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Welcome to Codetapper's site, now featuring articles about the Amiga, C64 and the Atari ST! The C64 and Atari ST sections will be flushed out with more articles over the next few weeks.
Geoff Crammond used sprites for the top of the tyres to give the impression of a faster frame rate.Geoff Crammond used sprites for the top of the tyres to give the impression of a faster frame rate. The tyres can update 50 frames/second, even though the game refreshes the bitmap display 5 times as slowly!
Amiga Power magazine intended to publish a 9 or 10 part 'Diary of a Game' to document the progress of Sensible Software's sequel Mega lo Mania II.Amiga Power magazine intended to publish a 9 or 10 part 'Diary of a Game' to document the progress of Sensible Software's sequel Mega lo Mania II. Unfortunately, the game was cancelled near the beginning of 1992 after only a few months, and there were only 3 diary entries in total published in the magazine.
Amiga games often generate graphics that are saturated with colour and animate fluidly. But how do these graphics get from DPaint to the game's screen?Amiga games often generate graphics that are saturated with colour and animate fluidly. But how do these graphics get from DPaint to the game's screen? Trenton Webb grilled Vivid Image until he got some straight answers.
Full of spelling mistakes, grammatical errors, blatant lies and invented facts, this book is one to avoid.Full of spelling mistakes, grammatical errors, blatant lies and invented facts, this Kieren Hawken book of recycled reviews is a homage to cut and paste and should be avoided at all costs.
A comparison of Jochen Hippel's original title tune from A Prehistoric Tale with Jogeir Liljedahl's remake called Nearly ThereA comparison of Jochen Hippel's original title tune from A Prehistoric Tale with Jogeir Liljedahl's remake called Nearly There
Andrew Braybrook published a 4-part 'diary of a game' called 'Birth of a Paradroid' in ZZAP!64 magazine in 1985.Andrew Braybrook published a 4-part 'diary of a game' called 'Birth of a Paradroid' in ZZAP!64 magazine from issue 3 (July 1985). Paradroid went on to receive a gold medal award with a 97% rating in ZZAP!64 issue 7 from November 1985.
Dave Jones, programmer of Menace and Blood Money for Psygnosis, created a 7-part series in Amiga Format discussing how he wrote the game Menace.Dave Jones, programmer of Menace and Blood Money for Psygnosis, created a 7-part series in Amiga Format discussing how he wrote the game Menace. Dave also gave away some of the source code to the game on the coverdisk each month. The series ran from issue 7 (February 1990) to issue 13 (August 1990).
Jeff Minter published a 4-part 'diary of a game' for Iridis Alpha in ZZAP!64 magazine in 1986.Jeff Minter published a 4-part 'diary of a game' called 'The Daily Llama' in ZZAP!64 magazine from issue 13 (May 1986). Iridis Alpha went on to receive a sizzler award with a 95% rating in ZZAP!64 issue 18.
Andrew Braybrook's diary featured in Amiga Action as he converts his C64 classic Paradroid to the Amiga.Follow Andrew Braybrook's 3-part diary-of-a-game that was featured in Amiga Action magazine, as he converts his C64 classic Paradroid to the Amiga.
After a request from Joe Musashi for an ST breakdown of StarRay, an Atari ST section has been added to the website!After a request from Joe Musashi for an ST breakdown of StarRay, an Atari ST section has been added to the website! With its MIDI ports, the ST was definitely more than just a doorstop that Amiga owners joked about!
Zippy was one of the most high-profile crackers on the Atari ST scene as a member of the Medway Boys and later Cynix.Zippy was one of the most high-profile crackers on the Atari ST scene as a member of the Medway Boys and later Cynix. Zippy was responsible for creating more than 100 compilation disks (known as "menus" on the Atari ST).
Programmer Chuck Sommerville claimed all pirated versions were based on the cassette version.Programmer Chuck Sommerville claimed that all pirated versions of California Games on the C64 were based on the cassette version, adding that the disk version still hasn't been pirated, and blaming US Gold for a dent in sales.
After numerous requests from people over the years, a C64 section has been added to the website!After numerous requests from people over the years, a C64 section has been added to the website! The C64 is my original computer and second favourite machine of all time after the Amiga.
Richard Aplin removed the alternative end-sequence from the Amiga version at the last minute.Richard Aplin removed the alternative end-sequence from the Amiga version at the last minute, figuring that it would be seen and printed in magazines and that it was a little bit risque for the time.
By typing a specific code word into memory, the intro sequence changes from a story about rescue to a filthy version!By typing a specific code word into memory, the intro sequence changes from a story about rescue to a filthy version!
An in-depth analysis of the differences between the 1988 and 1990 versions of Helter Skelter from Audiogenic.Audiogenic were notorious for re-releasing practically the same game multiple times on the Amiga (Impact, Graham Gooches cricket, World Class Rugby etc). Here's an in-depth analysis of the differences between the 1988 and 1990 versions of Helter Skelter.
The most interesting thing is how the Teque programming team avoided having to use many sprite tricks!Only just qualifying for a sprite trick analysis, the most interesting thing about Pac-Mania is how the Teque programming team intentionally avoided having to use many sprite tricks at all!
All 8 sprites were used to create a 16 colour score panel on the right hand side of the screen.All 8 sprites were used to create a 16 colour score panel on the right hand side of the screen. This allowed the game area to stay 16 colours and retained enough speed for some big enemies.
6 sprites are multiplexed across the screen to create a full screen scrolling background parallax layer.Programmer Stuart Cook enhanced the Amiga version by using 6 sprites multiplexed across the screen to create a full screen scrolling background parallax layer. The Atari ST version had a solid blue sky instead of the parallax background.
Sensible Software added a secret message to the end sequence.Sensible Software added a secret message to the end sequence of Cannon Fodder, and a second to the publisher logo.
In terms of gameplay mechanics, Paperboy must surely rank as one of the most ridiculous ever devised.In terms of gameplay mechanics, Paperboy must surely rank as one of the most ridiculous ever devised. If you think about what is actually happening in the game, almost everything in it is absolutely crazy.
The mystery of who defaced the end credits screen in the Amiga version of S.D.I. finally solved!While patching the Amiga version of SDI to run from a hard drive, I noticed a hidden statue of liberty picture along with a vandalised end credits screen. The mystery of who did this began, and in late 2014, the mystery was finally solved!
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!
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