Shanti77: "I try to add something new in every game"

Janusz "Shanti77" Chabowski is one of the most prominent figures in the contemporary Atari 8-bit scene. With titles such as The Last Squadron, Bosconian, and Commando C64, he has demonstrated his ability to overcome technical obstacles and optimize intricate details, transforming his games into both technical and artistic masterpieces.
A prolific programmer and winner of the latest edition of ABBUC 2024 with his acclaimed “Ruff in Trouble,” Chabowski has proven himself to be a creative force capable of pushing the limits of what classic Atari 8-bit computers can achieve.In this exclusive interview for Atariteca, "Shanti77" shares insights into his career, the technical challenges he has faced, and the motivations behind his projects. From his beginnings with an Atari 800XE and the BASIC language to his most recent successes in the retro gaming scene, Chabowski offers a fascinating glimpse into his creative process.
Tell us a little about yourself and how you got involved in computing: your age, whether you are married or have children, where you live, and what you do for a living.
I am 47 years old, living in a small town in northern Poland with my wife, daughter, and our dog. I work in a telecommunications company, which has nothing to do with IT. My first contact with a computer was in primary school (with a ZX Spectrum), and later I acquired my own computer (an Atari 800XE with an XC12 tape deck). After playing a few games, I decided it was time to write my own programs (in BASIC).
What was your first computer and what motivated you to start programming it?
As I mentioned, my first computer was an Atari 800XE with an XC12 cassette deck (later I added the XF551 floppy drive). After the initial fascination with games, I wanted to create something myself. Naturally, I started with the built-in BASIC language. I learned the commands by copying code from magazines (such as "Bajtek," one of the first popular computer magazines in Poland) and experimenting with modifications. This led to the creation of simple room-escape games. Later, the magazine "Tajemnice Atari" appeared, introducing me to assembly language; and the book "Poradnik programisty Atari" (Atari Programmer's Guide) completed my understanding of how the computer functioned. Eventually, I began developing games in QuickAssembler ("Solitaire," "Tetris," and "Lemmings"). However, this period coincided with the decline of the Atari, which I eventually replaced with an Amiga 600.
What led you to develop games and other projects for Atari 8-bit computers?
After selling my Atari, I remained passionate about programming. On the Amiga, using Amos, I managed to create a simple game (a port of a C64 game called “Jojo”). Then I moved on to the PC, where I worked on basic programs, games, and web pages (using TurboPascal, C++, HTML, PHP, and JavaScript). My brother, who had started collecting old computers, persistently encouraged me to return to programming on the Atari after 2000. After watching a YouTube video showcasing the new capabilities of the Atari, I decided to revisit my knowledge of programming on 8-bit computers. Why the nickname "Shanti77"?
The nickname "Shanti" comes from a book I used to read frequently, and the "77" corresponds to the year of my birth (1977). I previously used it in StarCraft: Brood War.
Among the various projects you have worked on, which is your favorite? And why?
I think the current project (Ruff in Trouble) is the most popular. When I revisit older projects, I notice several shortcomings and feel that I could have improved them.
"I've probably become more recognizable in the Atari scene. Now everyone expects a lot from my projects; before, there wasn't so much pressure."
We'd like to know how you've experienced these last few years of success in the Atari 8-bit scene. How would you describe the reception of your games, especially Ruff in Trouble, winner of the ABBUC 2024 competition, and The Last Squadron, winner in 2020?
I've probably become more recognizable in the Atari scene. Now everyone expects a lot from my projects; before, there wasn't so much pressure. I strive to perfect my games, but I can't please everyone, and players often criticize the difficulty level. I’ve noticed that people enjoy games with vibrant colors and dynamic gameplay.
What inspired you most when developing Ruff in Trouble, and how did the idea for its action-platforming style come about?
It was a desire to test the engine under different conditions, and I really enjoyed the game Ruff 'n' Tumble on the Amiga, so I took up the challenge. I knew that porting the entire game would be impossible, so I focused on a few key aspects: scrolling in all directions, uneven terrain, the way the hero shoots, some enemies, and coins. I gradually added new elements, wondering how far the Atari could be pushed before reaching its limits.
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Can you give us any details about future levels for Ruff in Trouble? Do you have an estimated release date?
I haven't had time to create any new levels yet. I've been fixing additional bugs I discovered in the game, along with implementing some improvements.
Throughout your career with Atari, you have worked on several ports, such as C64 Commando, Highway Encounter, and Bosconian. What motivates you to choose certain games to adapt to the Atari 8-bit?
