Arcade

Arcade - How retro arcade games were made

Edit on Github | Updated: 24th October 2026

What was the first Arcade Video Game?

Computer Space Restoration in progress by Archer Maclean

Computer Space released in 1971 by Nolan Bushnell and Ted Dabney is widely considered the first arcade game. While it wasn’t a massive commercial hit, it proved that money could be made from creating video games and the authors went on to found Atari to take the concept to the next level with Pong 1.

It has a unique fiberglass design that aimed to appear futuristic and still makes it look unique to this day compared to the wooden arcade cabinates that followed it.

Despite its name it is not actually a “computer” as microchips were too expensive in 1971 so it used TTL (Transistor-Transistor Logic) which meant that the “code” was actually the series of wires and switches that connected to each other. So to change the functinality or fix a bug it meant actually physically resoldering the connections.


Development of Arcade Games


Pac-Man’s kill screen

Retro Game Mechanics Explained explains Pac-Man’s kill screen as a game-implementation problem. It is a compact case study for connecting visible arcade behaviour to the code and data behind it.

What programming languages were used to create Arcade games?

Early arcade games didn’t use a programming language at all with all the game logic built at the hardware level. So to change the game it meant literally rewiring the hardware components and modding involved adding new hardware components which bypassed the original behavior.

As for later arcade games that had a microprocessor the programming language used can depend on the power of the system, some less powerful boards used pure assembly to write the game code and others used a higher level language such as C.

For example the 1990 game Klax was written in C according to Greg Omi who was sent the source code for his Atari Lynx port of the game 2.

This is further confirmed in a 1990 interview with original designer of Klax Mark Stephen Pierce3:

“All Atari coin‑ops today are written in C ‑ that’s the most popular language with the programmers here, I guess. The actual programming work is carried out on standard terminals, and then transferred into our VAX machines where it’s compiled and compressed. Finally it’s downloaded from there through an EPROM burner and onto the hardware for the game that the engineer has put together. Every coin‑op’s hardware is different partly because each game is different, and partly as a form of copy protection.

What tools were used to create the art for Arcade games?

In the 1990 interview with Mark Stephen Pierce the following was published (in “The One” magazine) 3:

Mark’s graphics are produced on a PC ‑ but using Atari’s own specially written utility: RAD (Rendering and Animation Design). “It’s basically a standard paint tool with some animation facilities. I design and draw on the PC before uploading everything to the VAX to be compressed.”

What did a Typical Arcade Game Development Team Look Like?

In the early days of arcade gaming, development teams needed to be highly specialized. Unlike today’s streamlined development environments, both hardware and software had to be built from scratch for each new game. This required expertise across a wide range of disciplines, from custom chip design to game logic and audiovisual presentation.

As arcade hardware evolved and became more standardized-often borrowing from or influencing console architectures-the hardware workload decreased slightly. However, the software and design demands increased, calling for larger, more diverse teams to handle game mechanics, visual design, sound, and player experience.

A great example is Taito’s groundbreaking 1987 arcade title, Darius, which employed a team with clearly defined roles:

  • Sound Designer – Yasuhiko Tanaka
  • Composer – Hisayoshi “OGR” Ogura
  • Cabinet Designer – Natsuki Hirosawa
  • Game Designer – Junji Yarita
  • Planner – Akira Fujita
  • Programmer – Toru Sagawara
  • Hardware Engineer – Takeki Nakamura

For a deeper look into the development of Darius, check out this excellent translated interview on shmuplations:
Darius I & II – 1986/89 Developer Interviews – shmuplations.com

How long did it take to develop an Arcade game?

In 1990 Atari developer Mark Stephen Pierce had the following to say about the length of time for developing an Arcade game:

An Atari game takes, on average, around a year to produce ‑ but then an average can come from two extremes, which is certainly in Mark’s case - Escape took over two years to put together, whereas Klax was written in just four months!

How were Arcade games tested?

The challenge with Arcade games is they are expensive to produce and need to be visually appealing, easy to grasp, and have a carefully balanced difficulty level. Challenging enough to be engaging but not so hard that it drives players away or so easy that it allows endless play on a single coin.

So prototype Arcade games were placed into various arcades and player behaviour was closely monitored to strike the right balance of difficulty and engagement. The Atari games even had a video recorder built in so that the development team could watch how players played the game, along with a computer that tracked the money made for the game 3.


Arcade Development Hardware


Tempest ROM hacking and EPROMs

Dave’s Garage introduces Tempest video-game hacking and EPROMs. The tutorial connects changes to an arcade program with the physical chips that store it.

Game Development at Taito

Taito put together a 250-page Hardware Manual for new developers who joined the team to learn how to create an Arcade game from scratch using RAM/ROM/CPU chips and a standard TV. This was before the internet and even before there were many books on the topic when the industry was very new and companies didn’t want to share their “trade secrets”.

They used an In-Circuit Emulator to debug the programs they were creating as can be seen in this diagram: Alt text


Development of RoboTron (1981)

At GDC 2014 Eugene Jarvis gives an excellent presentation about the development of Robotron:

They used the Gimix 6809 as their development system: image

As for the software side, they had to write their own text editor and assembler, they didn’t comment or use tabs as every byte that was used in memory was precious: image

In Retro Gamer 28 there is an excellent article from Archer Maclean where he went to a presentation by Eugene Jarvis and this is what he had to say 4:

He went on to describe that his code spilled over into multiple files on more than one floppy, and yet there were no multi-floppy code-linkers so he devised the exact same bizarre jump vector solution I had devised to allow non-linked blocks of code to communicate. Then he described how he had to write ‘utilities’ to edit tiny bitmaps drawn on graph paper and entered as hex, and how to get around the one hour compile times by editing memory directly and disassembling in your head, and how to make interesting sounds from 30 bytes of data, and how to write ultra-tight optimised machine code to move small bitmaps around a screen fast, and off course, cram it all into a 32k ROM.


Arcade Game Source Code

Defender (1981 by Williams Electronics)

The source code for the classic arcade game from 1981 Defender has been released on Github: mwenge/defender: Defender(1981) by Eugene Jarvis and Sam Dicker

It is written in a variant of the Assembly language specifically for the Motorola 6809 CPU 5.

The physical board had 11 ROM chips on it that would need to be flashed with the assembled result of that source code 5.

Defender was developed by Eugene Jarvis and Larry DeMar two programmers who utilized algorithms to great effect rather than relying on artists, one such example is the classic explosion particle effect. Defender became one of the highest grossing arcade games in history 6.

