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Commodore 64 Reverse Engineering

Edit on Github | Updated: 25th October 2026

Games

mm-explained: Maniac Mansion C64 Disassembly

pditincho has produced a reconstructed and fully commented disassembly of the Commodore 64 implementation of Maniac Mansion. This project documents the inner workings of the engine’s C64 iteration, covering 6502 assembly routines, specialized disk loaders, and hardware-level interactions with the VIC-II and SID chips. It provides a detailed technical breakdown of game entities such as rooms, costumes, and scripts, serving as a comprehensive resource for understanding the game’s original architecture.

Freeload: The Ocean Loader Technical Retrospective

Paulie Hughes provides a detailed technical breakdown of “Freeload,” the iconic Commodore 64 turbo loader used by Ocean Software. The page explores the evolution of the loader’s design, including its signature raster bars, the integration of loading music by composers like Martin Galway, and the various anti-piracy encryption methods implemented toward the end of the C64’s lifecycle. Crucially, it discusses the transition from standard loading routines to more advanced techniques, such as loading data directly into the stack to execute games via a manual stack pointer manipulation.


Terminator 2 - Adding a trainer

Martin Piper’s walkthrough covers reverse engineering Terminator 2: Judgement Day, adding code hooks and patches, and creating a cartridge containing the cheats. It provides a practical example of using game-code analysis to build a trainer rather than a full disassembly. Piper’s accompanying announcement states that source code is included.


Magazine Interviews

The magazine index collects developer interviews tagged for the Commodore 64 across all indexed magazines.

MagazineIssuePagesDeveloperPlatformsDescription
Retro Gamer3 pp. 65-69 Simon Ullyatt ZX Spectrum, Commodore 64 Ullyatt discusses Cronosoft, a publisher of new games for older computers. Jonathan Cauldwell and his games are covered in the feature, but Cauldwell is not the interviewee.
Retro Gamer5 pp. 36-40 Protovision Commodore 64 The Protovision team discusses Commodore 64 development, including Metal Dust, Tanks 3000, and Pac It.
Retro Gamer5 pp. 44-52 Stuart Fotheringham Commodore 64, ZX Spectrum Fotheringham discusses the unreleased Mega-tree, his work at Software Projects and Denton Designs, and surviving development disks.
Retro Gamer8 pp. 51-55 Archer Maclean Atari 8-bit, Commodore 64 The Desert Island Disks profile discusses Dropzone, International Karate, and Maclean’s arcade-machine collection.
Retro Gamer8 p. 75 AEG (Smash Designs) Commodore 64 AEG discusses the development of Turrican 3 for the Commodore 64.
Retro Gamer8 pp. 88-99 Steve Turner ZX Spectrum, Commodore 64, Amiga, PlayStation, PC Turner gives a first-person history of Graftgold, including its development methods and later games.
Retro Gamer11 pp. 89-93 Robert White, Mike Richardson, and Clive Townsend ZX Spectrum, Commodore 64 The founder and programmers of Durell discuss the publisher’s early games and development work.
Retro Gamer12 pp. 60-67 Jeff Minter Commodore 64, PC Minter discusses Llamasoft’s games, including Attack of the Mutant Camels and Gridrunner++.
Retro Gamer16 pp. 56-59 Tim Gilberts and Graeme Yeandle ZX Spectrum, Commodore 64 Gilsoft founder Gilberts and programmer Yeandle discuss The Quill, PAW, and adventure game authoring tools.
Retro Gamer18 pp. 32-35 David Crane Commodore 64 Crane discusses the design and development of Little Computer People.
Retro Gamer18 pp. 56-57 Mark Cale Commodore 64 Cale discusses designing The Last Ninja and the series’ later games.
Retro Gamer18 p. 58 John Twiddy Commodore 64 Twiddy discusses programming The Last Ninja series.
Retro Gamer20 pp. 64-67 Stephen Robertson Commodore 64 Robertson discusses the process of creating loading-screen artwork.
Retro Gamer21 pp. 70-73 Manfred Trenz Commodore 64 Trenz explains the design and technical challenges behind the original Turrican.
Retro Gamer22 pp. 60-63 Dennis Caswell Commodore 64 Caswell explains the design and programming of Impossible Mission.
Retro Gamer22 pp. 66-71 Geoff Brown Commodore 64, ZX Spectrum The US Gold founder recounts the company’s origins, imports, publishing, and relationships with developers.
Retro Gamer22 pp. 78-81 Gary Liddon Commodore 64 The Desert Island Disks profile covers Liddon’s work at Zzap!64, Thalamus, and later game studios.
Retro Gamer23 pp. 34-41 Gary Bracey and former Ocean staff ZX Spectrum, Commodore 64, Amstrad CPC, Amiga, Atari ST Former Ocean staff discuss the studio’s games, licensing, production, and working conditions.
Retro Gamer23 pp. 66-69 Peter Stone and Richard Leinfellner Commodore 64, ZX Spectrum, Amstrad CPC The Palace Software founders recount the company’s origins, development, publishing, and Barbarian.
Retro Gamer23 pp. 70-73 Trip Hawkins, Joe Ybarra, and Jim Rushing Atari 8-bit, Commodore 64 Contributors to M.U.L.E. discuss its design, playtesting, publishing, and commercial reception.
Retro Gamer24 pp. 22-29 Former Gremlin Graphics staff ZX Spectrum, Commodore 64, Amstrad CPC, Amiga, Atari ST A developer lookback uses staff recollections to trace Gremlin Graphics and its games.
Retro Gamer25 pp. 56-61 David Crane Commodore 64 Crane explains how the Ghostbusters game was made and adapted from the film.
Retro Gamer25 pp. 64-67 Dave Palmer and Richard Morton ZX Spectrum, Commodore 64, Amiga Former Hi-Tec Software staff discuss licensed cartoon games, production, and the small studio’s work.
Retro Gamer26 pp. 42-47 Archer Maclean Commodore 64 Maclean explains how he developed International Karate and IK+.
Retro Gamer27 pp. 24-27 Peter Liepa Atari 8-bit, Commodore 64 Liepa discusses creating Boulder Dash and its movement and level design.
Retro Gamer27 pp. 32-39 David Fox, Noah Falstein, and LucasArts staff Apple II, Commodore 64, PC The first LucasArts lookback uses developer recollections to cover its early games and technology.
Retro Gamer27 pp. 76-79 Mike Day Arcade, ZX Spectrum, Commodore 64, Amstrad CPC Day discusses converting the Hard Drivin’ arcade game for home computers.
Retro Gamer29 pp. 16-19 Doug Palmer Commodore 64 Palmer describes adapting Usagi Yojimbo into Samurai Warrior and designing its combat and karma systems.
Retro Gamer29 pp. 60-69 David Darling ZX Spectrum, Commodore 64, Amstrad CPC Darling discusses Codemasters’ origins, games, publishing, and later direction.
Retro Gamer29 pp. 72-75 David Whittaker Commodore 64 Whittaker discusses programming Lazy Jones and composing its music.
Retro Gamer31 pp. 38-41 Jon Hare and Martin Galway Commodore 64 Jon Hare and Martin Galway discusses Wizball.
Retro Gamer31 pp. 72-77 Dale DeSharone Commodore 64 Dale DeSharone discusses his career in game development and educational software.
Retro Gamer32 pp. 26-29 Martyn Brown and other developers VIC-20, ZX81, ZX Spectrum, Atari 8-bit, Commodore 64 Martyn Brown and other developers discusses their first games in the Before They Were Famous feature.
Retro Gamer32 pp. 60-65 Gregg Barnett Commodore 64 Gregg Barnett discusses The Way of the Exploding Fist and its sequels.
Retro Gamer33 pp. 36-41 Jon Hare Commodore 64, Amiga Jon Hare discusses Sensible Software.
Retro Gamer33 pp. 60-63 Dr Peter Favaro Commodore 64 Dr Peter Favaro discusses Alter Ego.
Retro Gamer33 p. 96 Trevor Hall and Ian Pare BBC Micro, Commodore 64 Trevor Hall and Ian Pare discusses Twin Kingdom Valley and its mobile remake.
Retro Gamer34 pp. 18-23 Mark Cale and John Twiddy Commodore 64 Mark Cale and John Twiddy discusses The Last Ninja.
Retro Gamer35 pp. 48-51 Steve Brown, Richard Leinfellner and Stan Schembri Commodore 64 Steve Brown, Richard Leinfellner and Stan Schembri discusses Cauldron and Cauldron II.
Retro Gamer36 pp. 42-47 Alfred Milgrom ZX Spectrum, Commodore 64, NES Alfred Milgrom discusses Melbourne House and Beam Software, part one.
