
1993 Space Machine
- Released
- Mar 28, 2016
- Platforms
- WindowsmacOSLinux
- Last updated
Updates & announcements
- Developer post
- Developer post
Pixel Art or Retro Style
Initially pixel art was the only game in town. Now it has become a deliberate design choice. Some time ago I tried to explain the art style of our space shooter 1993 Space Machine to a new artist that would help us out with some additions to the game. As I explained our way of wo
Original post
Initially pixel art was the only game in town. Now it has become a deliberate design choice.
Some time ago I tried to explain the art style of our space shooter 1993 Space Machine to a new artist that would help us out with some additions to the game. As I explained our way of working to him I realized that people today that are making pixelated retro graphics have a different approach to it then what we had.
In 1993 we were doing our best to hide the technical limitations of the time, but today that is embraced as part of the charm and style. So the limitations back then shaped our style, just like the now popular retro pixel style, but for completely opposite reasons.
Rough or smooth?
The screen resolution of 320x256 pixels presented a challenge in getting graphics to look smooth. We spent lots and lots of time on 'anti aliasing', or smoothing out the edges, of our art. However, this is almost never done today, as seen in these two examples of the great games 'Hoppenhelm' and 'Zero Ranger'. To us, this would not be finished artwork, but has today been accepted as a deliberate art style. So 'anti aliasing' is the process of smoothing out unwanted pixelated edges that appear on high contrast areas. I've tried to illustrate what's going on in the image here. Red= Desired shape. Green= Shave off 'subpixels'. Yellow= Fill up 'subpixels'. On shapes where the angle is small, a longer distance for smoothing out the aliasing is needed, as illustrated with the line in the image. This means more shades of that color are needed than when anti aliasing tight angles, like the circle. The objects appear a bit more blurry, but smoother. Modern pixel art is on the other hand often sharper but also very rough. A clear example of this in effect can be seen in this planet. All smooth edges, but not as sharp. The color palette was very limited so to prevent 'banding' (clear blocks/bands of colors) on surfaces with few colors, certain tricks were used, like dithering. It's the detailed patterns created to blend colors into each other. The pattern created also lends a certain textural look to the surface. It is quite notable on this grey ship which has a pretty rough appearance of the metal, which gives it some extra character too. In this example below a different trick is used for blending colors. Having a palette with colors of almost the same saturation and value makes it possible to sometimes 'cheat' a bit and put colors that might not really belong in there, like the gray blue color in the purple skin tones. Since the graphic will be quite small our eyes blend it together enough for the illusion to work. Obviously it also helped that the old CRT screens were much blurrier than what we are used to today. This blur could be used to our benefit for blending colors in this way. The legendary game developers 'Bitmap Brothers' really mastered this technique and only used 16 colors for their games, which all looks amazing despite the few colors they used. (Screen taken from the Amiga version of 'Chaos Engine'.) This following image of a forest has a different approach and design philosophy; which is more to embrace that limitation and claiming it as a style rather than trying to fight it. We can clearly see the different colored areas and no effort has been made trying to hide the fact that the color palette is limited. And it works because it is its own style and it's consistent. Much of the detailed intricacy seen in the pixel art of our game '1993 Space Machine' is because of the need to break up surfaces. This was not only to create interest, but also to sort of extend the colors range. It is especially notable on the tree trunk below.In retrospect
It's off course a recurring thing that technical limitations in time give birth to certain styles and looks, just like old prints do today, which I've imitated below as poster art for our game. We recognize this from the typical paper color, muted prints with just a few colors, the fonts, misalignments etc. There's a certain notion attached to this look and it carries a bit of history with it. We think of it as a bit innocent and charming, just like pixelated games does today. I find it both fascinating and delightful to see the vitality of this old pixelated art style in modern games. It really is charming in a very special way that appeals to me. And it's very clear that I'm not alone. /Krister Karlsson - Game designer & Art director - Developer post
