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PIXEL SAVED MY LIFE

My life’s game starts in 1982. Something marked me back then, like everything that followed couldn’t have gone any other way.
I’m maybe six. I walk into my cousin’s place. Next to a black-and-white TV sits a black box. I ask, “What’s that?” Pride in his voice: “ZX Spectrum. Wanna see?” I don’t know what a “Spectrum” is yet, and I have no idea my world is about to change. The TV fills with squares. They’re not random - they form shapes, shift colors, move. My cousin holds a black stick in his hand; when he moves it, the pixels on the screen respond. On a brown table there’s a box with a title I sound out: P-I-T-F-A-L-L. “Pitfall,” he says. That night I can’t sleep. One thought is stuck in my head: how does this work? Who makes this?

The next years I’m bouncing between friends’ apartments: Atari 800XL - Moon Patrol, River Raid, Boulder Dash. Atari 65XE - Bruce Lee, Zorro, Pole Position. I learn the taste of rivalry, the sting of defeat, and the joy of victory. It shapes my character.

’89 is pure madness. A friend says, “Check out what I got.” On the desk: something beautiful, with a stack of small blue floppies beside it. I can read better now: Amiga 500. North & South blows my mind - graphics, a new style of play, deeper mechanics. I’m used to big pixels; now I see tiny ones arranged into fluid images. And the sound of that first Amiga mouse - still rings in my head.

The following years I’m all in: Midnight Resistance, Lemmings, Dune II, Lotus III, Prehistorik, Cannon Fodder, Syndicate, Test Drive, Sensible Soccer… Every title brings a new quality, fresh mechanics, a story with a spark. In parallel I draw - when I can’t play, paper becomes my game board and imagination the engine.

Then Amiga 600 - compact, with a color monitor. For the first time I see colorful pixels spelling out: Mortal Kombat. “Fatality,” “Flawless Victory.” Brutal and precise. We learn the moves… and, yeah, we try them in real life too.

I want an Amiga at home. My parents can’t afford it, so at 10-12 I take my first job: cleaning office hallways after school. Still no money for the computer, but I collect gaming magazines and stare at them every day, like windows into another world. At the store, a shelf with the Amiga 500 stabs me in the heart - still too expensive. But right next to it: the Commodore 64. Not an Amiga, but a slice of the dream. I buy it. I tweak the drive head with a screwdriver, and I play: Wings of Fury, Creatures, Dizzy. And I play a lot.

The breakthrough comes from friends: one codes on the Amiga, the other draws. I discover you can make games. I buy magazines and try my first programs on the C64. The computer has a second face - a tool for creation.

Eventually a PC 386SX shows up at home. “Don’t turn it on - you’ll break it,” I’m told. I last one day. DOS greets me with a blinking cursor, and I sprint two floors down for a crash course. I come back armed with commands and new worlds: Wolfenstein 3D, Prince of Persia, SimCity. It’s the upgrade era: more RAM, bigger drives, the first CD-ROMs, new graphics cards. Every dollar I earn goes into the PC. And then DOOM walks in - bathed in red.

DOOM pulls me into the real world too - just rougher. A fire. Mom calls: “The apartment’s on fire.” I’m on my aunt’s balcony, sirens in the distance. “Don’t worry, we’ll get you a new computer,” she says, knowing how much work I put into it. I walk through the park; the air smells like smoke. I’m down to what I’m wearing. The computer survives - some other things too - but for about seven months we have no home, staying with neighbors. That’s when the pixel saves my mind. I escape into its world. School sends me to a psychologist; the results are great, like life is stress-testing my resilience. Marked, but not broken.

Meanwhile I grow up alongside the PC: art software, 3D graphics, the first game engines. I want to study animation and gamedev - too expensive. I swap cleaning for a job as a graphic designer. That’s it - that’s me. Years fly by like Need for Speed (first saw it on a Pentium 75 MHz at another cousin’s place - jaw on the floor again). Life keeps me just off my dream path; every so often I jump onto it, then get tossed off again.

At thirty, the Amiga itch returns. I never had one - until I finally buy a used unit that spent years tucked away in a basement. Childhood dream fulfilled. I remember arcade cabinets - the magic of those titles and visuals. I build my own bartop, a console of pure nostalgia.

At 38 I take stock. If I don’t chase the dream now, when will I? I learn to make games: internet, books, courses - I soak it all in. I apply to develop for Nintendo Switch and send my first serious concept. Three months later: “Welcome to the family.” Shock. Joy. My first title - BringIt to MOM - lands in a few hundred homes. Failure or success? Obviously success. It’s the start of the road and the gathering of XP.

