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.
| Magazine | Issue | Pages | Developer | Platforms | Description |
|---|---|---|---|---|---|
| Retro Gamer | 3 | 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 Gamer | 5 | pp. 36-40 | Protovision | Commodore 64 | The Protovision team discusses Commodore 64 development, including Metal Dust, Tanks 3000, and Pac It. |
| Retro Gamer | 5 | 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 Gamer | 8 | 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 Gamer | 8 | p. 75 | AEG (Smash Designs) | Commodore 64 | AEG discusses the development of Turrican 3 for the Commodore 64. |
| Retro Gamer | 8 | 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 Gamer | 11 | 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 Gamer | 12 | pp. 60-67 | Jeff Minter | Commodore 64, PC | Minter discusses Llamasoft’s games, including Attack of the Mutant Camels and Gridrunner++. |
| Retro Gamer | 16 | 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 Gamer | 18 | pp. 32-35 | David Crane | Commodore 64 | Crane discusses the design and development of Little Computer People. |
| Retro Gamer | 18 | pp. 56-57 | Mark Cale | Commodore 64 | Cale discusses designing The Last Ninja and the series’ later games. |
| Retro Gamer | 18 | p. 58 | John Twiddy | Commodore 64 | Twiddy discusses programming The Last Ninja series. |
| Retro Gamer | 20 | pp. 64-67 | Stephen Robertson | Commodore 64 | Robertson discusses the process of creating loading-screen artwork. |
| Retro Gamer | 21 | pp. 70-73 | Manfred Trenz | Commodore 64 | Trenz explains the design and technical challenges behind the original Turrican. |
| Retro Gamer | 22 | pp. 60-63 | Dennis Caswell | Commodore 64 | Caswell explains the design and programming of Impossible Mission. |
| Retro Gamer | 22 | 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 Gamer | 22 | 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 Gamer | 23 | 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 Gamer | 23 | 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 Gamer | 23 | 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 Gamer | 24 | 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 Gamer | 25 | pp. 56-61 | David Crane | Commodore 64 | Crane explains how the Ghostbusters game was made and adapted from the film. |
| Retro Gamer | 25 | 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 Gamer | 26 | pp. 42-47 | Archer Maclean | Commodore 64 | Maclean explains how he developed International Karate and IK+. |
| Retro Gamer | 27 | pp. 24-27 | Peter Liepa | Atari 8-bit, Commodore 64 | Liepa discusses creating Boulder Dash and its movement and level design. |
| Retro Gamer | 27 | 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 Gamer | 27 | pp. 76-79 | Mike Day | Arcade, ZX Spectrum, Commodore 64, Amstrad CPC | Day discusses converting the Hard Drivin’ arcade game for home computers. |
| Retro Gamer | 29 | pp. 16-19 | Doug Palmer | Commodore 64 | Palmer describes adapting Usagi Yojimbo into Samurai Warrior and designing its combat and karma systems. |
| Retro Gamer | 29 | pp. 60-69 | David Darling | ZX Spectrum, Commodore 64, Amstrad CPC | Darling discusses Codemasters’ origins, games, publishing, and later direction. |
| Retro Gamer | 29 | pp. 72-75 | David Whittaker | Commodore 64 | Whittaker discusses programming Lazy Jones and composing its music. |
| Retro Gamer | 31 | pp. 38-41 | Jon Hare and Martin Galway | Commodore 64 | Jon Hare and Martin Galway discusses Wizball. |
| Retro Gamer | 31 | pp. 72-77 | Dale DeSharone | Commodore 64 | Dale DeSharone discusses his career in game development and educational software. |
| Retro Gamer | 32 | 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 Gamer | 32 | pp. 60-65 | Gregg Barnett | Commodore 64 | Gregg Barnett discusses The Way of the Exploding Fist and its sequels. |
| Retro Gamer | 33 | pp. 36-41 | Jon Hare | Commodore 64, Amiga | Jon Hare discusses Sensible Software. |
| Retro Gamer | 33 | pp. 60-63 | Dr Peter Favaro | Commodore 64 | Dr Peter Favaro discusses Alter Ego. |
| Retro Gamer | 33 | 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 Gamer | 34 | pp. 18-23 | Mark Cale and John Twiddy | Commodore 64 | Mark Cale and John Twiddy discusses The Last Ninja. |
| Retro Gamer | 35 | 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 Gamer | 36 | pp. 42-47 | Alfred Milgrom | ZX Spectrum, Commodore 64, NES | Alfred Milgrom discusses Melbourne House and Beam Software, part one. |
| Retro Gamer | 36 | pp. 78-81 | Dan Phillips, Robin Levy and John Kemp | Commodore 64 | Dan Phillips, Robin Levy and John Kemp discusses Armalyte. |
| Retro Gamer | 37 | pp. 84-87 | Ste Ruddy | Commodore 64, NES, SNES, Game Boy Advance | Ste Ruddy discusses his game programming career. |
| Retro Gamer | 38 | pp. 40-45 | Steve Brown | Commodore 64 | Steve Brown discusses Barbarian and Barbarian II. |
| Retro Gamer | 38 | pp. 58-61 | Sid Meier | Commodore 64, PC | Sid Meier discusses Pirates!. |
| Retro Gamer | 39 | pp. 44-47 | Jon Hare | Commodore 64 | Jon Hare discusses Parallax. |
| Retro Gamer | 39 | pp. 50-55 | Thalamus developers and staff | Commodore 64 | Thalamus developers and staff discuss the publisher and its games. |
| Retro Gamer | 40 | pp. 36-39 | Jon Freeman | Atari 8-bit, Apple II, Commodore 64 | Jon Freeman discusses Archon. |
| Retro Gamer | 40 | pp. 74-77 | Mark Eyles | Commodore 64, ZX Spectrum | Mark Eyles discusses Aliens: The Computer Game. |
| Retro Gamer | 41 | pp. 54-58 | Andy Walker | Commodore 64 | Interview about Taskset and his programming career. |
| Retro Gamer | 42 | pp. 76-81 | Paul Ranson and Fred Williams | ZX Spectrum, Commodore 64, Amstrad CPC | Interview about Big Red Software and its games. |
| Retro Gamer | 42 | pp. 88-91 | Jeff Minter and Giles Williams | Commodore 64 | Interview about the making of Sheep in Space. |
| Retro Gamer | 44 | pp. 42-47 | David Collier and Jonathan “Joffa” Smith | Commodore 64, ZX Spectrum | Interview about home conversions of Green Beret. |
| Retro Gamer | 44 | pp. 90-93 | Steve Hales | Commodore 64 | Interview about the making of Fort Apocalypse. |
| Retro Gamer | 46 | 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 Gamer | 46 | pp. 52-57 | Trip Hawkins | Apple II, Commodore 64 | Interview about the early history of Electronic Arts, part one. |
| Retro Gamer | 46 | pp. 62-65 | Gary Bracey | ZX Spectrum, Commodore 64, Amstrad CPC, Amiga | Interview about the making of Ocean’s RoboCop. |
| Retro Gamer | 46 | pp. 68-71 | Chuck Sommerville and Kevin Furry | Commodore 64 | Interview about the making of California Games. |