It’s a challenge. For example, I saw «Bosconian» on the A2600 and realized it was possible to create a side panel on the XL/XE, while also reigniting my interest in programming for the Atari. I saw «Highway Encounter» on the ZX Spectrum during elementary school and was curious about how Mariusz "MariuszW" Wojcieszek created ports from that system. You could observe how games were coded back then.
As for «Commando», the game code was available in a syntax similar to MADS, and it would have been a shame not to take advantage of it. I already had some familiarity with VBXE and discovered it could emulate C64 graphics. All the game logic could be directly copied; additionally, I extracted the graphics and stages from the extended version of the game. Unfortunately, the music couldn’t be emulated this way, so I relied on examples from Raster Music Tracker (RMT).
The Last Squadron was very well received as a high-quality shooter. What was the most challenging part of its development, and how did it influence your later projects?
In «The Last Squadron», the hardest and most time-consuming task was creating a smooth and fast sprite splitter. We then had to develop a level editor because manually designing levels would have been too difficult. The editor was created in Delphi, as it’s the fastest environment for me to program in. Later, this editor proved useful for «Trax»/Ruff in Trouble, as the newer version of the editor is slightly refined and more versatile.
«Gacek» stands out visually by taking advantage of the VBXE graphics card. What led you to focus on this graphical expansion for Atari?
All the graphics from the arcade version of Bomb Jack were accessible. In «Gacek», they had to be modified for Antic/GTIA. Using VBXE, we could utilize the original graphics, replacing only the screen-drawing procedures, bombs, and sprites, while keeping the rest unchanged (similar to Commando).
Tell us a little bit more about Trax. What can you share about the future of this project?
Trax is being developed collaboratively, so it's hard for me to predict when it will be finished. It depends on how much free time each of us has and whether we can align our ideas regarding the final look of the game. I've been fine-tuning the weapons, and I still need to complete the shop and make minor code adjustments. It should be ready by 2025, perhaps for ABBUC? We'll see...






Over 30 revisions and 21 AI levels in «Bosconian».
You've explored a number of genres and mechanics in your games. What elements or themes do you like to incorporate, and which ones do you consider your personal trademarks?
I try to add something new to every game; I'm interested in all the tricks available, but only those that are truly effective.
In The Last Squadron, I decided that all objects and projectiles would be hardware sprites, allowing the game to run at 50fps. I also applied this approach in Gacek.
In Trax, I didn’t want blinking sprites anymore, so I implemented a projectile splitter instead, with objects drawn in signs. Additionally, to achieve more colors, I used the sprite mode prio=0.
In "Ruff in Trouble," I incorporated a sprite splitter to color opponents and objects. I also developed a system for uneven surfaces, enabling platforms to be non-flat, and added fast movement in all directions.
I’m not sure what will feature in the next game, but I’ll need to come up with something...
On the technical side, we are interested in knowing how you integrate graphics, music, and programming in your projects. How do you balance these aspects, and what have been the biggest challenges in this regard?
I aim to create universal tools that can be reused across various projects. These programs already export data and graphics in a format that can be immediately integrated into the game. Occasionally, I also use editors available online (such as those created by Wojtek "Bocianu" Bocianski and Martin "Matosimi" Å imecek). While they aren’t perfect, they allow for quick experimentation or rapid prototyping.
Do you admire any programmers or developers from the 8-bit scene (Atari or other platforms)?
I greatly admire Avery Lee for creating the exceptional emulator and debugger Altirra. Without it, many outstanding Atari games would not have been developed, and programming wouldn’t be as enjoyable.
Are there any recent Atari 8-bit homebrew games that you find particularly impressive?
Doom is definitely impressive. I never thought anyone would manage to create a functional port of this game.
What do you think about competitions like ABBUC or the Atari Awards? Do you think they have influenced your career or the motivation of other developers?
These contests motivate people to create games for the Atari. While not all entries are of the highest standard, they always serve as a starting point. Moreover, the competitive aspect encourages more polished programs, and the deadlines provide structure.
"Trax is being created by several people (...) It should be ready in 2025, maybe for ABBUC? We'll see."
Do you still own an Atari 8-bit computer?
I currently own an Atari 65XE with 64KB of RAM and a 512KB memory expansion.
What are your favorite Atari 8-bit games of all time, and why?
My favorite games are the ones I enjoyed playing as a child, specifically “Zybex” and “Mission Shark.” I completed both in a single playthrough.
As an experienced programmer in the Atari scene, what advice would you give to those looking to start creating games for Atari 8-bit computers today?
Don’t be afraid of assembler. Start with simpler projects (I usually began by writing "Tetris") and avoid settling for minimalism.
Finally, is there anything else you would like to share with Atariteca fans?
Greetings to all Atari enthusiasts. I wish you many new and exciting games in 2025!
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