Dijkbreker — The Amstrad Game Where You Fight the Sea
The Netherlands has been fighting the sea for centuries. In 1987, two brothers from Goes turned that existential struggle into an Amstrad CPC game called Dijkbreker (“Dyke Breaker”) — a frantic action game where a single water board engineer must defend a stretch of coastline from an endless onslaught of storms, leaks, and rising tides.
The Game
Dijkbreker is played from a side-scrolling perspective across a long section of sea dike. The player controls Jan, a dijkwachter (dike warden) who patrols back and forth along the top of the dike. Below the waterline, leaks appear at random — small trickles at first, which grow into dangerous streams if left unattended.
The core mechanic is simple but relentless: spot the leaks, climb down to them, and repair them before they widen. Repairs are performed by pressing the action button next to a leak, which triggers a short animation of Jan hammering sandbags into place. Small leaks take one second to fix. Medium leaks take three. Large leaks require five seconds of uninterrupted hammering — and if the water breaks through entirely, that section of dike collapses and the polder behind it begins to flood.
The game tracks a water level meter for the polder. Each breach raises the water level. If it reaches the rooftops of the farmhouses visible in the background, the game ends with a blunt message: HET LAND IS VERLOREN (“The land is lost”). It’s surprisingly affecting — watching the pixelated farmhouses slowly disappear under blue as you scramble to plug leaks on the other side of the screen.
Every few minutes, a storm phase begins. The sky darkens, waves crash higher, and leaks appear at double the normal rate. During storms, a strong current can sweep Jan off the dike if he’s climbing the seaward face, forcing you to time your descents carefully. The storms last about 30 seconds but feel much longer.
Between levels, there’s a brief management screen where you can spend earned guilders on reinforcements: extra sandbag piles positioned along the dike (reducing repair time), a second worker who patrols autonomously (though his AI is unreliable and he sometimes walks past leaks), or raising the overall dike height, which delays breaches slightly.
The difficulty curve is steep. Level one is manageable — a short dike, few leaks, mild weather. By level five, the dike stretches across three screens, storms come every 90 seconds, and leaks can appear in clusters. We have never seen anyone claim to have beaten level eight.
The Developers
Maarten and Ruud Kloet were 19 and 16 respectively when they made Dijkbreker. They grew up in Goes, the capital of Zuid-Beveland in Zeeland — one of the provinces most devastated by the Watersnoodramp (North Sea flood) of 1953, which killed 1,836 people and displaced tens of thousands.
“Our grandmother never stopped talking about it,” Maarten told us via email. “She lost two cousins and their entire farm was under water for months. For us, the sea wasn’t abstract. It was the thing that almost destroyed our family. Making a game about it felt natural — not disrespectful, but like a way of processing something that still shaped our daily life.”
Maarten had learned Z80 assembly programming from a library book and a lot of trial and error. Ruud, who was artistically inclined, designed the sprites and background graphics using a hex editor, plotting pixels by hand on graph paper before entering the values. The farmhouses in the background were based on actual farms near Yerseke that their grandmother had pointed out to them.
The brothers worked on Dijkbreker for about eight months, developing on an Amstrad CPC 464 with a green-screen monitor. Sound effects were minimal — the splash of leaks, the hammering of repairs, and a low rumbling during storms — but the storm sound effect used a clever trick of rapidly alternating noise channel frequencies that Maarten figured out by studying how Roland on the Ropes handled its audio.
Release
The Kloet brothers sold Dijkbreker through mail order, advertising in the Amstrad-focused Dutch magazine CPC Gebruiker and at a regional computer fair in Middelburg in the autumn of 1987. Cassette copies were priced at ƒ12.50. They also offered a disk version for ƒ17.50, though Maarten recalls that almost nobody had a disk drive.
Sales were modest — around 80 cassettes and perhaps a dozen disks. The Amstrad CPC had a smaller user base in the Netherlands compared to the MSX or Commodore 64, and the game’s entirely Dutch interface didn’t help with potential exports.
The brothers sent a copy to CPC Gebruiker, which published a short but enthusiastic review, praising the game’s atmosphere and noting that “the tension is genuine — you really feel the water rising.” The reviewer’s only complaint was the difficulty: “After level four, only the Delta Works themselves could save you.”
After Dijkbreker
Maarten went on to study electrical engineering at TU Eindhoven and spent his career in embedded systems. Ruud studied graphic design at the Willem de Kooning Academy in Rotterdam and now works as a freelance illustrator. Neither made another game.
“We talked about a sequel,” Maarten said. “It would have been about the Delta Works — building the storm surge barriers. More of a strategy game. But then university started and we ran out of time. The Amstrad ended up in the attic, and eventually my mother gave it to a neighbor’s kid.”
Ruud still has the graph paper sheets with the original sprite designs. He showed us photos — meticulous grids of colored squares that map directly to the chunky CPC pixels. The dike warden sprite is eight pixels wide and sixteen tall, wearing what Ruud described as “a yellow rain jacket and the kind of cap our grandfather wore.”
Preservation
No complete copy of Dijkbreker is known to survive in the original packaging. The game has not surfaced on any Amstrad CPC software archive or preservation site. We know of its existence through the CPC Gebruiker review (a scan of which was shared on an Amstrad forum in 2021), a classified ad in the same magazine, and our correspondence with the Kloet brothers.
Maarten believes he may still have the master cassette somewhere in his parents’ house in Goes but hasn’t been able to locate it. If anyone in the Zeeland area purchased a copy of Dijkbreker at the 1987 Middelburg computer fair or through a mail order ad in CPC Gebruiker, we would very much like to hear from you. This is exactly the kind of game that deserves to be preserved.