| Retro Gamer | 49 | 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 Gamer | 50 | pp. 86-89 | Manfred Trenz | Commodore 64 | Interview about the making of The Great Giana Sisters. |
| Retro Gamer | 53 | pp. 76-80 | Ally Noble | ZX Spectrum, Commodore 64, Amiga | Interview about her career at Denton Designs and other studios. |
| Retro Gamer | 55 | 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 Gamer | 56 | pp. 48-53 | Dave Thomas | Commodore 64 | Interview about the Sir Arthur Pendragon games at Ultimate Play the Game. |
| Retro Gamer | 56 | pp. 64-67 | Andy Walker and Paul Hodgson | Commodore 64 | Interview about the making of Super Pipeline. |
| Retro Gamer | 56 | 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 Gamer | 57 | pp. 58-63 | Andrew Spencer | Commodore 64 | Interview about the making of International Soccer and International Basketball. |
| Retro Gamer | 57 | pp. 66-71 | Sid Meier and Bill Stealey | Commodore 64, Apple II, PC | Interview about the founding and early years of MicroProse. |
| Retro Gamer | 58 | pp. 40-43 | Dan Marchant and John Croudy | Amiga, Atari ST, Commodore 64, ZX Spectrum, Amstrad CPC | Interview about the making of SWIV. |
| Retro Gamer | 58 | pp. 90-93 | Chris Shrigley | Commodore 64 | Interview about the making of Bounder. |
| Retro Gamer | 59 | pp. 80-87 | Alan Miller and Bob Whitehead | Commodore 64, Mega Drive, PC | Interview about the history of Accolade. |
| Retro Gamer | 61 | pp. 32-37 | Tony Crowther | Commodore 64, Amiga | Desert Island Disks interview about his career, from Blagger to Burnout Paradise. |
| Retro Gamer | 61 | pp. 40-45 | Benni Notaraianni, John Wilson and John Gibbons | Commodore 64, ZX Spectrum | Interviews in the history of Electronic Pencil Company. |
| Retro Gamer | 61 | pp. 62-69 | Jon Hare | Commodore 64, Amiga | In the Chair interview about Sensible Software and its games. |
| Retro Gamer | 61 | p. 111 | Frank Gasking | Commodore 64 | Retro Directory Q&A about Games That Weren’t. |
| Retro Gamer | 63 | pp. 70-77 | Archer Maclean | Commodore 64, Amiga | In the Chair interview about his games and career. |
| Retro Gamer | 64 | pp. 26-33 | John Twiddy | Commodore 64, ZX Spectrum | In the Chair interview about The Last Ninja, System 3 and later projects. |
| Retro Gamer | 64 | pp. 62-65 | John Gibson and Ally Noble | ZX Spectrum, Commodore 64 | Interviews about the making of Frankie Goes to Hollywood. |
| Retro Gamer | 64 | pp. 68-73 | Simon Goodwin | ZX Spectrum, Commodore 64 | Interview in the history of Beyond Software. |
| Retro Gamer | 65 | pp. 50-55 | Richard Wilcox, Steve Wilcox and Ste Pickford | ZX Spectrum, Commodore 64 | Interviews in the history of Elite Systems. |
| Retro Gamer | 66 | p. 101 | James Monkman | Commodore 64 | Homebrew Heroes Q&A about RGCD and homebrew games. |
| Retro Gamer | 67 | pp. 52-55 | Jon Hare | Commodore 64 | Interview about the making of Shoot-’Em-Up Construction Kit. |
| Retro Gamer | 68 | p. 101 | Christian Widmann | Commodore 64 | Homebrew Heroes interview about his games and remakes. |
| Retro Gamer | 69 | 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 Gamer | 70 | pp. 84-89 | Ben Daglish | Commodore 64 | Desert Island Disks interview about his game music career. |
| Retro Gamer | 71 | p. 16 | Jeff Minter | Commodore 64, Xbox 360 | A Moment With Q&A about his games and development challenges. |
| Retro Gamer | 71 | p. 31 | Darrin Stubbington | Commodore 64 | Developer Q&A about the US Commodore 64 conversion of After Burner. |
| Retro Gamer | 71 | 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 Gamer | 71 | pp. 74-79 | Trevor Toms and RamJam Corporation staff | ZX Spectrum, Commodore 64 | Interviews in the history of RamJam Corporation. |
| Retro Gamer | 72 | pp. 74-79 | John Gibson | ZX Spectrum, Commodore 64 | Desert Island Disks interview about his development career. |
| Retro Gamer | 72 | p. 101 | Michael Ware | Commodore 64, Nintendo DS | Homebrew Heroes Q&A about his remakes and homebrew games. |
| Retro Gamer | 73 | pp. 42-47 | Robert White and Durell Software staff | ZX Spectrum, Commodore 64 | Interviews in the history of Durell Software. |
| Retro Gamer | 73 | pp. 62-65 | Andy Wilson and the Gang of Five | ZX Spectrum, Commodore 64 | Interviews about the making of Dan Dare. |
| Retro Gamer | 74 | p. 14 | Jon Hare | Commodore 64, Amiga | A Moment With Q&A about Sensible Software and the games industry. |
| Retro Gamer | 74 | pp. 44-49 | Richard Spitalny | Commodore 64, Atari 8-bit | Interview about the making of the Spy vs Spy trilogy. |
| Retro Gamer | 77 | pp. 52-57 | Andrew Hewson | ZX Spectrum, Commodore 64 | Interview in the history of Hewson Consultants. |
| Retro Gamer | 77 | p. 101 | Pete Dabbs | Atari 8-bit, BBC Micro, Commodore 64 | Homebrew Heroes Q&A about returning to 8-bit game development. |
| Retro Gamer | 78 | pp. 40-43 | Colin Jones | ZX Spectrum, Commodore 64 | Interview about the making of Rock Star Ate My Hamster. |
| Retro Gamer | 79 | pp. 80-83 | Shaun Southern and Andrew Morris | Commodore 64 | Interviews about the making of the Kikstart series. |
| Retro Gamer | 82 | p. 101 | Sandro Mestre | Commodore 64 | Homebrew Heroes Q&A about his Commodore 64 conversion of Uwol: Quest for Money. |
| Retro Gamer | 84 | pp. 50-55 | Nick Alexander | ZX Spectrum, Commodore 64 | Interview in the first part of the history of Virgin Games. |
| Retro Gamer | 85 | p. 103 | Jon Mines | Commodore 64 | Homebrew Heroes Q&A about Arkanix Labs and Crimson Twilight. |
| Retro Gamer | 86 | pp. 64-67 | Andrew Bailey and Dene Carter | Commodore 64 | Interviews about the making of Druid. |
| Retro Gamer | 87 | p. 14 | Simon Butler | ZX Spectrum, Commodore 64 | A Moment With Q&A about his 8-bit game career. |
| Retro Gamer | 87 | pp. 38-41 | Jeff Minter | Commodore 64 | Interview about the making of Revenge of the Mutant Camels. |
| Retro Gamer | 88 | pp. 76-83 | Tony Rainbird and James Leavey | ZX Spectrum, Commodore 64 | Interviews in the history of Firebird Software. |
| Retro Gamer | 89 | pp. 84-89 | Raffaele Cecco | ZX Spectrum, Commodore 64 | In the Chair interview about his games and career. |
| Retro Gamer | 90 | p. 14 | Shaun Southern | Commodore 64, Amiga | A Moment With Q&A about his game development career. |
| Retro Gamer | 91 | pp. 82-85 | Gary Bracey and James Higgins | ZX Spectrum, Commodore 64 | Interviews about Ocean Software’s The Untouchables. |
| Retro Gamer | 92 | 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 Gamer | 92 | pp. 84-91 | Steve Turner | ZX Spectrum, Commodore 64, Atari ST | In the Chair interview about Graftgold and his game development career. |