The first issue of the Magazine Wireframe contains a python (pygame) code snippet to re-create the classic particle explosion from Defender 6. You can find that code on github too: https://github.com/Wireframe-Magazine/Wireframe-1/blob/master/explosion.py


Acrobat Mission Rank Analysis

Pasky’s Acrobat Mission Ghidra analysis connects the shooter’s difficulty system to specific game-state values rather than relying on perceived difficulty. The thread reports a separate rank from 0 to 7 for each player, with starting values set by the difficulty DIP switches. Rank rises every 1,800 play updates, approximately 30 seconds at 60 Hz 7.

According to the analysis, higher rank reduces some shot damage and changes charged-shot hit-check intervals rather than increasing enemy health. For the World version, Pasky identifies player rank at 0x80270 and 0x80292, with timers at 0x80272 and 0x80294. These are author-reported findings for that version, not addresses established for every release 7.


Speed Up Kits

Speed-up kits, also known as enhancement kits, were aftermarket hardware modifications designed to alter the behavior of arcade games. These kits typically increased game speed, introduced new features, or adjusted difficulty levels. By modifying the original game code or hardware, speed-up kits aimed to rejuvenate player interest and extend the commercial lifespan of arcade cabinets.

Purpose and Impact of Speed Up Kits

The primary motivations for implementing speed-up kits included:

  • Increased Revenue: Faster gameplay reduced session times, allowing more players per hour and increasing coin drop rates.
  • Extended Cabinet Life: By refreshing game mechanics, operators could delay purchasing new machines.
  • Enhanced Player Engagement: New challenges and features kept experienced players interested.

For example, the original Asteroids game allowed skilled players to play indefinitely on a single credit. A speed-up kit made the game more challenging, thereby reducing playtime per credit and increasing revenue .


Notable Examples

Some of the most famous examples of speed up kits are:

  • Super Missile Attack: Developed by General Computer Corporation (GCC), this kit modified Atari’s Missile Command, adding new enemies and increasing difficulty. Its success led to legal action from Atari, which was eventually settled when Atari hired GCC to develop games .
  • Ms Pac Man: Another GCC project, this kit transformed Namco’s Pac-Man into Crazy Otto, introducing new mazes and improved AI. Midway licensed and released it as an official sequel called Ms Pac Man 8.

How were Speed Up Kits implemented?

Speed-up kits were typically implemented through reverse engineering the original game and modifying it using:

  • Daughterboards: Additional circuit boards that modified signals or data paths.
  • ROM Replacements: Swapping out original ROM chips with modified versions containing new code.
  • Clock Modifications: Altering the system clock to increase CPU speed, thus speeding up gameplay .

While speed-up kits offered benefits to arcade operators, they raised legal and ethical questions:

  • Intellectual Property: Modifying and distributing altered versions of games without permission infringed on the original developers’ rights.
  • Quality Control: Unauthorized modifications could lead to inconsistent gameplay experiences and potential hardware issues.

The legal dispute between Atari and GCC over Super Missile Attack highlighted these concerns. The settlement resulted in GCC ceasing unauthorized modifications and instead developing licensed content resulting in Ms Pac Man 8.


Legacy of Speed Up Kits

Speed-up kits played a significant role in the arcade industry’s evolution:

  • Innovation Catalyst: They demonstrated the demand for game enhancements, influencing official sequels and updates.
  • Technical Advancement: The reverse engineering skills developed during kit creation contributed to advancements in game development and hardware understanding.
  • Preservation Challenges: Today, original speed-up kits are valuable to collectors and historians but pose challenges for preservation due to their unofficial nature.

MAME: The Multiple Arcade Machine Emulator

MAME (Multiple Arcade Machine Emulator) is a free and open-source project that emulates the hardware of arcade systems, allowing classic games to run on modern platforms. Its primary goal is to preserve decades of software history by accurately documenting and replicating the behavior of original arcade hardware.

History of MAME

MAME version 0.1 was released on February 5, 1997, by Italian programmer Nicola Salmoria. This first version was a command-line application for MS-DOS and supported five games:  

  • Pac-Man
  • Pengo
  • Phoenix
  • Pleiads
  • Frogger

To run a game, you would use the DOS prompt like so:

mame pacman

All of the first games used a Z80 CPU, the first non-z80 game was Centipede which was released in version 0.10 on the 13th March 1997 9.

For a full release history of MAME check out: MAME Release Dates - Retro Arcade Guides

1997 July - MAME32 first release

MAME32 The first release of MAME32 occurred on July 18, 1997, with version 0.26.1 9. This marked the debut of a Windows-based version of MAME, featuring a graphical user interface (GUI) that simplified the process of loading and managing arcade ROMs.

Developed by Chris Kirmse, MAME32 made arcade emulation more accessible to a broader audience by eliminating the need for command-line operations required in the original MS-DOS version of MAME.


2014 - The Internet Arcade

The Internet Arcade was first launched in early November 2014, it enables users to play classic arcade games directly in their web browser by leveraging JSMESS, a JavaScript port of the MAME emulator 10.

JSMESS was created by cross-compiling the original C/C++ codebase into JavaScript using Emscripten, a toolchain that translates C/C++ code into asm.js or WebAssembly for high-performance execution in browsers.

The original source code for JSMESS, is still available on JSMESS original Github. But please note that it has now been integrated into the main MAME repository, so this repository is now archived and no longer actively maintained, but the source remains accessible for historical and reference purposes.

For an up-to-date build of JSMESS you can follow the Emscripten part of the guide here: Compiling MAME - MAME Documentation 0.278 documentation


2015 - MAME merges with MESS

In 2015, MAME merged with MESS (Multi Emulator Super System), expanding its scope to include home consoles, computers, and calculators.

2016 - CppCon The MAME story: From C to Modern C++

At CppCon 2016 Miodrag Milanović gave a fantastic talk about how MAME moved from C to modern C++, which helped with better compatibility, portability, and overall better code, you can watch it on youtube below:


MAME in the Press

MAME was first mentioned in issue 45 of EDGE magazine back in May 1997, only a few months after the first release, ever since then it has been mentioned in hundreds of magazines, books and newspapers.

It wasn’t just western media either, as far back as June 2000 MAME was being advertised in Japanese magazines (Arcadia Issue 1): Arcadia Issue1 MAME

MAME was again featured in EDGE magazine in October 2002, where it was described as “by far the greatest and most important piece of video gaming code ever written”11.

