/ billharbison Please consider joining my Patreon! In this deep dive into 8-bit game development, I take a look back at what it was really like porting the arcade hit Chase HQ from the ZX Spectrum over to the Amstrad CPC and Commodore 64 back in 1989. From wrestling with double-width pixels and making tough graphical cuts, to sneaking a classic Warner Bros. cartoon easter egg right into the exhaust smoke, I share the behind-the-scenes realities of working under tight publisher deadlines to get these games onto store shelves in time for Christmas. We also explore the wider story of multi-platform development in the late '80s, including the playground rivalry between Spectrum and Amstrad owners, and the fascinating history of Teque Software Development—the studio tasked with handling the Atari ST, Amiga, and notorious C64 conversions. Whether you played on a Z80 setup, a C64, or a 16-bit machine back in the day, join me for a nostalgic look at the technical compromises, secrets, and miracles that defined 8-bit gaming history! Featuring: Jon O'Brien, Jon Palmer, Pete Hickinson, Bill Caunt, Rocky Ming, Tony Kavanagh, Peter Harrap, Shaun Hollingworth SUBSCRIBE for more behind-the-scenes stories from retro game development, 3D graphics workflows, and classic computing history! TIMESTAMPS: 00:00 - Intro 00:19 - Dev History 01:18 - Hello Amstrad 03:18 - C64 Dev 04:36 - Looney Fumes 05:27 - Future Teque 06:59 - School Days 08:04 - Future Project #ZXSpectrum #RetroGaming #OceanSoftware #ChaseHQ #GameDev #8bit #gamedev #gamedevelopment #ArcadeConversion #8bit #pixelart #ドット絵 #픽셀아트 #像素画 #пиксельарт #dotchke #gameart CLIP CREDITS: @peales1 @worldoflongplays @LemonTube64 @MODERN_RG @ZEUSDAZ @theALFEST @cloudoraemon @Xyphoe (Hello mate!) @amstradmaniaque @RetroGamingLoft @MrUnmystic @DrHartz @dreamkatcha @TheOceanExperience