SpaceSweeper: A Strangely Prophetic 1997 Prototype
Sometimes, a simple game concept from the past becomes an eerily relevant prediction. In 1997, I began building SpaceSweeper — an unfinished game about clearing space junk like Coke cans and broken UFOs from lunar orbit.
Decades later, as the Kessler syndrome becomes a real-world concern, this unfinished project feels unexpectedly ahead of its time.
It's also a fascinating technical artifact; the hand-tuned Assembly code that made graphics fly on a 90s CPU struggles under modern emulation, making the game a victim of its own legacy optimization.
Launch the simulation by clicking Play below.
// System Warning: Emulation of the low-level ASM is sluggish. Patience is required.