diff --git a/categories/consoles/Android.md b/categories/consoles/Android.md new file mode 100644 index 00000000..f5a25734 --- /dev/null +++ b/categories/consoles/Android.md @@ -0,0 +1,44 @@ +--- +layout: post +permalink: /Android +title: Android +breadcrumbs: + - name: Home + url: / + - name: Android + url: +editlink: ../pages/Android.md +recommend: + - android + - introduction +_image: /public/images/Android.jpg +_twitterimage: https://www.retroreversing.com/public/images/Android.jpg +tags: + - android +_updatedAt: 2025-12-07 +redirect_from: + - /Android +--- + +# Reverse Engineering Android Games + +## JADX: Dex to Java Decompiler +The **skylot** project hosts **JADX**, the premier open-source tool for **reverse engineering** Android applications by converting **Dalvik bytecode (DEX/APK)** back into readable **Java source code**. + +It is available as a powerful command-line utility and a feature-rich graphical user interface (GUI) that supports syntax highlighting, cross-reference navigation, and full-text search. The decompiler includes an effective **deobfuscator** and is essential for deep static analysis of compiled Android binaries. + +{% include link-to-other-site.html url="https://github.com/skylot/jadx" description="skylot's JADX project provides robust command-line and GUI tools for decompiling Android DEX/APK files back into readable Java code, complete with an integrated deobfuscator." image="https://opengraph.githubassets.com/1/skylot/jadx" title="skylot/jadx: Dex to Java decompiler" %} + +### jadx-magic-strings Plugin +The **jadx-magic-strings** project by **0rShemesh** is a highly valuable JADX plugin designed to enhance the decompilation and analysis of Android DEX files. + +It operates automatically after decompilation to extract and analyze "magic strings," which include method names, class references, and source file paths (like `.java` or `.kt`), from string constants found in the code. + +{% include link-to-other-site.html url="https://github.com/0rShemesh/jadx-magic-strings" description="0rShemesh's JADX plugin automatically extracts source file references, method name candidates, and other structural information from string constants in decompiled Android code, aiding reverse engineering." image="https://opengraph.githubassets.com/1/0rShemesh/jadx-magic-strings" title="jadx-magic-strings: JADX plugin for extracting metadata from strings" %} + +## Android File Formats +### APK-Info: Full-Featured APK Parser (Rust/Python) +The APK parser **apk-info** is designed for efficient forensic and security analysis, offering comprehensive extraction of crucial metadata from Android packages, including main activities, minimum SDK versions, and intricate details from the **AXML** (Binary XML) and **ARSC** (Resource) formats. +Crucially, it fully supports parsing various **APK Signature Block 42** schemes (v1, v2, v3, v3.1), making it a powerful read-only utility for large-scale Android reverse engineering and malware analysis. + +{% include link-to-other-site.html url="https://github.com/delvinru/apk-info" description="delvinru's apk-info is a full-featured, malware-friendly APK parser in Rust with Python bindings, capable of high-speed extraction of metadata and analysis of complex signature schemes." image="https://opengraph.githubassets.com/1/delvinru/apk-info" title="delvinru/apk-info: APK full-featured parser" %} diff --git a/categories/consoles/Arcade.md b/categories/consoles/Arcade.md index a8b0f12e..312382ef 100644 --- a/categories/consoles/Arcade.md +++ b/categories/consoles/Arcade.md @@ -1,11 +1,10 @@ --- -permalink: /arcade/ +permalink: /arcade layout: post title: Arcade - How retro arcade games were made -recommend: arcade recommendTitle: All Arcade Posts editlink: ../categories/consoles/Arcade.md -console: 'arcade' +console: arcade consoleimage: /public/consoles/Arcade.png excerpt: Awesome list of Arcade Game Development information breadcrumbs: @@ -15,21 +14,38 @@ breadcrumbs: url: / - name: Arcade url: # +recommend: + - arcade + - introduction + - hardware tags: - arcade + - introduction + - hardware --- +### 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** [^12]. + +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 ## What programming languages were used to create Arcade games? -Since every Arcade board is different it 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. +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 [^4]. This is further confirmed in a 1990 interview with original designer of Klax **Mark Stephen Pierce**[^5]: > "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. -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. ## 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) [^5]: @@ -222,3 +238,4 @@ MAME was again featured in EDGE magazine in **October 2002**, where it was descr [^9]: [The Internet Arcade – Internet Archive Help Center](https://help.archive.org/help/the-internet-arcade/) [^10]: [https://github.com/jsmess/jsmess](https://github.com/jsmess/jsmess) [^11]: [MAME Over](https://worldofstuart.excellentcontent.com/mameover.htm) +[^12]: [Before Pong, There Was Computer Space - The MIT Press Reader](https://thereader.mitpress.mit.edu/before-pong-there-was-computer-space/) diff --git a/categories/consoles/Nes.md b/categories/consoles/Nes.md index f9cd8a49..641f1bb9 100644 --- a/categories/consoles/Nes.md +++ b/categories/consoles/Nes.md @@ -81,15 +81,22 @@ However the same wasn't the case in the west as described in this quote from [Mo For emulators to support all the different cartridge hardware, emulator authors came up with the concept of Mappers which are part of the **iNES Header** and are used by emulators to vary the emulation based on what Mapper the game ROM is defined as using. +### NESCartDB: NES Cartridge Database +**NESCartDB** is the definitive resource for technical information on Nintendo Entertainment System (NES) and Famicom cartridges, originally created by **BootGod**. The database catalogs high-resolution PCB scans, mapper assignments, ROM checksums, and chipset details for thousands of games. It serves as a critical reference for emulator developers and reverse engineers needing to verify hardware configurations and understand how specific titles interface with the console. + +{% include link-to-other-site.html url="https://nescartdb.com/" description="BootGod provides NESCartDB, an exhaustive database of NES cartridge PCBs, mappers, and hardware specs vital for accurate emulation and preservation." image="https://nescartdb.com/static/img/nes_cart.png" title="NESCartDB: NES Cartridge Database" %} + + ## Retail NES Controller Electronics
+ Have you ever wondered about how a NES controller actually works, such as the circuits and electronic components used to physically create it? Well you are in luck, the YouTuber **Displaced Gamers** explains exactly how the electronics of the NES controller works and a few interesting facts along the way! -He opens up the NES controller revealing the physical wires, traces (green lines on the circuit), rubber membranes and the 8-bit shift register (HD14021BP). +He opens up the NES controller revealing the physical wires, traces (green lines on the circuit), rubber membranes and the 8-bit shift register (**HD14021BP**). The Controller as with all electronics has both a Power (High) and Ground (Low) lines, with 5V used for Power. Ground is connected to all of the buttons including the 4 D-pad buttons, whereas the Power lines go straight to the Carbon Printed Pull-Up resistors which then in-turn goes to each of the buttons. @@ -281,6 +288,12 @@ It covers the following topics related to NES Graphics: +### What's Beyond the Screen Borders of the NES? +[100th Coin](https://youtu.be/872vcU8pI6s) presents a technical analysis of the data and rendering artifacts hidden within the overscan regions of Nintendo Entertainment System games. The video explores how the PPU handles off-screen sprite management and scrolling seams, highlighting specific emulation challenges such as OAM cycling and scanline zero behavior. + + + + --- # Reverse Engineering Famicom and NES games If you're interested in exploring the inner workings of classic video games, reverse engineering is a process that can help you uncover the secrets of how these games were designed and programmed. diff --git a/categories/consoles/Xbox.md b/categories/consoles/Xbox.md index 0cd8ea9a..58e64c11 100644 --- a/categories/consoles/Xbox.md +++ b/categories/consoles/Xbox.md @@ -44,6 +44,17 @@ This section of our guide will provide you with detailed information and resourc ## Development Hardware +--- +# Reverse Engineering + +## File Formats + +### Splinter Cell's LIN Format Analysis +**Landaire** investigates the `.lin` file format used in *Splinter Cell: Pandora Tomorrow* and *Chaos Theory*, which had remained undocumented for two decades. The analysis reveals that these files are not traditional archives, but rather linear recordings of memory allocation and read operations designed to optimize streaming from the Xbox's optical media. + +{% include link-to-other-site.html url="https://landaire.net/a-file-format-uncracked-for-20-years/" description="Landaire details the reverse engineering of the Splinter Cell LIN format, identifying it as a streaming optimization method rather than a standard compressed archive." image="https://github.com/landaire.png" title="A File Format Uncracked for 20 Years" %} + + --- # All Posts