Retro Gamer36 pp. 78-81 Dan Phillips, Robin Levy and John Kemp Commodore 64 Dan Phillips, Robin Levy and John Kemp discusses Armalyte.
Retro Gamer37 pp. 84-87 Ste Ruddy Commodore 64, NES, SNES, Game Boy Advance Ste Ruddy discusses his game programming career.
Retro Gamer38 pp. 40-45 Steve Brown Commodore 64 Steve Brown discusses Barbarian and Barbarian II.
Retro Gamer38 pp. 58-61 Sid Meier Commodore 64, PC Sid Meier discusses Pirates!.
Retro Gamer39 pp. 44-47 Jon Hare Commodore 64 Jon Hare discusses Parallax.
Retro Gamer39 pp. 50-55 Thalamus developers and staff Commodore 64 Thalamus developers and staff discuss the publisher and its games.
Retro Gamer40 pp. 36-39 Jon Freeman Atari 8-bit, Apple II, Commodore 64 Jon Freeman discusses Archon.
Retro Gamer40 pp. 74-77 Mark Eyles Commodore 64, ZX Spectrum Mark Eyles discusses Aliens: The Computer Game.
Retro Gamer41 pp. 54-58 Andy Walker Commodore 64 Interview about Taskset and his programming career.
Retro Gamer42 pp. 76-81 Paul Ranson and Fred Williams ZX Spectrum, Commodore 64, Amstrad CPC Interview about Big Red Software and its games.
Retro Gamer42 pp. 88-91 Jeff Minter and Giles Williams Commodore 64 Interview about the making of Sheep in Space.
Retro Gamer44 pp. 42-47 David Collier and Jonathan “Joffa” Smith Commodore 64, ZX Spectrum Interview about home conversions of Green Beret.
Retro Gamer44 pp. 90-93 Steve Hales Commodore 64 Interview about the making of Fort Apocalypse.
Retro Gamer46 pp. 44-49 Terry Lloyd and other Core Design developers Amiga, Atari ST, ZX Spectrum, Commodore 64, Amstrad CPC Interview about the making of Rick Dangerous and its sequel.
Retro Gamer46 pp. 52-57 Trip Hawkins Apple II, Commodore 64 Interview about the early history of Electronic Arts, part one.
Retro Gamer46 pp. 62-65 Gary Bracey ZX Spectrum, Commodore 64, Amstrad CPC, Amiga Interview about the making of Ocean’s RoboCop.
Retro Gamer46 pp. 68-71 Chuck Sommerville and Kevin Furry Commodore 64 Interview about the making of California Games.
Retro Gamer49 pp. 64-69 Jon Freeman and other Epyx developers Commodore 64, Apple II, Amiga, Atari 8-bit, ZX Spectrum Interview about the history of Epyx and its games.
Retro Gamer50 pp. 86-89 Manfred Trenz Commodore 64 Interview about the making of The Great Giana Sisters.
Retro Gamer53 pp. 76-80 Ally Noble ZX Spectrum, Commodore 64, Amiga Interview about her career at Denton Designs and other studios.
Retro Gamer55 pp. 60-63 Chris Gibbs, John Mullins and Jon Dean Amiga, Atari ST, PC, Commodore 64, ZX Spectrum Interview about the making of Night Shift and Attention to Detail.
Retro Gamer56 pp. 48-53 Dave Thomas Commodore 64 Interview about the Sir Arthur Pendragon games at Ultimate Play the Game.
Retro Gamer56 pp. 64-67 Andy Walker and Paul Hodgson Commodore 64 Interview about the making of Super Pipeline.
Retro Gamer56 p. 103 Simon Ullyatt ZX Spectrum, Commodore 64, VIC-20, Amstrad CPC Interview about Cronosoft and homebrew publishing in a question-and-answer interview.
Retro Gamer57 pp. 58-63 Andrew Spencer Commodore 64 Interview about the making of International Soccer and International Basketball.
Retro Gamer57 pp. 66-71 Sid Meier and Bill Stealey Commodore 64, Apple II, PC Interview about the founding and early years of MicroProse.
Retro Gamer58 pp. 40-43 Dan Marchant and John Croudy Amiga, Atari ST, Commodore 64, ZX Spectrum, Amstrad CPC Interview about the making of SWIV.
Retro Gamer58 pp. 90-93 Chris Shrigley Commodore 64 Interview about the making of Bounder.
Retro Gamer59 pp. 80-87 Alan Miller and Bob Whitehead Commodore 64, Mega Drive, PC Interview about the history of Accolade.
Retro Gamer61 pp. 32-37 Tony Crowther Commodore 64, Amiga Desert Island Disks interview about his career, from Blagger to Burnout Paradise.
Retro Gamer61 pp. 40-45 Benni Notaraianni, John Wilson and John Gibbons Commodore 64, ZX Spectrum Interviews in the history of Electronic Pencil Company.
Retro Gamer61 pp. 62-69 Jon Hare Commodore 64, Amiga In the Chair interview about Sensible Software and its games.
Retro Gamer61 p. 111 Frank Gasking Commodore 64 Retro Directory Q&A about Games That Weren’t.
Retro Gamer63 pp. 70-77 Archer Maclean Commodore 64, Amiga In the Chair interview about his games and career.
Retro Gamer64 pp. 26-33 John Twiddy Commodore 64, ZX Spectrum In the Chair interview about The Last Ninja, System 3 and later projects.
Retro Gamer64 pp. 62-65 John Gibson and Ally Noble ZX Spectrum, Commodore 64 Interviews about the making of Frankie Goes to Hollywood.
Retro Gamer64 pp. 68-73 Simon Goodwin ZX Spectrum, Commodore 64 Interview in the history of Beyond Software.
Retro Gamer65 pp. 50-55 Richard Wilcox, Steve Wilcox and Ste Pickford ZX Spectrum, Commodore 64 Interviews in the history of Elite Systems.
Retro Gamer66 p. 101 James Monkman Commodore 64 Homebrew Heroes Q&A about RGCD and homebrew games.
Retro Gamer67 pp. 52-55 Jon Hare Commodore 64 Interview about the making of Shoot-’Em-Up Construction Kit.
Retro Gamer68 p. 101 Christian Widmann Commodore 64 Homebrew Heroes interview about his games and remakes.
Retro Gamer69 pp. 56-61 Richard Spitalny and Billy Blake Atari 8-bit, Commodore 64 Interviews in the history of First Star Software and Boulder Dash.
Retro Gamer70 pp. 84-89 Ben Daglish Commodore 64 Desert Island Disks interview about his game music career.
Retro Gamer71 p. 16 Jeff Minter Commodore 64, Xbox 360 A Moment With Q&A about his games and development challenges.
Retro Gamer71 p. 31 Darrin Stubbington Commodore 64 Developer Q&A about the US Commodore 64 conversion of After Burner.
Retro Gamer71 pp. 46-53 Rob Hubbard and the SID Crowd Commodore 64 Group interview with 12 Commodore 64 composers and musicians about the SID sound chip and their work.
Retro Gamer71 pp. 74-79 Trevor Toms and RamJam Corporation staff ZX Spectrum, Commodore 64 Interviews in the history of RamJam Corporation.
Retro Gamer72 pp. 74-79 John Gibson ZX Spectrum, Commodore 64 Desert Island Disks interview about his development career.
Retro Gamer72 p. 101 Michael Ware Commodore 64, Nintendo DS Homebrew Heroes Q&A about his remakes and homebrew games.
Retro Gamer73 pp. 42-47 Robert White and Durell Software staff ZX Spectrum, Commodore 64 Interviews in the history of Durell Software.
Retro Gamer73 pp. 62-65 Andy Wilson and the Gang of Five ZX Spectrum, Commodore 64 Interviews about the making of Dan Dare.
Retro Gamer74 p. 14 Jon Hare Commodore 64, Amiga A Moment With Q&A about Sensible Software and the games industry.
Retro Gamer74 pp. 44-49 Richard Spitalny Commodore 64, Atari 8-bit Interview about the making of the Spy vs Spy trilogy.
Retro Gamer77 pp. 52-57 Andrew Hewson ZX Spectrum, Commodore 64 Interview in the history of Hewson Consultants.
Retro Gamer77 p. 101 Pete Dabbs Atari 8-bit, BBC Micro, Commodore 64 Homebrew Heroes Q&A about returning to 8-bit game development.
Retro Gamer78 pp. 40-43 Colin Jones ZX Spectrum, Commodore 64 Interview about the making of Rock Star Ate My Hamster.
