Sony Playstation

Sony PlayStation 1 (PSX)

Edit on Github | Updated: 10th November 2026

Introduction to Hacking the Sony PlayStation

Sony’s first PlayStation stores game data on CD-ROM and runs MIPS code alongside dedicated geometry, graphics, and sound hardware. That division of work makes a disc image, an executable, and a frame of 3D graphics three different starting points for reverse engineering. This hub connects them to development tools and game-specific research. The console could look modest beside the Nintendo 64 and Sega Saturn on paper, yet its best games could be just as visually striking.


Games

The game pages below show what survives beyond a retail disc: debug symbols, developer accounts, and reconstructed code.

PlayStation 1 Games with Debug Symbols

An excellent way to start reverse engineering is to find games where the developers accidentally left the Debug symbols in the retail release of the game. While this is not very common it has happened for a few games released for the PlayStation One and gives you access to all the original function and variables names that were used in the retail source code.

Crash Bandicoot

Crash Bandicoot was one of the first 3d platformers that managed to deliver quality gameplay while looking impressive for its time.

It was created by Andy Gavin and Jason Rubin for release on the original PlayStation console, and both developers have been kind enough to share ample amount of information on how the game was implemented.

Evolution of (Playstation) PS1 Games 1995-2018

GameForest presents a comprehensive visual timeline of the PlayStation platform’s library, showcasing the graphical and gameplay evolution from 1995 to 2018. The compilation chronicles major releases across the console generations, starting with early PS1 titles like Jumping Flash! and Arc the Lad, moving through the PS2 and PS3 eras with defining games such as Grand Theft Auto and Uncharted, and concluding with modern PS4 blockbusters like Horizon Zero Dawn and God of War.

PS1 Exclusives

The most valuable reverse engineering projects tend to be the platform exclusives that have never been re-released as these are the games that can benefit the most from enhancements on modern hardware.

Wikipedia maintains a list of PlayStation 1 exclusives - PlayStation (console)-only games - Wikipedia

Remastered PS1 Games

Some classic PS1 games have been remastered or remade for more modern consoles, if you are looking to reverse engineer one of these games it may help to look at the modern version to find additional information that may be relevant.

Name Platform Notes
Ape Escape PSP Source Code was ported to the PSP as Ape Escape: On the Loose
Crash Bandicoot 1-3 PS4, Switch, PC, XboxOne Remade in Alchemy engine but tried to be as faithful as possible to the originals
Crash Team Racing PS4, Switch, XboxOne Remade in Alchemy Engine with additional content from Crash Nitro Kart and Crash Tag Team Racing
Castlevania SOTN Xbox360, PS4, iOS, Android Re-Released in Castlevania Requiem compilation
Final Fantasy 7-9 PS4, Switch  
Legend of Mana PS4, Switch, iOS, Android Original engine but with higher resolution assets? (confirmation required)
MediEvil PS4 Remade in the Unreal Engine
Mega Man X 4 PS4, Switch, XboxOne Source Code Port of X4 Released in Mega Man X Legacy Collection
Metal Gear Solid Gamecube Remade for Gamecube as Metal Gear Solid: The Twin Snakes
PaRappa The Rapper PSP, PS4 The PS4 version is actually just a the PSP version emulated with higher resolution assets
Resident Evil 1-3 PS3, PS4, XboxOne Does this use original engine with higher resolution assets?
SaGa Frontier PS4, Switch, iOS, Android, Windows  
Spyro 1-3 PS4, Switch Remade in Unreal Engine 4 but aims to be as faithful as possible to the originals
Tony Hawk’s Pro Skater 1+2 PS4/5, Switch, XboxOne Remade in Unreal Engine 4

Wipeout Omega Collection is one game that did not make the list as its technically not a remaster of the PS1 original. This list also doesn’t include projects such as PS one Classics as they were just emulations of the original PS1 games running on a more modern console and not either a source port or a full remake.


Dino Crisis Modern Edition

Rotmill’s Dino Crisis Modern Edition is a fan mod that rebuilds the PS1 game from the user’s own disc image into a native Windows program. It adds an over-the-shoulder camera, updated controls and quality-of-life settings. The project’s setup translates game code to C using the psxrecomp framework and builds it locally; this is not a claim that a matching decompilation has been completed 1.

The repository and installer contain no original game files. See the project’s supported-disc list before attempting a build, and do not redistribute the generated game program 1.


Tool-Assisted-Speedruns (TAS) for PS1

In this video EZScape demonstrates a few speed runs for PS1 games that could never be possible by humans as they require changing the controller input every single frame. He shows techniques such as Zig-zagging in Crash Bandicoot, Pac-Man World and Spyro 3.

If you are interested in creating your own Tool-Assisted-Speedruns then you might want to check the latest version of BizHawk. If you are interested in improving some existing TAS then check out PS1 Tool-assisted movies - TASVideos

Homebrew

PSXSplash Documentation: Unity to PS1 Homebrew

The PSXSplash documentation provides a comprehensive guide for using SplashEdit, a Unity editor package designed for building PlayStation 1 games. This toolchain allows developers to design scenes in Unity, write game logic using Lua, and export the project directly to real PS1 hardware or emulators. The documentation covers essential technical topics such as VRAM packing, texture quantization, MIPS compiler integration, and Lua API references for handling entities, audio, and animations.