diff --git a/categories/consoles/iOS.md b/categories/consoles/iOS.md index ed0af406..c5c9cbcb 100644 --- a/categories/consoles/iOS.md +++ b/categories/consoles/iOS.md @@ -61,14 +61,16 @@ For a full list of game compatibility check out the [touchHLE app compatibility -### Popular iOS 2.x Games (2008+) +### Popular iOS 2.x Games (ARMv6) (2008+) iPhone OS 2 first introduced the App Store and with it came a bunch of "AAA" game studios aiming to tap into the market, some of these games are quite fun and worth playing others are maybe not as fun but could be fun to reverse engineer. Games released for iPhone OS 2 were compiled for the 32-bit **ARMv6** processor so they will **not** run on 32-bit ARMv7 devices (iPhone 3GS+) or any 64-bit devices. -They can run on later versions *only* if the developer shipped a dual-architecture binary (ARMv6+ARMv7). Many early App Store games never did this, so some games are ARMv6-only and thus can only run on the iPhone (2G) and iPhone 3G! +They can run on later devices **only** if the developer shipped a dual-architecture binary (ARMv6+ARMv7). Many early App Store games never did this, so some games are ARMv6-only and thus can only run on the iPhone (2G) and iPhone 3G! +So games in this list must have an ARMv6 executable, either as a dual-architecture or ARMv6 exclusive, as otherwise they would not run on iOS 2.x! + These games require a minimum of iPhone OS 2.x (latest 2.2.1 recommended) to run and the reviews of these games come from the Bookazine **iPhone Games Directory** Volume 001 from 2009 to give time-period accurate reviews. Name | Developer | Review out of 5 | Description diff --git a/pages/Industry/RetroGamer.md b/pages/Industry/RetroGamer.md index 62d70207..ceabb17d 100644 --- a/pages/Industry/RetroGamer.md +++ b/pages/Industry/RetroGamer.md @@ -28,6 +28,8 @@ Retro Gamer is a British magazine devoted entirely to classic video games, first The magazine’s content and structure have continually evolved – from its early format under Live Publishing (complete with cover CD-ROMs of emulators) to later expansions under Imagine and Future plc [^2]. +For a complete history of the magazine check out issue 257 which celebrates 20 years of the magazine by including a 31 page section all about the history of the magazine, including interviews with journalists who worked on it throughout the years. + --- # Interviews with Game Developers One of Retro Gamer’s hallmarks is its extensive interviews with the creators of classic video games. Nearly every issue features conversations with veteran developers, offering first-hand insights into the making of beloved games and the industry’s early days. @@ -35,167 +37,175 @@ One of Retro Gamer’s hallmarks is its extensive interviews with the creators o These interviews often explore how iconic titles were designed under the technical constraints along with creative tricks used to overcome the hardware limitations. -| Issue Number | Interview Name | Description | -| ------------ | ------------------------------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | -| 2 | Andy Hewitt | Hewitt discusses his work with the game developer group Ovine by Design, including the group's history and their use of game development tools like Jamagic. The interview mentions that Ovine by Design's latest game, **_Imogen_**, is a platform game for the **ZX Spectrum**. | -| 3 | Simon Ullyatt & Jonathan Cauldwell | Ullyatt and Cauldwell are members of Cronosoft, a group that develops new games for older platforms. The interview mentions several of Cronosoft's games, including **_Egghead in Space_** (for the **ZX Spectrum**) and **_Plan 9 Channel 7_**, **_More Tea, Vicar?_**, and **_Reaxion_** (all for the **Commodore 64**). The interview also mentions that Cronosoft was considering making a **BBC Micro** version of **_Egghead in Space_**. | -| 5 | Protovision | The members of Protovision discuss their work developing games for the **Commodore 64**. The interview mentions several of their games, including **_Metal Dust_**, **_Tanks 3000_**, and **_Pac It_**. | -| 5 | Stuart Fotheringham | Fotheringham discusses his work on games like **_Mega-tree_**, **_Heartland_**, and **_Nodes of Yesod_**. **_Mega-Tree_** was in development for the **Commodore 64**, but never released. The interview mentions that the **ZX Spectrum** and **Commodore 64** versions of **_Heartland_** shared the same map data. **_Nodes of Yesod_** was released for the **ZX Spectrum** and the **Commodore 64**. The interview also discusses Fotheringham's work on an unreleased version of **_Star Raiders_** for the **Commodore 64**. | -| 6 | Nick Harlow | Harlow discusses the history of 1632 Systems, which started as a Public Domain library for the **Atari ST**. | -| 7 | Matthew Smith | This issue contains an interview with **Matthew Smith**, creator of **Manic Miner** and **Jet Set Willy**, for the **ZX Spectrum**. | -| 8 | Nolan Bushnell | Bushnell is known for his work on games like **_Pac-Man_**, **_Breakout_**, and for founding Atari. | -| 9 | David Doak | Doak is known for his work on **_GoldenEye 007_** for the **Nintendo 64**. | -| 10 | Steve Meretzky | Meretzky is known for his work on text adventures such as **_Planetfall_**, **_Sorcerer_**, and **_The Hitchhiker's Guide to the Galaxy_**. The interview does not specify which platforms these games were developed for. | -| 11 | Malcolm Evans | Evans is known for his work on games such as **_3D Monster Maze_** (for the **ZX81**), **_Trashman_**, and **_The Ishar_** trilogy. | -| 11 | Color Dreams/Wisdom Tree | This interview features developers from Color Dreams/Wisdom Tree, discussing their unlicensed, religious-themed **NES** games. | -| 11 | Francois Lionet | Lionet discusses his work on the game development tools **_AMOS_** (for the **Amiga**) and **_Klik & Play_** (for the **PC**). | -| 12 | Vicky Carne | Vicky Carne was the founder of 8-bit software house Mosaic Publishing. Mosaic Publishing was responsible for bringing the "amazingly original titles" [*Hover Bovver* and *Revenge of the Mutant Camels*] to the Commodore 64. One of the company's more notable releases was *Battle Command*, a tank game for the Commodore 64 that was lauded for its "fast-filled 3D graphics". | -| 12 | Jeff Minter | Jeff Minter is a game developer known for his work with Llamasoft. Some of his more popular games, such as *Gridrunner++* for PC and Mac, are known for their "diversity and humour", containing enemies that range from "footballs to giant Mutley heads". | -| 12 | Albert Yarusso | Albert Yarusso was the chief maintainer of the AtariAge website in 2005. | -| 13 | Jamie Fenton | Jamie Fenton was one half of the duo, with partner Dennis Koble, who created the game *Sea Wolf*, released in 1976. | -| 13 | Julian Golop | Julian Golop was a game developer who worked on games such as *Lords of Chaos* and *X-Com*. *Lords of Chaos* was released on an unspecified platform, but was designed to be a combination of "the best bits of *Chaos* and *Laser Squad*", with additional RPG elements. The first *X-Com* game was programmed for the PC because it was "the most popular platform for strategy games" at the time. | -| 13 | Jeff Kunkel | Jeff Kunkel was a game developer who worked on arcade games, including *Dragon's Lair*. One of his personal projects was adding a "freeplay mode" to his copy of the arcade game *Frogger*. | -| 13 | Ben Heckendorn | Ben Heckendorn was a console modder who, by 2004, had created portable versions of the Virtual Boy, PlayStation, Super Nintendo Entertainment System, Atari 2600, and PlayStation 2. His "dream project" was to create a laptop that could play Atari 800 games. | -| 13 | Steve Wilcox | Steve Wilcox was a game developer who worked with Elite. One of the company's notable releases was *Battle Command* for the Commodore 64, a game that impressed with its use of 3D graphics despite the technical limitations of the Commodore 64. | -| 14 | Jon Ritman | This issue contains an interview with **Jon Ritman**, the developer behind **Match Day** and **Head Over Heels** for the **ZX Spectrum**. The article also touches on his work on **Batman**. | -| 14 | Dino Dini | This issue features an interview with **Dino Dini**, creator of **Kick Off** and **Goal!