| Retro Gamer | 92 | p. 103 | Mike Dailly | Commodore 64, Amiga | Homebrew Heroes Q&A about coding on classic computers. |
| Retro Gamer | 93 | p. 73 | John Meegan | Commodore 64 | Q&A about converting Rastan for the Commodore 64. |
| Retro Gamer | 94 | pp. 24-31 | Ron Gilbert and Gary Winnick | Commodore 64, PC | Interviews about the making of Maniac Mansion. |
| Retro Gamer | 95 | p. 31 | Ste Ruddy | Commodore 64 | Q&A about his Commodore 64 conversion of Bubble Bobble. |
| Retro Gamer | 95 | pp. 82-85 | Damon Slye and Joe Ybarra | Commodore 64 | Interviews about the making of Project Firestart. |
| Retro Gamer | 95 | pp. 88-93 | Gary Penn | Commodore 64, Amiga, PC | In the Chair interview about games journalism and development. |
| Retro Gamer | 96 | pp. 36-41 | Dominic Wheatley | ZX Spectrum, Commodore 64 | Interview in the history of Domark. |
| Retro Gamer | 96 | 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 Gamer | 97 | pp. 48-49 | Paul Norman | Commodore 64 | Interview about the making of Aztec Challenge. |
| Retro Gamer | 97 | pp. 62-67 | Oliver Frey, Roger Keane and Mark Kendrick | Commodore 64 | Interviews about creating Zzap!64 magazine. |
| Retro Gamer | 97 | pp. 80-83 | Dan Malone and Richard Leinfellner | ZX Spectrum, Commodore 64 | Interviews about the making of The Sacred Armour of Antiriad. |
| Retro Gamer | 97 | pp. 86-91 | Clem Chambers | ZX Spectrum, Commodore 64 | Interview in the history of CRL Group. |
| Retro Gamer | 98 | p. 14 | David Darling | ZX Spectrum, Commodore 64 | A Moment With Q&A about Codemasters and Kwalee. |
| Retro Gamer | 99 | p. 14 | Jonathan Temples | Commodore 64, iOS | A Moment With Q&A about his game art and CJ the Elephant. |
| Retro Gamer | 99 | pp. 40-45 | David Anderson | ZX Spectrum, Commodore 64 | Interview in the history of Platinum Productions. |
| Retro Gamer | 99 | 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 Gamer | 99 | pp. 80-83 | Jason Perkins | Commodore 64 | Interview about the making of Thing on a Spring. |
| Retro Gamer | 99 | p. 103 | Andreas Varga | Commodore 64 | Q&A about porting Prince of Persia to the Commodore 64. |
| Retro Gamer | 100 | pp. 42-45 | Rob Hubbard | Commodore 64 | Interview about composing game music. |
| Retro Gamer | 100 | pp. 72-79 | Andrew Braybrook | Commodore 64 | In the Chair interview about Paradroid, Uridium and his development career. |
| Retro Gamer | 101 | 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 Gamer | 101 | 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 Gamer | 104 | pp. 78-79 | Tim Closs | Commodore 64 | Closs answers questions about creating the budget game I, Ball. |
| Retro Gamer | 104 | pp. 80-85 | Rod Cousens | ZX Spectrum, Commodore 64 | Cousens recounts forming Electric Dreams and publishing its 8-bit games. |
| Retro Gamer | 105 | pp. 90-95 | Ocean Software developers | Commodore 64, ZX Spectrum | Ocean developers recall making the Daley Thompson sports games. |
| Retro Gamer | 106 | pp. 34-39 | Andrew Braybrook | Commodore 64 | Braybrook recalls programming the scrolling shooter Uridium. |
| Retro Gamer | 106 | pp. 72-79 | Commodore 64 developers | Commodore 64 | Developers recall coding games for the Commodore 64 in the machine’s 30th anniversary feature. |
| Retro Gamer | 107 | pp. 50-55 | Roger Hulley | ZX Spectrum, Commodore 64 | The founder recounts Alternative Software’s publishing history. |
| Retro Gamer | 107 | pp. 74-77 | John Darnell | Commodore 64, ZX Spectrum | Darnell recalls creating Western-themed games for Mastertronic. |
| Retro Gamer | 107 | p. 105 | Georg Rottensteiner and Trevor Storey | Commodore 64 | The developers answer questions about their C64 platform game Soulless. |
| Retro Gamer | 109 | pp. 42-47 | Guy Wilhelmy and Nigel Stevens | ZX Spectrum, Commodore 64 | The founders discuss Cascade Games and its 8-bit catalogue. |
| Retro Gamer | 109 | p. 105 | Jamie Alvis | Commodore 64 | Alvis discusses starting the C64 publishing label Flimsoft. |
| Retro Gamer | 110 | 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 Gamer | 110 | p. 84 | Roger Hulley | ZX Spectrum, Commodore 64 | The Alternative Software founder answers questions about publishing The Official Father Christmas. |
| Retro Gamer | 111 | 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 Gamer | 111 | pp. 90-95 | Shahid Ahmad | ZX Spectrum, Commodore 64 | Ahmad recalls his early games, 8-bit conversions, and later work in the industry. |
| Retro Gamer | 113 | pp. 70-77 | Arcade conversion programmers | ZX Spectrum, Commodore 64, Amstrad CPC | Programmers describe recreating arcade games on 8-bit home computers. |
| Retro Gamer | 113 | pp. 82-85 | Denton Designs staff | ZX Spectrum, Commodore 64 | The Denton developers recall Shadowfire and Enigma Force. |
| Retro Gamer | 115 | pp. 42-47 | Richard Jones | VIC-20, Commodore 64 | Jones recounts Interceptor Software, his early programming, and its 8-bit games. |
| Retro Gamer | 115 | pp. 90-95 | Chris Huelsbeck | Commodore 64, Amiga | The composer discusses his music, sound programming, and games career. |
| Retro Gamer | 115 | p. 107 | Norbert Kehrer | Atari 8-bit, Commodore 64 | Kehrer explains emulating vector arcade games on 8-bit home computers. |
| Retro Gamer | 116 | pp. 82-87 | Taskset developers | Commodore 64, Oric, Amstrad CPC | Former Taskset staff discuss their game design and programming in the Eighties. |
| Retro Gamer | 118 | pp. 62-67 | Mastertronic founders and developers | ZX Spectrum, Commodore 64 | Key staff recall the budget software publisher and its 8-bit games. |
| Retro Gamer | 118 | pp. 90-95 | Paul Norman | Commodore 64 | Norman discusses Forbidden Forest, Aztec Challenge, and his other C64 games. |
| Retro Gamer | 119 | pp. 46-47 | Chris Palmer and David Bishop | ZX Spectrum, Commodore 64 | The designers discuss the robotic bomb-disposal game Deactivators. |
| Retro Gamer | 119 | 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 Gamer | 120 | 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 Gamer | 120 | pp. 58-63 | Access Software staff | Commodore 64, PC | Former developers discuss Beach Head, Leaderboard, Links, and the Tex Murphy games. |
| Retro Gamer | 121 | pp. 38-43 | English Software staff | Atari 8-bit, Commodore 64 | The company’s founders and programmers recall its Atari computer games. |
| Retro Gamer | 121 | pp. 54-57 | Tony Crowther and David Bishop | Commodore 64, Amiga | The developers explain the design and versions of Bombuzal. |
