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THE LIFE OF A GAME DEVELOPER

an incomplete history

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Protected: RetroFest 2026 ZZap Live! and RetroFest 2026 YoYo Games… The good, the bad, the cake. Protected: DebugPrint() Protected: Millie and Molly – Part 5
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Protected: RetroFest 2026

Jun 1, 2026 mikedailly
Events

ZZap Live! and RetroFest 2026

May 19, 2026 mikedailly
History

YoYo Games… The good, the bad, the cake.

May 8, 2026 mikedailly
GameDev Programming ZX Next

Protected: DebugPrint()

May 3, 2026 mikedailly
GameDev Programming Diary ZX Next

Protected: Millie and Molly – Part 5

Apr 14, 2026 mikedailly
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    Protected: RetroFest 2026
  • ZZap Live! and RetroFest 2026
    Events
    ZZap Live! and RetroFest 2026
  • YoYo Games… The good, the bad, the cake.
    History
    YoYo Games… The good, the bad, the cake.
  • Protected: DebugPrint()
    GameDev Programming ZX Next
    Protected: DebugPrint()
  • Sandy Duncan, the visionary
    GameMaker Mike
    Sandy Duncan, the visionary
  • The Birth of DMA (1989)
    BloodMoney DMADesign History
    The Birth of DMA (1989)
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    DMADesign
    The Backroom (1989-1990)
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    Events
    Protected: RetroFest 2026
  • Protected: RetroFest 2026
    Events
    Protected: RetroFest 2026
  • ZZap Live! and RetroFest 2026
    Events
    ZZap Live! and RetroFest 2026
  • YoYo Games… The good, the bad, the cake.
    History
    YoYo Games… The good, the bad, the cake.
  • Protected: DebugPrint()
    GameDev Programming ZX Next
    Protected: DebugPrint()
GameDev ZX Spectrum

RayCasting engine on the ZXSpectrumNext – Part3

Jan 25, 2023 mikedailly

SO now that I had the basic ray casting going, it was time to get some textures in. I toyed with a few ways of doing this, from normal code,…

GameDev Programming ZX Spectrum

RayCasting engine on the ZXSpectrumNext – Part2

Jan 17, 2023 mikedailly

This is the next edition of my ray casting engine series. In this article, I start to look at porting the C# engine into Z80.

Uncategorized

Hacking Manic Miner – Part 4 

Jan 1, 2023 mikedailly

In this part 4, we’re going to take a look at the guardians, their movement, and graphics. The graphics are pretty much done the way we’ve done them all of…

GameDev ZX Spectrum

RayCasting engine on the ZXSpectrumNext – Part1

Dec 25, 2022 mikedailly

o I’ve been making some good progress on my Ray Casting Engine – which is technically what a Wolfenstein engine is, and I thought it’d be fun to write how…

Uncategorized

Hacking Manic Miner – Part 3

Dec 22, 2022 mikedailly

n this weeks post, we’re going to take a look at the items, the level name and the Air display. Let’s start with the level name as it’s fairly simple,…

GameMaker History ZX Spectrum

Hacking Manic Miner – Part 2

Dec 14, 2022 mikedailly

In last week’s episode we loaded up the original ZX Spectrum Manic Miner snapshot, and started ripping level information from it. This week I want to extend this and lift the tile…

Uncategorized

Hacking Manic Miner Series

Dec 6, 2022 mikedailly

This is my series of articles about using the original Manic Miner binary, and extracting graphics, levels, baddies and paths directly from it. Loading up and displaying the first level…

GameMaker History ZX Spectrum

Hacking Manic Miner – Part 1

Dec 6, 2022 mikedailly

So, I thought it would be a nice little change of pace to do a little retro game hacking, and at the same time learn about binary files. Since most…

c64 DMADesign emulator History

Shadow of the Beast

Nov 24, 2022 mikedailly

This games been part of my life for some time, I did the PC Engine port of it, and gave some advice on the C64 one, and did a Spectrum…

GameMaker ZX Spectrum

Hacking Manic Miner – Part 5

Nov 24, 2022 mikedailly

In this final post we're going to extract the last few bits for this demo, that of the graphics of Miner WIlly, his starting location, and the portal location.

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THE LIFE OF A GAME DEVELOPER

an incomplete history

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