Retro Gamer79 pp. 80-83 Shaun Southern and Andrew Morris Commodore 64 Interviews about the making of the Kikstart series.
Retro Gamer82 p. 101 Sandro Mestre Commodore 64 Homebrew Heroes Q&A about his Commodore 64 conversion of Uwol: Quest for Money.
Retro Gamer84 pp. 50-55 Nick Alexander ZX Spectrum, Commodore 64 Interview in the first part of the history of Virgin Games.
Retro Gamer85 p. 103 Jon Mines Commodore 64 Homebrew Heroes Q&A about Arkanix Labs and Crimson Twilight.
Retro Gamer86 pp. 64-67 Andrew Bailey and Dene Carter Commodore 64 Interviews about the making of Druid.
Retro Gamer87 p. 14 Simon Butler ZX Spectrum, Commodore 64 A Moment With Q&A about his 8-bit game career.
Retro Gamer87 pp. 38-41 Jeff Minter Commodore 64 Interview about the making of Revenge of the Mutant Camels.
Retro Gamer88 pp. 76-83 Tony Rainbird and James Leavey ZX Spectrum, Commodore 64 Interviews in the history of Firebird Software.
Retro Gamer89 pp. 84-89 Raffaele Cecco ZX Spectrum, Commodore 64 In the Chair interview about his games and career.
Retro Gamer90 p. 14 Shaun Southern Commodore 64, Amiga A Moment With Q&A about his game development career.
Retro Gamer91 pp. 82-85 Gary Bracey and James Higgins ZX Spectrum, Commodore 64 Interviews about Ocean Software’s The Untouchables.
Retro Gamer92 pp. 24-33 Jon Hare and Simon Butler Commodore 64, Amiga, ZX Spectrum Developer memories in the history of the decline of 8-bit home computers.
Retro Gamer92 pp. 84-91 Steve Turner ZX Spectrum, Commodore 64, Atari ST In the Chair interview about Graftgold and his game development career.
Retro Gamer92 p. 103 Mike Dailly Commodore 64, Amiga Homebrew Heroes Q&A about coding on classic computers.
Retro Gamer93 p. 73 John Meegan Commodore 64 Q&A about converting Rastan for the Commodore 64.
Retro Gamer94 pp. 24-31 Ron Gilbert and Gary Winnick Commodore 64, PC Interviews about the making of Maniac Mansion.
Retro Gamer95 p. 31 Ste Ruddy Commodore 64 Q&A about his Commodore 64 conversion of Bubble Bobble.
Retro Gamer95 pp. 82-85 Damon Slye and Joe Ybarra Commodore 64 Interviews about the making of Project Firestart.
Retro Gamer95 pp. 88-93 Gary Penn Commodore 64, Amiga, PC In the Chair interview about games journalism and development.
Retro Gamer96 pp. 36-41 Dominic Wheatley ZX Spectrum, Commodore 64 Interview in the history of Domark.
Retro Gamer96 pp. 74-79 Pete Harrap, Tony Crowther, Jason Perkins and Rob Hubbard ZX Spectrum, Commodore 64 Developer interviews in the history of Monty Mole.
Retro Gamer97 pp. 48-49 Paul Norman Commodore 64 Interview about the making of Aztec Challenge.
Retro Gamer97 pp. 62-67 Oliver Frey, Roger Keane and Mark Kendrick Commodore 64 Interviews about creating Zzap!64 magazine.
Retro Gamer97 pp. 80-83 Dan Malone and Richard Leinfellner ZX Spectrum, Commodore 64 Interviews about the making of The Sacred Armour of Antiriad.
Retro Gamer97 pp. 86-91 Clem Chambers ZX Spectrum, Commodore 64 Interview in the history of CRL Group.
Retro Gamer98 p. 14 David Darling ZX Spectrum, Commodore 64 A Moment With Q&A about Codemasters and Kwalee.
Retro Gamer99 p. 14 Jonathan Temples Commodore 64, iOS A Moment With Q&A about his game art and CJ the Elephant.
Retro Gamer99 pp. 40-45 David Anderson ZX Spectrum, Commodore 64 Interview in the history of Platinum Productions.
Retro Gamer99 pp. 70-77 Charles Cecil, Jonathan Dunn, Mike Dailly, Jon Hare and Gary Penn ZX Spectrum, Commodore 64 Developer views in a comparison of the ZX Spectrum and Commodore 64.
Retro Gamer99 pp. 80-83 Jason Perkins Commodore 64 Interview about the making of Thing on a Spring.
Retro Gamer99 p. 103 Andreas Varga Commodore 64 Q&A about porting Prince of Persia to the Commodore 64.
Retro Gamer100 pp. 42-45 Rob Hubbard Commodore 64 Interview about composing game music.
Retro Gamer100 pp. 72-79 Andrew Braybrook Commodore 64 In the Chair interview about Paradroid, Uridium and his development career.
Retro Gamer101 pp. 52-63 Ocean Software staff ZX Spectrum, Commodore 64, Amstrad CPC Former Ocean staff give firsthand accounts of the Manchester studio and its games in an anniversary feature.
Retro Gamer101 pp. 66-71 Nigel Mason and Colin Ashby ZX Spectrum, Commodore 64, BBC Micro The Beau Jolly founders recall the compilation publisher and its place in the Eighties software market.
Retro Gamer104 pp. 78-79 Tim Closs Commodore 64 Closs answers questions about creating the budget game I, Ball.
Retro Gamer104 pp. 80-85 Rod Cousens ZX Spectrum, Commodore 64 Cousens recounts forming Electric Dreams and publishing its 8-bit games.
Retro Gamer105 pp. 90-95 Ocean Software developers Commodore 64, ZX Spectrum Ocean developers recall making the Daley Thompson sports games.
Retro Gamer106 pp. 34-39 Andrew Braybrook Commodore 64 Braybrook recalls programming the scrolling shooter Uridium.
Retro Gamer106 pp. 72-79 Commodore 64 developers Commodore 64 Developers recall coding games for the Commodore 64 in the machine’s 30th anniversary feature.
Retro Gamer107 pp. 50-55 Roger Hulley ZX Spectrum, Commodore 64 The founder recounts Alternative Software’s publishing history.
Retro Gamer107 pp. 74-77 John Darnell Commodore 64, ZX Spectrum Darnell recalls creating Western-themed games for Mastertronic.
Retro Gamer107 p. 105 Georg Rottensteiner and Trevor Storey Commodore 64 The developers answer questions about their C64 platform game Soulless.
Retro Gamer109 pp. 42-47 Guy Wilhelmy and Nigel Stevens ZX Spectrum, Commodore 64 The founders discuss Cascade Games and its 8-bit catalogue.
Retro Gamer109 p. 105 Jamie Alvis Commodore 64 Alvis discusses starting the C64 publishing label Flimsoft.
Retro Gamer110 pp. 72-79 Ron Gilbert, Tim Schafer, and Aric Wilmunder Commodore 64, Amiga, PC LucasArts alumni discuss the creation and use of the SCUMM adventure engine.
Retro Gamer110 p. 84 Roger Hulley ZX Spectrum, Commodore 64 The Alternative Software founder answers questions about publishing The Official Father Christmas.
Retro Gamer111 pp. 78-85 Type-in game authors and publishers ZX Spectrum, Commodore 64, BBC Micro Authors and publishers give firsthand accounts of writing and printing BASIC type-in games.
Retro Gamer111 pp. 90-95 Shahid Ahmad ZX Spectrum, Commodore 64 Ahmad recalls his early games, 8-bit conversions, and later work in the industry.
Retro Gamer113 pp. 70-77 Arcade conversion programmers ZX Spectrum, Commodore 64, Amstrad CPC Programmers describe recreating arcade games on 8-bit home computers.
Retro Gamer113 pp. 82-85 Denton Designs staff ZX Spectrum, Commodore 64 The Denton developers recall Shadowfire and Enigma Force.
Retro Gamer115 pp. 42-47 Richard Jones VIC-20, Commodore 64 Jones recounts Interceptor Software, his early programming, and its 8-bit games.
Retro Gamer115 pp. 90-95 Chris Huelsbeck Commodore 64, Amiga The composer discusses his music, sound programming, and games career.
Retro Gamer115 p. 107 Norbert Kehrer Atari 8-bit, Commodore 64 Kehrer explains emulating vector arcade games on 8-bit home computers.
Retro Gamer116 pp. 82-87 Taskset developers Commodore 64, Oric, Amstrad CPC Former Taskset staff discuss their game design and programming in the Eighties.
Retro Gamer118 pp. 62-67 Mastertronic founders and developers ZX Spectrum, Commodore 64 Key staff recall the budget software publisher and its 8-bit games.