Unreleased Arcade Games

Rare’s Razz Board

The RAZZ is a 1988-era custom arcade board from Rare that used a unique Hitachi Z80-based “DMA hijacking” technique to enable high-speed sprite rendering and an extensive color palette, serving as the technical foundation for unreleased projects like the flight simulator ‘Fokker’ and the ‘Playboy’ handheld prototype.

Fokker (Unreleased Arcade Game)

Rare Gamer provides a technical overview of Fokker, a cancelled 1988 arcade flight simulator that was intended to be Rare’s first coin-op release. The link details the game’s development on the proprietary “Razz” arcade board, which enabled 3D bi-plane dogfighting and bombing runs through early hardware-accelerated rendering techniques. Lead programmer Simon Hallam managed a five-month development cycle before the project was cancelled, leaving behind a functional prototype that serves as a significant milestone in Rare’s early technical history.


Magazine Interviews

The magazine index collects developer interviews tagged for this system across all indexed magazines.

MagazineIssuePagesDeveloperPlatformsDescription
Retro Gamer3 p. 35 Toshihiro Nishikado Arcade Nishikado discusses the design of Space Invaders and its later anniversary edition.
Retro Gamer6 p. 33 Nolan Bushnell Arcade Bushnell discusses Atari and his views on the games industry.
Retro Gamer13 pp. 26-30 Jamie Fenton Arcade, Bally Arcade The Desert Island Disks profile discusses Fenton’s work on GORF and the Bally Arcade.
Retro Gamer13 p. 74 Jeff Kulczycki Arcade Kulczycki discusses disassembling and modifying arcade game ROMs.
Retro Gamer18 pp. 16-21 Tim Skelly Arcade The Desert Island Disks profile discusses Skelly’s arcade programming, including Reactor.
Retro Gamer20 pp. 69-73 Greg Rice Arcade, Nintendo Entertainment System Former American Technos executive Rice discusses the company’s arcade and home-game releases.
Retro Gamer21 pp. 58-61 Nolan Bushnell Arcade Bushnell discusses founding Atari, developing Pong, and his views on early and modern game design.
Retro Gamer21 pp. 76-79 Warren Davis Arcade The Desert Island Disks profile covers Davis’s work on Q*bert, digitised graphics, and later arcade games.
Retro Gamer24 pp. 54-57 Gary Goldman Arcade Goldman discusses the animation and production of Dragon’s Lair.
Retro Gamer24 p. 57 Jeff Kinder Arcade A short Q&A with the Dragon’s Lair Project creator covers his archive and preservation of laserdisc arcade games.
Retro Gamer24 pp. 78-81 Eugene Jarvis Arcade The Desert Island Disks profile covers Jarvis’s arcade design work, including Defender and Robotron: 2084.
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 Gamer28 pp. 52-55 Steve Wozniak Arcade Wozniak recounts designing Breakout hardware for Atari.
Retro Gamer29 pp. 34-39 Tokuro Fujiwara and Hironobu Takeshita Arcade The Capcom developers discuss the Ghosts ‘n Goblins series and its design.
Retro Gamer29 pp. 76-80 Ed Logg Arcade The Desert Island Disks profile covers Logg’s work on Asteroids, Centipede, Gauntlet, and other arcade games.
Retro Gamer32 pp. 76-81 Owen Rubin Arcade Owen Rubin discusses his Atari and Bally arcade career.
Retro Gamer33 pp. 52-57 Michael Meyers Arcade Meyers discusses his work at Data East USA in the company profile.
Retro Gamer35 pp. 60-63 Eugene Jarvis Arcade Eugene Jarvis discusses Smash TV.
Retro Gamer37 pp. 50-53 Akira Nishitani Arcade Akira Nishitani discusses Final Fight.
Retro Gamer37 pp. 74-79 Tohru Murayama and Richard Leadbetter Arcade Tohru Murayama and Richard Leadbetter discuss the history of Virtua Fighter.
Retro Gamer38 pp. 34-39 Eikichi Kawasaki and Keiko Ijo Arcade Eikichi Kawasaki and Keiko Ijo discuss SNK’s early history, part one.
Retro Gamer38 pp. 72-79 Jon Waldern and Matt Wilkinson Arcade Jon Waldern and Matt Wilkinson discusses the rise and fall of Virtuality.
Retro Gamer38 pp. 88-93 David Foster and other conversion developers Arcade, Amiga, ZX Spectrum, NES, SNES David Foster and other conversion developers discusses home conversions of Dragon’s Lair.
Retro Gamer39 pp. 28-33 John Salwitz and Dave Ralston Arcade John Salwitz and Dave Ralston discusses Paperboy.
Retro Gamer39 pp. 72-77 Eikichi Kawasaki Arcade Eikichi Kawasaki discuss SNK’s Neo Geo era, part two.
Retro Gamer39 pp. 84-88 Ed Rotberg Arcade Ed Rotberg discusses his Atari arcade career.
Retro Gamer40 pp. 26-33 Ed Boon Arcade Ed Boon discusses the history of Mortal Kombat.
Retro Gamer40 pp. 54-58 Don McIntyre Arcade Don McIntyre discusses Virtuality’s unreleased Pac-Man VR.
Retro Gamer40 pp. 66-71 Eikichi Kawasaki Arcade Eikichi Kawasaki discuss SNK’s later history, part three.
Retro Gamer42 pp. 70-73 Kenji Kanno Arcade, Sega Dreamcast Interview about the making of Crazy Taxi.
Retro Gamer47 pp. 48-53 Alan McNeil Arcade Interview about the making of Berzerk.
Retro Gamer51 pp. 78-81 Franz Xaver Lanzinger Arcade Interview about the making of Crystal Castles.
Retro Gamer52 pp. 40-45 Billy Mitchell and Walter Day Arcade Interview about the events depicted in The King of Kong.
Retro Gamer52 pp. 56-63 Mike Hally Arcade Interview about the making of Atari’s Star Wars arcade game.
Retro Gamer52 pp. 74-77 Mark Stephen Pierce Arcade Interview about the making of Klax.
Retro Gamer52 pp. 82-87 Fumihiro Tanaka and Yozo Sakagami Arcade, PlayStation Interview about the arcade and PlayStation versions of Ridge Racer.
Retro Gamer53 pp. 82-87 Mark Cerny Arcade Interview about the making of Marble Madness.
Retro Gamer54 pp. 26-31 Yu Suzuki Arcade Interview about the making of OutRun.