Hardware


Disc protection and modchips

Technology Connections explains the PlayStation’s disc copy protection and its limitations. It provides background for understanding how modchips interact with the authentication process.

MattKC demonstrates making a PlayStation modchip from scratch. The project gives a hardware implementation example alongside the security explanations.

Modern Vintage Gamer explains how the PlayStation’s security was defeated. It supplies a broader account of the protection system alongside the modchip construction example.

Retail PlayStation hardware

The motherboard separates program execution, polygon drawing, CD access, and audio into distinct components. The main parts are:

  • 32-bit MIPS CPU (33.96Mhz)
  • GPU - Unlike more modern GPUs it Only handled 2D Polygons (360k per second) 2
  • Geometry Transformation Engine (GTE) - 1.5M Vertices per second 2
  • 24 Channel sound chip (SPU)

Main Board

  1. The CPU (MIPS R3000A 33.96Mhz 32-bit 3)
  2. ROM containing the Operating System (512KB 3)
  3. The GPU
  4. Main RAM (DRAM)
  5. Video RAM (VRAM)
  6. Sound Processing Unit (SPU)
  7. Sound RAM (512K)
  8. CD Controller
  9. CD DSP (Digital Signal Processor)
  10. Digital Audio Converter
  11. ???
  12. Video de/encoder

The CPU

If you thought that the Nintendo 64 was the only console that partnered with SGI for this generation of consoles you would be mistaken, the CPU for the original PlayStation used technology licensed from SGI and build by LSI Logic Corp 4.

The CPU used for the PlayStation was not just a simple MIPS R3000A, it was partnered with additional co-processors to handle system resources and geometry processing. There was actually only 2 co-processors in the CPU named COP0 and COP2 as COP1 and COP3 were not present in the chip.

System Control Co-processor (COP0)

The System control co-processor was the part of the CPU that handled memory management, interrupts and hardware breakpoints. This allows the main processor to focus on game logic while the system co-processor handled all the lower-level details 5.

Geometry Transformation Engine (GTE)

The Geometry Transformation Engine (GTE) was what allowed the PlayStation to handle 3D graphics, it was specifically designed to do the sort of fast mathematical calculations used for Vertex/Geometry processing. Without it the PlayStation hardware would not have been able to pull of the excellent 3D graphics it was known for in its time.

The GTE is the second co-processor attached to the main processor of the PS1 and this it is also reffered to as Cop2.

It is ideal for the mathematics required to do calculations in 3D space, as it is much faster than the main cpu for these sort of calculations.

Some of the main uses for the GTE are:

  • 3D Rotation/Translation/Projection calculations
  • Fogging calculations
  • Lighting calculations
  • Colour calculations

The PSY-Q development environment exposes the gte functionality to programmers using a bunch of functions and assembly instructions that start with gte_, for example gte_ncdt().

One interesting limitation of the PS1 GPU is that it didn’t have a Z-buffer so polygons needed to be sorted by the PS1 CPU instead, so often the Painters algorithm was used 6.


Why PlayStation graphics wobble

Modern Vintage Gamer explains the warping and wobble associated with PlayStation graphics. The visual examples help connect the console’s rendering limitations with their appearance in games.


Development Kit Hardware

Development kits are released to game developers before the launch of the system to allow games to be developed for the system’s launch. These systems would evolve over the systems lifespan and contained useful features for debugging and optimizing games for the platform. These systems were not just limited to the official offerings by Sony as a few other publishers had their own versions of development hardware.

Official Development Kit

The official development kit for the PS1 was a partnership between Sony and SN Systems which allowed developers to use their PC to interact with the real PS1 hardware.

Official Consumer Development Kit (Net Yaroze)

The official development kit for the PS1 was only available for licensed game developers but there was a stripped-down version available for the general public known as Net Yaroze.


Unofficial Hardware Add-ons

Sony PlayStation VCD Player Add-On Card

The YouTuber Scarlet Sprites has a good overview of this rather rare unofficial Chinese PS1 add-on which allowed playing the rather obscure Video CD (VCD) format on retail PlayStation 1 consoles:

It plugged into the back of the console via the IO and AV ports without any need for additional power and has a switch on the top to switch between VCD mode and game mode. This suggests that the PlayStation first boots into the IO port before running the game disc.

Also note that there was an official PS1 model released in Japan that played Video CDs called the SCPH-5903 VideoCD which has additional hardware inside the console.


Software Development Kits

Official Software development kit

The Official Software development kit was developed by a partnership between SN Systems who are known for excellent 3rd party development kits and the Game Studio Psygnosis who are known for excellent quality games.

It was initially called PSY-Q and even although it was owned by Sony it was actually a cross-platform development kit which included support for the Sega Saturn!

Sony later rebranded the SDK to SDevTC at some point in 1998(?).

Official 3D Graphics Tools (DTL-S220A)

In August 1998 Sony provided a CD to developers with a bunch of 3D Graphics tools7 such as:

  • Meditor - Material Editor
  • BMP2TIM, PICT2TIM, RGB2TIM, TIMUTIL.EXE - Tools to convert image formats into the PS1 texture image format TIM

Also provided was the 3D Graphics Tools manual with tutorials on how to use the provided software.