| Retro Gamer | 121 | 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 Gamer | 121 | pp. 88-91 | Andrew Braybrook | Commodore 64 | Braybrook recalls creating Gribbly’s Day Out. |
| Retro Gamer | 122 | pp. 44-51 | Dennis Caswell and other Epyx developers | Commodore 64, Apple II | The developers recall the Impossible Mission games. |
| Retro Gamer | 122 | pp. 52-57 | Unreleased Commodore 64 game developers | Commodore 64 | Programmers and artists recall unfinished Commodore 64 projects. |
| Retro Gamer | 122 | pp. 74-79 | Software Creations staff | ZX Spectrum, Commodore 64, NES | Former developers discuss the studio’s arcade conversions and original games. |
| Retro Gamer | 123 | p. 23 | Peter Baron | Commodore 64 | Baron discusses his Commodore 64 conversion of Salamander. |
| Retro Gamer | 123 | pp. 56-65 | John Cutter and Cinemaware staff | Amiga, Commodore 64 | Former employees recount Cinemaware’s interactive movie games. |
| Retro Gamer | 123 | pp. 90-95 | Garry Kitchen | Atari 2600, Commodore 64 | Kitchen discusses his games, ports, and GameMaker tool. |
| Retro Gamer | 124 | p. 32 | Roy Fielding | Commodore 64, Super Nintendo | Fielding discusses his programming career at Ocean and Traveller’s Tales. |
| Retro Gamer | 124 | 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 Gamer | 125 | pp. 44-49 | Andrew Braybrook | Commodore 64 | Braybrook looks back at Paradroid and its sequels. |
| Retro Gamer | 126 | pp. 30-33 | David Levine | Atari 8-bit, Commodore 64 | Levine recalls designing Lucasfilm Games’ Rescue on Fractalus!. |
| Retro Gamer | 127 | pp. 44-47 | Greg Holmes | ZX Spectrum, Commodore 64 | Holmes explains how he created Jack the Nipper. |
| Retro Gamer | 129 | pp. 80-85 | Mike Cohen | ZX Spectrum, Commodore 64 | The MC Lothlorien co-founder recalls its strategy games. |
| Retro Gamer | 131 | pp. 90-95 | Mev Dinc | Commodore 64, ZX Spectrum, Amiga | Dinc recalls Ant Attack conversions, First Samurai, and his games career. |
| Retro Gamer | 132 | pp. 32-35 | Dominic Robinson | ZX Spectrum, Commodore 64 | Robinson recalls programming Hewson’s shooter Zynaps. |
| Retro Gamer | 132 | p. 48 | Simon Pick | Commodore 64 | Pick discusses converting Shinobi to the Commodore 64. |
| Retro Gamer | 132 | pp. 64-67 | John and Ste Pickford | ZX Spectrum, Commodore 64 | The brothers recall designing the wizard duel game Feud. |
| Retro Gamer | 133 | pp. 46-51 | David Martin | ZX Spectrum, Commodore 64 | The Martech founder recalls the publisher’s personality-licensed games. |
| Retro Gamer | 133 | pp. 92-97 | Simon Nicol | Commodore 64 | Nicol discusses his programming career and projects that never shipped. |
| Retro Gamer | 134 | pp. 32-35 | Brian Fargo | Apple II, Commodore 64 | Fargo recalls developing Interplay’s original Wasteland. |
| Retro Gamer | 134 | 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 Gamer | 136 | pp. 34-37 | Steve Turner | ZX Spectrum, Commodore 64 | Turner recalls designing Graftgold’s Ranarama. |
| Retro Gamer | 136 | pp. 74-75 | Archer Maclean | Arcade, Commodore 64 | Maclean discusses arcade games that influenced his programming. |
| Retro Gamer | 137 | p. 16 | Matt Gray | Commodore 64 | The composer discusses the Reformation remix project. |
| Retro Gamer | 137 | pp. 54-59 | Mel Croucher | ZX Spectrum, Commodore 64 | Croucher recounts Automata UK and its experimental games. |
| Retro Gamer | 140 | pp. 94-99 | Carleton Handley | Commodore 64, Game Gear | Handley recalls his game programming career and conversions. |
| Retro Gamer | 141 | pp. 78-83 | Mark Cale | Commodore 64, Amiga | The System 3 founder recounts the company’s early games. |
| Retro Gamer | 142 | 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 Gamer | 142 | p. 66 | Steve Ruddy | Commodore 64 | Ruddy explains converting Bionic Commando to the Commodore 64. |
| Retro Gamer | 142 | pp. 90-95 | Andrew Hewson | ZX Spectrum, Commodore 64 | Hewson reflects on Hewson Consultants and 21st Century Entertainment. |
| Retro Gamer | 144 | pp. 84-89 | Scott Orr and Gamestar developers | Atari 8-bit, Commodore 64 | Former staff recall making sports games at Gamestar. |
| Retro Gamer | 144 | pp. 92-97 | David Darling | ZX Spectrum, Commodore 64 | The Codemasters cofounder discusses the company’s games and his career. |
| Retro Gamer | 144 | p. 105 | Antonio Savona | Commodore 64 | Savona explains the control scheme and development of PO Snake. |
| Retro Gamer | 145 | pp. 40-43 | Ron Fortier | Commodore 64, Atari 8-bit | Fortier discusses developing the Bruce Lee videogame. |
| Retro Gamer | 145 | pp. 50-57 | Brian Fargo | Apple II, Commodore 64 | Fargo discusses the creation and evolution of The Bard’s Tale. |
| Retro Gamer | 145 | pp. 78-81 | Andrew Braybrook | Commodore 64 | Braybrook recalls creating Alleykat and its unusual mix of racing and shooting. |
| Retro Gamer | 145 | pp. 92-97 | Simon Pick | Commodore 64, BBC Micro | Pick discusses his programming career, including Shinobi and Mad Nurse. |
| Retro Gamer | 146 | pp. 60-65 | Gary Partis and Audiogenic developers | BBC Micro, Commodore 64 | Former staff recall game development at Audiogenic. |
| Retro Gamer | 146 | pp. 90-97 | Kevin Toms | ZX Spectrum, Commodore 64 | The Football Manager creator discusses his games and development career. |
| Retro Gamer | 146 | p. 105 | Leigh White | Commodore 64 | White explains developing the basketball game Jam It. |
| Retro Gamer | 147 | pp. 56-61 | Jay Balakrishnan and HesWare developers | Commodore 64 | Former staff recall developing games at Human Engineered Software. |
| Retro Gamer | 147 | pp. 68-71 | Brian White | Commodore 64, ZX Spectrum, Amstrad CPC | White recounts creating Domark’s Friday the 13th game at ASK. |
| Retro Gamer | 147 | pp. 90-95 | Patricia Curtis | Commodore 64, Mobile | Curtis discusses her game programming career and later mobile work. |
| Retro Gamer | 149 | p. 24 | Ciaran Gultnieks | ZX Spectrum, Commodore 64, Amiga | The Vektor Grafix cofounder discusses home conversions of Atari’s Star Wars. |
| Retro Gamer | 149 | pp. 36-41 | Clive Townsend | ZX Spectrum, Commodore 64 | Townsend recalls developing Saboteur and its sequel. |
| Retro Gamer | 149 | 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 Gamer | 150 | p. 33 | Andrew Braybrook | Commodore 64, Atari ST, Saturn | Braybrook discusses Graftgold’s Rainbow Islands conversions. |
| Retro Gamer | 150 | p. 43 | Chris Lancaster | Commodore 64 | Lancaster recalls converting Manic Miner to the Commodore 64. |
| Retro Gamer | 150 | pp. 68-73 | Albert Charpentier and Yash Terakura | Commodore 64 | The Commodore engineers explain the custom chips and design decisions behind the C64. |