Retro Gamer118 pp. 90-95 Paul Norman Commodore 64 Norman discusses Forbidden Forest, Aztec Challenge, and his other C64 games.
Retro Gamer119 pp. 46-47 Chris Palmer and David Bishop ZX Spectrum, Commodore 64 The designers discuss the robotic bomb-disposal game Deactivators.
Retro Gamer119 pp. 62-67 Brian Jobling and Zeppelin Games staff ZX Spectrum, Commodore 64, Amiga The founder and developers discuss the studio’s budget games and later work.
Retro Gamer120 pp. 38-41 Myth: History in the Making developers Commodore 64, Amiga The System 3 and Creative Reality teams recount making Myth: History in the Making.
Retro Gamer120 pp. 58-63 Access Software staff Commodore 64, PC Former developers discuss Beach Head, Leaderboard, Links, and the Tex Murphy games.
Retro Gamer121 pp. 38-43 English Software staff Atari 8-bit, Commodore 64 The company’s founders and programmers recall its Atari computer games.
Retro Gamer121 pp. 54-57 Tony Crowther and David Bishop Commodore 64, Amiga The developers explain the design and versions of Bombuzal.
Retro Gamer121 pp. 68-73 Tony Pomfret and Ivan Horn Commodore 64, ZX Spectrum Ocean developers recall the Rambo games and the making of Rambo III.
Retro Gamer121 pp. 88-91 Andrew Braybrook Commodore 64 Braybrook recalls creating Gribbly’s Day Out.
Retro Gamer122 pp. 44-51 Dennis Caswell and other Epyx developers Commodore 64, Apple II The developers recall the Impossible Mission games.
Retro Gamer122 pp. 52-57 Unreleased Commodore 64 game developers Commodore 64 Programmers and artists recall unfinished Commodore 64 projects.
Retro Gamer122 pp. 74-79 Software Creations staff ZX Spectrum, Commodore 64, NES Former developers discuss the studio’s arcade conversions and original games.
Retro Gamer123 p. 23 Peter Baron Commodore 64 Baron discusses his Commodore 64 conversion of Salamander.
Retro Gamer123 pp. 56-65 John Cutter and Cinemaware staff Amiga, Commodore 64 Former employees recount Cinemaware’s interactive movie games.
Retro Gamer123 pp. 90-95 Garry Kitchen Atari 2600, Commodore 64 Kitchen discusses his games, ports, and GameMaker tool.
Retro Gamer124 p. 32 Roy Fielding Commodore 64, Super Nintendo Fielding discusses his programming career at Ocean and Traveller’s Tales.
Retro Gamer124 pp. 62-69 Peter Liepa and Chris Gray Atari 8-bit, Commodore 64 The Boulder Dash creators discuss the game’s design and history.
Retro Gamer125 pp. 44-49 Andrew Braybrook Commodore 64 Braybrook looks back at Paradroid and its sequels.
Retro Gamer126 pp. 30-33 David Levine Atari 8-bit, Commodore 64 Levine recalls designing Lucasfilm Games’ Rescue on Fractalus!.
Retro Gamer127 pp. 44-47 Greg Holmes ZX Spectrum, Commodore 64 Holmes explains how he created Jack the Nipper.
Retro Gamer129 pp. 80-85 Mike Cohen ZX Spectrum, Commodore 64 The MC Lothlorien co-founder recalls its strategy games.
Retro Gamer131 pp. 90-95 Mev Dinc Commodore 64, ZX Spectrum, Amiga Dinc recalls Ant Attack conversions, First Samurai, and his games career.
Retro Gamer132 pp. 32-35 Dominic Robinson ZX Spectrum, Commodore 64 Robinson recalls programming Hewson’s shooter Zynaps.
Retro Gamer132 p. 48 Simon Pick Commodore 64 Pick discusses converting Shinobi to the Commodore 64.
Retro Gamer132 pp. 64-67 John and Ste Pickford ZX Spectrum, Commodore 64 The brothers recall designing the wizard duel game Feud.
Retro Gamer133 pp. 46-51 David Martin ZX Spectrum, Commodore 64 The Martech founder recalls the publisher’s personality-licensed games.
Retro Gamer133 pp. 92-97 Simon Nicol Commodore 64 Nicol discusses his programming career and projects that never shipped.
Retro Gamer134 pp. 32-35 Brian Fargo Apple II, Commodore 64 Fargo recalls developing Interplay’s original Wasteland.
Retro Gamer134 pp. 48-51 Rod Cousens and David Rowe ZX Spectrum, Commodore 64 The publisher and cover artist describe producing the charity compilation Soft Aid.
Retro Gamer136 pp. 34-37 Steve Turner ZX Spectrum, Commodore 64 Turner recalls designing Graftgold’s Ranarama.
Retro Gamer136 pp. 74-75 Archer Maclean Arcade, Commodore 64 Maclean discusses arcade games that influenced his programming.
Retro Gamer137 p. 16 Matt Gray Commodore 64 The composer discusses the Reformation remix project.
Retro Gamer137 pp. 54-59 Mel Croucher ZX Spectrum, Commodore 64 Croucher recounts Automata UK and its experimental games.
Retro Gamer140 pp. 94-99 Carleton Handley Commodore 64, Game Gear Handley recalls his game programming career and conversions.
Retro Gamer141 pp. 78-83 Mark Cale Commodore 64, Amiga The System 3 founder recounts the company’s early games.
Retro Gamer142 pp. 18-27 Shoot-'em-up developers Arcade, Commodore 64 Eugene Jarvis, Andrew Braybrook, and other developers discuss the design and influence of shoot-‘em-ups.
Retro Gamer142 p. 66 Steve Ruddy Commodore 64 Ruddy explains converting Bionic Commando to the Commodore 64.
Retro Gamer142 pp. 90-95 Andrew Hewson ZX Spectrum, Commodore 64 Hewson reflects on Hewson Consultants and 21st Century Entertainment.
Retro Gamer144 pp. 84-89 Scott Orr and Gamestar developers Atari 8-bit, Commodore 64 Former staff recall making sports games at Gamestar.
Retro Gamer144 pp. 92-97 David Darling ZX Spectrum, Commodore 64 The Codemasters cofounder discusses the company’s games and his career.
Retro Gamer144 p. 105 Antonio Savona Commodore 64 Savona explains the control scheme and development of PO Snake.
Retro Gamer145 pp. 40-43 Ron Fortier Commodore 64, Atari 8-bit Fortier discusses developing the Bruce Lee videogame.
Retro Gamer145 pp. 50-57 Brian Fargo Apple II, Commodore 64 Fargo discusses the creation and evolution of The Bard’s Tale.
Retro Gamer145 pp. 78-81 Andrew Braybrook Commodore 64 Braybrook recalls creating Alleykat and its unusual mix of racing and shooting.
Retro Gamer145 pp. 92-97 Simon Pick Commodore 64, BBC Micro Pick discusses his programming career, including Shinobi and Mad Nurse.
Retro Gamer146 pp. 60-65 Gary Partis and Audiogenic developers BBC Micro, Commodore 64 Former staff recall game development at Audiogenic.
Retro Gamer146 pp. 90-97 Kevin Toms ZX Spectrum, Commodore 64 The Football Manager creator discusses his games and development career.
Retro Gamer146 p. 105 Leigh White Commodore 64 White explains developing the basketball game Jam It.
Retro Gamer147 pp. 56-61 Jay Balakrishnan and HesWare developers Commodore 64 Former staff recall developing games at Human Engineered Software.
Retro Gamer147 pp. 68-71 Brian White Commodore 64, ZX Spectrum, Amstrad CPC White recounts creating Domark’s Friday the 13th game at ASK.
Retro Gamer147 pp. 90-95 Patricia Curtis Commodore 64, Mobile Curtis discusses her game programming career and later mobile work.
Retro Gamer149 p. 24 Ciaran Gultnieks ZX Spectrum, Commodore 64, Amiga The Vektor Grafix cofounder discusses home conversions of Atari’s Star Wars.
Retro Gamer149 pp. 36-41 Clive Townsend ZX Spectrum, Commodore 64 Townsend recalls developing Saboteur and its sequel.
Retro Gamer149 pp. 52-59 Matt Householder and Epyx developers Commodore 64, Apple II The team recounts the design and conversion of Epyx’s Games sports series.
Retro Gamer150 p. 33 Andrew Braybrook Commodore 64, Atari ST, Saturn Braybrook discusses Graftgold’s Rainbow Islands conversions.
Retro Gamer150 p. 43 Chris Lancaster Commodore 64 Lancaster recalls converting Manic Miner to the Commodore 64.
