Published on2019/02/20
Theodore is the court jester. He can not fulfill his dream of being part of the army because he needs to fly for it, and he does not know.
But one day, the peaceful kingdom they inhabit is attacked by a mysterious army, and the desperate king asks for help, because no one else is left.
With this argument starts "Teodoro does not know how to fly", the second game for Spectrum that Pagantipaco developed in Retroworks.
And like his previous creation, Gommy, Medieval Defender, one thing stands out above all others: color. Forget about the multitude of monochrome games that swell the lists of titles programmed for the Sinclair computer and remember classics like Rescue from Atlántida, "Savage" or "Flunky". Colorful everywhere, joy, lighting ... So much, that it may even seem excessive at times, but few; because it does not interfere with the development of the game, it does not become annoying ... Even though it may threaten it.
The sound aspect is, in turn, at the height of the graphics, with pleasant melodies that accompany our adventures.
The game has a measure of playability, which makes it possible to advance without too much difficulty through its extensive mapping. It is not a chimera to finish it in a few days.
With this title, Retroworks followed its path, slowly but surely, towards the maturity of the 8-bit retro market.
But one day, the peaceful kingdom they inhabit is attacked by a mysterious army, and the desperate king asks for help, because no one else is left.
With this argument starts "Teodoro does not know how to fly", the second game for Spectrum that Pagantipaco developed in Retroworks.
And like his previous creation, Gommy, Medieval Defender, one thing stands out above all others: color. Forget about the multitude of monochrome games that swell the lists of titles programmed for the Sinclair computer and remember classics like Rescue from Atlántida, "Savage" or "Flunky". Colorful everywhere, joy, lighting ... So much, that it may even seem excessive at times, but few; because it does not interfere with the development of the game, it does not become annoying ... Even though it may threaten it.
The sound aspect is, in turn, at the height of the graphics, with pleasant melodies that accompany our adventures.
The game has a measure of playability, which makes it possible to advance without too much difficulty through its extensive mapping. It is not a chimera to finish it in a few days.
With this title, Retroworks followed its path, slowly but surely, towards the maturity of the 8-bit retro market.










Programming, debugging help: Jaime Tejedor Gómez (Metalbrain), Francisco Javier Peña (utopian)
Sound engine: Jonathan Smith (JOFFA)
Music engine: Beepola
Programming (Amstrad, MSX): José Vila Cuadrillero (ZilogZ80a)
Graphics, Screen & Loader (Amstrad CPC): David Donaire Sánchez (DaDMaN)
Additional graphics (MSX): José Vila Cuadrillero (ZilogZ80a)
Sound engine, music, SFXs (Amstrad, MSX): José Vicente Masó (WYZ)