**. **Kick Off** was originally developed for the **Atari ST** and later ported to the **Amiga**. **Goal!** was released on the **Sega Megadrive** as **Dino Dini's Soccer**. | -| 15 | Walter Ginner | Walter Ginner was a competitive gamer in the 1980s. | -| 15 | Fergus McNeil | Fergus McNeil was the founder of the software company Delta 4. One of the company's games, *Quest for the Holy Joystick*, was a text-based adventure game that parodied the software industry and contained references to contemporary gaming magazines. | -| 15 | Keith Hughes | Keith Hughes was a game developer who, as of 2005, worked at Kuju. | -| 16 | Mr Biffo and Mr Hairs | Mr Biffo and Mr Hairs were the pseudonyms of the creators of *Digitiser*, a Teletext gaming section that ran on Channel 4. | -| 16 | The guys behind Gilsoft | Gilsoft was a company best known for their game creation software *The Quill*, which allowed users to create text-based adventure games. | -| 17 | Paul Carruthers | Paul Carruthers is a programmer best known for his work on the game *Xor*, which was originally released in 1987 for the BBC Micro. *Xor* was later ported to the Electron, Spectrum, Commodore 64, Amstrad, Amiga, and Atari ST. | -| 17 | Dave Reidy and Keith Warrington | Dave Reidy and Keith Warrington were the creators of the game **Skool Daze**. **Skool Daze** was programmed for the ZX Spectrum. | -| 18 | Tim Skelly | Tim Skelly was a programmer best known for his work on the arcade game *Reactor*. *Reactor* was the first arcade game to include the programmer's name on-screen. | -| 18 | Dave Needle and R.J. Mical | Dave Needle and R.J. Mical were the engineers behind the Atari Lynx, released in 1989. The Lynx was notable for being the world's first colour handheld games console. | -| 18 | David Crane | David Crane was the programmer behind *Little Computer People*. *Little Computer People* allowed the player to interact with a virtual person who lived in their computer. | -| 18 | Mark Cale | Mark Cale was the co-founder of System 3, the company that developed the *Last Ninja* series. The first *Last Ninja* was released for the Commodore 64 and a few other platforms. The second game in the series was released for almost every gaming platform available at the time. | -| 18 | John Twiddy | John Twiddy was a programmer who worked on all three of the *Last Ninja* games. The first *Last Ninja* game was programmed for the Commodore 64. The second game in the series introduced a new setting (New York) because it allowed for more varied environments compared to the first game, which took place in a garden. The Atari ST and Amiga versions of *Last Ninja 2* were outsourced to external programmers. | -| 19 | John and Ste Pickford | John and Ste Pickford were brothers who worked together in the games industry for many years. Their first game together was the Spectrum game *Zub*. They later worked on the NES at Rare. One of the games they worked on at Rare was a Game Boy wrestling game that won a "Best Game Boy Game" award at CES, despite only featuring four frames of animation per wrestler. | -| 20 | Chris Roper | Chris Roper won the Oliver Twins' remake competition at Retro Ball 2005. The game he created for the competition was a remake of the ZX Spectrum game *Horace and the Spiders*. | -| 20 | Stephen Robertson | Stephen Robertson was a graphic artist best known for creating loading screens for the Commodore 64. One of the games he worked on was *Cybernoid*, a game known for its side-scrolling shoot 'em up gameplay. | -| 20 | Staff at Technos Japan and American Technos | Technos Japan was a company best known for their work on the *Kunio-Kun* series of games. *Double Dragon* was one of their most commercially successful games. *WWF Superstars* (1989) and *WWF Wrestlefest* (1991) were two of their licensed games. | -| 21 | Nolan Bushnell | The interview is about Bushnell bringing gaming to the masses. He is the creator of electronic gaming, designer of Pong, and founder of Atari. | -| 22 | Tim Schafer | In this interview, Schafer discusses how he got his start in the gaming industry. He worked on games such as *The Secret of Monkey Island*, *Grim Fandango*, *Indiana Jones and the Fate of Atlantis*, and the *Sam & Max* series, across platforms like PC, Amiga, Mac, and Sega CD. | -| 22 | Gary Liddon | In this interview, Liddon discusses his career and games such as *Delta*, the sequel to *Sanxion*. | -| 23 | Andy Davidson | This interview focuses on Davidson and how his game *Total Wormage* turned into Team 17's successful franchise, *Worms*. | -| 24 | Trip Hawkins | Hawkins discusses the forming of EA, one of gaming's biggest empires. He also talks about *M.U.L.E*, a game whose origins can be traced to Strategic Simulations Inc., for the Atari 800. He shares his thoughts on the gaming industry. | -| 24 | Eugene Jarvis | The source mentions that Jarvis is the creator of several arcade games. | -| 26 | Yuji Naka | Naka avoids answering most questions in this interview. He is asked about his time working for Sonic Team and about his work on an emulator that allows Famicom games to be played on the Mega Drive. | -| 27 | Dale DeSharone | In this interview, DeSharone discusses his work on games such as *Below the Root* for the Commodore 64 and the *Zelda* games for the CD-i. | -| 28 | Dave Grossman | This interview focuses on Grossman's work on the *Monkey Island* series. He has also worked on *Sam & Max Hit the Road*, the *Pajama Sam* series, *Freddi Fish 4*, *Ollo, Moop and Dreadly*, and other games for Humongous Entertainment and Tell Tale Games. | -| 30 | Steve Ellis | Ellis discusses his work as Director of Free Radical Design, where he develops games for the PlayStation 3. | -| 32 | Mark Cale | Discusses the development of **Impossible Mission** for **DS** and **PSP**, noting the effective use of the touch screen in the **DS** version and the superior visuals of the **PSP** version. | -| 32 | Martyn Brown | Known for co-founding **Team 17**, creators of the **Worms** series and other **Amiga** classics | -| 33 | Satoshi Tajiri | Discusses the development of **Pokémon** for the **Game Boy**, mentioning his mentorship under Shigeru Miyamoto and the naming of characters Ash and Shigeru after himself and Miyamoto. | -| 33 | Dr Peter Favaro | Discusses the development of **Alter Ego**, a 'life simulator' released by **Activision** in **1986**. | -| 34 | Jon Ritman | Discusses his isometric adventure game **Head Over Heels**. | -| 34 | Ron Gilbert | Discusses the creation of **Monkey Island**, including the game's development process and his collaboration with Tim Schafer and Dave Grossman | -| 34 | Mark Cale | Discusses the history of **System 3**, including their past titles and plans for the future. The company is known for titles like **Impossible Mission** and **The Last Ninja** | -| 35 | Steve Wright | Discusses his time at **Atari** | -| 35 | John Wilson | Discusses his work at **Zenobi**, a company he founded to create text-based adventure games, including **Arrival on the Atari ST**, **An Everyday Tale Of A Seeker Of Gold**, and **Fuddo And Slam**. | -| 36 | Jonathan Thompson | Discusses a new retro game competition he is involved in, seeking new ideas inspired by classic titles like **Pac-Man**, **Space Invaders**, and **Tank Wars**. | -| 37 | David Crane | Discusses