Kentilla is a text adventure – with graphics – released on the ZX Spectrum by Micromega in 1984. It was written by the prolific (back then) Derek Brewster.
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Codename MAT II, ZX Spectrum
Codename MAT II is the sequel to Derek Bewster‘s acclaimed space combat game. It was published by Domark in the UK in 1985.
Codename MAT, ZX Spectrum
Derek Brewster‘s Codename MAT (Mission: Alien Termination) is what I would call a ‘Star Trek’ game, with a liberal ‘borrowing’ of elements from Star Raiders. It was published in 1984 by Micromega.
Velnor’s Lair, ZX Spectrum
Velnor’s Lair was Derek Brewster‘s first commercial text adventure, and – as text adventures go – it is an excellent one.
Jasper, ZX Spectrum
Derek Brewster‘s Jasper is a decent platform game from the early days of the ZX Spectrum. It was first published by Micromega in 1984.
Jasper himself is a yellow mouse, and his raison d’etre in life is: making it home across 22 screens of obstacles.
Derek Brewster Week
Derek Brewster is a British game developer who made a name for himself in the 1980s.
He created a large variety of games for a number of different systems, but is probably best known for his work on the ZX Spectrum.
Jedi Knight: Mysteries of the Sith, PC
Mysteries of the Sith is the 1998 sequel to Dark Forces II. It uses the same 3D engine (with some enhancements) and follows the same style of gameplay as its predecessor, but contains considerably more features and detail.
Jedi Knight: Dark Forces II, PC
Jedi Knight: Dark Forces II – as the title says – is a direct sequel to the Star Wars-based shooter, Dark Forces. It was published by LucasArts in 1997.
Dark Forces, PC
Dark Forces is LucasArts‘ attempt at Doom, with a Star Wars make-over. It was first released in 1995 for MS-DOS PCs.
Looking at it now: it hasn’t aged too well, although it’s still fun to play if you get the controls set up correctly.
Bounder, Commodore 64
Back in 1985 Bounder was a fresh idea, like a bolt out of the blue to gamers… It’s an overhead ball/maze game where the maze is miles above the ground, and the idea is to make sure the ball bounces on the platforms of the maze, and not in the air.