Space Gun 32X Devlog

Space Gun 32X – Dev diary, 13 October

October 13, 2026

Today was all about making the aliens behave like the arcade. I recorded a fresh, clean playthrough of stage 1 in MAME and rebuilt the level from it. That cleared up aliens that appeared twice and fixed some missing doors and wall panels. Next I played the arcade again without firing a shot, to see what an alien does when you miss it. It turns out the corridor keeps moving, so a missed alien hits you a few times and then slides off the edge of the screen. The robot arms fire once and pull back up into the ceiling. Those rules are now in the 32X version, along with the arcade’s “stand-still” near the end of the stage, where the corridor won’t move on until every alien is dead. Aliens you haven’t hit no longer twitch as if they’ve been shot; they keep up their own walk-and-attack animation instead. Next up: the breakable windows, and finding room on the cartridge, which is now 3.8 MB of a possible 4 MB.

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