the making of **Pitfall II: Lost Caverns** | -| 38 | Developers at System 3 | Discuss their updated version of **California Games**, which includes **Summer Games 1 and 2** | -| 39 | Developers of **Lemmings** | Discuss the creation of **Lemmings** | -| 39 | Developers at Rare | Discuss the making of **Jetpac Refuelled** for **Xbox Live Arcade** | -| 40 | Developers of **Libble Rabble** | Discuss the development of **Libble Rabble** | -| 40 | John Romero | Discusses his time at **id Software** and the development of **Quake**, including his design philosophy and his eventual departure from the company to form **Ion Storm**. | -| 41 | Andy Walker | Discusses his work on **Cad Cam Warrior** and **Super Pipeline 2** | -| 41 | Kelvin Aston | Discusses his entry into the gaming industry as a QA tester for **Team17** on **Worms**, and his eventual role as lead producer on **Worms: Open Warfare 2** | -| 42 | Alexey Pajitnov | Discusses the creation of **Tetris** | -| 42 | Developers at **NG:DEV.TEAM** | Discuss what inspired them to create a shoot ‘em up game like **Söldner-X** for the **PlayStation 3** | -| 42 | Jeff Minter and Giles Williams | Discuss their work at **Llamasoft**, including the development of **Space Giraffe** for **Xbox Live Arcade** and their plans for future titles like **Sheep in Space** and **Ancipital** | -| 43 | Jon Hare | Discusses the creation of **Sensible Soccer** for the **Amiga** | -| 44 | Developers of **Fort Apocalypse** | Discuss the development of **Fort Apocalypse** | -| 45 | Philip Oliver | Discusses the creation of **Treasure Island Dizzy** | -| 45 | Yuji Naka and Takashi Izuka | Discuss the making of **NiGHTS into Dreams** and its sequel, **Journey of Dreams** for the **Wii** | -| 46 | Developers of **California Games** | Discuss the creation of **California Games** | -| 46 | Brian Moriarty | Discusses his adventure game **Loom** | -| 47 | Will Wright | Discusses his contributions to the gaming industry, including his work on simulation games like **SimCity** and **The Sims** | -| 48 | Matthew Smith | Discusses the making of his seminal platformer **Manic Miner** | -| 48 | Matthew Smith | Discusses his type-in game, **Andre’s Night Off**, which he coded in BASIC for **Computer & Video Games** magazine, and mentions his work on **Manic Miner**, **Jet Set Willy**, and **Styx** | -| 49 | Developers at **Vectordean** | Discuss their game **Tavern RPG** | -| 50 | Martyn Carroll | Discusses the creation of **Retro Gamer** magazine | -| 50 | Various Developers | Discuss the games that changed their lives, including **Tir Na Nog** and **Jet Set Willy** | -| 51 | Developers of **R-Type Delta** | Discuss the making of **R-Type Delta** for the original **PlayStation** | -| 52 | Chris Wilkins | Discusses the upcoming **Retro Fusion** event and the guests who will be in attendance, including **Archer MacLean, Andy Nuttal, Jon Hare, Martin Hollis, Alex Trowers, Simon Goodwin**, and **Ste Pickford**. | -| 55 | Chris Gibbs | Chris Gibbs was one of the founding members of Attention To Detail, a game development company. He worked with Jon Steele and Martin on a conversion of *Super Sprint* for the Atari ST. After this project, they were commisioned by LucasArts to make PC, Atari ST, Amiga, Commodore 64, Spectrum, and Amstrad versions of *Night Shift*. | -| 55 | Jon Dean | Jon Dean was a producer for Activision. While there, he met Chris Gibbs, Fred Gill, and Jon Steele. They created a conversion of *Super Sprint* for the Atari ST. Dean proposed the group start a company called Attention To Detail that would work exclusively with PMC. | -| 55 | Fred Gill | Fred Gill was one of the founding members of Attention To Detail. Before forming the company with Chris Gibbs, Jon Steele, and Jon Dean, his Spectrum shooter *Octan* was published by Firebird. | -| 55 | Jon Steele | Jon Steele was one of the founding members of Attention To Detail. He worked with Chris Gibbs and Martin on a conversion of *Super Sprint* for the Atari ST. | -| 56 | Hideo Kojima | Hideo Kojima is a game designer known for his work on the *Metal Gear* series. He has stated a desire to direct a film. | -| 57 | Eugene Lacey | Eugene Lacey was involved with *Computer & Video Games* magazine during the 1980s. | -| 58 | Jim Levy | Jim Levy was involved with the founding of Activision. He understood the desire among developers to receive credit for their work. | -| 59 | Jon Hare | Jon Hare co-founded Sensible Software, the company behind *Sensible Soccer*. He has also worked at Argonaut Games. | -| 60 | Trevor Storey | Issue 60 of *Retro Gamer* featured an interview with Trevor Storey. | -| 61 | Toru Iwatani | Toru Iwatani is the creator of *Pac-Man*. In this issue, he discusses rebooting the franchise for Xbox Live Arcade. | -| 61 | Tony Crowther | Tony Crowther developed the games *Blagger* and *Burnout Paradise*. | -| 61 | Matthew Smith | Matthew Smith was a game developer. | -| 61 | Jeff Minter | Jeff Minter is a game developer. | -| 62 | Trip Hawkins | Trip Hawkins is the founder Electronic Arts (EA). He discusses EA's role in the success of the Sega Mega Drive. | -| 62 | Tomohiro Nishikado | Tomohiro Nishikado is the creator of *Space Invaders*. | -| 63 | Charles Cecil | Charles Cecil co-founded Revolution Software. He discusses the founding of the studio and how the Wii and DS were revitalizing point-and-click games. | -| 63 | Archer MacLean | Archer Maclean developed *Dropzone*, which he showed to Atari UK in 1982. | -| 63 | Harri Tikkanen | Harri Tikkanen created the *Super Stardust* series, including *Super Stardust HD* for the PS3. | -| 63 | Kevin Toms | Kevin Toms created the *Football Manager* series. | -| 64 | Ally Noble | Ally Noble worked at Denton Designs on a game about the pop band Frankie Goes To Hollywood. | -| 64 | Simon Goodwin | Simon Goodwin worked at Ocean, Denton Designs, and Beyond Software. | -| 64 | John Twiddy | John Twiddy developed *Last Ninja* and *Putty Squad*. He also worked on the Konix Multisystem. | -| 64 | Mev Dinc | Mev Dinc created the Spectrum version of *The Last Ninja*. | -| 64 | Jamie Woodhouse | Jamie Woodhouse is a game developer who worked on *Qwak* for Team 17 and *Nitro* for Psygnosis. | -| 66 | Trip Hawkins | Issue 66 of *Retro Gamer* featured an interview with Trip Hawkins. He talked about his game *Crazy Penguin Catapult*. | -| 67 | Charles Cecil | Charles Cecil co-founded Revolution Software and talked about their work on *Lure Of The Temptress* and *Broken Sword: Director's Cut*. | -| 67 | Jon Hare | Jon Hare co-founded Sensible Software. He discussed the development of *Shoot-'Em-Up Construction Kit* for the C64. | -| 68 | Hideo Kojima | Issue 68 of *Retro Gamer* featured an interview with Hideo Kojima. | -| 68 | Gary Bracey | Gary Bracey worked at Ocean Software, where he oversaw more than 104 games. Notable releases he worked on include *Batman: The Movie* and *Head Over Heels*. | -| 69 | Takeshi Arakawa | Takeshi Arakawa is the game director of *Dissidia: Final Fantasy*. | -| 69 | Simon Pick | Simon Pick worked at The Sales Curve, Probe Entertainment, and Digital Integration. He developed the *Die Hard Trilogy* game, which was released for Playstation, Saturn, and PC. | -| 69 | James | James worked at Digital Integration and NovaLogic. He developed the *Die Hard Trilogy* game, which was released for Playstation, Saturn, and PC. This was his first published game. | -| 69 | Geoff Crammond | Geoff Crammond developed *Super Invaders*, *Aviator*, *Revs*, *The Sentinel*, and *Stunt Car Racer*. His *Grand Prix* series is his most notable work. | -| 70 | Jon Hare | Issue 70 of *Retro Gamer* featured an interview with Jon Hare of Sensible Software. | -| 71 | Jeff Minter | Jeff Minter discussed his work on games including *Defender 2000*, *Revenge Of The Mutant Camels*, and *Trip-A-Tron*. He also mentioned disliking working on *Defender 2000*. | -| 71 | N/A | Issue 71 of *Retro Gamer* featured an interview with an unnamed developer who converted *After Burner* to the Commodore 64. | -| 71 | Peter Molyneux | Peter Molyneux worked on *Castle Crashers* and *Braid*. | -| 72 | Philip Oliver | Philip Oliver is the co-creator of the *Dizzy* series. | -| 72 | Tony Oakden | Tony Oakden worked as the lead programmer on **Driver**. | -| 72 | John Gibson | John Gibson worked at Imagine, where he was