Retro Gamer150 pp. 68-73 Albert Charpentier and Yash Terakura Commodore 64 The Commodore engineers explain the custom chips and design decisions behind the C64.
Retro Gamer151 pp. 30-33 Elite Systems developers ZX Spectrum, Commodore 64 The team recalls an ambitious Scooby-Doo game that became a different release.
Retro Gamer151 p. 43 Colin Porch Commodore 64, Atari ST, Amiga Porch discusses converting Head Over Heels for three home computers.
Retro Gamer151 pp. 64-69 Paul Owens and Hunchback developers Arcade, ZX Spectrum, Commodore 64 Developers recall the arcade original and home conversions of Hunchback.
Retro Gamer151 pp. 92-97 Ron Gilbert Commodore 64, PC Gilbert discusses his game development career, SCUMM adventures, and Thimbleweed Park.
Retro Gamer152 pp. 30-33 Nick Bruty ZX Spectrum, Amstrad CPC, Commodore 64 Bruty describes creating Trantor: The Last Stormtrooper with David Quinn and David Perry.
Retro Gamer152 p. 37 Steve Wilcox ZX Spectrum, Amstrad CPC, Commodore 64 The Elite Systems boss recalls licensing and converting Ikari Warriors.
Retro Gamer152 pp. 39-41 Lennard Feddersen Commodore 64, Apple II Feddersen recounts work on home conversions of Victory Road and Ikari III.
Retro Gamer152 pp. 62-67 Chris Shrigley and Eurocom developers Commodore 64, NES, Nintendo 64 Former staff discuss Eurocom’s origins, licensed games, and development practices.
Retro Gamer153 pp. 60-63 Gary Bracey, Dawn Hollywood, Peter Johnson and Stephen Thomson ZX Spectrum, Commodore 64, Amiga, Atari ST The Ocean team recalls adapting RoboCop for home computers.
Retro Gamer153 pp. 64-69 Tony Crowther Commodore 64 Crowther recounts creating Blagger and Son Of Blagger.
Retro Gamer153 p. 105 Andrea Commodore 64 The homebrew developer discusses making Jump Ninja for his son.
Retro Gamer155 p. 66 Ste Ruddy Commodore 64 Ruddy reflects on his Ghouls ‘n Ghosts conversion.
Retro Gamer156 p. 8 Chris Huelsbeck Amiga, Commodore 64 The composer discusses Turrican II and recording an orchestral soundtrack.
Retro Gamer156 pp. 42-47 Carl Muller and Probe developers Commodore 64, ZX Spectrum, Amiga Former staff recount developing games at Probe Software and working with Fergus McGovern.
Retro Gamer156 p. 105 Lasse Öörni Commodore 64 Öörni discusses developing the homebrew action adventure Hessian.
Retro Gamer157 pp. 92-97 Ashley Routledge and Dave Saunders Commodore 64 The coders discuss their games, demos, and conversions as Ash and Dave.
Retro Gamer158 p. 10 Jason Daniels Commodore 64 Daniels explains fixing his game Die! Alien Slime after 27 years.
Retro Gamer158 p. 105 Simone Bevilacqua Commodore 64 Bevilacqua discusses developing Quod Init Exit IIm.
Retro Gamer159 p. 60 Richard Underhill Commodore 64 Underhill discusses converting Pang to the Commodore 64.
Retro Gamer159 pp. 72-79 David Darling and Codemasters staff ZX Spectrum, Commodore 64, PlayStation The team recounts Codemasters’ development and publishing history.
Retro Gamer160 pp. 32-35 Mark Kelly and Steve Crow ZX Spectrum, Commodore 64 The programmer and artist discuss creating Marauder.
Retro Gamer161 pp. 92-97 Paul Clansey ZX Spectrum, Commodore 64 Clansey discusses his game production career, including work at Imagine Software.
Retro Gamer161 p. 105 Christian Gleinser Commodore 64 Gleinser discusses creating the four-player homebrew game Shotgun.
Retro Gamer162 pp. 26-29 Peter Adams and Chuck Peavey Commodore 64 The creators discuss Mastertronic’s Panther.
Retro Gamer162 pp. 56-59 George Allen ZX Spectrum, Commodore 64 Allen recalls developing Gremlin’s Zool.
Retro Gamer162 pp. 92-97 Kevin Bayliss Commodore 64, SNES, Nintendo 64 Bayliss discusses his art and character design career at Rare.
Retro Gamer164 p. 47 Stuart Gregg Commodore 64 Gregg explains the Commodore 64 conversion of Gauntlet II.
Retro Gamer164 pp. 50-55 Darryl Still and Jolyon Myers ZX Spectrum, Commodore 64 Former staff recall the Top Ten Hits software label.
Retro Gamer165 p. 37 Mike Ager Commodore 64 Ager discusses converting Alien Storm for the Commodore 64.
Retro Gamer165 pp. 68-73 Mark Meakings and Paul Midcalf Commodore 64, ZX Spectrum The founders recall Bubble Bus Software and its games.
Retro Gamer166 p. 31 Darrin Stubbington Commodore 64 Stubbington explains adapting the Commodore 64 Thunder Blade conversions for North America.
Retro Gamer166 pp. 38-41 Duncan Meech ZX Spectrum, Commodore 64 Meech recalls developing System 3’s Tusker.
Retro Gamer166 pp. 58-61 David Fox and Gary Winnick Commodore 64 Lucasfilm Games staff discuss adapting Labyrinth into a game.
Retro Gamer166 pp. 72-77 Simon Ullyat, Jason Kelk and Cronosoft contributors ZX Spectrum, Commodore 64, VIC-20 The team discusses publishing and creating new games for 8-bit computers.
Retro Gamer167 p. 43 Carleton Handley Commodore 64 Handley discusses the Commodore 64 conversion of APB.
Retro Gamer167 pp. 66-71 Vicky Carne ZX Spectrum, Commodore 64 Carne discusses founding and running Mosaic Publishing.
Retro Gamer167 pp. 92-97 Richard Costello BBC Micro, Commodore 64, Amiga Costello discusses his programming career and games.
Retro Gamer168 pp. 28-33 John M. Phillips Commodore 64, ZX Spectrum, Amiga Phillips explains the design and conversions of Nebulus.
Retro Gamer168 pp. 40-41 Sam Manthorpe Commodore 64 Manthorpe recalls making Out on a Limb.
Retro Gamer168 pp. 42-49 John Gibson, Eugene Evans and Imagine staff ZX Spectrum, Commodore 64 Former staff describe Imagine Software’s development and collapse.
Retro Gamer169 pp. 44-51 Philip Oliver, Andrew Oliver and Dizzy developers ZX Spectrum, Amstrad CPC, Commodore 64 The creators revisit 30 years of Dizzy games.
Retro Gamer169 pp. 54-57 Mike Lewis, Simon Price and Carl Cropley ZX Spectrum, Amstrad CPC, Commodore 64 The Silhouette Software team recalls Redhawk and Kwha!.
Retro Gamer169 p. 107 Graham Axten Commodore 64 Axten discusses developing The Bear Essentials.
Retro Gamer170 pp. 50-55 John Reese, Jimmy Huey and Marc Eriksen VIC-20, Commodore 64, Atari 8-bit Former staff discuss developing and publishing games for Tronix.
Retro Gamer170 pp. 58-65 Mark Cale, Steve Turner, Andrew Braybrook and C64 developers Commodore 64 Developers reflect on 35 years of Commodore 64 games.
Retro Gamer170 p. 60 Steve Turner Commodore 64 The Graftgold founder answers questions about developing games for the C64.
Retro Gamer170 p. 62 Andrew Braybrook Commodore 64 Braybrook discusses designing games for the C64.
Retro Gamer170 pp. 68-71 Simon Butler and Sean Pearce ZX Spectrum, Amstrad CPC, Commodore 64 Ocean’s team recalls adapting Platoon into a game.
Retro Gamer171 pp. 30-33 Clive Townsend ZX Spectrum, Amstrad CPC, Commodore 64 Townsend discusses making Saboteur II and its later remake.
Retro Gamer171 pp. 44-47 Mark Eyles and Aliens game developers ZX Spectrum, Commodore 64, Amstrad CPC The developers recall the Aliens videogame adaptations.
Retro Gamer171 pp. 92-97 Simon Phipps BBC Micro, Commodore 64, Amiga Phipps discusses his work as a game artist, designer and programmer.
Retro Gamer172 pp. 28-33 John Rowlands and Steve Rowlands Commodore 64 The brothers recall self-publishing Mayhem in Monsterland.
Retro Gamer173 p. 12 Andy Roberts Commodore 64 Roberts discusses reviving Thalamus and remastering Hunter’s Moon.