I release more games: JETPIN, Mariozza Cops. I get invited to work with iiRcade - an arcade machine like the one I built out of nostalgia. I meet amazing people who support me and enjoy my games. More titles follow: Emoji Music, LONGHEAD, SUBOCTO, UFS League, Casio GOLF, Once Upon a Time on Halloween, Santa Throw, Clauscraft. Some are welcomed wildly, others less so-but I stay on the path, listen to folks walking it, and turn criticism into experience.

Then another DOOM - life-sized. After not even two years, iiRcade shuts down. I’d just set sail, left the harbor… and hit a sandbar again. Fate tries to shove me onto “safe tracks.” Fine. The longing for the Amiga and for living with the pixel - which over the years didn’t grow, it shrank - won’t let go. I think: you’ve got the skills now, build it.

More than two years of working two jobs: one puts food on the table, the other feeds the soul with nostalgia. That’s how V2 Cucumber Scam is born - a tribute to the PIXEL and to those games so playable I could sit with them for days and nights. The graphics didn’t have to be photorealistic. What mattered was the story and the magic floating over the computers of the ’80s.

Will people like it? Will it bring the same joy I felt with the first GTA - when I was so hyped and so hungry that while slicing a roll I also sliced my hand? I don’t know. I know this: my DOOM, paradoxically, led me here. What’s next - open seas or stepping off the boat onto another path - we’ll see. Fate’s been generous enough to let me create this digital child.

This is my story: from ’82, through pixel revelations, to the road of a SOLO dreamer, NERD developer.
my corner for work
Thank you to all the players - for your support and for the time you spend in my digital worlds.

Childhood PSA: hype + knife = a lousy combo. Make the sandwich first, then we play ;)

V2 Cucumber Scam has been officially invited to Steam Next Fest: October 2025 Edition

V2 Cucumber Scam!

Welcome to a cosmic adventure like nothing you’ve seen before! In “V2 Cucumber Scam,” you play as Mac Skin, a former captain of an interplanetary cargo ship who - rather than serving a 20-year sentence for space crimes - agreed to an experimental echomutation. He gained heightened sensory abilities at the cost of mandatory service on a remote station in the Verdun Belt.

Your quiet, routine job ends in an instant. A mysterious anomaly over V2 drags you into a real challenge - you make an emergency landing on a planet where the “Cucumbers,” a new and bizarre species that caused more harm than good on Earth, were exiled. Soon you encounter the Shadows. Wherever they gather, V2 withers - turning gray and lifeless. Your goal is to escape this cursed planet and avoid contact with the Shadows. There’s a catch, though: your only real shot at survival is a pact with the cunning Cucumbers... which entangles you in their schemes and pushes you dangerously close to the Shadows.

Expand your base, grow crops, harvest them, and build Floratrons to enrich the barren soil with minerals. Keep the lights on - if your base falls into darkness, the Shadows gain the upper hand. That’s only the beginning: explore V2, uncover its history, and peel back the planet’s secrets step by step.

The game delivers an engrossing, hours-long experience with an episodic, series-style narrative - like good science fiction - packed with adventure, cosmic farming, base building, resource gathering, and hunts for alien lifeforms. It’s all wrapped in unique, hand-drawn 2D pixel art that sets a vivid, cosmic mood.

Set out on a humorous, sarcastic, and surprise-filled journey. On V2, you’ll fight not just for survival, but for your sanity. Will you uncover what the Cucumbers are hiding before it’s too late?

My games

Once Upon a Time On Halloween

Gra 1 WATCH

UFS League

Gra 2 WATCH

Mariozza COPS

Gra 3 WATCH

CASINO Golf

Gra 4 WATCH

LONGHEAD

Gra 5 WATCH

SUBOCTO

Gra 6 WATCH

jetPIN

Gra 7 WATCH

EMOJI Music

Gra 8 WATCH

SANTA THROW

Gra 9 WATCH

CLAUSCRAFT

Gra 10 WATCH

BRING IT TO MOM

Gra 11 WATCH

ZIA - CONCEPTUAL GAME

Gra 12 WATCH

iiRcade community

Thank you for the opportunity to be part of the amazing iiRcade community. It has been an incredibly exciting time, full of work, passion, and joy to create games for you. Seeing you play them is the greatest reward for me. As a fun fact, Clauscraft was exclusively released for iiRcade and is the last game I created for this platform. It’s available as an APK file, which should now be playable thanks to the new feature allowing users to upload their own games to iiRcade. Unfortunately, I don’t have complete knowledge on how to set it up, but I believe the community members on the forum will be happy to help guide you through the process. Thank you Jim for your help for your support.

Free - CLAUSCRAFT for iiRcade

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