involved with the *Bandersnatch* project. | -| 72 | Stephen Crow | Stephen Crow created the game *Starquake*. | -| 73 | Martin Hollis | Issue 73 of *Retro Gamer* featured an interview with Martin Hollis, the director and producer of **GoldenEye 007** and **Perfect Dark**. | -| 74 | Jon Hare | Jon Hare co-founded Sensible Software, the company that developed *Sensible World of Soccer*, *Cannon Fodder*, *Mega Lo Mania*, *Wizball*, and *Wizkid*. | -| 74 | Jon Burton | Jon Burton designed and programmed the game *Leander*. He was also involved in the development of the *LEGO* games, *Sonic the Hedgehog*, and *Crash Bandicoot*. | -| 75 | Dave Grossman | Dave Grossman co-created *The Secret of Monkey Island* and *Day of the Tentacle*. | -| 75 | Robert Weatherby | Robert Weatherby was involved with the development of *RoadBlasters*. | -| 75 | Steve Bristow | Steve Bristow was involved in the development of *Pong*, *Tank*, and *Computer Space*. | -| 76 | John Romero | John Romero worked at id Software on *Wolfenstein 3D* and *Doom*. He was responsible for programming many of the interactive elements in *Doom*. | -| 77 | Ste Pickford | Ste Pickford worked on the game *Zub* with his brother, Jon. | -| 77 | Dave Lebling | Dave Lebling co-created the text adventure, *Zork*. | -| 78 | Steve Lycett | Steve Lycett worked on *Sega All-Stars Racing*. | -| 78 | Yu Suzuki | Issue 78 of *Retro Gamer* featured an interview with Yu Suzuki. | -| 78 | Roland Perry | Roland Perry worked for Tynesoft, where he designed the motherboard for the Amstrad CPC. | -| 79 | Alex Trowers | Alex Trowers worked at Bullfrog on games such as *Populous* and *Theme Park*. He also worked at Black Rock Studio on *Split/Second*. | -| 79 | Richard Hanson | Richard Hanson co-founded Superior Software. | -| 79 | David Crane | David Crane co-founded Activision. | -| 80 | Eric Schwartz | Eric Schwartz created public domain cartoons for the Amiga. | -| 80 | Violet Berlin | Violet Berlin was a presenter on the video game TV shows *Bad Influence* and *Gamepad*. | -| 80 | Larry DeMar | Larry DeMar was involved in the development of *Robotron: 2084* and *Defender*. | -| 82 | Jamie | Jamie developed the arcade game *Gorf*. | -| 86 | Ste Pickford | Ste Pickford co-developed the game *Zub* with his brother, Jon. He has also worked on titles in the *Plok!* series. | -| 86 | Andrew | Andrew developed the game *Druid*. | -| 86 | Jez San | Jez San founded Argonaut Software and worked on the game *Starglider*. | -| 89 | Lyle Rains and Dennis Koble | Issue 89 of *Retro Gamer* features an interview with the developers of *Sprint 2*, Lyle Rains and Dennis Koble. | -| 89 | John Szczepaniak | Issue 89 of *Retro Gamer* includes an interview with John Szczepaniak about the creation of *Resident Evil* for the Game Boy Advance. | -| 92 | Steve Turner | Steve Turner worked for Graftgold and was involved in the creation of several ZX80, Dragon 32, Commodore 64, and Atari ST games. | -| 94 | Nick Humphries | Issue 94 of *Retro Gamer* contains an interview with Nick Humphries, the creator of *Your Sinclair: Rock 'N' Roll Years*. | -| 95 | Matthew Smith | Issue 95 of *Retro Gamer* includes an interview with Matthew Smith about the creation of *Alien Trilogy*. | -| 95 | Shaun Hollingworth | Shaun Hollingworth worked at Teque London and developed the Commodore 64 game *Firelord*. | -| 95 | Slvye Ybarra | Issue 95 of *Retro Gamer* features an interview with Slvye Ybarra, who discusses his time working on *Project Firestart*. | -| 96 | N/A | Issue 96 of *Retro Gamer* includes an interview with the developers of *Radiant Silvergun*. | -| 96 | David Leitch | David Leitch worked for The Stamper brothers and was involved in the development of games for the Spectrum, such as *Double Dragon*. He also completed freelance work for Tiertex and converted *Rainbow Islands* for them. | -| 97 | Greg Omi | Greg Omi reveals how he ported Klax from the Arcade to the Atari Lynx | -| 97 | Paul Norman | Paul Norman discusses the making of Aztec Challenge for the Commodore 64 | +| Issue Number | Interview Name | Console | Description | +| ------------ | ------------------------------------------- | ------------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | +| 2 | Andy Hewitt | ZX Spectrum | Hewitt discusses his work with the game developer group Ovine by Design, including the group's history and their use of game development tools like Jamagic. The interview mentions that Ovine by Design's latest game, **_Imogen_**, is a platform game for the **ZX Spectrum**. | +| 3 | Simon Ullyatt & Jonathan Cauldwell | ZX Spectrum | Ullyatt and Cauldwell are members of Cronosoft, a group that develops new games for older platforms. The interview mentions several of Cronosoft's games, including **_Egghead in Space_** (for the **ZX Spectrum**) and **_Plan 9 Channel 7_**, **_More Tea, Vicar?_**, and **_Reaxion_** (all for the **Commodore 64**). The interview also mentions that Cronosoft was considering making a **BBC Micro** version of **_Egghead in Space_**. | +| 5 | Protovision | ZX Spectrum, Commodore 64 | The members of Protovision discuss their work developing games for the **Commodore 64**. The interview mentions several of their games, including **_Metal Dust_**, **_Tanks 3000_**, and **_Pac It_**. | +| 5 | Stuart Fotheringham | ZX Spectrum, Commodore 64 | Fotheringham discusses his work on games like **_Mega-tree_**, **_Heartland_**, and **_Nodes of Yesod_**. **_Mega-Tree_** was in development for the **Commodore 64**, but never released. The interview mentions that the **ZX Spectrum** and **Commodore 64** versions of **_Heartland_** shared the same map data. **_Nodes of Yesod_** was released for the **ZX Spectrum** and the **Commodore 64**. The interview also discusses Fotheringham's work on an unreleased version of **_Star Raiders_** for the **Commodore 64**. | +| 6 | Nick Harlow | Atari ST | Harlow discusses the history of 1632 Systems, which started as a Public Domain library for the **Atari ST**. | +| 7 | Matthew Smith | ZX Spectrum | This issue contains an interview with **Matthew Smith**, creator of **Manic Miner** and **Jet Set Willy**, for the **ZX Spectrum**. | +| 8 | Archer Maclean | Atari | Desert Island Disks with the author of Dropzone for 8-bit Atari and Jimmy White's Snooker and currently collects Arcade Cabinets. | +| 8 | Masato Maegawa | Mega Drive | He programmed games for GB, NES, SNES games at Konami before founding Treasure on 19th June 1992 | +| 9 | David Doak | N64 | Doak is known for his work on **_GoldenEye 007_** for the **Nintendo 64**. | +| 10 | Steve Meretzky | | Meretzky is known for his work on text adventures such as **_Planetfall_**, **_Sorcerer_**, and **_The Hitchhiker's Guide to the Galaxy_**. The interview does not specify which platforms these games were developed for. | +| 11 | Malcolm Evans | | Evans is known for his work on games such as **_3D Monster Maze_** (for the **ZX81**), **_Trashman_**, and **_The Ishar_** trilogy. | +| 11 | Color Dreams/Wisdom Tree | NES | This interview features developers from Color Dreams/Wisdom Tree, discussing their unlicensed, religious-themed **NES** games. | +| 11 | Francois Lionet | Amiga | Lionet discusses his work on the game development tools **_AMOS_** (for the **Amiga**) and **_Klik & Play_** (for the **PC**). | +| 12 | Vicky Carne | | Vicky Carne was the founder of 8-bit software house Mosaic Publishing. Mosaic Publishing was responsible for bringing the "amazingly original titles" [*Hover Bovver* and *Revenge of the Mutant Camels*] to the Commodore 64. One of the company's more notable releases was *Battle Command*, a tank game for the Commodore 64 that was lauded for its "fast-filled 3D graphics". | +| 12 | Jeff Minter | | Jeff Minter is a game developer known for his work with Llamasoft. Some of his more popular games, such as *Gridrunner++* for PC and Mac, are known for their "diversity and humour", containing enemies that range from "footballs to giant Mutley heads". | +| 12 | Albert Yarusso | | Albert Yarusso was the chief maintainer of the AtariAge website in 2005. | +| 13 | Jamie Fenton | | Jamie Fenton was one half of the duo, with partner Dennis Koble, who created the game *Sea Wolf*, released in 1976. | +| 13 | Julian Golop | | Julian Golop was a game developer who worked on games such as *Lords of Chaos* and *X-Com*. *Lords