Retro Gamer173 pp. 30-35 Julian Gollop ZX Spectrum, Commodore 64, Amiga Gollop explains the design and development of Laser Squad.
Retro Gamer173 p. 32 Julian Gollop ZX Spectrum, Commodore 64 Gollop answers questions about Laser Squad’s design and campaign.
Retro Gamer173 pp. 44-45 Paul Hibbard ZX Spectrum, Commodore 64, Amstrad CPC Hibbard recalls creating Rasputin.
Retro Gamer173 pp. 56-59 Shaun Abbott ZX Spectrum, Commodore 64 Abbott explains how he created Level 9’s Emerald Isle.
Retro Gamer174 pp. 38-41 John Darnell and Ste Cork Commodore 64, ZX Spectrum The programmers explain the creation of Star Paws.
Retro Gamer174 pp. 44-49 Richard Turner, Charles Cecil and Jon Ritman ZX81, ZX Spectrum, Commodore 64 Artic Computing veterans recount the company’s early games and adventures.
Retro Gamer175 p. 40 Ian Andrew ZX Spectrum, Amstrad CPC, Commodore 64 The Incentive founder discusses licensing and publishing home conversions of Moon Cresta.
Retro Gamer175 p. 107 Antonio Savona Commodore 64 Savona discusses making the homebrew game Planet Golf.
Retro Gamer176 p. 38 Andrew Parton Commodore 64 Parton discusses converting Flying Shark for the Commodore 64.
Retro Gamer176 p. 41 Martin Howarth Commodore 64 Howarth discusses the Commodore 64 conversion of Flying Shark.
Retro Gamer176 p. 62 Angie Niehoff Amiga, PC, Commodore 64 The Capstone producer discusses Bill & Ted’s Excellent Adventure games.
Retro Gamer176 pp. 66-71 Steve Turner and Andrew Braybrook ZX Spectrum, Commodore 64, Amiga The founders look back on Graftgold and its games.
Retro Gamer177 p. 46 Rob Hubbard Commodore 64 Hubbard discusses composing game music for the Commodore 64.
Retro Gamer177 pp. 68-71 Mev Dinc Commodore 64, ZX Spectrum Dinc discusses the game adaptation of Big Trouble in Little China.
Retro Gamer177 pp. 94-99 Tony Williams ZX Spectrum, Commodore 64, Amiga Williams discusses his programming and videogame music career.
Retro Gamer178 pp. 68-73 Rod Pike and Jared Derrett ZX Spectrum, Commodore 64, Amstrad CPC The creators discuss CRL’s controversial horror adventure games.
Retro Gamer179 p. 105 Karl Hörnell Commodore 64 Hörnell discusses returning to C64 development with Iceblox Plus.
Retro Gamer180 p. 8 John Darnell Commodore 64, iOS Darnell discusses reviving his early C64 game Sleepwalker as Bear Beware! for iOS.
Retro Gamer180 pp. 32-37 Ian Andrew, Paul Gregory and Chris Andrew ZX Spectrum, Amstrad CPC, Commodore 64 The Incentive team recalls creating Total Eclipse with the Freescape engine.
Retro Gamer180 pp. 41-43 John Twiddy, Mev Dinc and Paul Hughes Commodore 64 Developers describe creating games and cartridges for the C64 Games System.
Retro Gamer180 pp. 44-45 Ivan Horn ZX Spectrum, Amstrad CPC, Commodore 64 Horn recalls working on Renegade III: The Final Chapter.
Retro Gamer181 pp. 36-41 Sandy White, Steve Meretzky, Hervé Lange and Troy Miles ZX Spectrum, Commodore 64, PC Game creators discuss building believable cities in 8-bit games.
Retro Gamer182 pp. 52-55 Brian Howarth TRS-80, ZX Spectrum, Commodore 64 Howarth recalls Digital Fantasia and creating the Mysterious Adventures.
Retro Gamer182 pp. 94-99 Matt Gray Commodore 64, NES Gray discusses his career writing videogame music and programming games.
Retro Gamer183 pp. 32-33 Dean Hickingbottom and David Bradley Commodore 64, Amstrad CPC The creators recall developing the controversial Punch and Judy.
Retro Gamer183 pp. 36-41 Ste Pickford, Jonathan Temples, Shaun McClure and loading-screen artists ZX Spectrum, Commodore 64, Amstrad CPC Artists explain how they created memorable 8-bit loading screens.
Retro Gamer183 p. 40 Jonathan Temples Commodore 64 Temples answers questions about creating C64 loading screens.
Retro Gamer183 pp. 52-55 Tim Gilberts and Graeme Yeandle ZX Spectrum, Commodore 64, Amstrad CPC Gilsoft’s founders and programmers discuss The Quill and the adventure-game publisher.
Retro Gamer183 p. 107 Chester Kollschen Commodore 64 Kollschen explains how he and the team developed Sam’s Journey.
Retro Gamer184 p. 105 Jay Aldred Commodore 64 Aldred discusses developing Galencia and bringing the game to Steam.
Retro Gamer185 pp. 30-33 Jeff Minter Commodore 64 Minter recalls experimenting with interconnected minigames in Batalyx.
Retro Gamer185 pp. 36-43 David Darling, Philip Oliver and Jason Falcus ZX Spectrum, Amstrad CPC, Commodore 64 Codemasters developers revisit their bestselling Simulator games.
Retro Gamer186 pp. 38-41 Simon Butler ZX Spectrum, Commodore 64, Amstrad CPC Butler discusses adapting The NeverEnding Story for home computers.
Retro Gamer187 p. 49 Simon Pick Commodore 64, ZX Spectrum, Amstrad CPC Pick discusses developing and producing the home conversions of Narc.
Retro Gamer187 pp. 90-95 Darren Melbourne Commodore 64, PlayStation Melbourne discusses his game development, licensing and publishing career.
Retro Gamer188 pp. 32-35 Philip Oliver and Andrew Oliver Amstrad CPC, ZX Spectrum, Commodore 64 The Oliver Twins recall creating Fantasy World Dizzy.
Retro Gamer188 pp. 52-55 Scott Adams TRS-80, Commodore 64, ZX Spectrum Adams reflects on writing the text adventure The Count.
Retro Gamer189 pp. 30-33 Andrew Braybrook Commodore 64 Braybrook revisits the design of Intensity.
Retro Gamer189 pp. 42-43 Paul Hodgson and Taskset developers Commodore 64 Four former Taskset staff recall developing Poster Paster.
Retro Gamer189 pp. 48-49 Steve Turner Commodore 64 Turner recalls developing Graftgold’s Bushido.
Retro Gamer190 p. 70 Neil Coxhead Commodore 64 Coxhead discusses converting Sega’s Galaxy Force for the C64.
Retro Gamer190 pp. 90-95 Tony Takoushi Commodore 64, Master System, Game Gear Takoushi discusses his game coding, journalism and publishing career.
Retro Gamer191 pp. 58-61 Ernest Peske and Mark Greenshields ZX Spectrum, Commodore 64 The creators recall developing Split Personalities.
Retro Gamer191 pp. 91-95 Chris Shrigley Commodore 64, NES, PC Shrigley discusses his game programming career in Britain and the US.
Retro Gamer192 pp. 12-15 Rob Hubbard Commodore 64 Hubbard discusses Project Hubbard, returning to C64 music and the 8-Bit Symphony.
Retro Gamer192 pp. 52-55 John Kutcher Commodore 64 Kutcher recalls designing and programming Space Taxi.
Retro Gamer192 pp. 90-95 Rebecca Heineman Atari 2600, Commodore 64, PC Heineman reflects on her programming career and the games she developed.
Retro Gamer193 pp. 46-51 Andrew Braybrook and Steve Turner Commodore 64, Amiga The Graftgold developers trace the evolution of Paradroid.
Retro Gamer193 pp. 62-65 Fritz Schafer Commodore PET, Commodore 64, Amiga Schafer recalls building Kingsoft from his early computer games.
Retro Gamer193 pp. 90-95 Stoo Cambridge Commodore 64, Amiga Cambridge discusses his career creating pixel art and games.
Retro Gamer194 pp. 32-37 Brian Beuken and Peter Johnson ZX Spectrum, Commodore 64, BBC Micro, Acorn Electron The conversion developers discuss adapting Konami’s Yie Ar Kung-Fu.
Retro Gamer194 pp. 92-97 Mark Greenshields Commodore 64, Amiga, PC Greenshields reflects on his game programming and studio career.
Retro Gamer195 pp. 18-27 Nobuya Nakazato Arcade, Commodore 64, Mega Drive The Konami veteran recalls the company’s game development culture and technical ambitions.