| Retro Gamer | 151 | pp. 30-33 | Elite Systems developers | ZX Spectrum, Commodore 64 | The team recalls an ambitious Scooby-Doo game that became a different release. |
| Retro Gamer | 151 | p. 43 | Colin Porch | Commodore 64, Atari ST, Amiga | Porch discusses converting Head Over Heels for three home computers. |
| Retro Gamer | 151 | pp. 64-69 | Paul Owens and Hunchback developers | Arcade, ZX Spectrum, Commodore 64 | Developers recall the arcade original and home conversions of Hunchback. |
| Retro Gamer | 151 | pp. 92-97 | Ron Gilbert | Commodore 64, PC | Gilbert discusses his game development career, SCUMM adventures, and Thimbleweed Park. |
| Retro Gamer | 152 | 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 Gamer | 152 | p. 37 | Steve Wilcox | ZX Spectrum, Amstrad CPC, Commodore 64 | The Elite Systems boss recalls licensing and converting Ikari Warriors. |
| Retro Gamer | 152 | pp. 39-41 | Lennard Feddersen | Commodore 64, Apple II | Feddersen recounts work on home conversions of Victory Road and Ikari III. |
| Retro Gamer | 152 | 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 Gamer | 153 | 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 Gamer | 153 | pp. 64-69 | Tony Crowther | Commodore 64 | Crowther recounts creating Blagger and Son Of Blagger. |
| Retro Gamer | 153 | p. 105 | Andrea | Commodore 64 | The homebrew developer discusses making Jump Ninja for his son. |
| Retro Gamer | 155 | p. 66 | Ste Ruddy | Commodore 64 | Ruddy reflects on his Ghouls ‘n Ghosts conversion. |
| Retro Gamer | 156 | p. 8 | Chris Huelsbeck | Amiga, Commodore 64 | The composer discusses Turrican II and recording an orchestral soundtrack. |
| Retro Gamer | 156 | 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 Gamer | 156 | p. 105 | Lasse Öörni | Commodore 64 | Öörni discusses developing the homebrew action adventure Hessian. |
| Retro Gamer | 157 | pp. 92-97 | Ashley Routledge and Dave Saunders | Commodore 64 | The coders discuss their games, demos, and conversions as Ash and Dave. |
| Retro Gamer | 158 | p. 10 | Jason Daniels | Commodore 64 | Daniels explains fixing his game Die! Alien Slime after 27 years. |
| Retro Gamer | 158 | p. 105 | Simone Bevilacqua | Commodore 64 | Bevilacqua discusses developing Quod Init Exit IIm. |
| Retro Gamer | 159 | p. 60 | Richard Underhill | Commodore 64 | Underhill discusses converting Pang to the Commodore 64. |
| Retro Gamer | 159 | pp. 72-79 | David Darling and Codemasters staff | ZX Spectrum, Commodore 64, PlayStation | The team recounts Codemasters’ development and publishing history. |
| Retro Gamer | 160 | pp. 32-35 | Mark Kelly and Steve Crow | ZX Spectrum, Commodore 64 | The programmer and artist discuss creating Marauder. |
| Retro Gamer | 161 | pp. 92-97 | Paul Clansey | ZX Spectrum, Commodore 64 | Clansey discusses his game production career, including work at Imagine Software. |
| Retro Gamer | 161 | p. 105 | Christian Gleinser | Commodore 64 | Gleinser discusses creating the four-player homebrew game Shotgun. |
| Retro Gamer | 162 | pp. 26-29 | Peter Adams and Chuck Peavey | Commodore 64 | The creators discuss Mastertronic’s Panther. |
| Retro Gamer | 162 | pp. 56-59 | George Allen | ZX Spectrum, Commodore 64 | Allen recalls developing Gremlin’s Zool. |
| Retro Gamer | 162 | pp. 92-97 | Kevin Bayliss | Commodore 64, SNES, Nintendo 64 | Bayliss discusses his art and character design career at Rare. |
| Retro Gamer | 164 | p. 47 | Stuart Gregg | Commodore 64 | Gregg explains the Commodore 64 conversion of Gauntlet II. |
| Retro Gamer | 164 | pp. 50-55 | Darryl Still and Jolyon Myers | ZX Spectrum, Commodore 64 | Former staff recall the Top Ten Hits software label. |
| Retro Gamer | 165 | p. 37 | Mike Ager | Commodore 64 | Ager discusses converting Alien Storm for the Commodore 64. |
| Retro Gamer | 165 | pp. 68-73 | Mark Meakings and Paul Midcalf | Commodore 64, ZX Spectrum | The founders recall Bubble Bus Software and its games. |
| Retro Gamer | 166 | p. 31 | Darrin Stubbington | Commodore 64 | Stubbington explains adapting the Commodore 64 Thunder Blade conversions for North America. |
| Retro Gamer | 166 | pp. 38-41 | Duncan Meech | ZX Spectrum, Commodore 64 | Meech recalls developing System 3’s Tusker. |
| Retro Gamer | 166 | pp. 58-61 | David Fox and Gary Winnick | Commodore 64 | Lucasfilm Games staff discuss adapting Labyrinth into a game. |
| Retro Gamer | 166 | 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 Gamer | 167 | p. 43 | Carleton Handley | Commodore 64 | Handley discusses the Commodore 64 conversion of APB. |
| Retro Gamer | 167 | pp. 66-71 | Vicky Carne | ZX Spectrum, Commodore 64 | Carne discusses founding and running Mosaic Publishing. |
| Retro Gamer | 167 | pp. 92-97 | Richard Costello | BBC Micro, Commodore 64, Amiga | Costello discusses his programming career and games. |
| Retro Gamer | 168 | pp. 28-33 | John M. Phillips | Commodore 64, ZX Spectrum, Amiga | Phillips explains the design and conversions of Nebulus. |
| Retro Gamer | 168 | pp. 40-41 | Sam Manthorpe | Commodore 64 | Manthorpe recalls making Out on a Limb. |
| Retro Gamer | 168 | pp. 42-49 | John Gibson, Eugene Evans and Imagine staff | ZX Spectrum, Commodore 64 | Former staff describe Imagine Software’s development and collapse. |
| Retro Gamer | 169 | 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 Gamer | 169 | 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 Gamer | 169 | p. 107 | Graham Axten | Commodore 64 | Axten discusses developing The Bear Essentials. |
| Retro Gamer | 170 | 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 Gamer | 170 | pp. 58-65 | Mark Cale, Steve Turner, Andrew Braybrook and C64 developers | Commodore 64 | Developers reflect on 35 years of Commodore 64 games. |
| Retro Gamer | 170 | p. 60 | Steve Turner | Commodore 64 | The Graftgold founder answers questions about developing games for the C64. |
| Retro Gamer | 170 | p. 62 | Andrew Braybrook | Commodore 64 | Braybrook discusses designing games for the C64. |
| Retro Gamer | 170 | pp. 68-71 | Simon Butler and Sean Pearce | ZX Spectrum, Amstrad CPC, Commodore 64 | Ocean’s team recalls adapting Platoon into a game. |
| Retro Gamer | 171 | pp. 30-33 | Clive Townsend | ZX Spectrum, Amstrad CPC, Commodore 64 | Townsend discusses making Saboteur II and its later remake. |
| Retro Gamer | 171 | pp. 44-47 | Mark Eyles and Aliens game developers | ZX Spectrum, Commodore 64, Amstrad CPC | The developers recall the Aliens videogame adaptations. |