Retro Gamer54 pp. 70-73 Warren Davis and Jeff Lee Arcade Interview about the making of Qbert*.
Retro Gamer55 pp. 34-39 Eugene Jarvis Arcade Interview about the making of Defender.
Retro Gamer55 pp. 52-55 Hiroaki Yotoriyama Arcade, Sega Dreamcast Interview about the making of Soulcalibur.
Retro Gamer55 pp. 64-65 Bob Flanagan Arcade Interview about the unreleased Marble Madness II: Marble Man.
Retro Gamer56 pp. 70-75 Brian Colin Arcade Interview about the making of Rampage.
Retro Gamer59 pp. 52-55 Ed Rotberg Arcade Interview about the making of Battlezone.
Retro Gamer59 pp. 78-79 Jon Stoodley Arcade Interview about his Pac-Man high-score strategies.
Retro Gamer60 pp. 44-47 Eugene Jarvis Arcade Interview about the making of Robotron: 2084.
Retro Gamer60 pp. 86-90 Kazuma Kujo Arcade Interview about the making of R-Type.
Retro Gamer61 pp. 26-31 Toru Iwatani Arcade, Xbox 360 Interview about the making of Pac-Man and Pac-Man Championship Edition.
Retro Gamer62 pp. 38-41 Ed Rotberg and Andrew Burgess Arcade Interviews about the making of S.T.U.N. Runner.
Retro Gamer62 pp. 52-57 Tomohiro Nishikado Arcade Interview about the making of Space Invaders.
Retro Gamer63 pp. 36-41 John Newcomer Arcade Interview about the making of Joust.
Retro Gamer64 p. 14 Eugene Jarvis Arcade A Moment With Q&A about his arcade games and Raw Thrills.
Retro Gamer65 pp. 44-47 Dennis Harper Arcade Interview about the making of Toobin’.
Retro Gamer66 pp. 28-31 Brian Colin Arcade Interview about the making of Spy Hunter.
Retro Gamer66 pp. 74-77 Ed Logg, Greg Rivera and Mike Hally Arcade Interviews about the making of Road Runner.
Retro Gamer67 pp. 80-85 Bob Flanagan Arcade Desert Island Disks interview about his game development career.
Retro Gamer68 pp. 24-29 Ed Logg Arcade Interview about the making of Asteroids.
Retro Gamer68 pp. 44-47 Hajime Nakatani Arcade Interview about the making of Starblade.
Retro Gamer68 pp. 58-66 Robert Weatherby and Sam Comstock Arcade Interviews about the making of Super Sprint.
Retro Gamer70 p. 16 Mike Hally Arcade A Moment With Q&A about his Atari arcade games.
Retro Gamer70 pp. 82-83 Mike Hally and Greg Rivera Arcade Interviews about the making of The Empire Strikes Back.
Retro Gamer72 pp. 36-39 Alan McNeil Arcade Interview about the making of Frenzy.
Retro Gamer72 pp. 50-55 Alex Jimenez Arcade Interview about Capcom’s Dungeons & Dragons arcade games.
Retro Gamer73 pp. 78-79 Dennis Harper Arcade Interview about the making of Return of the Jedi.
Retro Gamer74 pp. 66-69 Scott Morrison and Steve Meyer Arcade Interviews about the making of Tapper.
Retro Gamer75 pp. 44-47 Mark Stephen Pierce, Bonnie Smithson and Robert Weatherby Arcade Interviews about the making of RoadBlasters.
Retro Gamer75 pp. 70-75 Steve Bristow Arcade Desert Island Disks interview about early Atari games and hardware.
Retro Gamer76 pp. 26-33 Franz Lanzinger and other arcade developers Arcade, Xbox 360 Q&As with original arcade game developers about Microsoft Game Room.
Retro Gamer76 pp. 48-53 Kouichi Yotsui Arcade Interview about the making of Strider.
Retro Gamer78 pp. 74-75 Ed Logg Arcade Interview about the making of Xybots.
Retro Gamer79 pp. 40-45 Rich Moore and Howard Delman Arcade Interviews about the making of Lunar Lander.
Retro Gamer80 pp. 86-91 Larry DeMar Arcade Desert Island Disks interview about Defender, Robotron: 2084 and pinball.
Retro Gamer81 pp. 42-47 Doug Macrae, Steve Golson and Mike Horowitz Arcade Interviews about the making of Ms. Pac-Man.
Retro Gamer82 pp. 64-67 Jamie Fenton Arcade Interview about the making of Gorf.
Retro Gamer83 pp. 38-43 Dennis Harper Arcade Interview about the making of Primal Rage.
Retro Gamer83 pp. 82-89 Allan Alcorn Arcade In the Chair interview about Pong, Atari and his career.
Retro Gamer85 pp. 52-54 Andy Walker Arcade Q&A about the making of The Pit.
Retro Gamer85 pp. 66-69 Tim Hoskins and Doug Macrae Arcade Interviews about the making of Jr. Pac-Man.
Retro Gamer86 p. 14 Tim Skelly Arcade A Moment With Q&A about early vector arcade games.
Retro Gamer88 pp. 26-33 Rob Fulop and Tony Temple Arcade, Atari 2600 Interviews in the Missile Command coin-op feature.
Retro Gamer88 pp. 62-65 Dave Theurer, Rich Adam and Lyle Rains Arcade Interviews about the making of Missile Command.
Retro Gamer88 pp. 68-73 Tsuneki Ikeda and Makoto Asada Arcade, Xbox 360 Exclusive interview with Cave developers about their shoot-’em-ups.
Retro Gamer88 pp. 86-91 John Newcomer Arcade Desert Island Disks interview about his game development career.
Retro Gamer89 pp. 38-41 Lyle Rains and Dennis Koble Arcade Q&A about the making of Sprint 2.
Retro Gamer89 pp. 42-44 Andreas Axelsson, Jim Bagley, William Harbison, Simon Butler and Alex Trowers Arcade, SNES, Sega Mega Drive Developer memories in the 20th anniversary feature on Street Fighter II.
Retro Gamer91 pp. 62-67 Eugene Jarvis Arcade Developer comments on the creation of Smash TV and its bosses.
Retro Gamer92 pp. 70-75 Tim Skelly and Howard Delman Arcade Interviews about vector graphics and early arcade games.
Retro Gamer93 pp. 26-33 Nolan Bushnell, Ted Dabney and Steve Bristow Arcade Interviews about the creation of Computer Space.
Retro Gamer93 pp. 60-65 Shigeru Yokoyama Arcade Interview about the development of Galaga and its sequels.
Retro Gamer93 pp. 84-89 Nolan Bushnell and Ted Dabney Arcade, Atari 2600 Interviews in the first part of the history of Atari Inc.
Retro Gamer98 pp. 24-29 Kazuma Kujo Arcade, Neo Geo Interview about Metal Slug and the earlier Irem games that inspired it.