Retro Gamer195 pp. 30-31 Dave Saunders and Ashley Routledge Commodore 64 The programmer and artist recall the cancelled Daffy Duck and the Great Paint Caper.
Retro Gamer195 pp. 40-45 Ivan Horn and Mark Rogers ZX Spectrum, Amstrad CPC, Commodore 64 Developers recount the different 8-bit versions of RoboCop 2.
Retro Gamer195 pp. 82-89 Laura Nikolich, Scott Adams and Spider-Man game developers Atari 2600, Commodore 64, PC Developers revisit the history of Spider-Man videogames.
Retro Gamer196 pp. 44-47 Tony Crowther Commodore 64 Crowther discusses coding the arcade-style train game Loco.
Retro Gamer196 p. 103 Stephan Katteneder Commodore 64 Katteneder discusses making Total Refill and The Coffee Break Shootout.
Retro Gamer197 pp. 34-37 Andrew Braybrook Commodore 64 Braybrook discusses creating Morpheus.
Retro Gamer197 pp. 54-55 Gary Foreman Commodore 64 Foreman recalls converting Rainbow Islands to the C64.
Retro Gamer199 pp. 34-37 Stuart Gregg ZX Spectrum, Commodore 64 Gregg recalls making additional levels for Gauntlet: The Deeper Dungeons.
Retro Gamer199 pp. 62-69 John Heap, Jas Austin and Aliens game developers ZX Spectrum, Commodore 64, PC Developers discuss videogame adaptations of Alien and Aliens.
Retro Gamer200 pp. 36-39 David Jones and bedroom game developers ZX Spectrum, Commodore 64 Eighties home coders discuss making games independently.
Retro Gamer200 pp. 104-105 Sean Connolly and homebrew developers Commodore 64, Amiga Homebrew creators discuss how the independent game scene grew over successive computer generations.
Retro Gamer201 pp. 54-57 Gregg Barnett Commodore 64, ZX Spectrum Barnett discusses creating Fist II: The Legend Continues.
Retro Gamer201 pp. 92-97 Barry Leitch Commodore 64, Amiga, PC Leitch reflects on his videogame music career.
Retro Gamer202 p. 57 Mev Dinc Commodore 64, Amiga, SNES The Vivid Image cofounder answers questions about his game development career.
Retro Gamer203 pp. 52-53 Graham Stafford ZX Spectrum, Amstrad CPC, Commodore 64 Stafford explains how he adapted the film Nosferatu the Vampyre as an isometric adventure.
Retro Gamer203 p. 105 Antonio Savona Commodore 64 Savona discusses porting Activision’s Chopper Command, Keystone Kapers and Frostbite to the C64.
Retro Gamer204 pp. 32-35 Chris Shrigley Commodore 64, Atari 8-bit, Commodore 16 Shrigley recalls coding Footballer of the Year and adapting it for different computers.
Retro Gamer205 pp. 32-39 Andrew Braybrook and Steve Turner Commodore 64, Amiga, ZX Spectrum Graftgold’s founders trace the creation and conversions of Uridium.
Retro Gamer205 p. 105 Jason Mackenzie Commodore 64 The Psytronik founder discusses releasing homebrew games, including Shadow Over Hawksmill.
Retro Gamer206 pp. 46-47 Tony Crowther Commodore 64 Crowther recounts coding Suicide Express and its near-identical follow-up Black Thunder.
Retro Gamer207 pp. 34-39 Scott Adams ZX Spectrum, Commodore 64, Atari 8-bit Adams recalls adapting Marvel comics for the Questprobe adventure series.
Retro Gamer208 p. 27 Alison Beasley ZX Spectrum, Commodore 64 The Mastertronic publicist discusses the budget publisher and its approach to game development.
Retro Gamer208 pp. 30-31 Gary Bracey ZX Spectrum, Commodore 64, Amstrad CPC Bracey discusses Ocean Software’s licensed games and how it managed their development.
Retro Gamer209 p. 48 Mark Hughes Commodore 64 Hughes explains how he converted Black Tiger for the C64.
Retro Gamer209 pp. 82-87 Chris Cannon ZX Spectrum, Commodore 64 Cannon reflects on his work in Liverpool’s early computer game industry.
Retro Gamer210 pp. 80-85 Tony Pomfret Commodore 64, NES, Amiga Pomfret reflects on his programming career at Ocean and Special FX.
Retro Gamer211 pp. 46-47 Norman McMillan, John Frayne and Damian Scattergood ZX Spectrum, Commodore 64 The New Concepts team discusses the game and unusual surfboard controller for Surfchamp.
Retro Gamer212 pp. 46-49 Chuck Kroegel, Keith Brors and Joel Billings Apple II, Commodore 64, PC SSI staff explain how they adapted Dungeons & Dragons for Pool of Radiance.
Retro Gamer213 pp. 30-35 Andrew Braybrook Commodore 64, Amiga Braybrook traces Gribbly’s Day Out and the later Graftgold platform games it inspired.
Retro Gamer213 pp. 38-41 Richard Leinfellner Commodore 64, ZX Spectrum Leinfellner discusses converting The Evil Dead into a home-computer game.
Retro Gamer213 pp. 46-49 Mark R Jones, James Higgins and Viliam Korbel ZX Spectrum, Commodore 64, Thomson MO5 Developers discuss home-computer conversions and later adaptations of Green Beret.
Retro Gamer214 p. 13 Carleton Handley Commodore 64, Mobile Handley explains how he adapted Millie & Mollie for mobile devices.
Retro Gamer214 pp. 18-27 Julian Eggebrecht and Chris Huelsbeck Commodore 64, Amiga Factor 5 veterans trace the development and music of the Turrican games.
Retro Gamer214 pp. 34-35 Sam Manthorpe Commodore 64 Manthorpe explains the design and programming of The Detective Game.
Retro Gamer215 pp. 38-43 Jon Hare Commodore 64, Amiga Hare traces Sensible Software’s shoot-‘em-ups and the ideas that led to Wizball.
Retro Gamer215 pp. 46-53 Peter Ranson ZX Spectrum, Commodore 64, Amiga Ranson discusses designing the Seymour character and his games.
Retro Gamer216 pp. 38-43 Mark Cale Commodore 64, Amiga The System 3 founder traces the design of The Last Ninja series.
Retro Gamer218 pp. 36-39 David Darling ZX Spectrum, Commodore 64, Amstrad CPC Darling recalls how BMX Simulator helped launch Codemasters.
Retro Gamer219 pp. 40-45 Anna Ufnowska, Stefan Ufnowska and Colin Reed Amiga, Atari ST, Commodore 64, ZX Spectrum The Foursfield team recalls making the home-computer versions of Ghostbusters II.
Retro Gamer219 p. 51 Ned Langman Amiga, Atari ST, Commodore 64 Langman answers questions about drawing graphics for Silkworm home conversions.
Retro Gamer220 pp. 30-35 Dennis Caswell and Ron Fortier Commodore 64, Atari 8-bit The developers describe the creation and sequels of Impossible Mission.
Retro Gamer221 pp. 32-37 Richard Spitalny Commodore 64, Atari 8-bit Spitalny traces the design of Spy vs Spy and its sequels.
Retro Gamer221 pp. 38-39 Jon Williams ZX Spectrum, Commodore 64 Williams recalls adapting the British comic Oink! into a game.
Retro Gamer221 pp. 40-43 Chris Palmer, Gary Yorke and James Poole Amstrad CPC, Commodore 64, ZX Spectrum The Tigress Designs team discusses creating the crime game They Stole a Million.
Retro Gamer221 pp. 46-49 Bill Delaney and Darren Melbourne ZX Spectrum, Commodore 64 Former staff recount the games and brief history of Nexus Productions.
Retro Gamer222 pp. 34-39 Dennis Caswell, Mike Katz, Chuck Sommerville and Matt Householder Commodore 64, Atari 2600, Apple II Epyx veterans revisit Summer Games and the sports games it inspired.
Retro Gamer223 pp. 56-59 Richard Cockayne ZX Spectrum, Commodore 64, Amiga Cockayne discusses the history and games of Personal Software Services.
Retro Gamer224 pp. 52-55 Garry Kitchen NES, Mega Drive, Commodore 64 Kitchen recalls creating The Simpsons: Bart vs the Space Mutants and its home versions.
Retro Gamer225 p. 51 Sean Townsend Commodore 64, Atari 8-bit Townsend discusses converting Chuckie Egg for the Commodore 64 and Atari 800.
Retro Gamer226 pp. 38-41 Jon Hare Commodore 64 Hare recalls developing MicroProse Soccer.