1993 Space Machine Soundtrack Released!
As many reviews and comments have shown their appreciation for the music in this game we wanted to make it available on its own as well. Any true fan of the game will undoubtedly have had any of the several songs on repeat in their head rent-free, but who really wants to boot up
As many reviews and comments have shown their appreciation for the music in this game we wanted to make it available on its own as well. Any true fan of the game will undoubtedly have had any of the several songs on repeat in their head rent-free, but who really wants to boot up the game just to get earwormed? Done in Sountracker on the Amiga in 1992 with only four channels! Here's how it looked.Original post
- Developer post
Updated Japanese localization, Bugfixes, MacOS
We recently released an update for 1993! The instakill was in fact a bug caused by shield mechanics not working as intended. This has been fixed, and players should face less frustrations with progressing through the game now. Full patch notes: Updated Japanese localization Fixed
We recently released an update for 1993! The instakill was in fact a bug caused by shield mechanics not working as intended. This has been fixed, and players should face less frustrations with progressing through the game now. Full patch notes:Original post- Updated Japanese localization
- Fixed shield mechanics
- Corrected minor bugs
- Updated MacOS version
- Developer post
Japanese Localization and bug fixes
Updated Japanese localization Fixed shield mechanics Corrected minor bugs
Updated Japanese localization Fixed shield mechanics Corrected minor bugsOriginal post - Developer post
Public testing now available for the next update!
Dear players, we humbly invite you to test the upcoming patch! If you run into any problems or have feedback, please let us know. The beta runs until April 14, 09:OO PT. To opt into the beta, follow these steps: 1. Go to your Steam library 2. Right-click the game 3. Click 'Proper
Dear players, we humbly invite you to test the upcoming patch! If you run into any problems or have feedback, please let us know. The beta runs until April 14, 09:OO PT. To opt into the beta, follow these steps: 1. Go to your Steam library 2. Right-click the game 3. Click 'Properties' 4. Click 'Betas' 5. Select the beta_public branch from the drop-down list 6. Install and play!Original postPatch notes:
- Removed Instaspawn
- In single player mode always respawn at last checkpoint
- In multiplayer respawn at last checkpoint when last player dies
- Restored Bull head and Firebird bullet patterns
- Developer post
Remote Play together Stream with RankOne.global
"Space can be lonely and cold, but you don't have to be. Hop in your Star fighter in 1993 and join a battling squadron. There were not online multiplayer like Remote Play in the old Amiga days but that doesn't prevent us from aiming for one now.
"Space can be lonely and cold, but you don't have to be. Hop in your Star fighter in 1993 and join a battling squadron. There were not online multiplayer like Remote Play in the old Amiga days but that doesn't prevent us from aiming for one now.Original post - Developer post
The Mac is back!
First of all - we are grateful for your patience as this took longer than expected. But now we have finally managed to get mac support back for the game. So for all you Apple fans out there - please enjoy some retro shmup love! And as always - we appreciate your company in our fo
Original post
First of all - we are grateful for your patience as this took longer than expected. But now we have finally managed to get mac support back for the game. So for all you Apple fans out there - please enjoy some retro shmup love!
And as always - we appreciate your company in our forums or a honest review.
Patch notes:
- Added MacOS support
- Shield Achievement fix
- Developer post
A humble request
As you might or might not be aware of - Steam visibility and sales are very much based on the the interaction with you, the players. A key factor here is to leave a review of the game. It doesn't have to be a novel, but we would love if you could share your thoughts of the game w
Original post
As you might or might not be aware of - Steam visibility and sales are very much based on the the interaction with you, the players. A key factor here is to leave a review of the game. It doesn't have to be a novel, but we would love if you could share your thoughts of the game with the rest of the potential players.
Good stuff and bad stuff - spill it all out! - Developer post
Our next game Chenso Club is incoming! Spread the gospel!
Winter Sale is coming to an end - but there is more to come! Both for 1993 but also for some other pixel action we are working on, namely our next uber cute and gory platform brawler Chenso Club. Check this out - we think it is going to be pretty dope. Wishlist it now and get inf
Winter Sale is coming to an end - but there is more to come! Both for 1993 but also for some other pixel action we are working on, namely our next uber cute and gory platform brawler Chenso Club. Check this out - we think it is going to be pretty dope. Wishlist it now and get info on hpw to in to the upcoming beta test.Original post - Developer post
Happy Holiday!
