lol, uh, I'm concerned that anyone might actually think the Speccy games this "homage" references were ever this bad

It's not horrible for a 5-10 minute romp through hastily-made, gorily garish mazes until you find the somewhat hidden secret room that ends it. The music choices remind me of the earlier Space Funeral in a good way, and its commitment to just being a little fucked-up guy of a game, only loved by its creator, is admirable. Sadly, Fucker Gamer Scum Get Fucked almost entirely misunderstands the source material it's deriving from. Both of John George Jones' splatterpunk classics for the ZX Spectrum, Go to Hell and Soft & Cuddly, are both more playable than this and offer an ironically meaningful kind of Thatcher-era nihilism. They were emblematic "video nasties" taken to the computer's known limits, while FGSGS would barely escape the Newgrounds blam-hammer with how much it tries my patience.

From the start, you're bombarded with Speccy-like colors-on-black aesthetics, albeit balking that platform's infamous graphical restrictions (ex. sprite color clash). None of this looks as cohesive as I think the creator intended. More detailed sprites and objects stand out in an uncanny but uninteresting way, like an overworked collage canvas. We're supposed to be floating a bizarre nightmare maze of sorts, the kind of Grand Guignol show turned gore film that Go to Hell did so well. But I wasn't even a bit spooked or put-off by the imagery, just bored. At least this doesn't fall into the same traps as fashionable mascot horror one-offs these days, but the baneful bits of J.G. Jones' duo have lasting power this doesn't. Used syringes, nondescript projectiles, and a cheap glut of bloody surfaces does not a fun horror show make. Gimme me the conjoined babies, flying guillotines, walls made of Hell's victims spanning all its rings, distorted scrimblo faces to make Otto from Berzerk proud...all that you'll get in the actual '80s games.

Now, you won't catch me saying there's any trenchant narrative or commentary in something like Soft & Cuddly. Transgression was by far the most important goal for Jones, using the Sinclair PC's inimitable visual strengths to transform horror cliches into something more compelling. But his creations weren't lumped into the more literary splatterpunk movement without good reason. There's a distinct air of anti-Tory, pro-creators ethos felt throughout either adventure, from the mercurial hells you explore to cute humor like the game over screen punchlines. All the grim, strange sights on offer, plus shrill soundscapes, evokes the evolving, never-ending drudgery of living through miners' strikes, predatory capitalism, and Mary Whitehouse screeds against non-conservative art in general. Jones made these shambling but nonetheless enjoyable scare houses for himself and friends, something the punks and outsiders could share in common.

I'm not sure who the audience for this modern retread is. Parts of FGSGS look too polished, too modern game engine-based to fit a visual style made under technical constraints. Go to Hell wasn't much more than a decent if tedious maze adventure, but this has barely any progression at all. You quickly jet your way through not nearly enough screens to feel as complete as its inspiration, all while seemingly anything kills you without logic. The life-draining walls and enemies in Go to Hell are very punitive, but possible to work around and feel some accomplishment for reaching each cross. FGSGS just has nothing like that. It's a big nothingburger of an attempted mid-2000s Flash game in its current state. Less like an amateur's earnest riff on Clive Barker, Alan Moore, Tanith Lee, or any other icons of '80s UK pulp fiction—more like My First VVVVVV Fangame v0.3.

But worst of all, this just doesn't get the kind of socio-economic nihilism that makes Jones' games so interesting today. I couldn't come across any weird level design, enemy type, or wacky set-piece here suggesting that vibe of "we're stuck in a hellish war-torn ghost town world with nowhere to go, hounded by those above us". Go to Hell has you playing a very simple but recognizably Manic Miner-like character, traveling through corridors adorned with commodified villains, symbols, and unfortunates like yourself. The crosses you seek are themselves distorted, flashing neon facsimiles of the real thing, lighting up a night of meticulous wandering. Jones' hell feels surprisingly barren despite its content overload, a telling contrast. Reaching each cross and finally Alice Cooper's digitized mug may not mean much, but there's something to feel accomplished about. FGSGS really just throws everything and the kitchen sink at you, hoping something sticks.

IDK, there's not much more to say for this one. Throw it on if you love watching your PC monitor forcibly switch to 640x480 resolution, or want a quick laugh. I get more enjoyment from Livesey Walk animations, let alone a quality YouTube Poop with the same runtime. Normally I'd just give this kind of game a 2-star rating and move on, but it's hurt a bit by having such a dismissive attitude towards Jones' games and the "ZX Spectrum aesthetic" in general. (Not that I fault anyone for disliking how Speccy games almost always look, but developers have crafted very artistically interesting works on it for a long time.) The most praise I'll give to Fucker Game Scrum Get Stabbed is that I finally played Go to Hell because of it—now that's what I call Entertainment.

Completed for the Backloggd Discord server’s Game of the Week club, Feb. 28 – Mar. 6, 2023

Reviewed on Feb 28, 2023


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