PS1 File formats

PS1 Executable Format

How does a PlayStation disc name its boot program?

Sony’s PlayStation Developers Guide instructs publishers to place SYSTEM.CNF;1 at the root of the disc. Its BOOT line gives the path of the executable to load. For a disc with product code SLUS-12345, the prescribed filename is SLUS_123.45;1; the underscore and period are part of the filename convention 8.

BOOT = cdrom:\SLUS_123.45;1
TCB = 4
EVENT = 10
STACK = 801fff00

The boot file is a PS-X EXE, whose 0x800-byte header records its initial program counter, RAM destination, and code size. The PSX-SPX executable reference maps those fields. Check SYSTEM.CNF first when locating a game’s entry point; a disc can also contain other executables and data files 9.

The PS1-EXE page goes deeper into the file format:


PS1 Emulation

bleem! Commerical PS1 Emulator for Pentium 166+ PCs

Zophar has released an in-depth interview with veteran programmer Randy Linden, diving into his extensive career in reverse engineering and emulator development. The video covers the technical hurdles of creating the bleem! PlayStation emulator for the PC, including the implementation of a dynamic optimizing recompiler to achieve playable speeds on a Pentium 166. Additionally, it details his groundbreaking work reverse engineering hardware to port Doom to the Super Nintendo using the Super FX chip.


Game Asset Creation Tools

Ever wondered how your favourite game artists made assets for PlayStation 1? Although the exact software used for most games are still a secret, we have managed to piece together what we know so far about how 3D models and 2D Images were created.

What software was used to create 3D models for PS1 games?

To create 3D models for PlayStation 1 games the following tools are known to have been used:

  • trueSpace for PlayStation - Directly reads the PS1 RSD format rather than going through the standard DXF 7
  • 3D Studio - Exports to DXF format
  • AutoCAD - Exports to DXF format but not really made for game development

What software was used to create 2D Textures and Sprites for PS1 games?

To create textures (and therefore sprites) the following tools are known to have been used:

  • Adobe Photoshop - A plugin was available to directly edit PlayStation TIM files without requiring conversion 7.

Reverse Engineering PS1 Games

AI Assisted Matching Decompilation

Start with your own disc image in decompdecomp, let local tools collect free matches, then connect a coding agent. Our Chicken Run walkthrough explains PS1 compiler detection, overlays and how to read the function map.


Radare2

Start with the BOOT path in SYSTEM.CNF to locate the executable on the disc image. For example, a European release might name SLES_032.85.

Then open it with radare2 like so:

r2 ./SLES_032.85

Fix the PS1 Offset in r2

To Disassemble PS1 Binary files (MIPS little endian) you need to map a file at offset 0x80010000 like so:

o ./SLES_032.85 0x80010000 rwx

Replace SLES_032.85 with the location of your own PSX executable.

Now we want to analyze all the functions in the executable like so:

aaaa

All Posts

Sony Playstation
AI-Assisted Decompilation for Retro Games

AI can help a reverse engineer turn a game executable into readable C, identify unknown functions, and search for source code that recreates the original machine instructions.

The last task is particularly interesting for retro games: an AI agent can... ...

Sony Playstation
AI Assisted PS1 Decompilation Tutorial

Start a PlayStation decompilation with Chicken Run in decompdecomp.

Import your disc, collect free matches, choose a compiler and connect coding agents. ...

Sony Playstation
Batman Forever - The Arcade Game (1996)

As the name suggests Batman Forever is originally an Arcade Game that got ported to MS-DOS, the Playstation 1 and Sega Saturn by Iguana Entertainment (Acclaim Published).

The original arcade release was for the ST-V (Sega Titan Video Game System)... ...

Sony Playstation
Capcom Leaks

On 1st November 2020 CAPCOM was targeted by known hacker group RagnarLeaks and some source code and private data was leaked to the dark web.

This post will only cover source code that was found in the leak, we only... ...

Sony Playstation
Chicken Run Source Code

Inside Chicken Run Chicken Run (2000) Developed by Blitz Games (formerly known as Interactive Studios Limited) in 2000 as a cross-platform action adventure based on the movie of the same name.

Eidos published it for Dreamcast, PlayStation, and Windows 1.... ...

Sony Playstation
Crash Bandicoot

Introduction to Crash Bandicoot Crash Bandicoot was one of the first 3D Platform games that managed to deliver both quality gameplay and impressive graphics for its time.

It was developed Naughty Dog for release on the original Playstation console with... ...

Sony Playstation
Behind the Scenes (Making Of) Playstation Games in PlayStation Underground

PlayStation Underground List of known issues (CD-ROMs): PlayStation Underground Volume 1.1 - Making of the Twisted Metal 2 Commercial - Making of NFL Game Day 97 PlayStation Underground Volume 1.2 PlayStation Underground Volume 1.3 PlayStation Underground Volume 1.4 - Making... ...

Sony Playstation
Net Yaroze - The PS1 Consumer Dev Kit

Introduction to the Net Yaroze The Net Yaroze was a consumer development kit for the PlayStation 1, it consisted of a customised retail console with the ability to connect to a developer PC.

