">https://blog.gingerbeardman.com/2022/04/23/wire-hang-redux-for-64-bit-macos/</guid>
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          <title>Wire Hang Redux: update</title>
          <description>&lt;p&gt;An update to Wire Hang Redux my version of the Java game Wire Hang, with improved controls and graphics. This version was built using BlitzMax.&lt;/p&gt;

&lt;p&gt;Read more about the game in the original &lt;a href=&quot;/2004/06/20/wire-hang-redux/&quot;&gt;blog post&lt;/a&gt;.&lt;/p&gt;

&lt;p&gt;Download: &lt;a href=&quot;https://gingerbeardman.itch.io/wire-hang-redux&quot;&gt;gingerbeardman.itch.io/wire-hang-redux&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;img src=&quot;https://cdn.gingerbeardman.com/images/posts/wire-hang-redux-update-title.png&quot; alt=&quot;IMG&quot; /&gt;
&lt;img src=&quot;https://cdn.gingerbeardman.com/images/posts/wire-hang-redux-update-clouds.png&quot; alt=&quot;IMG&quot; /&gt;
&lt;img src=&quot;https://cdn.gingerbeardman.com/images/posts/wire-hang-redux-update-stars.png&quot; alt=&quot;IMG&quot; /&gt;&lt;/p&gt;
</description>
          <author>by Matt Sephton</author>
          <pubDate>Mon, 12 Dec 2011 14:54:00 +0000</pubDate>
          <link>https://blog.gingerbeardman.com/2011/12/12/wire-hang-redux-update/</link>
          <guid isPermaLink="true">https://blog.gingerbeardman.com/2011/12/12/wire-hang-redux-update/</guid>
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          <title>Wire Hang Redux</title>
          <description>&lt;p&gt;I made a new game! It’s a from-scratch remake of an original Java game, Wire Hang, by &lt;a href=&quot;https://www.mobygames.com/person/510170/masaki-kobayashi/&quot;&gt;Masaki Kobayashi&lt;/a&gt; (D2AC) who went on to become part of the Gran Turismo team.&lt;/p&gt;

&lt;p&gt;I had a pretty underpowered laptop at the time, and writing my own version of the game was the only way I was able to play it comfortably.&lt;/p&gt;

&lt;p&gt;My version of the game, Wire Hang Redux—made with Kobayshi-san’s blessing—went onto to receive over one million downloads from early download sites like &lt;a href=&quot;https://en.wikipedia.org/wiki/Tucows&quot;&gt;Tucows&lt;/a&gt;, Version Tracker, Download.com, Mac Update, &lt;a href=&quot;https://en.wikipedia.org/wiki/Home_of_the_Underdogs&quot;&gt;Home of the Underdogs&lt;/a&gt;, Game Hippo, &lt;a href=&quot;http://osx.hyperjeff.net/Apps/apps?f=wire%20hang%20redux&quot;&gt;Hyper Jeff&lt;/a&gt;, &lt;a href=&quot;https://web.archive.org/web/20040710054651/http://www.forest.impress.co.jp/article/2004/07/06/wirehangredux.html&quot;&gt;Windows Forest&lt;/a&gt; (Japan), and even a little website called &lt;a href=&quot;https://web.archive.org/web/20050302140236/http://www.apple.com/downloads/macosx/games/action_adventure/wirehangredux.html&quot;&gt;Apple.com&lt;/a&gt;—back when it had a download section! It was featured in computer magazines all around the world.&lt;/p&gt;

