Television
I wrote Television in 1986, when I was 17 years old - exactly as old as Matthew Smith, the author of Manic Miner, who was my main role model. Matthew Smith is an absolute genius who managed to extract almost unbelievable capabilities from ZX Spectrum hardware through software, and of course I openly admit that Television is not even close to that level in any of its qualities. Still, it was born out of the same admiration for the "platform" games of that era - games in which the main character moves and jumps through levels, collects items, and tries to reach the exit.
In the case of Television, the goal of each level is for the hero to collect the required items and finally switch on the television set located in the center of the screen. The game has "only" six levels, but even today they are challenging enough that I find them very hard to complete. Between the main levels there is also a bonus sequence, a small challenge of concentration and memory in which you have to notice which TV button contains the channel (this was a common analog skill of that era). It is the only button that will not be pressed, so you have to remember it and choose it.
The game was written using a combination of standard ZX Spectrum BASIC and machine code, that is, Z80 assembly. One of the details that makes it unusual (I have never seen such a use of the Z80 interrupt) is the white square, or dot, moving from left to right line by line. It was conceived as the electron beam that actually drew the image on the screen of CRT televisions at the time. In the game itself, that "beam" becomes an obstacle the player has to avoid.
What especially stayed in my memory is how the levels and graphics were created - most often first drawn on A4 squared notebook pages, during the more boring classes at the secondary electrical engineering school in Novi Sad, and only then turned into code.
For me, Television also has additional biographical value. With this game I took part in the municipal high school competition in microcomputer technology in Novi Sad in 1987 and won "only" third place. Even today it remains dear to me as a trace of a time when games were made out of pure fascination with computers, with a lot of imagination and far fewer resources than today.