Retro Gamer99 pp. 48-55 Hisaharu Tago and Daishi Odashima Arcade, Sega Dreamcast, PlayStation 3 Interviews in the history of SoulCalibur.
Retro Gamer100 p. 26 Eugene Jarvis Arcade First-person account of creating Robotron: 2084.
Retro Gamer101 p. 11 Seamus Blackley iOS, Arcade Blackley discusses Innovative Leisure and its plans to bring arcade-style games to mobile devices with former Atari developers.
Retro Gamer101 pp. 36-39 Yutaka Kounoe Arcade The designer describes how Namco developed Lucky & Wild as a cooperative driving and shooting game.
Retro Gamer103 pp. 44-49 Yoshihisa Kishimoto Arcade The creator recalls designing Double Dragon and its cooperative combat.
Retro Gamer104 pp. 22-29 Al Alcorn and Nolan Bushnell Arcade The Pong anniversary history includes firsthand accounts from Atari’s founders and the game’s engineer.
Retro Gamer104 pp. 32-35 Yutaka Kounoe Arcade, PlayStation The Namco developer recalls the production of Tekken.
Retro Gamer105 pp. 68-73 Dave Theurer Arcade The creator explains how Atari’s vector shooter Tempest was developed.
Retro Gamer107 pp. 24-31 Eugene Jarvis and twin-stick shooter developers Arcade Jarvis and later developers discuss Robotron: 2084 and its influence on twin-stick shooters.
Retro Gamer107 pp. 34-37 Owen Rubin Arcade Rubin discusses creating Atari’s vector arcade game Major Havoc.
Retro Gamer107 pp. 88-93 Dennis Koble Atari 2600, Arcade The former Atari programmer recalls early coin-op and VCS development in Desert Island Disks.
Retro Gamer108 pp. 74-79 Yoshihisa Kishimoto Arcade Kishimoto recalls the development of the Kunio-kun and Renegade games.
Retro Gamer109 pp. 38-41 Yutaka Kounoe Arcade The Namco designer recalls creating the light-gun game Point Blank.
Retro Gamer109 pp. 86-87 Lee Actor Arcade Actor explains the design of the arcade ice-hockey game Hat Trick.
Retro Gamer111 pp. 74-77 John Salwitz Arcade The designer discusses the strategy, multiplayer play, and trackball controls of Rampart.
Retro Gamer112 pp. 20-29 Game developers on power-ups Arcade, Home computers Developers explain memorable power-up designs in a feature surveying the mechanic.
Retro Gamer112 pp. 84-87 Tim Skelly and Scott Boden Arcade The creators describe developing Cinematronics vector shooter Star Castle.
Retro Gamer114 pp. 20-29 Dragon's Lair contributors Arcade People involved with the animated arcade game recall its production and release for the 30th anniversary feature.
Retro Gamer114 pp. 66-71 Platform game developers Arcade, Home computers Developers including David Crane discuss the design and evolution of platform games.
Retro Gamer114 pp. 90-95 Mark Turmell Apple II, Arcade Turmell discusses his programming career, including Smash TV and NBA Jam.
Retro Gamer115 pp. 34-41 Indiana Jones game developers Arcade, Super Nintendo, PC Developers recall adapting the Indiana Jones films into arcade and home games.
Retro Gamer115 pp. 84-89 Chase HQ developers and conversion programmers Arcade, ZX Spectrum, Amstrad CPC Developers discuss the arcade game and its home-computer conversions.
Retro Gamer116 pp. 38-41 Mark Turmell Arcade Turmell explains the design and commercial success of NBA Jam.
Retro Gamer117 pp. 34-41 Ed Logg and Al Alcorn Arcade Atari developers recall Breakout, its hardware, and the later Super Breakout.
Retro Gamer117 pp. 56-63 Toshihiro Nishikado Arcade The creator discusses Space Invaders and its impact 35 years after release.
Retro Gamer118 pp. 35-41 Lightgun game developers Arcade, Home consoles Developers discuss lightgun hardware and the design of shooting games.
Retro Gamer119 pp. 20-27 Warren Davis and Jeff Lee Arcade The designer and artist recall creating Q*bert and its arcade legacy.
Retro Gamer119 pp. 38-45 Puzzle game developers Arcade, Home computers, PC Developers including Alexey Pajitnov and Peter Liepa explain influential puzzle games.
Retro Gamer120 pp. 76-83 Beat-em-up developers Arcade Japanese developers discuss the design and growth of arcade fighting games.
Retro Gamer123 pp. 48-53 Chris Tilston, Kevin Bayliss, and Mike Willette Arcade, Super Nintendo, Xbox One Developers of the original and revived Killer Instinct discuss the series.
Retro Gamer124 pp. 18-25 Steve Lycett and Alex Ward Arcade, PC, Xbox 360 Racing game developers discuss the genre; Ward answers a dedicated Burnout Q&A on page 23.
Retro Gamer124 pp. 46-49 Makoto Uchida Arcade, Mega Drive Uchida explains the design of Altered Beast.
Retro Gamer124 pp. 50-55 Michishito Ishizuka Arcade, Master System, Mega Drive The Westone co-founder discusses the studio and Wonder Boy series.
Retro Gamer125 pp. 20-29 John Salwitz, Al Baker, and Steve Wilcox Arcade The Atari developers revisit Paperboy on its 30th anniversary.
Retro Gamer125 pp. 70-75 Noah Falstein and Sinistar developers Arcade Williams developers recall the making of Sinistar.
Retro Gamer125 pp. 92-97 Howell Ivy Arcade Ivy recounts his arcade development career.
Retro Gamer126 pp. 34-41 Kouichi Yotsui and Strider conversion developers Arcade, Home computers Yotsui and home-version developers discuss Strider and its ports.
Retro Gamer127 pp. 22-41 Arcade developers and operators Arcade Developers including Eugene Jarvis recall the rise and evolution of video arcades.
Retro Gamer127 pp. 92-97 Ronald Wayne Arcade The former Atari engineer discusses his work at Atari and Apple.
Retro Gamer128 pp. 20-27 Makoto Uchida Arcade, Mega Drive Uchida looks back at designing Golden Axe.