&lt;p&gt;Archived web page: &lt;a href=&quot;https://www.gingerbeardman.com/archive/wirehang/&quot;&gt;gingerbeardman.com/archive/wirehang/&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Download: &lt;a href=&quot;https://gingerbeardman.itch.io/wire-hang-redux&quot;&gt;gingerbeardman.itch.io/wire-hang-redux&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;img src=&quot;https://cdn.gingerbeardman.com/images/posts/wirehangredux_title.png&quot; alt=&quot;IMG&quot; /&gt;
&lt;img src=&quot;https://cdn.gingerbeardman.com/images/posts/wirehangredux_game.png&quot; alt=&quot;IMG&quot; /&gt;
&lt;img src=&quot;https://cdn.gingerbeardman.com/images/posts/wirehangredux_score.png&quot; alt=&quot;IMG&quot; /&gt;&lt;/p&gt;
</description>
          <author>by Matt Sephton</author>
          <pubDate>Sun, 20 Jun 2004 00:34:00 +0000</pubDate>
          <link>https://blog.gingerbeardman.com/2004/06/20/wire-hang-redux/</link>
          <guid isPermaLink="true">https://blog.gingerbeardman.com/2004/06/20/wire-hang-redux/</guid>
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          <title>Circuit Heat</title>
          <description>&lt;p&gt;I made a prototype of a game called Circuit Heat. It is a version of the classic network completion puzzle (aka Pipes, FreeNet, Net, NetWalk, etc). The graphics remind me a little of the Atari Lynx classic puzzler Chip’s Challenge.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Notes:&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;
  &lt;li&gt;At this time, long before iPhone, I was playing Java games on a (Sagem?) cell phone so many of my concepts around this time were targeted at that sort of platform&lt;/li&gt;
  &lt;li&gt;The game was was later featured on &lt;a href=&quot;https://discmaster.textfiles.com/browse/42140/PCF161DVD_05_04/PCF161DVD_05_04.ISO/Gamemaker/Blitz%20Research%20Demo%20Disk/DemoDisk1%20Files/Puzzle/CircuitHeat&quot;&gt;PC Format 161 (May 2004) cover disc&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;

&lt;hr /&gt;

&lt;h2 id=&quot;screenshots&quot;&gt;Screenshots&lt;/h2&gt;

&lt;p class=&quot;tofigure&quot;&gt;&lt;img src=&quot;https://cdn.gingerbeardman.com/images/posts/circuit-heat-title.png&quot; alt=&quot;PNG&quot; title=&quot;Title screen&quot; /&gt;&lt;/p&gt;

&lt;p class=&quot;tofigure&quot;&gt;&lt;img src=&quot;https://cdn.gingerbeardman.com/images/posts/circuit-heat-game.png&quot; alt=&quot;PNG&quot; title=&quot;In-game, level complete&quot; /&gt;&lt;/p&gt;
</description>
          <author>by Matt Sephton</author>
          <pubDate>Thu, 23 Jan 2003 12:00:00 +0000</pubDate>
          <link>https://blog.gingerbeardman.com/2003/01/23/circuit-heat/</link>
          <guid isPermaLink="true">https://blog.gingerbeardman.com/2003/01/23/circuit-heat/</guid>
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          <title>Terra Firma</title>
          <description>&lt;p&gt;This is my entry into the BlitzCoder Stupidest Game Competition, 2002. You need to guide a sky diver—whose parachute has failed—past obstacles and attempt to land on a cow. Fun!&lt;/p&gt;

&lt;p&gt;It was written using BlitzBasic and later recompiled in BlitzPlus.&lt;/p&gt;

&lt;p&gt;This is the game that made me realise I could make games.&lt;/p&gt;

&lt;p&gt;Archived web page: &lt;a href=&quot;https://www.gingerbeardman.com/archive/terrafirma/&quot;&gt;gingerbeardman.com/archive/terrafirma/&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Download: &lt;a href=&quot;https://gingerbeardman.itch.io/terra-firma&quot;&gt;gingerbeardman.itch.io/terra-firma&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;img src=&quot;https://cdn.gingerbeardman.com/images/posts/terra-firma-title.png&quot; alt=&quot;IMG&quot; /&gt; &lt;img src=&quot;https://cdn.gingerbeardman.com/images/posts/terra-firma-ufo.png&quot; alt=&quot;IMG&quot; /&gt; &lt;img src=&quot;https://cdn.gingerbeardman.com/images/posts/terra-firma-cow.png&quot; alt=&quot;IMG&quot; /&gt;&lt;/p&gt;
</description>
          <author>by Matt Sephton</author>
          <pubDate>Fri, 23 Aug 2002 11:00:00 +0000</pubDate>
          <link>https://blog.gingerbeardman.com/2002/08/23/terra-firma/</link>
          <guid isPermaLink="true">https://blog.gingerbeardman.com/2002/08/23/terra-firma/</guid>
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          <title>Yaking</title>
          <description>&lt;p&gt;A small prototype for a kayak/canoe “simulator” game, featuring water currents, a gate to paddle through, and somewhat unique paddling controls (press left/right alternately).&lt;/p&gt;