It cost about £550 in the UK... ...

Sony Playstation
Official PlayStation 1 Software Development Kit (PSYQ)

History for the PSY-Q SDK The History of the PSYQ PS1 Software development kit is fascinating, it starts with a collaboration between two UK companies, SN Systems and Cross Products, to find out more we need to go a litter... ...

Sony Playstation
Playstation 1 PsyQ Linker (Psylink.exe)

PSY-Q Linker Files The PS1 linker files for the game chicken run by Blitz Games were made publicly available and are available for both the release and the demo version: crtest.lnk and crdemo.lnk respectively.

So what are these control (.lnk)... ...

Sony Playstation
Playstation 1 File Formats

File Formats used to distribute PS1 Discs A Playstation One CD can either be directly put into your PC via the CD-ROM drive or mounting a .BIN/.ISO file.

All of these are just ways to be able to see the... ...

Sony Playstation
Playstation 1 Games with Debug Symbols

I have never seen a PS1 executable bigger than 2mb, normally if they require more code they split it into multiple executables.

With memory being so precious it would be unlikely a developer would forget to strip the debug symbols... ...

Sony Playstation
Official Sony PS1 Libraries

Note that the order of the externals defined in this list will not reflect the order in the final linked executable, as the order here is just the order that the PSYLIB.EXE tool exports in.

LIBAPI - PS1 OS Kernel... ...

Sony Playstation
PSYQ SDK Setup on MacOSX/Linux

Matching an Existing Game’s Toolchain A working PSY-Q installation does not establish that it reproduces a retail game’s machine code.

Record the compiler and ASPSX versions, flags and library versions separately.

The compiler guide explains why assembler-generated instructions can affect... ...

Sony Playstation
Official PlayStation 1 Development Kit (Hardware)

This post covers the hardware used to develop PlayStation One games by major studios back in the day, for the software side see the post on the PsyQ Software Development Kit.

{% include_cached link-to-other-post.html post=”/Official-PlayStation-1-Software-Development-Kit” description=”For the software side of... ...

Sony Playstation
PSX-EXE Format

The PS-X EXE format is the PlayStation 1’s main “load this into RAM and jump to it” executable format.

It is used for both retail discs and homebrew.

Despite the name, it is not really similar to a windows .exe... ...


