Spillhistorie
spillhistorie.no · Group blog · on HN since 2020
A Norwegian site on video game history, publishing interviews with game artists and developers and stories about the Amiga, Commodore 64, and early studios.
What HN saysHN commenters link its interviews with artists such as Roger Dean, Jim Sachs, and Michael Haire to add first-hand detail on retro game art.
29HN people shared it
3linked it in comments
46stories submitted
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2 months agolast shared
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Most-shared posts
- 1They tested video games in the nineties3 people · 13 points · first shared 2025 · discussion on HN
- 2Interview with Jim Sachs (Defender of the Crown, Marine Aquarium)3 people · 6 points · first shared 2025 · 1 comments on HN
- 3Steve Meretzky – Working with Douglas Adams on the Hitchhiker's Guide2 people · 167 points · first shared 2025 · 44 comments on HN
- 4Legends of the games industry: Roger Dean2 people · 130 points · first shared 2025 · 26 comments on HN
- 5The masters of Commodore 64 games2 people · 110 points · first shared 2020 · 51 comments on HN
- 6Recreating Dune II for the Amiga2 people · 95 points · first shared 2024 · 21 comments on HN
- 7The Sumerian Game: The ancestor of modern city builders2 people · 84 points · first shared 2025 · 18 comments on HN
- 8The story of X-Copy on the Amiga2 people · 69 points · first shared 2025 · 12 comments on HN
- 9The story of how Boulder Dash was created2 people · 16 points · first shared 2025 · discussion on HN
- 10Norways first adventure game part 12 people · 8 points · first shared 2025 · 1 comments on HN
- 11Microchess, one of the first commercial home computer games ever published2 people · 6 points · first shared 2024 · discussion on HN
- 12The story of Rogue1 people · 275 points · first shared 2024 · 108 comments on HN
- 13Frank Gasking on preserving «lost» games1 people · 92 points · first shared 2025 · 21 comments on HN
- 14Interview with the Creator of Deluxe Ski Jump1 people · 87 points · first shared 2025 · 13 comments on HN
- 15Maybe we should do an updated Super Cars1 people · 22 points · first shared 2025 · 3 comments on HN
What HN people wrote when they linked it
esafak · 2026-08-21
Don't forget to mention its art director, Michael Haire, for all those memorable visuals.
https://spillhistorie.no/2025/01/17/qas-with-michael-haire-former-art-…
I'm just learning this myself:
"My favorite version artistically is Pirates Gold where I was able to style the graphics after classic illustrators like N.C. Wyeth and Howard Pyle."
Howard Pyle's Book of Pirates: https://www.gutenberg.org/files/26862/26862-h/26862-h.htm
N.C. Wyeth's illustrations for Treasure Island: https://www.nocloo.com/n-c-wyeth-treasure-island-1911/
pavlov · 2025-10-20
This great interview with Roger Dean about his career in games was recently posted:
https://spillhistorie.no/2025/10/03/legends-of-the-games-industry-roge…
Turns out that the Psygnosis developers in the 1980s used him as a kind of single-shot concept artist. They would commission the box art first, then use that as inspiration for designing the actual game to go inside the box.
mrandish · 2025-05-23
> You didn't have to draw a pixel at a time.
Back in the day I was fortunate to work with some of the best pixel artists in the industry like Jim Sachs (https://spillhistorie.no/2024/09/13/legends-of-the-games-industry-jim-… and they definitely did draw the vast majority of their pixels one at a time in the best paint programs available like Electronic Arts Deluxe Paint. In the linked article Sach's is quoted "I put dots on the screen. One at a time at first. Green dots for grass, blue dots for sky, gray dots for castle blocks. Hour after hour. I was happy if I got one square inch of the screen done in a day."
To create top notch pixel art in those limited resolutions and palettes forces the artist into creating the illusion of colors and detail which aren't actually there in any one pixel. They do this by modifying the colors of individual adjacent pixels to imply shading and highlights. Jim would modify one pixel, zoom out to assess the overall effect on that area of the image, then zoom back in and modify the next pixel. I encourage you to zoom in and pixel peep some of Jim's images. Most of those pixel patterns aren't uniform enough to be from an 80s paint program and not randomly Bayer-ish enough to be a digitized image.
Jim has discussed his workflow in detail in interviews. The value of Deluxe Paint to an artist like Jim wasn't laying down swathes of pixels, it was mostly fast zooming and panning as well as detailed palette control. Of course, those artists…