&lt;p&gt;Made using BlitzBasic and targetting Game Boy Advance resolution of 240×160.&lt;/p&gt;

&lt;p&gt;Archived web page: &lt;a href=&quot;https://www.gingerbeardman.com/archive/yaking/&quot;&gt;gingerbeardman.com/archive/yaking/&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Download: &lt;a href=&quot;https://gingerbeardman.itch.io/yaking&quot;&gt;gingerbeardman.itch.io/yaking&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;img src=&quot;https://cdn.gingerbeardman.com/images/posts/yaking.png&quot; alt=&quot;IMG&quot; /&gt;&lt;/p&gt;
</description>
          <author>by Matt Sephton</author>
          <pubDate>Wed, 27 Mar 2002 12:00:00 +0000</pubDate>
          <link>https://blog.gingerbeardman.com/2002/03/27/yaking/</link>
          <guid isPermaLink="true">https://blog.gingerbeardman.com/2002/03/27/yaking/</guid>
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          <title>Bendertron</title>
          <description>&lt;p&gt;This is my Futurama-themed fan-game inspired a little by the Williams arcade classic Robotron and a lot by Jeff Minter’s Llamatron. Written in BlitzBasic for Windows 9x.&lt;/p&gt;

&lt;p&gt;Created in Feb/Mar 2001 during the dot-com boom and released in Jan 2002 after the bubble burst!&lt;/p&gt;

&lt;ul&gt;
  &lt;li&gt;Explosion animation by the wonderful &lt;a href=&quot;https://www.amelines.com&quot;&gt;Alex Amelines&lt;/a&gt;&lt;/li&gt;
  &lt;li&gt;Sounds and graphics ripped from the TV show&lt;/li&gt;
  &lt;li&gt;It’s a 25-year-old free fan-game, you know?&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;Play it on an old install of Windows, or on modern Windows using &lt;a href=&quot;https://sourceforge.net/projects/dxwnd/&quot;&gt;DxWnd&lt;/a&gt;.&lt;/p&gt;

&lt;p&gt;Free Download: &lt;a href=&quot;https://gingerbeardman.itch.io/bendertron&quot;&gt;gingerbeardman.itch.io/bendertron&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;img src=&quot;https://cdn.gingerbeardman.com/images/posts/bendertron-game.png&quot; alt=&quot;IMG&quot; /&gt;&lt;/p&gt;

&lt;p&gt;&lt;img src=&quot;https://cdn.gingerbeardman.com/images/posts/bendertron-title.png&quot; alt=&quot;IMG&quot; /&gt;&lt;/p&gt;
</description>
          <author>by Matt Sephton</author>
          <pubDate>Wed, 14 Feb 2001 14:11:00 +0000</pubDate>
          <link>https://blog.gingerbeardman.com/2001/02/14/bendertron/</link>
          <guid isPermaLink="true">https://blog.gingerbeardman.com/2001/02/14/bendertron/</guid>
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          <title>Simple Soccer</title>
          <description>&lt;p&gt;Simple Soccer is my take on the classic Sensible Soccer. It was written in BlitzBasic and ran at 800×600 under Windows 9x.&lt;/p&gt;

&lt;p&gt;I built multiple parts—player control, dribbling, cpu and formation, goalkeeper behaviour—but never managed to combine it all in a finished game. Still, I count it as my first real game.&lt;/p&gt;

&lt;p&gt;Archived web page: &lt;a href=&quot;https://www.gingerbeardman.com/archive/soccer/&quot;&gt;gingerbeardman.com/archive/soccer/&lt;/a&gt;&lt;/p&gt;

&lt;p class=&quot;tofigure&quot;&gt;&lt;img src=&quot;https://cdn.gingerbeardman.com/images/posts/simple-soccer.png&quot; alt=&quot;IMG&quot; title=&quot;The beautiful game&quot; /&gt;&lt;/p&gt;
</description>
          <author>by Matt Sephton</author>
          <pubDate>Fri, 29 Sep 2000 11:00:00 +0000</pubDate>
          <link>https://blog.gingerbeardman.com/2000/09/29/simple-soccer/</link>
          <guid isPermaLink="true">https://blog.gingerbeardman.com/2000/09/29/simple-soccer/</guid>
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