| Retro Gamer | 171 | pp. 92-97 | Simon Phipps | BBC Micro, Commodore 64, Amiga | Phipps discusses his work as a game artist, designer and programmer. |
| Retro Gamer | 172 | pp. 28-33 | John Rowlands and Steve Rowlands | Commodore 64 | The brothers recall self-publishing Mayhem in Monsterland. |
| Retro Gamer | 173 | p. 12 | Andy Roberts | Commodore 64 | Roberts discusses reviving Thalamus and remastering Hunter’s Moon. |
| Retro Gamer | 173 | pp. 30-35 | Julian Gollop | ZX Spectrum, Commodore 64, Amiga | Gollop explains the design and development of Laser Squad. |
| Retro Gamer | 173 | p. 32 | Julian Gollop | ZX Spectrum, Commodore 64 | Gollop answers questions about Laser Squad’s design and campaign. |
| Retro Gamer | 173 | pp. 44-45 | Paul Hibbard | ZX Spectrum, Commodore 64, Amstrad CPC | Hibbard recalls creating Rasputin. |
| Retro Gamer | 173 | pp. 56-59 | Shaun Abbott | ZX Spectrum, Commodore 64 | Abbott explains how he created Level 9’s Emerald Isle. |
| Retro Gamer | 174 | pp. 38-41 | John Darnell and Ste Cork | Commodore 64, ZX Spectrum | The programmers explain the creation of Star Paws. |
| Retro Gamer | 174 | 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 Gamer | 175 | p. 40 | Ian Andrew | ZX Spectrum, Amstrad CPC, Commodore 64 | The Incentive founder discusses licensing and publishing home conversions of Moon Cresta. |
| Retro Gamer | 175 | p. 107 | Antonio Savona | Commodore 64 | Savona discusses making the homebrew game Planet Golf. |
| Retro Gamer | 176 | p. 38 | Andrew Parton | Commodore 64 | Parton discusses converting Flying Shark for the Commodore 64. |
| Retro Gamer | 176 | p. 41 | Martin Howarth | Commodore 64 | Howarth discusses the Commodore 64 conversion of Flying Shark. |
| Retro Gamer | 176 | p. 62 | Angie Niehoff | Amiga, PC, Commodore 64 | The Capstone producer discusses Bill & Ted’s Excellent Adventure games. |
| Retro Gamer | 176 | pp. 66-71 | Steve Turner and Andrew Braybrook | ZX Spectrum, Commodore 64, Amiga | The founders look back on Graftgold and its games. |
| Retro Gamer | 177 | p. 46 | Rob Hubbard | Commodore 64 | Hubbard discusses composing game music for the Commodore 64. |
| Retro Gamer | 177 | pp. 68-71 | Mev Dinc | Commodore 64, ZX Spectrum | Dinc discusses the game adaptation of Big Trouble in Little China. |
| Retro Gamer | 177 | pp. 94-99 | Tony Williams | ZX Spectrum, Commodore 64, Amiga | Williams discusses his programming and videogame music career. |
| Retro Gamer | 178 | pp. 68-73 | Rod Pike and Jared Derrett | ZX Spectrum, Commodore 64, Amstrad CPC | The creators discuss CRL’s controversial horror adventure games. |
| Retro Gamer | 179 | p. 105 | Karl Hörnell | Commodore 64 | Hörnell discusses returning to C64 development with Iceblox Plus. |
| Retro Gamer | 180 | p. 8 | John Darnell | Commodore 64, iOS | Darnell discusses reviving his early C64 game Sleepwalker as Bear Beware! for iOS. |
| Retro Gamer | 180 | 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 Gamer | 180 | pp. 41-43 | John Twiddy, Mev Dinc and Paul Hughes | Commodore 64 | Developers describe creating games and cartridges for the C64 Games System. |
| Retro Gamer | 180 | pp. 44-45 | Ivan Horn | ZX Spectrum, Amstrad CPC, Commodore 64 | Horn recalls working on Renegade III: The Final Chapter. |
| Retro Gamer | 181 | 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 Gamer | 182 | pp. 52-55 | Brian Howarth | TRS-80, ZX Spectrum, Commodore 64 | Howarth recalls Digital Fantasia and creating the Mysterious Adventures. |
| Retro Gamer | 182 | pp. 94-99 | Matt Gray | Commodore 64, NES | Gray discusses his career writing videogame music and programming games. |
| Retro Gamer | 183 | pp. 32-33 | Dean Hickingbottom and David Bradley | Commodore 64, Amstrad CPC | The creators recall developing the controversial Punch and Judy. |
| Retro Gamer | 183 | 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 Gamer | 183 | p. 40 | Jonathan Temples | Commodore 64 | Temples answers questions about creating C64 loading screens. |
| Retro Gamer | 183 | 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 Gamer | 183 | p. 107 | Chester Kollschen | Commodore 64 | Kollschen explains how he and the team developed Sam’s Journey. |
| Retro Gamer | 184 | p. 105 | Jay Aldred | Commodore 64 | Aldred discusses developing Galencia and bringing the game to Steam. |
| Retro Gamer | 185 | pp. 30-33 | Jeff Minter | Commodore 64 | Minter recalls experimenting with interconnected minigames in Batalyx. |
| Retro Gamer | 185 | pp. 36-43 | David Darling, Philip Oliver and Jason Falcus | ZX Spectrum, Amstrad CPC, Commodore 64 | Codemasters developers revisit their bestselling Simulator games. |
| Retro Gamer | 186 | pp. 38-41 | Simon Butler | ZX Spectrum, Commodore 64, Amstrad CPC | Butler discusses adapting The NeverEnding Story for home computers. |
| Retro Gamer | 187 | p. 49 | Simon Pick | Commodore 64, ZX Spectrum, Amstrad CPC | Pick discusses developing and producing the home conversions of Narc. |
| Retro Gamer | 187 | pp. 90-95 | Darren Melbourne | Commodore 64, PlayStation | Melbourne discusses his game development, licensing and publishing career. |
| Retro Gamer | 188 | pp. 32-35 | Philip Oliver and Andrew Oliver | Amstrad CPC, ZX Spectrum, Commodore 64 | The Oliver Twins recall creating Fantasy World Dizzy. |
| Retro Gamer | 188 | pp. 52-55 | Scott Adams | TRS-80, Commodore 64, ZX Spectrum | Adams reflects on writing the text adventure The Count. |
| Retro Gamer | 189 | pp. 30-33 | Andrew Braybrook | Commodore 64 | Braybrook revisits the design of Intensity. |
| Retro Gamer | 189 | pp. 42-43 | Paul Hodgson and Taskset developers | Commodore 64 | Four former Taskset staff recall developing Poster Paster. |
| Retro Gamer | 189 | pp. 48-49 | Steve Turner | Commodore 64 | Turner recalls developing Graftgold’s Bushido. |
| Retro Gamer | 190 | p. 70 | Neil Coxhead | Commodore 64 | Coxhead discusses converting Sega’s Galaxy Force for the C64. |
| Retro Gamer | 190 | pp. 90-95 | Tony Takoushi | Commodore 64, Master System, Game Gear | Takoushi discusses his game coding, journalism and publishing career. |
| Retro Gamer | 191 | pp. 58-61 | Ernest Peske and Mark Greenshields | ZX Spectrum, Commodore 64 | The creators recall developing Split Personalities. |
| Retro Gamer | 191 | pp. 91-95 | Chris Shrigley | Commodore 64, NES, PC | Shrigley discusses his game programming career in Britain and the US. |
| Retro Gamer | 192 | pp. 12-15 | Rob Hubbard | Commodore 64 | Hubbard discusses Project Hubbard, returning to C64 music and the 8-Bit Symphony. |
| Retro Gamer | 192 | pp. 52-55 | John Kutcher | Commodore 64 | Kutcher recalls designing and programming Space Taxi. |