of Chaos* was released on an unspecified platform, but was designed to be a combination of "the best bits of *Chaos* and *Laser Squad*", with additional RPG elements. The first *X-Com* game was programmed for the PC because it was "the most popular platform for strategy games" at the time. | +| 13 | Jeff Kunkel | | Jeff Kunkel was a game developer who worked on arcade games, including *Dragon's Lair*. One of his personal projects was adding a "freeplay mode" to his copy of the arcade game *Frogger*. | +| 13 | Ben Heckendorn | Homebrew | Ben Heckendorn was a console modder who, by 2004, had created portable versions of the Virtual Boy, PlayStation, Super Nintendo Entertainment System, Atari 2600, and PlayStation 2. His "dream project" was to create a laptop that could play Atari 800 games. | +| 13 | Steve Wilcox | | Steve Wilcox was a game developer who worked with Elite. One of the company's notable releases was *Battle Command* for the Commodore 64, a game that impressed with its use of 3D graphics despite the technical limitations of the Commodore 64. | +| 14 | Jon Ritman | | This issue contains an interview with **Jon Ritman**, the developer behind **Match Day** and **Head Over Heels** for the **ZX Spectrum**. The article also touches on his work on **Batman**. | +| 14 | Dino Dini | Atari ST, Amiga | This issue features an interview with **Dino Dini**, creator of **Kick Off** and **Goal!**. **Kick Off** was originally developed for the **Atari ST** and later ported to the **Amiga**. **Goal!** was released on the **Sega Megadrive** as **Dino Dini's Soccer**. | +| 15 | Walter Ginner | | Walter Ginner was a competitive gamer in the 1980s. | +| 15 | Fergus McNeil | | Fergus McNeil was the founder of the software company Delta 4. One of the company's games, *Quest for the Holy Joystick*, was a text-based adventure game that parodied the software industry and contained references to contemporary gaming magazines. | +| 15 | Keith Hughes | | Keith Hughes was a game developer who, as of 2005, worked at Kuju. | +| 16 | Mr Biffo and Mr Hairs | | Mr Biffo and Mr Hairs were the pseudonyms of the creators of *Digitiser*, a Teletext gaming section that ran on Channel 4. | +| 16 | The guys behind Gilsoft | | Gilsoft was a company best known for their game creation software *The Quill*, which allowed users to create text-based adventure games. | +| 17 | Paul Carruthers | | Paul Carruthers is a programmer best known for his work on the game *Xor*, which was originally released in 1987 for the BBC Micro. *Xor* was later ported to the Electron, Spectrum, Commodore 64, Amstrad, Amiga, and Atari ST. | +| 17 | Dave Reidy and Keith Warrington | | Dave Reidy and Keith Warrington were the creators of the game **Skool Daze**. **Skool Daze** was programmed for the ZX Spectrum. | +| 18 | Tim Skelly | | Tim Skelly was a programmer best known for his work on the arcade game *Reactor*. *Reactor* was the first arcade game to include the programmer's name on-screen. | +| 18 | Dave Needle and R.J. Mical | Atari Lynx | Dave Needle and R.J. Mical were the engineers behind the Atari Lynx, released in 1989. The Lynx was notable for being the world's first colour handheld games console. | +| 18 | David Crane | | David Crane was the programmer behind *Little Computer People*. *Little Computer People* allowed the player to interact with a virtual person who lived in their computer. | +| 18 | Mark Cale | | Mark Cale was the co-founder of System 3, the company that developed the *Last Ninja* series. The first *Last Ninja* was released for the Commodore 64 and a few other platforms. The second game in the series was released for almost every gaming platform available at the time. | +| 18 | John Twiddy | | John Twiddy was a programmer who worked on all three of the *Last Ninja* games. The first *Last Ninja* game was programmed for the Commodore 64. The second game in the series introduced a new setting (New York) because it allowed for more varied environments compared to the first game, which took place in a garden. The Atari ST and Amiga versions of *Last Ninja 2* were outsourced to external programmers. | +| 19 | John and Ste Pickford | | John and Ste Pickford were brothers who worked together in the games industry for many years. Their first game together was the Spectrum game *Zub*. They later worked on the NES at Rare. One of the games they worked on at Rare was a Game Boy wrestling game that won a "Best Game Boy Game" award at CES, despite only featuring four frames of animation per wrestler. | +| 20 | Chris Roper | | Chris Roper won the Oliver Twins' remake competition at Retro Ball 2005. The game he created for the competition was a remake of the ZX Spectrum game *Horace and the Spiders*. | +| 20 | Stephen Robertson | | Stephen Robertson was a graphic artist best known for creating loading screens for the Commodore 64. One of the games he worked on was *Cybernoid*, a game known for its side-scrolling shoot 'em up gameplay. | +| 20 | Staff at Technos Japan and American Technos | | Technos Japan was a company best known for their work on the *Kunio-Kun* series of games. *Double Dragon* was one of their most commercially successful games. *WWF Superstars* (1989) and *WWF Wrestlefest* (1991) were two of their licensed games. | +| 21 | Nolan Bushnell | | The interview is about Bushnell bringing gaming to the masses. He is the creator of electronic gaming, designer of Pong, and founder of Atari. | +| 22 | Tim Schafer | | In this interview, Schafer discusses how he got his start in the gaming industry. He worked on games such as *The Secret of Monkey Island*, *Grim Fandango*, *Indiana Jones and the Fate of Atlantis*, and the *Sam & Max* series, across platforms like PC, Amiga, Mac, and Sega CD. | +| 22 | Gary Liddon | | In this interview, Liddon discusses his career and games such as *Delta*, the sequel to *Sanxion*. | +| 23 | Andy Davidson | | This interview focuses on Davidson and how his game *Total Wormage* turned into Team 17's successful franchise, *Worms*. | +| 24 | Trip Hawkins | | Hawkins discusses the forming of EA, one of gaming's biggest empires. He also talks about *M.U.L.E*, a game whose origins can be traced to Strategic Simulations Inc., for the Atari 800. He shares his thoughts on the gaming industry. | +| 24 | Eugene Jarvis | | The source mentions that Jarvis is the creator of several arcade games. | +| 26 | Yuji Naka | | Naka avoids answering most questions in this interview. He is asked about his time working for Sonic Team and about his work on an emulator that allows Famicom games to be played on the Mega Drive. | +| 27 | Dale DeSharone | | In this interview, DeSharone discusses his work on games such as *Below the Root* for the Commodore 64 and the *Zelda* games for the CD-i. | +| 28 | Dave Grossman | | This interview focuses on Grossman's work on the *Monkey Island* series. He has also worked on *Sam & Max Hit the Road*, the *Pajama Sam* series, *Freddi Fish 4*, *Ollo, Moop and Dreadly*, and other games for Humongous Entertainment and Tell Tale Games. | +| 30 | Steve Ellis | | Ellis discusses his work as Director of Free Radical Design, where he develops games for the PlayStation 3. | +| 32 | Mark Cale | Nintendo DS, PSP | Discusses the development of **Impossible Mission** for **DS** and **PSP**, noting the effective use of the touch screen in the **DS** version and the superior visuals of the **PSP** version. | +| 32 | Martyn Brown | Amiga | Known for co-founding **Team 17**, creators of the **Worms** series and other **Amiga** classics | +| 33 | Satoshi Tajiri | GameBoy | Discusses the development of **Pokémon** for the **Game Boy**, mentioning his mentorship under Shigeru Miyamoto and the naming of characters Ash and Shigeru after himself and Miyamoto. | +| 33 | Dr Peter Favaro | | Discusses the development of **Alter Ego**, a 'life simulator' released by **Activision** in **1986**. | +| 34 | Jon Ritman | | Discusses his isometric adventure game **Head Over Heels**. | +| 34 | Ron Gilbert | | Discusses the creation of **Monkey Island**, including the game's development process and his collaboration with Tim Schafer and Dave Grossman | +| 34 | Mark Cale | | Discusses the history of **System 3**, including their past titles and plans for the future. The company is known for titles like **Impossible Mission** and **The Last