Magazine Interviews

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

MagazineIssuePagesDeveloperPlatformsDescription
Retro Gamer6 pp. 97-101 Tony Warriner PC, PlayStation Warriner discusses Revolution Software and the development of its adventure games, including Broken Sword.
Retro Gamer8 pp. 88-99 Steve Turner ZX Spectrum, Commodore 64, Amiga, PlayStation, PC Turner gives a first-person history of Graftgold, including its development methods and later games.
Retro Gamer28 pp. 70-75 Former Core Design staff Amiga, Atari ST, PC, PlayStation A company profile uses former staff recollections to cover Core Design and the creation of Tomb Raider.
Retro Gamer35 pp. 78-81 Lee Carus and Nick Burcombe PlayStation Lee Carus and Nick Burcombe discusses WipEout.
Retro Gamer36 pp. 48-53 Koji Igarashi PlayStation Koji Igarashi discusses Castlevania: Symphony of the Night.
Retro Gamer43 pp. 62-65 Gavin Raeburn, Brian Coller and Jamie Adamson PlayStation Interview about the making of Colin McRae Rally.
Retro Gamer49 pp. 60-63 Chris Sorrell and Jason Wilson PlayStation Interview about the making of MediEvil.
Retro Gamer50 pp. 46-53 Mike Dailly, Peter Farley and other DMA Design developers PC, PlayStation Interview about the history of Grand Theft Auto.
Retro Gamer51 pp. 72-75 Kazuma Kujo PlayStation Interview about the making of R-Type Delta.
Retro Gamer52 pp. 82-87 Fumihiro Tanaka and Yozo Sakagami Arcade, PlayStation Interview about the arcade and PlayStation versions of Ridge Racer.
Retro Gamer61 pp. 50-55 Shinji Mikami PlayStation Interview about the making of Resident Evil.
Retro Gamer69 pp. 78-81 Simon Pick and James Duncan PlayStation, Sega Saturn, PC Interviews about the making of Die Hard Trilogy.
Retro Gamer72 pp. 66-71 Tony Oakden PlayStation Interview about the making of Driver.
Retro Gamer76 p. 16 Masaya Matsuura PlayStation A Moment With Q&A about his rhythm games.
Retro Gamer76 pp. 56-63 Jon Burton Amiga, PlayStation Interview in the history of Traveller’s Tales.
Retro Gamer76 pp. 64-67 Masaya Matsuura PlayStation Interview about the making of Vib-Ribbon.
Retro Gamer78 pp. 24-33 Toby Gard and Jeremy Heath-Smith PlayStation Interviews in a feature about the creation of Lara Croft and Tomb Raider.
Retro Gamer81 p. 16 Lorne Lanning PlayStation A Moment With Q&A about the Oddworld series and game design.
Retro Gamer81 pp. 66-67 Robert Troughton PlayStation Q&A about the making of Destruction Derby.
Retro Gamer85 pp. 86-91 Tim Wright Amiga, PlayStation In the Chair interview about his game music career.
Retro Gamer89 p. 14 Chris Sorrell Amiga, PlayStation A Moment With Q&A about James Pond, MediEvil and his career.
Retro Gamer90 pp. 54-57 Andrew Gavin PlayStation Interview about the making of Crash Bandicoot.
Retro Gamer90 pp. 86-91 Ian Grieve Amiga, PlayStation Desert Island Disks interview about his work at Psygnosis.
Retro Gamer91 pp. 88-93 Michel Ancel PC, PlayStation In the Chair interview about Rayman, Beyond Good & Evil and his career.
Retro Gamer95 pp. 38-41 Matthew Nagy and Ben McGrath PC, PlayStation, Sega Saturn Interviews about the making of Alien Trilogy.
Retro Gamer96 pp. 24-33 Yoshinori Kitase and Yusuke Naora PlayStation Exclusive interviews about the making of Final Fantasy VII.
Retro Gamer98 pp. 58-61 Yasunaga Oyama PlayStation Interview about the making of Alundra.
Retro Gamer98 pp. 78-79 Lorne Lanning PlayStation Q&A about the making of Oddworld: Abe’s Oddysee.
Retro Gamer100 pp. 80-85 Mike Dailly, Paul Farley, David Cowan and Dave Jones PC, PlayStation Developer interviews about the making of Grand Theft Auto.
Retro Gamer102 pp. 64-69 WipEout developers PlayStation Developers reflect on the design, music, and visual identity of the WipEout series.
Retro Gamer103 pp. 68-69 Jacob Habgood PlayStation, PC The lead programmer discusses the design and production of Hogs of War.
Retro Gamer104 pp. 32-35 Yutaka Kounoe Arcade, PlayStation The Namco developer recalls the production of Tekken.
Retro Gamer108 pp. 22-29 Psygnosis and Studio Liverpool developers Amiga, PlayStation Former developers and collaborators remember Psygnosis and Studio Liverpool.
Retro Gamer108 pp. 56-65 Square Enix developers Nintendo, PlayStation Square developers discuss making entries in the Final Fantasy series for its 25th anniversary.
Retro Gamer114 pp. 46-51 Bizarre Creations staff PlayStation, Xbox 360 Former developers recall Wiz N Liz, Project Gotham Racing, and the studio’s other work.
Retro Gamer116 pp. 90-95 Martin Edmondson Amiga, PlayStation The Reflections founder discusses Shadow of the Beast and the Driver series.
Retro Gamer117 pp. 66-71 Andy Gavin PlayStation, PlayStation 2 The Naughty Dog co-founder recounts the studio’s early games and development.
Retro Gamer120 p. 27 Burke Trieschmann PC, PlayStation The composer discusses two decades of game music, including Pandemonium and The Horde.
Retro Gamer120 pp. 66-71 Lorne Lanning PlayStation, Xbox Lanning discusses Abe’s Oddysee, the Oddworld series, and its return.