| Retro Gamer | 192 | pp. 90-95 | Rebecca Heineman | Atari 2600, Commodore 64, PC | Heineman reflects on her programming career and the games she developed. |
| Retro Gamer | 193 | pp. 46-51 | Andrew Braybrook and Steve Turner | Commodore 64, Amiga | The Graftgold developers trace the evolution of Paradroid. |
| Retro Gamer | 193 | pp. 62-65 | Fritz Schafer | Commodore PET, Commodore 64, Amiga | Schafer recalls building Kingsoft from his early computer games. |
| Retro Gamer | 193 | pp. 90-95 | Stoo Cambridge | Commodore 64, Amiga | Cambridge discusses his career creating pixel art and games. |
| Retro Gamer | 194 | 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 Gamer | 194 | pp. 92-97 | Mark Greenshields | Commodore 64, Amiga, PC | Greenshields reflects on his game programming and studio career. |
| Retro Gamer | 195 | pp. 18-27 | Nobuya Nakazato | Arcade, Commodore 64, Mega Drive | The Konami veteran recalls the company’s game development culture and technical ambitions. |
| Retro Gamer | 195 | 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 Gamer | 195 | 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 Gamer | 195 | 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 Gamer | 196 | pp. 44-47 | Tony Crowther | Commodore 64 | Crowther discusses coding the arcade-style train game Loco. |
| Retro Gamer | 196 | p. 103 | Stephan Katteneder | Commodore 64 | Katteneder discusses making Total Refill and The Coffee Break Shootout. |
| Retro Gamer | 197 | pp. 34-37 | Andrew Braybrook | Commodore 64 | Braybrook discusses creating Morpheus. |
| Retro Gamer | 197 | pp. 54-55 | Gary Foreman | Commodore 64 | Foreman recalls converting Rainbow Islands to the C64. |
| Retro Gamer | 199 | pp. 34-37 | Stuart Gregg | ZX Spectrum, Commodore 64 | Gregg recalls making additional levels for Gauntlet: The Deeper Dungeons. |
| Retro Gamer | 199 | 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 Gamer | 200 | pp. 36-39 | David Jones and bedroom game developers | ZX Spectrum, Commodore 64 | Eighties home coders discuss making games independently. |
| Retro Gamer | 200 | 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 Gamer | 201 | pp. 54-57 | Gregg Barnett | Commodore 64, ZX Spectrum | Barnett discusses creating Fist II: The Legend Continues. |
| Retro Gamer | 201 | pp. 92-97 | Barry Leitch | Commodore 64, Amiga, PC | Leitch reflects on his videogame music career. |
| Retro Gamer | 202 | p. 57 | Mev Dinc | Commodore 64, Amiga, SNES | The Vivid Image cofounder answers questions about his game development career. |
| Retro Gamer | 203 | 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 Gamer | 203 | p. 105 | Antonio Savona | Commodore 64 | Savona discusses porting Activision’s Chopper Command, Keystone Kapers and Frostbite to the C64. |
| Retro Gamer | 204 | 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 Gamer | 205 | pp. 32-39 | Andrew Braybrook and Steve Turner | Commodore 64, Amiga, ZX Spectrum | Graftgold’s founders trace the creation and conversions of Uridium. |
| Retro Gamer | 205 | p. 105 | Jason Mackenzie | Commodore 64 | The Psytronik founder discusses releasing homebrew games, including Shadow Over Hawksmill. |
| Retro Gamer | 206 | pp. 46-47 | Tony Crowther | Commodore 64 | Crowther recounts coding Suicide Express and its near-identical follow-up Black Thunder. |
| Retro Gamer | 207 | pp. 34-39 | Scott Adams | ZX Spectrum, Commodore 64, Atari 8-bit | Adams recalls adapting Marvel comics for the Questprobe adventure series. |
| Retro Gamer | 208 | p. 27 | Alison Beasley | ZX Spectrum, Commodore 64 | The Mastertronic publicist discusses the budget publisher and its approach to game development. |
| Retro Gamer | 208 | 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 Gamer | 209 | p. 48 | Mark Hughes | Commodore 64 | Hughes explains how he converted Black Tiger for the C64. |
| Retro Gamer | 209 | pp. 82-87 | Chris Cannon | ZX Spectrum, Commodore 64 | Cannon reflects on his work in Liverpool’s early computer game industry. |
| Retro Gamer | 210 | pp. 80-85 | Tony Pomfret | Commodore 64, NES, Amiga | Pomfret reflects on his programming career at Ocean and Special FX. |
| Retro Gamer | 211 | 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 Gamer | 212 | 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 Gamer | 213 | pp. 30-35 | Andrew Braybrook | Commodore 64, Amiga | Braybrook traces Gribbly’s Day Out and the later Graftgold platform games it inspired. |
| Retro Gamer | 213 | pp. 38-41 | Richard Leinfellner | Commodore 64, ZX Spectrum | Leinfellner discusses converting The Evil Dead into a home-computer game. |
| Retro Gamer | 213 | 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 Gamer | 214 | p. 13 | Carleton Handley | Commodore 64, Mobile | Handley explains how he adapted Millie & Mollie for mobile devices. |
| Retro Gamer | 214 | pp. 18-27 | Julian Eggebrecht and Chris Huelsbeck | Commodore 64, Amiga | Factor 5 veterans trace the development and music of the Turrican games. |
| Retro Gamer | 214 | pp. 34-35 | Sam Manthorpe | Commodore 64 | Manthorpe explains the design and programming of The Detective Game. |
| Retro Gamer | 215 | pp. 38-43 | Jon Hare | Commodore 64, Amiga | Hare traces Sensible Software’s shoot-‘em-ups and the ideas that led to Wizball. |
| Retro Gamer | 215 | pp. 46-53 | Peter Ranson | ZX Spectrum, Commodore 64, Amiga | Ranson discusses designing the Seymour character and his games. |
| Retro Gamer | 216 | pp. 38-43 | Mark Cale | Commodore 64, Amiga | The System 3 founder traces the design of The Last Ninja series. |
| Retro Gamer | 218 | pp. 36-39 | David Darling | ZX Spectrum, Commodore 64, Amstrad CPC | Darling recalls how BMX Simulator helped launch Codemasters. |
| Retro Gamer | 219 | 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 Gamer | 219 | p. 51 | Ned Langman | Amiga, Atari ST, Commodore 64 | Langman answers questions about drawing graphics for Silkworm home conversions. |
| Retro Gamer | 220 | pp. 30-35 | Dennis Caswell and Ron Fortier | Commodore 64, Atari 8-bit | The developers describe the creation and sequels of Impossible Mission. |
| Retro Gamer | 221 | pp. 32-37 | Richard Spitalny | Commodore 64, Atari 8-bit | Spitalny traces the design of Spy vs Spy and its sequels. |
| Retro Gamer | 221 | pp. 38-39 | Jon Williams | ZX Spectrum, Commodore 64 | Williams recalls adapting the British comic Oink! into a game. |
| Retro Gamer | 221 | 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 Gamer | 221 | pp. 46-49 | Bill Delaney and Darren Melbourne | ZX Spectrum, Commodore 64 | Former staff recount the games and brief history of Nexus Productions. |