Ninja** | +| 35 | Steve Wright | | Discusses his time at **Atari** | +| 35 | John Wilson | | Discusses his work at **Zenobi**, a company he founded to create text-based adventure games, including **Arrival on the Atari ST**, **An Everyday Tale Of A Seeker Of Gold**, and **Fuddo And Slam**. | +| 36 | Jonathan Thompson | | Discusses a new retro game competition he is involved in, seeking new ideas inspired by classic titles like **Pac-Man**, **Space Invaders**, and **Tank Wars**. | +| 37 | David Crane | | Discusses the making of **Pitfall II: Lost Caverns** | +| 38 | Developers at System 3 | | Discuss their updated version of **California Games**, which includes **Summer Games 1 and 2** | +| 39 | Developers of **Lemmings** | | Discuss the creation of **Lemmings** | +| 39 | Developers at Rare | Xbox 360 | Discuss the making of **Jetpac Refuelled** for **Xbox Live Arcade** | +| 40 | Developers of **Libble Rabble** | | Discuss the development of **Libble Rabble** | +| 40 | John Romero | PC | Discusses his time at **id Software** and the development of **Quake**, including his design philosophy and his eventual departure from the company to form **Ion Storm**. | +| 41 | Andy Walker | | Discusses his work on **Cad Cam Warrior** and **Super Pipeline 2** | +| 41 | Kelvin Aston | | Discusses his entry into the gaming industry as a QA tester for **Team17** on **Worms**, and his eventual role as lead producer on **Worms: Open Warfare 2** | +| 42 | Alexey Pajitnov | | Discusses the creation of **Tetris** | +| 42 | Developers at **NG:DEV.TEAM** | PS3 | Discuss what inspired them to create a shoot ‘em up game like **Söldner-X** for the **PlayStation 3** | +| 42 | Jeff Minter and Giles Williams | Xbox 360 | Discuss their work at **Llamasoft**, including the development of **Space Giraffe** for **Xbox Live Arcade** and their plans for future titles like **Sheep in Space** and **Ancipital** | +| 43 | Jon Hare | Amiga | Discusses the creation of **Sensible Soccer** for the **Amiga** | +| 44 | Developers of **Fort Apocalypse** | | Discuss the development of **Fort Apocalypse** | +| 45 | Philip Oliver | | Discusses the creation of **Treasure Island Dizzy** | +| 45 | Yuji Naka and Takashi Izuka | Saturn, Wii | Discuss the making of **NiGHTS into Dreams** and its sequel, **Journey of Dreams** for the **Wii** | +| 46 | Developers of **California Games** | | Discuss the creation of **California Games** | +| 46 | Brian Moriarty | | Discusses his adventure game **Loom** | +| 47 | Will Wright | PC | Discusses his contributions to the gaming industry, including his work on simulation games like **SimCity** and **The Sims** | +| 48 | Matthew Smith | | Discusses the making of his seminal platformer **Manic Miner** | +| 48 | Matthew Smith | | Discusses his type-in game, **Andre’s Night Off**, which he coded in BASIC for **Computer & Video Games** magazine, and mentions his work on **Manic Miner**, **Jet Set Willy**, and **Styx** | +| 49 | Developers at **Vectordean** | | Discuss their game **Tavern RPG** | +| 50 | Martyn Carroll | | Discusses the creation of **Retro Gamer** magazine | +| 50 | Various Developers | | Discuss the games that changed their lives, including **Tir Na Nog** and **Jet Set Willy** | +| 51 | Developers of **R-Type Delta** | PS1 | Discuss the making of **R-Type Delta** for the original **PlayStation** | +| 52 | Chris Wilkins | | Discusses the upcoming **Retro Fusion** event and the guests who will be in attendance, including **Archer MacLean, Andy Nuttal, Jon Hare, Martin Hollis, Alex Trowers, Simon Goodwin**, and **Ste Pickford**. | +| 55 | Chris Gibbs | | Chris Gibbs was one of the founding members of Attention To Detail, a game development company. He worked with Jon Steele and Martin on a conversion of *Super Sprint* for the Atari ST. After this project, they were commisioned by LucasArts to make PC, Atari ST, Amiga, Commodore 64, Spectrum, and Amstrad versions of *Night Shift*. | +| 55 | Jon Dean | | Jon Dean was a producer for Activision. While there, he met Chris Gibbs, Fred Gill, and Jon Steele. They created a conversion of *Super Sprint* for the Atari ST. Dean proposed the group start a company called Attention To Detail that would work exclusively with PMC. | +| 55 | Fred Gill | | Fred Gill was one of the founding members of Attention To Detail. Before forming the company with Chris Gibbs, Jon Steele, and Jon Dean, his Spectrum shooter *Octan* was published by Firebird. | +| 55 | Jon Steele | | Jon Steele was one of the founding members of Attention To Detail. He worked with Chris Gibbs and Martin on a conversion of *Super Sprint* for the Atari ST. | +| 56 | Hideo Kojima | | Hideo Kojima is a game designer known for his work on the *Metal Gear* series. He has stated a desire to direct a film. | +| 57 | Eugene Lacey | | Eugene Lacey was involved with *Computer & Video Games* magazine during the 1980s. | +| 58 | Jim Levy | | Jim Levy was involved with the founding of Activision. He understood the desire among developers to receive credit for their work. | +| 59 | Jon Hare | | Jon Hare co-founded Sensible Software, the company behind *Sensible Soccer*. He has also worked at Argonaut Games. | +| 60 | Trevor Storey | | Issue 60 of *Retro Gamer* featured an interview with Trevor Storey. | +| 61 | Toru Iwatani | | Toru Iwatani is the creator of *Pac-Man*. In this issue, he discusses rebooting the franchise for Xbox Live Arcade. | +| 61 | Tony Crowther | | Tony Crowther developed the games *Blagger* and *Burnout Paradise*. | +| 61 | Matthew Smith | | Matthew Smith was a game developer. | +| 61 | Jeff Minter | | Jeff Minter is a game developer. | +| 62 | Trip Hawkins | Sega Mega Drive | Trip Hawkins is the founder Electronic Arts (EA). He discusses EA's role in the success of the Sega Mega Drive. | +| 62 | Tomohiro Nishikado | | Tomohiro Nishikado is the creator of *Space Invaders*. | +| 63 | Charles Cecil | | Charles Cecil co-founded Revolution Software. He discusses the founding of the studio and how the Wii and DS were revitalizing point-and-click games. | +| 63 | Archer MacLean | | Archer Maclean developed *Dropzone*, which he showed to Atari UK in 1982. | +| 63 | Harri Tikkanen | | Harri Tikkanen created the *Super Stardust* series, including *Super Stardust HD* for the PS3. | +| 63 | Kevin Toms | | Kevin Toms created the *Football Manager* series. | +| 64 | Ally Noble | | Ally Noble worked at Denton Designs on a game about the pop band Frankie Goes To Hollywood. | +| 64 | Simon Goodwin | | Simon Goodwin worked at Ocean, Denton Designs, and Beyond Software. | +| 64 | John Twiddy | | John Twiddy developed *Last Ninja* and *Putty Squad*. He also worked on the Konix Multisystem. | +| 64 | Mev Dinc | | Mev Dinc created the Spectrum version of *The Last Ninja*. | +| 64 | Jamie Woodhouse | | Jamie Woodhouse is a game developer who worked on *Qwak* for Team 17 and *Nitro* for Psygnosis. | +| 66 | Trip Hawkins | | Issue 66 of *Retro Gamer* featured an interview with Trip Hawkins. He talked about his game *Crazy Penguin Catapult*. | +| 67 | Charles Cecil | | Charles Cecil co-founded Revolution Software and talked about their work on *Lure Of The Temptress* and *Broken Sword: Director's Cut*. | +| 67 | Jon Hare | | Jon Hare co-founded Sensible Software. He discussed the development of *Shoot-'Em-Up Construction Kit* for the C64. | +| 68 | Hideo Kojima | | Issue 68 of *Retro Gamer* featured an interview with Hideo Kojima. | +| 68 | Gary Bracey | | Gary Bracey worked at Ocean Software, where he oversaw more than 104 games. Notable releases he worked on include *Batman: The Movie* and *Head Over Heels*. | +| 69 | Takeshi Arakawa | | Takeshi Arakawa is the game director of *Dissidia: Final Fantasy*. | +| 69 | Simon Pick | PS1, Saturn, PC | Simon Pick worked at The Sales Curve, Probe Entertainment, and Digital Integration. He developed the *Die Hard Trilogy* game, which was released for Playstation, Saturn, and PC. | +| 69 | James | | James worked at Digital Integration and NovaLogic. He developed the *Die Hard Trilogy* game, which was released for Playstation, Saturn, and PC. This was his first published game. | +| 69 | Geoff Crammond | | Geoff Crammond developed *Super Invaders*, *Aviator*, *Revs*, *The Sentinel*, and *Stunt Car Racer*. His *Grand Prix* series is his most notable work. | +| 70 | Jon Hare | | Issue 70 of *Retro Gamer* featured