Retro Gamer226 pp. 44-49 Peter Liepa, Richard Spitalny and Stephan Berendsen Atari 8-bit, Commodore 64, PC The creators revisit Boulder Dash and its subsequent versions.
Retro Gamer226 pp. 58-61 Clem Chambers, Colin Jones and David Maynard ZX Spectrum, Commodore 64, Atari 8-bit Former staff discuss the games and history of NU WAVE software.
Retro Gamer226 pp. 64-67 Raffaele Cecco, Mev Dinc and Teoman Irmak Amiga, Atari ST, Commodore 64 Developers discuss creating and adapting First Samurai.
Retro Gamer228 pp. 54-59 Richard Underhill, Byron Nilsson, Chris Coupe and Paul Walker Amiga, Atari ST, Commodore 64 Former staff discuss Arc Developments and its home-computer games.
Retro Gamer229 p. 48 Andrew Braybrook Commodore 64 Braybrook answers questions about programming Paradroid.
Retro Gamer230 pp. 30-33 Kevin Shrapnell, Seán Martin and Mike Talbot Amstrad CPC, Commodore 64, ZX Spectrum The creators revisit the budget game Storm.
Retro Gamer230 p. 100 Chester Kollschen NES, Commodore 64 Kollschen discusses converting Sam’s Journey from the Commodore 64 to the NES.
Retro Gamer231 pp. 36-41 Jonathan Temples, Ashley Hogg, Jon Cartwright and Pete Ranson Commodore 64, ZX Spectrum, Game Gear The developers revisit the creation and conversions of the CJ The Elephant games.
Retro Gamer231 pp. 86-91 David Lubar Apple II, Atari 2600, Commodore 64 Lubar reflects on programming games across early home-computer and console platforms.
Retro Gamer231 pp. 98-99 Andreas Varga Commodore 64 Varga explains the reverse engineering and programming behind his Sonic the Hedgehog C64 conversion.
Retro Gamer231 p. 100 Mika 'Misfit' Keränen VIC-20, PET, Commodore 64, ZX Spectrum Keränen discusses developing homebrew games for several classic computers.
Retro Gamer234 p. 51 Andrew Sleigh Commodore 64 Sleigh explains the graphics work behind Ocean’s Typhoon conversion.
Retro Gamer234 p. 100 Juan J Martinez Amstrad CPC, Commodore 64, MSX, ZX Spectrum Martinez discusses programming new games for 8-bit computers, including Hyperdrive.
Retro Gamer235 pp. 32-37 Andrew Braybrook Commodore 64 Braybrook revisits the programming and design of Paradroid.
Retro Gamer235 pp. 70-75 Jane Cavanagh, Darren Melbourne and Chris Wild Amiga, Commodore 64, PC Former staff trace the games and growth of The Sales Curve.
Retro Gamer235 pp. 86-91 Andrew Sleigh Commodore 64, ZX Spectrum Sleigh reflects on creating game graphics during his years at Ocean Software.
Retro Gamer235 p. 100 Bernd Buchegger Commodore 64 Buchegger discusses the long development of Outrage.
Retro Gamer235 p. 101 Paco Commodore 64 The coder discusses making a new Street Fighter II: Champion Edition conversion for the C64.
Retro Gamer235 p. 101 RetroGL Commodore 64 The developer discusses the Retro Fighter engine and an SNK Vs Capcom project for the C64.
Retro Gamer236 p. 47 Pete Ranson ZX Spectrum, Commodore 64 The Big Red Software artist discusses making graphics for Codemasters budget games.
Retro Gamer236 p. 61 Jolyon Myers Amiga, Atari ST, Commodore 64 Myers discusses home-computer conversions of Super Space Invaders.
Retro Gamer236 p. 101 Monte Boyd Commodore 64 Boyd discusses the development of Muddy Racers and Knights & Slimes.
Retro Gamer239 pp. 38-45 Mark Cale ZX Spectrum, Commodore 64, Amiga System 3’s founder reflects on the publisher’s games and 40-year history.
Retro Gamer239 pp. 56-61 Howie Rubin, James Higgins, Chuck Romberger and Mark K Jones NES, Amstrad CPC, Commodore 64, PC Developers discuss home conversions and sequels of Arkanoid.
Retro Gamer241 p. 34 Greg Duddle Commodore 64 Duddle answers questions about converting Sabre Wulf to the C64.
Retro Gamer241 pp. 38-45 Andrew Hewson ZX Spectrum, Commodore 64, Amstrad CPC Hewson adds first-person memories to a retrospective of his software house’s games.
Retro Gamer242 pp. 28-37 Martin Edmondson, Matt Birch and Steve Hammond Amiga, Commodore 64, PlayStation 4 Developers revisit the original Shadow Of The Beast, its conversions, sequels and remake.
Retro Gamer242 pp. 84-85 Max Hall Commodore 64, ZX81 Hall discusses porting 3D Monster Maze from the ZX81 to the Commodore 64.
Retro Gamer242 p. 86 Jonas Hultén Commodore 64, VIC-20 The Kollektivet programmer discusses homebrew coding and adapting HERO for the VIC-20.
Retro Gamer243 pp. 44-49 Mark Greenshields, Richard Naylor, Andy Swann and Darren Melbourne ZX Spectrum, Commodore 64, Amiga, Atari ST, NES Former staff recount Enigma Variations’ licensed games and console conversions.
Retro Gamer243 pp. 72-77 Chris Lancaster Commodore 64 Lancaster recalls converting Manic Miner and developing other C64 games.
Retro Gamer244 pp. 32-35 Philip Oliver ZX Spectrum, Commodore 64, Amstrad CPC Oliver recounts creating Jet Bike Simulator and reusing code from Grand Prix Simulator.
Retro Gamer244 pp. 98-99 Stu Collier and Trevor Storey Commodore 64 ICON64 developers discuss the design and technology of Impossible Mission III.
Retro Gamer244 p. 101 Ricki Sickenger Amiga, Commodore 64 Sickenger discusses adapting Rogue64 into the Amiga game Roguecraft.
Retro Gamer245 pp. 70-75 Dave Vout, Ian Stewart and Stephen Baker ZX Spectrum, Commodore 64, Amiga, Atari ST The developer, publisher and board-game creator recount adapting HeroQuest for home computers.
Retro Gamer246 p. 51 Troy Lyndon Commodore 64 Lyndon explains programming the C64 conversion of Capcom’s Gun Smoke.
Retro Gamer246 pp. 56-59 Pontus Berg, Antonio Mazzanti and Sector 9 Commodore 64, Amiga, PC Cracking-scene veterans discuss reverse engineering games, copy protection and release groups.
Retro Gamer246 pp. 98-99 Antoine Fantys, Roy Fielding and Cout Games NES, Commodore 64, Amstrad CPC Homebrew coders explain creating Wordle variants for classic hardware.
Retro Gamer247 p. 35 David Crane Commodore 64, Atari 2600 Crane answers questions about designing Ghostbusters under a short production schedule.
Retro Gamer247 pp. 86-91 Matt Householder Arcade, Commodore 64 Householder reflects on his game-development career and the games he would take to a desert island.
Retro Gamer248 pp. 40-43 Steve Howard ZX Spectrum, Commodore 64 Howard recounts developing Werewolves Of London.
Retro Gamer248 p. 64 Martin Howarth Commodore 64 Howarth explains converting Taito’s puzzle game Puzznic to the C64.
Retro Gamer248 p. 101 Monte Boyd Commodore 64 Boyd discusses developing the C64 run-and-gun Infeztation.
Retro Gamer250 pp. 98-99 Alain Jansen and Antonio Savona Commodore 64 The artist and programmer discuss creating the homebrew platformer A Pig Quest.
Retro Gamer250 p. 100 Antonio Savona Commodore 64 Savona discusses the coding challenges of A Pig Quest.
Retro Gamer250 p. 101 Aldo and Gaetano Chiummo Commodore 64 The composers discuss writing A Pig Quest’s soundtrack.
Retro Gamer251 pp. 38-43 Andreas Escher, Chris Huelsbeck, Teut Weidemann and Willi Baecker Commodore 64 Rainbow Arts veterans revisit the art, music and production of Katakis.
Retro Gamer252 pp. 40-47 Richard Spitalny Atari 8-bit, Commodore 64, NES First Star Software’s cofounder shares firsthand memories of its games, including Boulder Dash and Spy Vs Spy.
Retro Gamer252 pp. 98-99 John Henderson Commodore 64 The artist and designer discusses creating the C64 game Wild Wood.
Retro Gamer252 p. 101 Andy Vaisey Commodore 64 Vaisey discusses coding Chill3r for the Commodore 64.