Retro Gamer125 pp. 50-53 Fan translation developers PlayStation, Home consoles Fan translators describe bringing Japanese games into English.
Retro Gamer128 pp. 54-61 Katsuhiro Harada Arcade, PlayStation Harada discusses the origins and growth of Tekken.
Retro Gamer129 pp. 70-77 Martin Edmondson PlayStation, PlayStation 2 Edmondson discusses the development of the Driver series.
Retro Gamer131 pp. 82-87 Neversoft developers PlayStation Former staff recall designing the original Tony Hawk’s Pro Skater.
Retro Gamer132 pp. 70-75 Oddworld Inhabitants staff PlayStation, PC Lorne Lanning and colleagues recount creating the early Oddworld games.
Retro Gamer133 p. 18 Nick Burcombe PlayStation, PlayStation Vita The former WipEout developer discusses Table Top Racing.
Retro Gamer134 pp. 86-89 Medal of Honor developers PlayStation Developers discuss creating the original Medal of Honor.
Retro Gamer134 pp. 92-97 Andrew Hutchings Acorn Archimedes, PlayStation Hutchings recounts his game development career in Desert Island Disks.
Retro Gamer137 pp. 22-35 PlayStation developers and producers PlayStation Developers and Sony staff look back at the original PlayStation and its games.
Retro Gamer142 pp. 80-87 David Jaffe and Michael Riccio PlayStation, PlayStation 2 The developers discuss the making and evolution of Twisted Metal.
Retro Gamer146 pp. 68-75 Charles Cecil PC, PlayStation Cecil looks back at the creation and evolution of Broken Sword.
Retro Gamer147 pp. 82-87 Tomb Raider developers Saturn, PlayStation, PC Core Design developers describe the original Tomb Raider and Lara Croft’s design.
Retro Gamer148 pp. 92-97 Charles Cecil Amiga, PC, PlayStation Cecil discusses Revolution Software and the Broken Sword games.
Retro Gamer149 pp. 44-51 Greg Fischbach and Acclaim staff NES, PlayStation, Nintendo 64 Former staff discuss Acclaim’s publishing and development history.
Retro Gamer150 p. 45 Koji Igarashi PlayStation Igarashi discusses the RPG elements, protagonist, and music of Castlevania: Symphony of the Night.
Retro Gamer152 pp. 20-27 Andy Satterthwaite and Nicky Place PlayStation The producer and lead artist recount how Psygnosis developed WipEout 2097.
Retro Gamer152 pp. 92-97 Mike Dailly Amiga, PC, PlayStation Dailly discusses his career from Lemmings and Uni Rally to Grand Theft Auto.
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 Gamer154 pp. 88-91 Jez San, Nic Cusworth and Argonaut developers PlayStation, Saturn The team recalls the creation of Croc: Legend Of The Gobbos.
Retro Gamer154 p. 90 Justin Scharvona PlayStation, Saturn The composer discusses writing music for Croc: Legend Of The Gobbos.
Retro Gamer158 pp. 60-65 Delphine Software developers Amiga, PC, PlayStation Former staff discuss Delphine Software’s cinematic games.
Retro Gamer158 pp. 92-97 Gregg Tavares PC, PlayStation, GameCube Tavares discusses his game development career.
Retro Gamer159 pp. 72-79 David Darling and Codemasters staff ZX Spectrum, Commodore 64, PlayStation The team recounts Codemasters’ development and publishing history.
Retro Gamer159 pp. 82-89 David Siller and Joe McGinn PlayStation The developers discuss the creation and evolution of Crash Bandicoot.
Retro Gamer161 pp. 46-49 Kiyoshi Sakai SNES, PlayStation Sakai explains the design of Umihara Kawase.
Retro Gamer162 pp. 86-89 Paul Reiche III PlayStation, Sega Saturn Reiche recalls Toys for Bob’s Pandemonium!.
Retro Gamer163 pp. 16-29 Stuart Atkinson, Will Kerslake, Meagan Marie, Nathan McCree and Ian Livingstone PlayStation, PC Core Design, Crystal Dynamics and Eidos contributors discuss 20 years of Tomb Raider.
Retro Gamer163 p. 18 Shelly Blond PlayStation, PC Blond recalls voicing Lara Croft in the first Tomb Raider.
Retro Gamer163 p. 24 Toby Gard PlayStation, PC Gard reflects on designing Lara Croft and the original Tomb Raider.
Retro Gamer163 pp. 70-75 Philip Oliver ZX Spectrum, Amstrad CPC, PlayStation Oliver recounts the rise and closure of Blitz Games Studios.
Retro Gamer163 pp. 76-79 Martin Edmondson PlayStation Edmondson discusses developing Destruction Derby 2.
Retro Gamer164 pp. 18-27 Cory Davis, Sam Barlow and horror game developers PlayStation, PC Developers discuss the legacy and influence of Resident Evil.
Retro Gamer164 p. 20 Cory Davis PlayStation, PC The Here They Lie codirector answers questions about Resident Evil’s influence.
Retro Gamer164 pp. 82-89 Gregg Barnett and Chris Bateman PC, PlayStation, Sega Saturn The developers discuss adapting Terry Pratchett’s Discworld into adventure games.
Retro Gamer164 pp. 92-97 Goichi Suda PlayStation, GameCube, Wii Suda51 discusses his career and Grasshopper Manufacture’s games.
Retro Gamer165 pp. 54-57 Richard Ham and Eidetic developers PlayStation The team recalls the troubled making of Bubsy 3D.
Retro Gamer165 pp. 76-81 Marc Rosocha and Eclipse developers Atari Jaguar, PlayStation The team discusses the Iron Soldier series.
Retro Gamer166 pp. 80-83 Henk Nieborg and Erwin Kloibhofer PlayStation The developers discuss the making of The Adventures of Lomax.
Retro Gamer167 pp. 80-87 Lyle Hall and Crystal Dynamics developers 3DO, PlayStation, Sega Saturn The team recalls creating Gex and its sequels.
