Codetapper's Amiga Site

Interviews

An interview with Ricardo Puerto
Ricardo Puerto
08/10/2014

Programmer of Risky Woods, a game that featured an impressive 16 colour background pattern created with multiplexed sprites.Ricardo Puerto programmed the Amiga game Risky Woods for Dinamic back in 1992. Risky Woods featured a very impressive 16 colour background pattern created with multiplexed sprites. He also created the arcade game Biomechanical Toy, and a game for a theme park!

An interview with Subzero of Skid Row
Subzero of Skid Row
07/03/2014

One third of the SSR team (Subzero-Selim-Rudi) that supplied original games for several Amiga cracking groups.Subzero was one third of the SSR team (Subzero-Selim-Rudi) that supplied original games for several Amiga cracking groups including Vision Factory, Skid Row, Crack Inc and Ministry.

How the Amiga version of Putty Squad finally ended up being released
Galahad discusses mastering Putty Squad
24/12/2013

The background story of how Galahad released Putty Squad on the Amiga almost 20 years after the game was completed.The background story of how Galahad contacted Mark Cale/System 3 and convinced him that he could release Putty Squad on the Amiga almost 20 years after the game was completed.

An interview with Alan Grier
Alan Grier
23/11/2013

Alan Grier worked as a graphics artist at International Computer Entertainment (I.C.E.) and worked on a large number of driving games using Ian Morrison's racing engine. He also worked on several arcade conversions for Probe.Alan Grier worked as a graphics artist at International Computer Entertainment (I.C.E.) and worked on a large number of driving games using Ian Morrison's racing engine. He also worked on several arcade conversions for Probe.

An interview with Doug Little
Doug Little
14/11/2013

Doug worked as a programmer at International Computer Entertainment (I.C.E) for a few years in the very early 1990s and worked on 16-bit Amiga and Atari ST games, and a little SNES too. He worked on 3 Amiga driving games, Chase HQ 2, Hydra and Cisco Heat. He also worked on several other unreleased titles.Doug worked as a programmer at International Computer Entertainment (I.C.E) for a few years in the very early 1990s and worked on 16-bit Amiga and Atari ST games, and a little SNES too. He worked on 3 Amiga driving games, Chase HQ 2, Hydra and Cisco Heat. He also worked on several other unreleased titles.

An interview with Dave Semmens
Dave Semmens
08/01/2013

Dave worked on a large variety of Amiga games, with his most famous title undoubtedly The Lion King.Dave worked on a large variety of Amiga games as a one-man programming team. His most famous title was undoubtedly The Lion King, which was converted from the Megadrive version in only 2 months!

An interview with Ned Langman
Ned Langman
15/11/2012

The graphics artist responsible for Silkworm, SWIV and Rodland, Ned had an amazing ability to draw using on 16 colours.The graphics artist responsible for many of Random Access/The Sales Curve's greatest titles, Ned Langman had an amazing ability to draw using a very limited 16 colour palette as he showed in the Amiga versions of Silkworm, SWIV and Rodland!

An interview with Marc Djan
Marc Djan
30/10/2012

Ocean France created some of the most polished coin-op conversions for the Amiga. Marc Djan was the head of Ocean France, and kindly answers some questions about the company including why so many of their games were never released!Ocean France created some of the most polished coin-op conversions for the Amiga. Marc Djan was the head of Ocean France, and kindly answers some questions about the company including why so many of their games were never released!

An interview with Bobby Earl
Bobby Earl
19/10/2012

Bobby Earl worked on 4 diverse Amiga games during the 1990s, writing the split screen Flip-it & Magnose: Water Carriers from Mars, the driving sections of Total Recall, designing and programming Hook for Ocean software, and worked on Amiga code for Dune 2 while working for Westwood in the USA.Bobby Earl worked on 4 diverse Amiga games during the 1990s, writing the split screen Flip-it & Magnose: Water Carriers from Mars, the driving sections of Total Recall, designing and programming Hook for Ocean software, and worked on Amiga code for Dune 2 while working for Westwood in the USA.

An interview with John Croudy
John Croudy
30/05/2012

One half of the formidable Random Access/Sales Curve programming team that worked on some of the Amiga's best games.John was one half of the formidable Random Access/Sales Curve programming team that worked on some of the Amiga's most fondly remembered games. John worked on Silkworm, Ninja Warriors, SWIV, Rodland, Saint Dragon and Indy Heat.

