About
Bullet Mechanics is an independent games development studio, focusing on producing games for Windows-based personal computers. As the name hopefully suggests, Bullet Mechanics’ primary focus is shoot ‘em ups (sometimes referred to as shooting games, STGs or shmups) and in particular two dimensional blasting action, although there’s a fair degree of wiggle room within the “brief” as well so whilst a 3D game or run and gun affair may become an option at some point, albeit an unlikely one.
Bullet mechanics as a science involves working out the trajectory of a projectile or series of bullets through a medium… or something along those lines at least. But its also a term used to describe the logic behind how bullets move within computer games, which is slightly more appropriate. Anyway, it sounded cool…
Who are the Bullet Mechanics?
At the moment, the question is more “who is Bullet Mechanics” since the lead programmer, graphics artist, rendering technician, sound engineer, head play tester, webmaster, network manager and indeed tea boy are all one person; the majority of the time at least I answer to the name Jason or T.M.R (a contraction of The Magic Roundabout) but there are a few more derogatory titles that have been applied to me over the years. I’ve been programming computers and indeed games since I was about eleven and writing about them for nearly fifteen years in first an amateur and then a professional capacity (well, it’s paid work but if that makes me a professional writer is probably still open to interpretation). I’m not sure if that previous experience makes what I do any good, but as long as people enjoy the output and I’m having fun doing it, that’s reason enough to continue.
Other things that I’m involved with on a programming front include Cosine, which is a loose team of developers working on 8- and 16-bit computers as well as current and previous generation consoles, and Illogistix, which is about experimenting with code and programming languages. As regards writing, I’m the editor of the currently hibernating Oldschool Gaming which features reviews of independently developed games for 8-bit machines, occasionally remember to update Retro Tat which is a vague and very likely misguided attempt to write about direct to TV “retro” hardware and software releases that emulate or expand on classic games and I have a monthly section in Retro Gamer reviewing indie games, remakes and new 8- and 16-bit releases.
