1981AVADefend
Defender rebuilt from the original's documented behaviour: smart bombs, hyperspace, humanoid rescues and the hall of fame.
Insert coin · Player 1 ready
Software architect, at the keyboard since grade school in the late '70s. These days I rebuild the arcade and RPG classics I grew up on in C# and Avalonia, so they run natively on Windows, macOS and Linux, Intel or ARM.
Each one is a single self-contained program: download, unpack, run. No installer and no .NET needed.
1981Defender rebuilt from the original's documented behaviour: smart bombs, hyperspace, humanoid rescues and the hall of fame.
1982Twin-stick arena shooter. Save the last human family from wave after wave of grunts, brains and enforcers.
1981Ride the rim of the tube in red vector wireframe, with gamepad support and the warp between levels.
1979Wireframe terrain, a fuel gauge and a landing pad. Watch your vertical speed, and the asteroids.
1979Inertia, wraparound space, saucers with an alert siren, and controller support.
1981Bounce off the octagon's walls while droids lay mines. Spawn protection and explosions included.
1979Defend the rear of your ship in 3D vector space. Now with Capitol Ship mini-bosses, turrets and missiles.
1978The march of the invaders, synthesised sound effects and full gamepad support.
1983Party creation, towns, dungeons, gem socketing and an OpenAL soundtrack.
1985Skara Brae and its catacombs, procedural music that darkens as you descend, and a second tower to delve.
1986First-person party dungeon crawl with towns, automap, riddles, daily challenges and a map editor.
1990Angband 4.2 in C#. Its game data is checked against 4.2.5 on every build.
1986Crew, starships, alien diplomacy, planet surveys by terrain vehicle, and real-time combat.
1984Trading, docking and dogfights across eight galaxies, rendered in wireframe.
On Linux some games need aplay for sound, or SDL2 for gamepads on ARM. Each game's README says which.
Editors, controls and utilities, also cross-platform with Avalonia.
Healthcare records, reporting and code generation: the systems that pay for the arcade.
Electronic health records with reporting, records management and a web portal.
Point-and-click database queries, with client-specific builds.
A database abstraction tool that grew into a full data-access code generator.
CODE Complete's generation as a RESTful API for enterprise deployment.
The originals, oldest first, and what each became here.
| Rank | Year | Original | Rebuilt as |
|---|---|---|---|
| 1st | 1978 | Space Invaders | AVAInvaders |
| 2nd | 1979 | Asteroids | AvaRoids |
| 3rd | 1979 | Lunar Lander | AVALander |
| 4th | 1979 | Tailgunner | AVAGunner |
| 5th | 1981 | Defender | AVADefend |
| 6th | 1981 | Omega Race | AVARace |
| 7th | 1981 | Tempest | AVATempest |
| 8th | 1982 | Robotron: 2084 | AVATron |
| 9th | 1983 | Ultima III: Exodus | AVAUltima3 |
| 10th | 1984 | Elite | AVAElite |
| 11th | 1985 | The Bard's Tale | AVABardsTale |
| 12th | 1986 | Party RPG classic | AVAMMB1 |
| 13th | 1986 | Starflight | AVAFlight |
| 14th | 1990 | Angband | AVABand |
I'm now an old architect in a small piece of a very large company that bought us about twelve years ago. I've been into computers since grade school in the late '70s, and I still like building things end to end.
At work I'm focused on modernization. At home it's local LLMs, single-board computers, and recreating the games that got me hooked, built from their documented behavior and released for every platform I can reach.