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Game screenshot
Your rating: None Average: 4.6 (5 votes)
Year released:
[www].se [ftp].se [mirror].us [mirror].de
Squish.sit (2.57 MB)
MD5: f0841968e07c7189df6da8e6ed96950e
[www].se [ftp].se [mirror].us [mirror].de
SquishKeygen.bin (7.75 KB)
MD5: 41417ec5dd91ccf6f5bf2bff98c0f296
This game works with: Basilisk II,

Guide Squish, the titular rubber ball, through 100 puzzles. Version 2.6.8 with Squish Guidance book included.

One of my earliest memories of Henry is that by the time he was in high school he was already earning royalties from a Mac shareware game he'd made. It was called Squish, and its premise was inspired by the game Lemmings. But it was another favourite childhood game that showed Henry the value of truly committing to his projects: TaskMaker.

"It was a black + white adventure fantasy, top-down, square tiles, fight monsters and so on," says Henry. "I really liked this game and I figured out that its file system was pretty simple, because when you win the game, you get a special power where you can change the world and you can change the individual squares on the map to be whatever you want... It gave me the idea to make a map editor for the game, so I could make my own maps and walk around them."

Then only about 12 years old, Henry reached out for help to finish things off—first from his father and then from the game's author. Impressed that Henry was hacking his game "for good instead of evil," the author sent along a free colour copy of the game. "That was the first time I got paid in some way for something I'd built," says Henry. "I think that solidified in my mind that I could do something with this, and I could actually make games for a living and I would enjoy it."

So he set about making Squish, a puzzle adventure game. At first, Henry didn't intend to sell it. But when his family relocated to Ottawa and he started learning the programming language C++ at Glebe Collegiate Institute (GCI), he quickly cobbled together enough knowledge to make a version of Squish that ran as a native Mac application, and posted a free demo on bulletin boards, websites and FTP servers.

Fans of the game promptly mailed in their $10 to order the full version. But the best part wasn't the money. "I would get these personal letters from people who wrote, 'I love your game! My six-year-old and I have been playing it. Here's a picture he drew of Squish,'" says Henry. "It was awesome."

Squish also attracted older players. Mac publisher Fantasoft Games got in touch and offered to take over publishing Squish. That meant no more handwritten letters in the mail, but it also enabled a wider audience and credit card transactions. "At its peak, I was making about $500 per month, which is an amazing amount of money for someone in high school," says Henry.

  — Kickass Canadians' profile of Henry Smith

Architecture: 68k

System Requirements


MacWise's picture
by MacWise - 2009, July 14 - 7:31pm

Not exactly. When you're sure you can't pass a level, copy the corresponding code from the book, load your saved game and select "Show Me How" from the Help menu. Paste the code in the dialog box that appears, and the game runs a demo with the solution. So, the code book is really an addition to the game's help from the developers.

toprak's picture
by toprak - 2009, July 14 - 6:35pm

if it's for skipping levels, i think it will spoil the game.

MacWise's picture
by MacWise - 2009, July 14 - 6:17pm

It worked! Thanks Balrog. You're the best! Crown I'll add the code book to the archive.

Balrog's picture
by Balrog - 2009, July 14 - 3:03pm

Try . Grab it (and the site) because the Wayback Machine isn't always reliable.

MacWise's picture
by MacWise - 2009, July 14 - 7:28pm

Does anybody have the code book for this game? It has always been available at, but now clicking on the Squish Guidance link returns a page-not-found error. Sad