An interview with Martin Pedersen
Martin Pedersen
05/07/2011

The technically brilliant shooter Hybris set a new standard for slick vertical shoot'em-up action on the Amiga in 1988.The technically brilliant shooter Hybris set a new standard for slick vertical shoot'em-up action on the Amiga in 1988. A year later, Battle Squadron featured a simultaneous 2 player option, an amazing invisible-enemy effect and some sideways scrolling. Martin Pedersen programmed both games while still at school.

An interview with Ronald Pieket Weeserik
Ronald Pieket Weeserik
23/05/2011

The programming legend responsible for the superb games Silkworm, Ninja Warriors, SWIV, Rodland and Q-Bic.The programming legend responsible for the superb games Silkworm, Ninja Warriors, SWIV, Rodland and Q-Bic, Ron answers a plethora of technical questions about his games.

An interview with Ian Moran
Ian Moran
16/05/2011

Well known for his slick Amiga games Midnight Resistance and RoboCop 2, Ian Moran worked at Special FX.Well known for his slick Amiga games Midnight Resistance and RoboCop 2, Ian Moran worked at Special FX from mid 1989 until 1992 when he was one of 5 founding members that formed Rage software.

An interview with Chris Sorrell
Chris Sorrell
17/04/2011

Chris moved from graphics into programming and went on to create one of the Amiga's flagship characters - James Pond. Starting out creating graphics for early pioneer Steve Bak, Chris moved into programming games and went on to create one of the Amiga's flagship characters - James Pond.

An interview with Peter Johnson
Peter Johnson
12/04/2011

Peter was responsible for the Amiga versions of Wizball, Daley Thompson's Olympic Challenge, Arkanoid 2 and Robocop for Ocean.Most well known for his early conversions for Ocean Software, Peter was responsible for the Amiga versions of Wizball, Daley Thompson's Olympic Challenge, Arkanoid 2, Robocop and Morph.

An interview with Keith Watterson
Keith Watterson
02/04/2011

While working at Red Rat Software, Keith wrote the Amiga and Atari ST specific code for Ocean's superb puzzle game Pushover.While working at Red Rat Software, Keith Watterson wrote the Amiga and Atari ST specific code for Ocean's superb puzzle game Pushover. Interestingly, the core of the game itself was programmed in C.

An interview with Mick West
Mick West
27/03/2011

Programmer for Binary Design, Tiertex and Ocean, Mick created 6 Amiga games between 1989 and 1992 including Parasol Stars.Programmer for Binary Design, Tiertex and Ocean, Mick West created 6 Amiga games between 1989 and 1992. Parasol Stars is probably the most well known, although Lethal Weapon and U.N. Squadron were also very popular.

An interview with Rob Northen
Rob Northen
03/07/2001

Copy protection expert and creator of the copylock, Rob Northen's system was the primary measure to prevent casual software copying.Copy protection expert and creator of the copylock, Rob Northen's system was the primary measure to prevent casual software copying for around 500 commercial Amiga games, the majority of which were protected between 1989 and 1992.

Popular Interviews

Interviews

Chris Sorrell

Starting out creating graphics for early pioneer Steve Bak, Chris moved into programming games and went on to create one of the Amiga's flagship characters - James Pond.

Interviews

Ian Moran

Well known for his slick Amiga games Midnight Resistance and RoboCop 2, Ian Moran worked at Special FX from mid 1989 until 1992 when he was one of 5 founding members that formed Rage software.

Interviews

John Croudy

John was one half of the formidable Random Access/Sales Curve programming team that worked on some of the Amiga's most fondly remembered games. John worked on Silkworm, Ninja Warriors, SWIV, Rodland, Saint Dragon and Indy Heat.

Interviews

Rob Northen

Copy protection expert and creator of the copylock, Rob Northen's system was the primary measure to prevent casual software copying for around 500 commercial Amiga games, the majority of which were protected between 1989 and 1992.

Interviews

Ronald Pieket Weeserik

The programming legend responsible for the superb games Silkworm, Ninja Warriors, SWIV, Rodland and Q-Bic, Ron answers a plethora of technical questions about his games.