| Retro Gamer | 222 | 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 Gamer | 223 | pp. 56-59 | Richard Cockayne | ZX Spectrum, Commodore 64, Amiga | Cockayne discusses the history and games of Personal Software Services. |
| Retro Gamer | 224 | 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 Gamer | 225 | p. 51 | Sean Townsend | Commodore 64, Atari 8-bit | Townsend discusses converting Chuckie Egg for the Commodore 64 and Atari 800. |
| Retro Gamer | 226 | pp. 38-41 | Jon Hare | Commodore 64 | Hare recalls developing MicroProse Soccer. |
| Retro Gamer | 226 | 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 Gamer | 226 | 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 Gamer | 226 | pp. 64-67 | Raffaele Cecco, Mev Dinc and Teoman Irmak | Amiga, Atari ST, Commodore 64 | Developers discuss creating and adapting First Samurai. |
| Retro Gamer | 228 | 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 Gamer | 229 | p. 48 | Andrew Braybrook | Commodore 64 | Braybrook answers questions about programming Paradroid. |
| Retro Gamer | 230 | pp. 30-33 | Kevin Shrapnell, Seán Martin and Mike Talbot | Amstrad CPC, Commodore 64, ZX Spectrum | The creators revisit the budget game Storm. |
| Retro Gamer | 230 | p. 100 | Chester Kollschen | NES, Commodore 64 | Kollschen discusses converting Sam’s Journey from the Commodore 64 to the NES. |
| Retro Gamer | 231 | 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 Gamer | 231 | pp. 86-91 | David Lubar | Apple II, Atari 2600, Commodore 64 | Lubar reflects on programming games across early home-computer and console platforms. |
| Retro Gamer | 231 | pp. 98-99 | Andreas Varga | Commodore 64 | Varga explains the reverse engineering and programming behind his Sonic the Hedgehog C64 conversion. |
| Retro Gamer | 231 | p. 100 | Mika 'Misfit' Keränen | VIC-20, PET, Commodore 64, ZX Spectrum | Keränen discusses developing homebrew games for several classic computers. |
| Retro Gamer | 234 | p. 51 | Andrew Sleigh | Commodore 64 | Sleigh explains the graphics work behind Ocean’s Typhoon conversion. |
| Retro Gamer | 234 | p. 100 | Juan J Martinez | Amstrad CPC, Commodore 64, MSX, ZX Spectrum | Martinez discusses programming new games for 8-bit computers, including Hyperdrive. |
| Retro Gamer | 235 | pp. 32-37 | Andrew Braybrook | Commodore 64 | Braybrook revisits the programming and design of Paradroid. |
| Retro Gamer | 235 | 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 Gamer | 235 | pp. 86-91 | Andrew Sleigh | Commodore 64, ZX Spectrum | Sleigh reflects on creating game graphics during his years at Ocean Software. |
| Retro Gamer | 235 | p. 100 | Bernd Buchegger | Commodore 64 | Buchegger discusses the long development of Outrage. |
| Retro Gamer | 235 | p. 101 | Paco | Commodore 64 | The coder discusses making a new Street Fighter II: Champion Edition conversion for the C64. |
| Retro Gamer | 235 | p. 101 | RetroGL | Commodore 64 | The developer discusses the Retro Fighter engine and an SNK Vs Capcom project for the C64. |
| Retro Gamer | 236 | p. 47 | Pete Ranson | ZX Spectrum, Commodore 64 | The Big Red Software artist discusses making graphics for Codemasters budget games. |
| Retro Gamer | 236 | p. 61 | Jolyon Myers | Amiga, Atari ST, Commodore 64 | Myers discusses home-computer conversions of Super Space Invaders. |
| Retro Gamer | 236 | p. 101 | Monte Boyd | Commodore 64 | Boyd discusses the development of Muddy Racers and Knights & Slimes. |
| Retro Gamer | 239 | 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 Gamer | 239 | 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 Gamer | 241 | p. 34 | Greg Duddle | Commodore 64 | Duddle answers questions about converting Sabre Wulf to the C64. |
| Retro Gamer | 241 | 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 Gamer | 242 | 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 Gamer | 242 | pp. 84-85 | Max Hall | Commodore 64, ZX81 | Hall discusses porting 3D Monster Maze from the ZX81 to the Commodore 64. |
| Retro Gamer | 242 | p. 86 | Jonas Hultén | Commodore 64, VIC-20 | The Kollektivet programmer discusses homebrew coding and adapting HERO for the VIC-20. |
| Retro Gamer | 243 | 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 Gamer | 243 | pp. 72-77 | Chris Lancaster | Commodore 64 | Lancaster recalls converting Manic Miner and developing other C64 games. |
| Retro Gamer | 244 | 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 Gamer | 244 | pp. 98-99 | Stu Collier and Trevor Storey | Commodore 64 | ICON64 developers discuss the design and technology of Impossible Mission III. |
| Retro Gamer | 244 | p. 101 | Ricki Sickenger | Amiga, Commodore 64 | Sickenger discusses adapting Rogue64 into the Amiga game Roguecraft. |
| Retro Gamer | 245 | 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 Gamer | 246 | p. 51 | Troy Lyndon | Commodore 64 | Lyndon explains programming the C64 conversion of Capcom’s Gun Smoke. |
| Retro Gamer | 246 | 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 Gamer | 246 | 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 Gamer | 247 | p. 35 | David Crane | Commodore 64, Atari 2600 | Crane answers questions about designing Ghostbusters under a short production schedule. |
| Retro Gamer | 247 | 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 Gamer | 248 | pp. 40-43 | Steve Howard | ZX Spectrum, Commodore 64 | Howard recounts developing Werewolves Of London. |
| Retro Gamer | 248 | p. 64 | Martin Howarth | Commodore 64 | Howarth explains converting Taito’s puzzle game Puzznic to the C64. |
| Retro Gamer | 248 | p. 101 | Monte Boyd | Commodore 64 | Boyd discusses developing the C64 run-and-gun Infeztation. |
| Retro Gamer | 250 | pp. 98-99 | Alain Jansen and Antonio Savona | Commodore 64 | The artist and programmer discuss creating the homebrew platformer A Pig Quest. |
| Retro Gamer | 250 | p. 100 | Antonio Savona | Commodore 64 | Savona discusses the coding challenges of A Pig Quest. |
| Retro Gamer | 250 | p. 101 | Aldo and Gaetano Chiummo | Commodore 64 | The composers discuss writing A Pig Quest’s soundtrack. |
| Retro Gamer | 251 | 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 Gamer | 252 | 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 Gamer | 252 | pp. 98-99 | John Henderson | Commodore 64 | The artist and designer discusses creating the C64 game Wild Wood. |
| Retro Gamer | 252 | p. 101 | Andy Vaisey | Commodore 64 | Vaisey discusses coding Chill3r for the Commodore 64. |