Sqrxz (Remake)

While Sqrxz wandered around on a sunny day, he was unaware that he had lost all his items while enjoying the scenery. It was already dark until he recognized the loss. There was no possibilty, but to go back where he started the trip and save his things. If the loss was not already enough, strange creatures appeared. Will they be helpful?

About Sqrxz?

Sqrxz requires fast reflexes and is a simply mindblasting Jump’n'Run puzzle game with high frustration factor originally made in 1996 by Marcus Vesterlund (Maze) and John Holmvall (Hojo) for DOS and Windows 9x.

Sqrxz (2010) is a remake of a game with the same name and has been created by Rodolphe Boixel (Thor), Shahzad Sahaib (Kojote), Simon Butler and Brendan Ratliff (Syphus). Minor support came from Marcus Vesterlund himself who also gave permission to redo his game. Denny Müller (Mulle) supported the team with a WordPress-Theme for the official page and Rabia Sahaib (Mahek) made three more levels.

A remake should be usually bearing improvements, so does Sqrxz 2010. Beside the “classic” graphic mode, there is a new mode with “deluxe” graphics. The main gameplay has modified in a way that you need to collect all items to open the door at the end of each level, which makes some levels harder than they actually already were.  Extended “fun” is guarantueed with additional three levels, unseen before. Each level does have it’s own chiptune and adds up to the retro feeling. A Top 10 highscore table will hold all your records. For the ones who like hidden features, there is even a small easter egg!

Sqrxz uses code of the following Open-Source projects in an unmodified form: SDL, SDL_Mixer, libmodplug and zlib - you can get the source code of the mentioned libraries by visiting the respective homepage, as we do use the official standard versions. The use of those libraries is also promoted with a screen “ingame”. If anyone wants to have the object files, feel free to ask.


* Hardly any game will annoy you more! Frustration deluxe ahead!
* Amiga’ish feeling!
* 16 Levels including a “beginners” level
* 18 Chiptunes
* Classic AND new graphic mode
* Top 10 highscore
* Endless continue mode
* Hidden easter egg

The Team:

Rodolphe Boixel (Thor) – Code
Shahzad Sahaib (Kojote) – Project Manager, Beta-Test
Simon Butler – New Graphics
Brendan Ratliff (Syphus) – Music
Denny Müller (Mulle) – WordPress Template
Marcus Vesterlund (Maze) – Minor support
Rabia Sahaib – Additional Levels
John Holmvall (Hojo) – Main Levels, Classic Graphics


Rodolphe Boixel (Thor) – Windows,  Ubuntu
Xavier Vallejo (Indiket) – Dreamcast
Scott Smith (Pickle) – Pandora, Caanoo, Wiz
Anthony Staude (Slaanesh) – Dingux, GP32
Frank Wille (phx) – Amiga OS4, MorphOS, NetBSD/PPC, NetBSD/x86
Lars Persson (Anotherguest) – Symbian OS UIQ 3, Symbian OS Series 60
Andreas Neukötter (Anti) – MacOSX/x86
Sergei Kolesnikov (Exl) – MotoMAGX

Amiga OCS-Team & Gossip: (Amiga OCS release @ Demodays 2012!)
Frank Wille (phx) – 68k Assembler Coding
Rodolphe Boixel (Thor) – Sqrxz remake C/SDL code, which was rewritten by Frank Wille
Marcus Vesterlund (Maze) – Original Game
John Holmvall (Hojo) – Original Game
Simon Butler – Graphics
Brendan Ratliff (Syphus) – Music
Alexander Wiklund (Wiklund) – Convertings Syphus’s .xm tracks into .mod
Shahzad Sahaib (Kojote) – Project Manager
Rabia Sahaib – Additional Levels

Frank was in mood to do some coding… code they used to produce in the early days. Initially our project Giana’s Return was chosen to be redone for Amiga classic, but this would have been a too big goal. Just for teasing Shahzad suggested to redo a smaller game, maybe Sqrxz. Few days later Shahzad being contacted with an .adf from Frank in the E-Mail inbox and the “Let’s do an Amiga classic game” has start. With the limitations of the hardware we had to color reduce all available of our redone graphics and Simon gave us a hand once again. Alex Wiklund helped to convert Syphus’ .xm’s into Protracker modules. After almost two months, the game was in release shape.

Release will happen at Demodays 2012 on 3.5″ floppy disk only. Maybe at a later time we will think about an virtual image. The Amiga OCS version does not have all features from the dektop/console versions, for instance the port just has our new graphics and not the original ones.