Merry X-Mas all Space Shoot 'Em Uppers! We are soon going into 2021 with the hope that 2020 will end of a better note than it has been so far. We are going to do our best to make next year as pleasant as possible for you with several updates and a few new interesting additions to
Original postMerry X-Mas all Space Shoot 'Em Uppers!
We are soon going into 2021 with the hope that 2020 will end of a better note than it has been so far. We are going to do our best to make next year as pleasant as possible for you with several updates and a few new interesting additions to the game in the pipeline. Stay put for more! And don't forget to tell your friends on the current Winter Sale to have join you in online coop over Steam Remote Play.
- Developer post
Nominate us for the Steam Awards.
- Developer post
Intergalactic Esport
Competition in gaming has been around for years. But it has always been reserved for AAA-games. Until now! Today we launch the Intergalactic Esports update for 1993 Space Machine which enables you to compete with a indie-game in a esports setting. Go and create a team with your b
Competition in gaming has been around for years. But it has always been reserved for AAA-games. Until now! Today we launch the Intergalactic Esports update for 1993 Space Machine which enables you to compete with a indie-game in a esports setting. Go and create a team with your best friends, pilot your ships against Nestor and his minions and see who does it best. Register here to start your journey into indie esports with our friends at Indie Esports League https://indieesportsleague.com/lp1993Original post - Developer post
First update since 2016
Yes everyone, 1993 Space Machine is updated! We've added the long awaited "Rookie mode" for an easier experience, Razer Chroma support and you can now play a previously hidden level as one of the standard ones. Besides that we've added some QoL fixes and you're also able to play
Yes everyone, 1993 Space Machine is updated! We've added the long awaited "Rookie mode" for an easier experience, Razer Chroma support and you can now play a previously hidden level as one of the standard ones. Besides that we've added some QoL fixes and you're also able to play with your friends using Steam Connect. We are working on more exciting things so stay tuned and take the oppurtunity to try the new update during our currently running sale!Original post - Developer post
Steam Awards Nomination!
Nominate 1993 Space Machine for a Steam Award!
Nominate 1993 Space Machine for a Steam Award!Original post - Developer post
The tunes are now available on Soundcloud
So after some time I´ve finally got the time to upload the tunes upon request from you guys. Just follow this link and you´ll find all the songs originally done in Protracker on the Amiga:
So after some time I´ve finally got the time to upload the tunes upon request from you guys. Just follow this link and you´ll find all the songs originally done in Protracker on the Amiga: https://soundcloud.com/user-381365177Original post - Developer post
The tunes are now available on Soundcloud
So after some time I´ve finally got the time to upload the tunes upon request from you guys. Just follow this link and you´ll find all the songs originally done in Protracker on the Amiga:
So after some time I´ve finally got the time to upload the tunes upon request from you guys. Just follow this link and you´ll find all the songs originally done in Protracker on the Amiga: https://soundcloud.com/user-381365177Original post - Developer post
Featured blog post on Gamasutra about balancing '1993'.
Check it out here: Balancing the sh%& out of our shmup
Check it out here: Balancing the sh%& out of our shmupOriginal post - Developer post
Featured blog post on Gamasutra about balancing '1993'.
Check it out here: Balancing the sh%& out of our shmup
Check it out here: Balancing the sh%& out of our shmupOriginal post - Developer post
Ships Stats & Performance
We just wanted to clarify the workings of the smaller ships available in the game shop. Yes they behave all the same and purely look different. This is because they were mainly made for local co-op mode to distinguish each player from one another. However, we thought it would be
We just wanted to clarify the workings of the smaller ships available in the game shop. Yes they behave all the same and purely look different. This is because they were mainly made for local co-op mode to distinguish each player from one another. However, we thought it would be a shame not to offer the option to choose which one you prefer even in single player. The class II ships though, they do behave differently from each other. We have realized that this has caused some confusion and apparently failed in communicating this clearly in the game.Original post