Retro Gamer128 pp. 54-61 Katsuhiro Harada Arcade, PlayStation Harada discusses the origins and growth of Tekken.
Retro Gamer129 pp. 24-29 George Petro and Dave Nutting Arcade The developers give firsthand accounts of maze games, including Trog and Wizard of Wor.
Retro Gamer129 pp. 88-91 Dave Akers Arcade Akers discusses creating Escape from the Planet of the Robot Monsters.
Retro Gamer131 pp. 20-27 Rampage developers and conversion programmers Arcade, Home computers, Game Boy Color Developers discuss the Rampage series, including conversion Q&As with Kenneth Hurley.
Retro Gamer131 pp. 56-63 Interactive movie game developers Arcade, Mega-CD, PC Developers describe the rise of laserdisc and full-motion-video games.
Retro Gamer131 pp. 76-81 RoadBlasters developers and conversion programmers Arcade, Amstrad CPC Original Atari and home-conversion developers discuss RoadBlasters.
Retro Gamer133 pp. 24-31 Punch-Out developers Arcade, NES, Super Nintendo Nintendo developers discuss the series’ arcade origins and console sequels.
Retro Gamer133 pp. 56-61 Rick Moncrief and Hard Drivin' developers Arcade The Atari team explains the technology and design of Hard Drivin’.
Retro Gamer135 pp. 48-51 Jonathan Hurd Arcade Hurd recalls designing Atari’s Food Fight.
Retro Gamer135 pp. 54-61 Eugene Jarvis and Defender-influenced developers Arcade, Atari 8-bit Jarvis and fellow developers discuss Defender and its lasting influence.
Retro Gamer135 p. 82 Jerry Momoda Arcade, NES The former Nintendo of America staffer discusses the arcade and NES versions of Duck Hunt.
Retro Gamer136 pp. 74-75 Archer Maclean Arcade, Commodore 64 Maclean discusses arcade games that influenced his programming.
Retro Gamer136 pp. 84-87 Jeff Lee and Kan Yabumoto Arcade The Gottlieb developers recount creating Mad Planets.
Retro Gamer136 pp. 92-97 David Nutting Arcade Nutting recounts his companies’ early arcade games and technology.
Retro Gamer137 pp. 72-75 Gary Stark and Al Baker Arcade, Atari Lynx Stark explains digitised graphics in Pit-Fighter; Baker discusses its Lynx conversion.
Retro Gamer138 pp. 60-61 Howard Delman Arcade Delman discusses his early Atari driving game Super Bug.
Retro Gamer141 pp. 62-65 Paul Kwinn Arcade Kwinn recalls coding Atari’s skateboarding game 720°.
Retro Gamer141 pp. 86-89 Dona Bailey Arcade Bailey explains how she created Atari’s Centipede.
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 pp. 30-33 Bruce Merritt Arcade Merritt recounts creating Atari’s vector shooter Black Widow.
Retro Gamer143 pp. 30-33 Brian Colin Arcade Colin recalls the design and development of Xenophobe.
Retro Gamer145 pp. 22-31 Yu Suzuki Arcade Suzuki discusses the design and lasting appeal of Space Harrier.
Retro Gamer148 pp. 68-71 Makoto Yamamoto Arcade Yamamoto explains the design and technology of Gunblade NY.
Retro Gamer149 p. 23 Mike Hally Arcade The Atari designer discusses creating the Star Wars arcade game.
Retro Gamer149 pp. 92-97 Mike Hally Arcade Hally recalls his Atari arcade games, including Star Wars and Area 51.
Retro Gamer150 p. 16 Tomohiro Nishikado Arcade Nishikado recounts developing Space Invaders.
Retro Gamer150 p. 39 Kazuma Kujo Arcade Kujo discusses R-Type, including the Force weapon and biomechanical enemies.
Retro Gamer150 p. 47 Steve Lycett Arcade, PlayStation 3, Xbox 360 Lycett recalls Out Run and discusses Sumo Digital’s OutRun 2 conversions.
Retro Gamer150 p. 52 Peter Rosas Arcade The Street Fighter V producer discusses why Street Fighter II worked as a fighting game.
Retro Gamer150 pp. 96-99 Yu Suzuki Arcade, Dreamcast Suzuki looks back at his Sega arcade games and later career.
Retro Gamer151 pp. 20-29 Street Fighter II developers Arcade Developers including Michael Latham and Yoshinori Ono discuss Street Fighter II and its influence.
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 Gamer152 pp. 76-83 Patrick Michael, Ant Lewis and Richard Tawn Arcade, Saturn, Dreamcast The developers recount the design and evolution of the Sega Rally series.
Retro Gamer154 pp. 78-85 Yohei Shimbori Arcade, Sony PlayStation, Xbox The Team Ninja developer discusses the design and evolution of Dead Or Alive.
Retro Gamer156 pp. 20-29 Yu Suzuki, Steve Lycett and Out Run developers Arcade, Master System, Mega Drive, PlayStation 2 Developers discuss the creation and evolution of the Out Run series.
Retro Gamer156 pp. 50-53 Mike Hally and Rich Adam Arcade The Atari developers recall creating the vector game Gravitar.
Retro Gamer156 pp. 80-83 Steve Ranck and Midway developers Arcade, Dreamcast The team recounts the development of Hydro Thunder.
Retro Gamer162 pp. 66-69 Peter Lipson Arcade Lipson discusses Atari’s Indiana Jones and the Temple of Doom arcade game.
Retro Gamer163 pp. 48-53 Robert Weatherby and the Area 51 team Arcade The developers recall making Atari’s lightgun game Area 51.
Retro Gamer163 p. 49 Mark Pierce Arcade The executive producer answers questions about Area 51.
Retro Gamer164 pp. 58-61 Peter Robinson Arcade Robinson recounts developing Hunchback for Century Electronics.
Retro Gamer167 pp. 40-45 Dave Theurer, Alan Murphy and Mike Hally Arcade The Atari team recalls creating APB.
Retro Gamer167 p. 45 Mike Hally Arcade Hally answers questions about creating APB with Dave Theurer.
Retro Gamer168 pp. 92-97 Mark Cerny Arcade, PlayStation, PlayStation 4 Cerny discusses his game development career.
Retro Gamer169 pp. 20-27 Yu Suzuki, Tetsuya Kaku and Jeff Buchanan Arcade, Sega Saturn The Sega team discusses the creation of Virtua Fighter.