Retro Gamer168 pp. 92-97 Mark Cerny Arcade, PlayStation, PlayStation 4 Cerny discusses his game development career.
Retro Gamer169 pp. 94-99 Nobuo Uematsu NES, SNES, PlayStation Uematsu discusses his videogame music career and Final Fantasy.
Retro Gamer170 pp. 28-33 Shinji Hashimoto NES, SNES, PlayStation The Square Enix brand manager reflects on 30 years of Final Fantasy.
Retro Gamer172 pp. 76-83 Chris Cross PlayStation, PlayStation 2 The lead designer discusses the making and legacy of the Medal of Honor series.
Retro Gamer172 pp. 94-99 Adrian Longland ZX Spectrum, 3DO, PlayStation Longland discusses his game programming career.
Retro Gamer175 pp. 90-93 Dan Arey PlayStation Arey recalls developing Crash Team Racing at Naughty Dog.
Retro Gamer176 pp. 94-99 Jason Kingsley Atari Jaguar, PC, PlayStation The Rebellion cofounder discusses 25 years of the studio.
Retro Gamer177 p. 53 Mike Dailly and Paul Hughes PlayStation The programmers discuss PlayStation game development.
Retro Gamer180 pp. 80-85 Akitoshi Kawazu Game Boy, SNES, PlayStation Kawazu discusses the history and design of Square’s SaGa RPG series.
Retro Gamer181 pp. 94-99 Andy Beale ZX Spectrum, Mega Drive, PlayStation, Xbox Beale discusses his game development career.
Retro Gamer184 pp. 72-75 Mark Glossop and Loaded developers PlayStation, Saturn The Gremlin team revisits the production of Loaded.
Retro Gamer185 pp. 78-83 Richard Ham PlayStation, PlayStation 2, PSP The designer recalls the development and growth of the Syphon Filter series.
Retro Gamer186 pp. 90-95 David Mullich PC, PlayStation Mullich discusses his long game design and production career.
Retro Gamer187 pp. 68-71 Jason Falcus and Darren Falcus PlayStation, PlayStation 2, PC The brothers discuss founding Atomic Planet and developing its games.
Retro Gamer187 pp. 90-95 Darren Melbourne Commodore 64, PlayStation Melbourne discusses his game development, licensing and publishing career.
Retro Gamer188 pp. 20-29 Lorne Lanning, Mark Cerny, Mike Dailly, Chris Roberts and PlayStation developers PlayStation Developers discuss Sony’s original PlayStation hardware and its games.
Retro Gamer189 pp. 58-65 Chris Bateman, Dave Gilbert, Maksym Riznyk and David Leary PC, PlayStation Game designers discuss the enduring appeal and mechanics of detective games.
Retro Gamer189 pp. 88-93 Peter McConnell PC, PlayStation McConnell discusses his videogame music career at LucasArts and beyond.
Retro Gamer190 pp. 18-27 Yoshiaki Hirabayashi PlayStation, Nintendo 64, Dreamcast The Capcom developer revisits the original Resident Evil 2 and its release on multiple platforms.
Retro Gamer192 pp. 84-87 Takuma Endo and Tenchu developers PlayStation Acquire staff revisit the creation of Tenchu: Stealth Assassins.
Retro Gamer193 pp. 18-27 Ed Boon Arcade, PlayStation Boon recounts the development and evolution of the Mortal Kombat series.
Retro Gamer193 pp. 74-81 Dan Marshall, Ryan Payton and stealth game developers PC, PlayStation Developers discuss the design principles and history of stealth games.
Retro Gamer194 pp. 58-65 Daisuke Ishiwatari PlayStation Ishiwatari reflects on designing the original Guilty Gear.
Retro Gamer194 pp. 68-71 Keith Bullen and Trip Hawkins PC, PlayStation The designer and 3DO founder discuss the creation of the Army Men series.
Retro Gamer196 pp. 84-87 Simon Prytherch PlayStation The producer discusses developing the console football simulation LMA Manager.
Retro Gamer196 pp. 90-95 Vincent Baillet Amiga, Atari ST, PlayStation Baillet reflects on his programming and studio management career.
Retro Gamer199 pp. 18-31 Tom Hall, John Romero and Doom developers PC, Atari Jaguar, PlayStation Developers revisit the creation and ports of Doom.
Retro Gamer200 pp. 64-65 Graeme Devine, Nick Burcombe and CD-ROM game developers PC, Mega-CD, PlayStation Developers discuss how CD-ROM storage changed game design in the Nineties.
Retro Gamer200 pp. 66-69 Michael Troughton and PlayStation developers PlayStation Developers discuss the original PlayStation and the technical changes it brought to game making.
Retro Gamer201 pp. 76-81 Toshihiro Kondo PC, PlayStation Falcom’s president discusses the studio and its Ys and Trails RPGs.
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 Gamer202 pp. 60-67 Konstantinos Dimopoulos and Jakub Szamałek PC, PlayStation Creators discuss how believable cities are designed and written for videogames.
Retro Gamer203 pp. 54-61 John Manley and Mike Posehn Mega Drive, SNES, PlayStation The developers revisit the creation and evolution of EA’s Strike helicopter games.
Retro Gamer207 p. 13 Aubrey Hodges PC, PlayStation, Nintendo 64 Hodges discusses his game soundtracks, including music for Doom and Quake.
Retro Gamer207 pp. 64-69 Guy Miller, Simon Phipps and Paul Taylor Nintendo 64, PlayStation, Dreamcast, PC The developers revisit Acclaim’s dark action game Shadow Man.
Retro Gamer207 p. 68 Paul Taylor Nintendo 64, PlayStation Taylor explains how Shadow Man was altered after concern over its violent content.