an interview with Jon Hare of Sensible Software. | +| 71 | Jeff Minter | | Jeff Minter discussed his work on games including *Defender 2000*, *Revenge Of The Mutant Camels*, and *Trip-A-Tron*. He also mentioned disliking working on *Defender 2000*. | +| 71 | N/A | | Issue 71 of *Retro Gamer* featured an interview with an unnamed developer who converted *After Burner* to the Commodore 64. | +| 71 | Peter Molyneux | | Peter Molyneux worked on *Castle Crashers* and *Braid*. | +| 72 | Philip Oliver | | Philip Oliver is the co-creator of the *Dizzy* series. | +| 72 | Tony Oakden | PS1 | Tony Oakden worked as the lead programmer on **Driver**. | +| 72 | John Gibson | | John Gibson worked at Imagine, where he was involved with the *Bandersnatch* project. | +| 72 | Stephen Crow | | Stephen Crow created the game *Starquake*. | +| 73 | Martin Hollis | N64 | Issue 73 of *Retro Gamer* featured an interview with Martin Hollis, the director and producer of **GoldenEye 007** and **Perfect Dark**. | +| 74 | Jon Hare | | Jon Hare co-founded Sensible Software, the company that developed *Sensible World of Soccer*, *Cannon Fodder*, *Mega Lo Mania*, *Wizball*, and *Wizkid*. | +| 74 | Jon Burton | | Jon Burton designed and programmed the game *Leander*. He was also involved in the development of the *LEGO* games, *Sonic the Hedgehog*, and *Crash Bandicoot*. | +| 75 | Dave Grossman | | Dave Grossman co-created *The Secret of Monkey Island* and *Day of the Tentacle*. | +| 75 | Robert Weatherby | | Robert Weatherby was involved with the development of *RoadBlasters*. | +| 75 | Steve Bristow | | Steve Bristow was involved in the development of *Pong*, *Tank*, and *Computer Space*. | +| 76 | John Romero | | John Romero worked at id Software on *Wolfenstein 3D* and *Doom*. He was responsible for programming many of the interactive elements in *Doom*. | +| 77 | Ste Pickford | | Ste Pickford worked on the game *Zub* with his brother, Jon. | +| 77 | Dave Lebling | | Dave Lebling co-created the text adventure, *Zork*. | +| 78 | Steve Lycett | | Steve Lycett worked on *Sega All-Stars Racing*. | +| 78 | Yu Suzuki | | Issue 78 of *Retro Gamer* featured an interview with Yu Suzuki. | +| 78 | Roland Perry | | Roland Perry worked for Tynesoft, where he designed the motherboard for the Amstrad CPC. | +| 79 | Alex Trowers | PC | Alex Trowers worked at Bullfrog on games such as *Populous* and *Theme Park*. He also worked at Black Rock Studio on *Split/Second*. | +| 79 | Richard Hanson | | Richard Hanson co-founded Superior Software. | +| 79 | David Crane | | David Crane co-founded Activision. | +| 80 | Eric Schwartz | Amiga | Eric Schwartz created public domain cartoons for the Amiga. | +| 80 | Violet Berlin | | Violet Berlin was a presenter on the video game TV shows *Bad Influence* and *Gamepad*. | +| 80 | Larry DeMar | | Larry DeMar was involved in the development of *Robotron: 2084* and *Defender*. | +| 82 | Jamie | Arcade | Jamie developed the arcade game *Gorf*. | +| 86 | Ste Pickford | | Ste Pickford co-developed the game *Zub* with his brother, Jon. He has also worked on titles in the *Plok!* series. | +| 86 | Andrew | | Andrew developed the game *Druid*. | +| 86 | Jez San | | Jez San founded Argonaut Software and worked on the game *Starglider*. | +| 89 | Lyle Rains and Dennis Koble | | Issue 89 of *Retro Gamer* features an interview with the developers of *Sprint 2*, Lyle Rains and Dennis Koble. | +| 89 | John Szczepaniak | GBA | Interview with John Szczepaniak about the creation of *Resident Evil* for the Game Boy Advance. | +| 92 | Steve Turner | | Steve Turner worked for Graftgold and was involved in the creation of several ZX80, Dragon 32, Commodore 64, and Atari ST games. | +| 94 | Nick Humphries | | Issue 94 of *Retro Gamer* contains an interview with Nick Humphries, the creator of *Your Sinclair: Rock 'N' Roll Years*. | +| 95 | Matthew Smith | | Issue 95 of *Retro Gamer* includes an interview with Matthew Smith about the creation of *Alien Trilogy*. | +| 95 | Shaun Hollingworth | Commodore 64 | Shaun Hollingworth worked at Teque London and developed the Commodore 64 game *Firelord*. | +| 95 | Slvye Ybarra | | Issue 95 of *Retro Gamer* features an interview with Slvye Ybarra, who discusses his time working on *Project Firestart*. | +| 96 | N/A | | Issue 96 of *Retro Gamer* includes an interview with the developers of *Radiant Silvergun*. | +| 96 | David Leitch | | David Leitch worked for The Stamper brothers and was involved in the development of games for the Spectrum, such as *Double Dragon*. He also completed freelance work for Tiertex and converted *Rainbow Islands* for them. | +| 97 | Greg Omi | Atari Lynx | Greg Omi reveals how he ported Klax from the Arcade to the Atari Lynx | +| 97 | Paul Norman | Commodore 64 | Paul Norman discusses the making of Aztec Challenge for the Commodore 64 | + +--- +# The Cover Discs +Retro Gamer included cover discs from issues 1 to 18, which was a requirement for Live Publishing titles, until the change to Imagine publishing removed them. They included officially licensed ROMs from various publishers which made it a great way to obtain ROMs legally without backing up your own collection. +However for the staff it was a massive hassle and readers didn’t appreciate all the effort as they were downloadable “for free” online [^3]. + --- # References [^1]: [Retro Gamer - United Kingdom - Retromags Community](https://www.retromags.com/publications/united-kingdom/retro-gamer/) [^2]: [THE COMPLETE HISTORY OF RETRO GAMER - Retro Gamer Issue 257](https://pocketmags.com/us/retro-gamer-magazine/issue-257/articles/the-complete-history-of-retro-gamer) +[^3]: Retro Gamer issue 257 \ No newline at end of file diff --git a/pages/Introduction/HowEmulatorsWork.md b/pages/Introduction/HowEmulatorsWork.md index 3f29d3c2..0c0a9f34 100644 --- a/pages/Introduction/HowEmulatorsWork.md +++ b/pages/Introduction/HowEmulatorsWork.md @@ -396,6 +396,15 @@ A very cool feature of his emulator is it has an embedded 6502 assembler inside +--- +## Useful Tools for Emulator Development + +### Gameboy Doctor: Emulator Debugging Tool +**Gameboy Doctor** is a utility designed by **Robert Heaton** to assist developers in debugging their custom Game Boy emulators. Instead of fixing ROM files, this tool compares the execution logs of a user's work-in-progress emulator against reference logs from a known-good implementation. This process allows developers to pinpoint the exact CPU cycle where their emulator diverges from correct behavior, making it significantly easier to diagnose faults and pass standard test suites like Blargg's. + +{% include link-to-other-site.html url="https://github.com/robert/gameboy-doctor" description="Robert Heaton has released Gameboy Doctor, a debugging utility that compares emulator execution logs against reference data to isolate CPU state divergences." image="https://opengraph.githubassets.com/1/robert/gameboy-doctor" title="Gameboy Doctor: Compare Emulator Logs" %} + + --- # References [^1]: [Are there good books/resources/guides on Emulator Architecture and how to structure your projects? : EmuDev](https://www.reddit.com/r/EmuDev/comments/w0epiv/are_there_good_booksresourcesguides_on_emulator/) diff --git a/pages/hardware/cpu/6502.md b/pages/hardware/cpu/6502.md index d431114e..f14efe76 100644 --- a/pages/hardware/cpu/6502.md +++ b/pages/hardware/cpu/6502.md @@ -57,6 +57,12 @@ The talk breaks down the reverse engineering process into three distinct approac +### Dotnet6502: .NET 6502 Emulator Library +Dotnet6502 is a C# library designed to emulate the MOS 6502 microprocessor within the .NET ecosystem. Developed by **KallDrexx**, this project provides a managed-code implementation of the CPU architecture, suitable for serving as the core component in custom emulator projects or retro-computing tools. It leverages .NET Core to offer cross-platform compatibility for developers building 6502-based systems. + +{% include link-to-other-site.html url="https://github.com/KallDrexx/Dotnet6502" description="KallDrexx has released Dotnet6502, a C# library for emulating the MOS 6502 CPU within the .NET ecosystem, facilitating the creation of custom emulators and tools." image="https://opengraph.githubassets.com/1/KallDrexx/Dotnet6502" title="Dotnet6502: .NET 6502 Implementation" %} + + --- ## 6502 in Popular Culture