Retro Gamer169 pp. 78-83 Howard Delman, Ed Rotberg and Roger Hector Arcade The founders recall Videa and Bally Sente’s arcade games.
Retro Gamer169 pp. 86-89 Gerardo "Enzo" Sprigg and Kevin Klemmick Arcade, Dreamcast The Sega team recounts developing Alien Front Online.
Retro Gamer171 pp. 50-53 Brian Colin and Jeff Nauman Arcade The Bally/Midway developers explain the making of Arch Rivals.
Retro Gamer174 pp. 94-99 Mark Pierce Arcade Pierce discusses his arcade game development career.
Retro Gamer177 pp. 62-65 Howell Ivy Arcade Ivy recalls designing Exidy’s Venture.
Retro Gamer180 pp. 54-63 Ed Rotberg, Mike Arkin and Jason Kingsley Arcade, PC, PlayStation 4 Developers reflect on the Battlezone series from Atari’s arcade original to later revivals.
Retro Gamer181 pp. 22-23 Yoshinori Ono and Takayuki Nakayama Arcade, PC, PlayStation 4 Capcom developers discuss designing Street Fighter characters.
Retro Gamer181 pp. 26-29 Takayuki Nakayama Arcade, PC, PlayStation 4 The Street Fighter V director discusses fighting mechanics and special moves.
Retro Gamer184 pp. 20-29 Toshihiro Nagoshi and Daytona USA developers Arcade, Saturn Sega developers revisit the creation and legacy of Daytona USA.
Retro Gamer184 pp. 92-97 Brian Colin Arcade Colin discusses his arcade art and game development career.
Retro Gamer185 pp. 20-27 Tomohiro Nishikado and game creators Arcade, Atari 2600 The Space Invaders creator and other developers discuss the game’s impact.
Retro Gamer186 pp. 44-45 Owen Rubin Arcade Rubin recalls creating Atari’s Skydiver.
Retro Gamer187 pp. 20-31 Yasuyuki Oda, Ben Herman and SNK developers Arcade, Neo Geo, Neo Geo Pocket Color Past and present SNK staff reflect on the company’s first 40 years.
Retro Gamer187 p. 26 Hiroko Yokoyama MSX2, Arcade Yokoyama discusses the pixel art behind SNK games including Ikari Warriors.
Retro Gamer187 pp. 34-37 Brandon Sheffield and Frank Cifaldi Arcade, PC, PlayStation 4, Nintendo Switch The developers discuss preserving early SNK games in the 40th Anniversary Collection.
Retro Gamer193 pp. 18-27 Ed Boon Arcade, PlayStation Boon recounts the development and evolution of the Mortal Kombat series.
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. 56-59 Warren Davis Arcade Davis recalls creating the LaserDisc arcade game Us Vs Them.
Retro Gamer197 pp. 38-39 Jeff Kulczycki Arcade Kulczycki explains how he made the unofficial Donkey Kong II: Jumpman Returns.
Retro Gamer198 pp. 26-33 Naoki Horii Arcade, Mega Drive M2’s founder discusses the studio’s emulation and conversion work.
Retro Gamer198 p. 32 Mike Mika and Frank Cifaldi Arcade, PC Developers discuss their work with M2 and game preservation.
Retro Gamer200 pp. 24-29 Nolan Bushnell and Allan Alcorn Arcade, Atari 2600 Atari’s founder and engineer recount the company’s early games and hardware.
Retro Gamer200 pp. 60-63 Ian Andrew and Shinichi Ogasawara PC, Arcade Developers recall the transition to 3D videogames in the Nineties.
Retro Gamer202 pp. 46-51 Minoru Kidooka, Toshimichi Mori and Daisuke Ishiwatari NES, PlayStation, Arcade Arc System Works staff trace the studio’s path from conversions to fighting games.
Retro Gamer203 p. 50 Bob Flanagan Arcade Flanagan discusses programming Marble Madness and its unusual trackball controls.
Retro Gamer204 pp. 92-97 Jeff Lee Arcade The Gottlieb artist reflects on his game art career and the creation of Q*bert.
Retro Gamer205 p. 9 Warren Davis Arcade The Q*bert creator reflects on programming and documenting his early game development work.
Retro Gamer205 pp. 92-97 Tim Kitzrow Arcade The NBA Jam voice actor recalls recording lines for Midway’s arcade games.
Retro Gamer207 pp. 18-27 Toru Iwatani Arcade Iwatani revisits the creation and enduring success of Pac-Man.
Retro Gamer207 pp. 76-81 Howie Rubin Arcade Rubin recalls his game development and production career.
Retro Gamer211 pp. 32-33 Dennis Koble Arcade Koble recalls designing Atari’s arcade game Dominos.
Retro Gamer213 pp. 66-69 Karl Mizen and Matt Precious Arcade Numskull staff explain how they recreated arcade cabinets for the Quarter Arcades range.
Retro Gamer215 pp. 18-27 Yasuyuki Oda and Nobuyuki Kuroki Neo Geo, Arcade SNK veterans discuss the technical design and legacy of the Neo Geo.
Retro Gamer216 pp. 92-97 Betty Ryan Arcade, Atari 2600, Atari 5200 Ryan recalls her game programming and engineering career at GCC and Atari.
Retro Gamer217 pp. 18-27 Capcom staff and arcade developers Arcade, Nintendo Switch Capcom staff and fellow developers discuss its arcade legacy and the Capcom Arcade Stadium collection.
Retro Gamer217 pp. 44-47 Eugene Jarvis and Jack Haeger Arcade The Williams developers revisit the design and production of Narc.
Retro Gamer220 pp. 18-27 Kazuma Kujo Arcade, PC Engine, PlayStation Kujo traces the R-Type series and discusses its forthcoming sequel.
Retro Gamer220 pp. 92-97 David Thiel Arcade Thiel discusses creating sound and speech for arcade games and pinball machines.
Retro Gamer222 pp. 18-31 Yasuyuki Oda and Eisuke Ogura Neo Geo, Arcade, PlayStation 4 SNK staff trace the design and evolution of The King Of Fighters series.
Retro Gamer222 pp. 40-41 Ed Logg Arcade Logg recalls designing Atari’s Video Pinball arcade game.
Retro Gamer223 pp. 50-53 Bob Flanagan, Mike Hally and Bridget Erdmann Arcade Atari developers recount creating the pirate-themed arcade game Skull & Crossbones.
Retro Gamer226 pp. 92-97 Steve Golson Arcade Golson reflects on programming Ms. Pac-Man, Food Fight and other arcade projects.