Retro Gamer208 pp. 72-77 Martin Edmondson and Mike Troughton PlayStation The Reflections developers discuss the origins and evolution of Destruction Derby.
Retro Gamer210 pp. 18-27 Mick West, Joel Jewett, Alan Flores and Barry Morales PlayStation, PlayStation 2 Neversoft staff revisit the design and production of the Tony Hawk’s Pro Skater games.
Retro Gamer211 pp. 48-51 Matthew Stibbe PC, PlayStation Stibbe recalls founding Intelligent Games and developing games for major publishers.
Retro Gamer213 pp. 80-83 Masaya Matsuura and Rodney Greenblat PlayStation The musician and artist revisit the development of PaRappa the Rapper.
Retro Gamer213 pp. 84-87 Yoshiro Kimura PlayStation Kimura discusses the design of Love-de-Lic’s unconventional role-playing game Moon.
Retro Gamer215 pp. 92-97 Jon Dean Atari 8-bit, ZX Spectrum, PlayStation Dean reflects on game publishing and production at Atari and other companies.
Retro Gamer216 pp. 72-75 Ted Price and Insomniac Games developers PlayStation The team reflects on the design of Spyro: Year of the Dragon.
Retro Gamer218 pp. 66-71 Hifumi Kono SNES, PlayStation Kono discusses designing the original Clock Tower and its horror legacy.
Retro Gamer219 pp. 18-29 Masato Maegawa Mega Drive, SNES, PlayStation Treasure’s president reflects on the studio’s games and development history.
Retro Gamer219 pp. 70-73 Barry Lawless, Lasse Louhento and Phil Plunkett PlayStation The Funcom Dublin developers discuss creating the kart racer Speed Freaks.
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. 72-75 Dominic Wheatley and Ian Livingstone ZX Spectrum, PC, PlayStation The founders discuss Domark’s growth into Eidos and its game publishing work.
Retro Gamer223 pp. 76-79 Steve Leney and Jeff Gamon PC, PlayStation The developers explain the making of Warhammer: Shadow of the Horned Rat.
Retro Gamer224 pp. 72-77 Ed Annunziata, Chris Sutherland and Jenna Fearon PlayStation, Nintendo 64, Saturn Developers explain how they moved game design from 2D to 3D.
Retro Gamer225 pp. 54-59 Demis Hassabis PC, Amiga, PlayStation Hassabis explains the simulation and AI ideas behind Theme Park.
Retro Gamer225 pp. 82-89 Greg LoPiccolo, Marc Flury, Simon Flesser and Ryan Clark PlayStation, PlayStation 2, PC Developers trace the creation and evolution of rhythm-action games.
Retro Gamer226 pp. 72-75 Chris Crowell and Steve Nix PlayStation, PC The developers recall the tactical action game Future Cop: LAPD.
Retro Gamer226 pp. 84-85 Mat Sneap and Craig Allen PlayStation, Saturn The Eurocom and Disney Interactive developers recall the cancelled sequel Maui Mallard 2.
Retro Gamer228 pp. 20-29 Colin Nicholls, Joel Beardshaw, Mark Neesam, Paul Perrott, Steve Holley and Toby Eglesfield NES, Mega Drive, PlayStation, PC Developers trace the design and evolution of the Micro Machines games.
Retro Gamer230 pp. 62-65 Gary Sheinwald and Jez San PlayStation The developers discuss Alien Resurrection and its PlayStation game engine.
Retro Gamer233 pp. 18-29 Nicky Place, Rob Francis, David Jefferies, Karl Jones and Nick Roberts PlayStation, PlayStation 2, PSP, PlayStation Vita Developers and artists trace the evolution of the WipEout series.
Retro Gamer234 pp. 64-71 Martin Edmondson PlayStation, PlayStation 2 Edmondson traces the design and technical development of the Driver series.
Retro Gamer234 pp. 78-83 Darren Wood, Rich Albon and Philip Oliver Nintendo 64, PlayStation, PC The Interactive Studios team explains the design of Glover.
Retro Gamer237 pp. 70-75 Andrew Ayre and Mike Mika Macintosh, PlayStation, Game Boy Advance Digital Eclipse leaders discuss emulation, ports and the studio’s history.
Retro Gamer238 pp. 72-75 Hideo Yoshizawa Arcade, PlayStation Yoshizawa discusses the ideas behind Namco’s puzzle game Mr Driller.
Retro Gamer240 pp. 66-73 Jason Epps, Scott Krotz, Sam Barlow and Robert Atkins PlayStation, PlayStation 2, PC Former developers trace the design and troubled production of the Legacy Of Kain games.
Retro Gamer245 pp. 20-27 Jeremy Heath-Smith Amiga, PlayStation Core Design’s cofounder recalls the studio’s history, from Rick Dangerous to Tomb Raider.
Retro Gamer245 pp. 30-37 Gavin Rummery PlayStation, PC The lead programmer recounts developing Tomb Raider II at Core Design.
Retro Gamer245 pp. 78-83 Jason McGann, Emma Killilea and Chris White PC, PlayStation Hookstone and Psygnosis staff revisit developing Sentinel Returns.
Retro Gamer248 pp. 68-75 Martyn Chudley Amiga, PlayStation, Xbox 360 Bizarre Creations’ founder reviews the studio’s history and games.
Retro Gamer249 pp. 68-73 Nicolas Gaume, Frédéric Motte, Eric Thommerot and Fabrice Carré PC, PlayStation, Dreamcast Former Kalisto staff discuss the French studio’s games, technology and business history.
Retro Gamer251 pp. 74-79 Andrew Fox and Owen Mason-Burns PlayStation, PC Original and remaster developers discuss Hogs Of War and its planned remake.
Retro Gamer252 p. 21 Craig Stitt Mega Drive, PlayStation The Sonic 2 and Spyro artist discusses Mario’s character design and influence on platform games.

References