Retro Gamer227 pp. 38-43 Doug Carlston and Lode Runner developers Apple II, Arcade, PC, Nintendo 64 The creator and later developers trace the design and legacy of Lode Runner.
Retro Gamer228 pp. 34-37 Howell Ivy Arcade Ivy recalls creating the controversial arcade game Chiller.
Retro Gamer229 pp. 38-43 Kevin Bayliss, Paul Machacek and AJ Grand-Scrutton NES, Game Boy, Arcade, PC Developers trace the design and changing styles of Battletoads.
Retro Gamer229 pp. 74-75 Ryuichi Nishizawa Arcade, Nintendo Switch Nishizawa discusses the restoration of the unreleased arcade game Clockwork Aquario.
Retro Gamer231 pp. 52-59 Rick Clucas, Steve Clark and Ryan Kaufman Arcade, Atari ST, Amiga, Game Boy Advance, PSP Developers revisit the original After Burner and its home and portable adaptations.
Retro Gamer231 pp. 69-70 Shinya Nagatomo and Toshinobu Kondo Arcade, PC Engine, Nintendo Switch The developers discuss creating Cotton and revisiting it for modern hardware.
Retro Gamer232 pp. 34-39 Tetsuo Egawa Arcade Taito’s producer explains the design and game selection of the Egret II Mini.
Retro Gamer233 pp. 34-39 Owen Rubin and Jess Askey Arcade The original creator and a homebrew programmer discuss completing Major Havoc as The Promised End.
Retro Gamer233 pp. 56-59 Matt Householder, Jeff Lee and David Thiel Arcade Gottlieb developers recount making the arcade adaptation of Krull.
Retro Gamer234 pp. 86-91 Paul Niemeyer Arcade Niemeyer reflects on creating arcade cabinet art for Ms. Pac-Man, Tron and other games.
Retro Gamer235 pp. 18-29 Ryuichi Nishizawa Arcade, Master System, PC Engine The series creator traces the design and history of Wonder Boy.
Retro Gamer236 pp. 18-27 Shuhei Matsumoto, Kazuhiro Tsuchiya and Takayuki Nakayama Arcade, PlayStation 4, PC Capcom staff discuss Street Fighter’s cultural reach and the series’ continuing development.
Retro Gamer236 pp. 86-91 Franz Lanzinger Arcade, PC Lanzinger reflects on creating Crystal Castles and his wider game-development career.
Retro Gamer237 pp. 30-31 Howell Ivy Arcade Ivy recalls developing Exidy’s arcade game Circus.
Retro Gamer238 pp. 72-75 Hideo Yoshizawa Arcade, PlayStation Yoshizawa discusses the ideas behind Namco’s puzzle game Mr Driller.
Retro Gamer238 pp. 86-91 John Newcomer Arcade Newcomer reflects on designing Joust and his later work.
Retro Gamer240 pp. 18-33 Nolan Bushnell, Al Alcorn and Atari veterans Arcade, Atari 2600, Atari Jaguar Atari staff past and present recount 50 years of the company’s games and hardware.
Retro Gamer240 pp. 36-41 Stephen Frost, Dave Rees and Drew Scanlon Atari 2600, Arcade, PC Digital Eclipse staff explain the games, interviews and historical material in Atari 50.
Retro Gamer240 pp. 62-63 Yuichi Toyama and Naoki Horii Arcade, Nintendo Switch, PlayStation 4 Taito and M2 developers explain the technical work behind Ray’Z Arcade Chronology.
Retro Gamer241 pp. 6-7 Karl Mizen Arcade Mizen discusses creating Numskull’s miniature Space Invaders and Teenage Mutant Ninja Turtles cabinets.
Retro Gamer241 pp. 18-27 Thomas Church, Chris Kohler, Stephen Frost and Charles Murakami Arcade, NES, SNES, Mega Drive Digital Eclipse and Konami staff discuss the history and preservation of Teenage Mutant Ninja Turtles games.
Retro Gamer241 p. 61 Kouichi Yotsui and Kiyoshi Utata Arcade The designer and artist discuss creating Cannon Dancer.
Retro Gamer242 pp. 12-13 Matt Sephton Arcade, PC Indie developer Sephton discusses documenting Easter Island moai in videogames on Moai.games.
Retro Gamer242 pp. 62-63 Philippe Dessoly Arcade, SNES, Switch, PlayStation 4, PC The artist discusses Mr Nutz Studio’s updated Joe & Mac: Caveman Ninja.
Retro Gamer243 pp. 16-17 Jeff Minter Arcade, PC Minter discusses his modern take on Atari’s unreleased arcade game Akka Arrh.
Retro Gamer244 pp. 78-83 Hiroyuki Kawano, Yoshiyuki Tanaka and Masaharu Oomori Arcade, PlayStation 2 Dimps developers revisit the art, combat system and production of The Rumble Fish games.
Retro Gamer244 pp. 86-91 Roger Hector Arcade, Mega Drive Hector discusses his career designing games and hardware at Atari, Sega and other studios.
Retro Gamer245 pp. 40-43 John Newcomer, Kristina Donofrio and Warren Davis Arcade The designer and programmers recall creating Joust 2: Survival Of The Fittest.
Retro Gamer246 pp. 62-67 Manabu Kusunoki Arcade, Mega Drive The designer discusses the creation and characters of Sega’s Bonanza Bros.
Retro Gamer246 pp. 78-83 Eugene Jarvis Arcade, Wii, Switch Jarvis traces the design and technology of the Cruis’n racing series.
Retro Gamer246 pp. 86-91 Alistair Crooks Arcade Crooks recalls establishing Atari UK and installing the country’s first official Pong machine.
Retro Gamer247 pp. 48-55 Tatsuya Uemura and Masahiro Yuge Arcade Former Toaplan developers share memories of the studio’s arcade games.
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. 46-51 Toshinobu Komazawa Arcade Komazawa traces the development of the Raiden shoot-‘em-up series.
Retro Gamer248 pp. 54-57 Carlos Granados Arcade Granados recalls developing the rally racer World Rally at Zigurat.
Retro Gamer250 pp. 52-57 Kazutomo Ishida Arcade Ishida recalls the origins and development of Taito’s The NewZealand Story.
Retro Gamer250 p. 56 Rin Hamada Arcade, Switch Hamster Corporation’s president discusses the Taito Milestones 2 collection.
Retro Gamer250 pp. 88-91 Naoki Suda and Shigeyuki Teruyama Arcade, Switch Suda discusses AlfaSystem’s Castle Of Shikigami games and their re-release.

References