Publishers
System
1 Step Software
1st Publishing
21st Century Entertainment
3 SSS software
3-2-1 Software
3M / Scotch
4Mation
576 KByte
64 FUN (MC Publications)
64 Software (WK)
64er Paradize (Public Domain)
8 Bits High
8-Bit Guy
8th Day
A'n'F Software
A. Greenup
A.R. Softwear
Aackosoft
Aackosoft (Eaglesoft)
Aackosoft Edusystems
Aardvark
Aashima / Game World / Dynabite / Trust
Abacus Software
Abak
Abbex
ABC Soft
ABCOM Electronic
ABI Software
Abrasco
Abraxas Software
Absolute Entertainment
Abstract Concepts
Academy Software
Accelerated Software
Access Software
Acclaim Entertainment
Accolade
Accolade (Avantage)
ACD
Acme Software
Activision
Activision (Electric Dreams)
Activision (Solid Gold Software)
Activision (Vivid Image)
Adamsoft
ADB Väst
Addictive Games
Addison-Wesley Software
Adman Electronics
Admiral Software
Advance Software Promotions
Advanced Computer Entertainment [ACE]
Advanced Electronic Applications (AEA)
Advanced Ideas
Advanced Integrated Development [AID]
Advantage
Adventure International
Adventure Probe Software
Adventure Soft (Adventure International UK)
Adventure Workshop, The
AdVentures (L.A. Enterprises)
AEA-Soft
AEC Software
Aerosoft GmbH
AGE & AK
Aim Software
Ajodakt
Ak tronic
Ala Enterprises (Ala Software)
Ala Enterprises (Compumaster / Ala Video)
Alexander Software
ALFADATA Computer Technic Corp.
Alfred Publishing Co.
Aliengroup, The
Alligata
Alligata (Budgie)
Allrian Data Services
Alpha Omega
Alphacom
AlphaSoft
AlphaSoft (Cheap Thrills!)
Alphaworks
Alternative Software
Alternative Software (199 Range)
Alternative Software (299 Range)
Alternative Software (Again Again)
Alternative Software (React Software)
Alternative Software (Summit)
Alternative Software (Winner)
American Action
American Action (PowerSoft)
American Eagle Software
American Educational Computer
American Greetings Corporation
American Made Software
American Peripherals
Amersoft
Amicron
Amos
Amsoft
AMsoft (USA)
Amvic Services (AVS)
AMX software
Anagram Software
Anchor Automation
Anco
AndOr SYSTEMS
Andreas Gerzen Hard+Soft Entwicklungen
Android Dreams
Andromeda Software
Andromeda Software (USA)
Anger Productions
Anglosoft
Anik Microsystems
Anirog
Answare Diffusion
Anthropos
Apache Software
Apex Computer Productions
Apolonia Software
Applications Plus
Applications Software Specialities
Aprotek Microcomputer Peripherals
Arcade 64
Arcadia
Arcana Software
Archer
Arcus / Arcade
Argus Press Software (Mind Games)
Argus Press Software (Mind Games España)
Argus Press Software (Tape Computing)
Argus Press Software [APS]
Argus Specialist Publications (ASP Software)
Argus Specialist Publications (Your Commodore)
Argus Specialist Publications (Disk User)
Ariolasoft
Ariolasoft (39 Steps)
Ariolasoft (Art Edition)
Ariolasoft (Reaktör)
Ariolasoft (Starlight Software)
Armando Curcio Editore
Armati (Turbo Games / Max Media)
Armchair Entertainment
Arrow Micro Services
Art Instruction Software
Artic Computing
Artificial Intelligence Research Group
Artronic Products
Artworx
Ascension Designs
ASCON Software / Ascaron Entertainment
Ashby Computers & Graphics
Ashley Computer Services
Asirus
ASK (Applied Systems Knowledge)
Atari
Atari (Atarisoft)
Atlantis Software
Atlantis Software (Gold)
Atlas Adventure Software
Atrax
Audiogenic [ASL]
Aura
Automata UK
Avalon Hill Game Company (Intelligence Quest Software [IQ])
Avalon Hill Game Company (Microcomputer Games)
Avalon Software Systems
Avant-Garde Creations
Avant-Garde Publishing Corporation
Avantgarde 64
Aventuras AD (Dinamic)
AVIVA
AVS
Ayya Publishing
Aztec Software
Ba'rac
Backgammon Shop
Bad Taste Software
Baen Software
Baker Enterprises
Balistic Software
Balke und Muska Interface know how
Bananasoft
Band Aid Trust
Bantam Electronic Publishing
Barron Enterprises
Bart Smit Software
Basement Boys Software
Basic Byte
Basic Press Tidningsförlag
Basix Softworx
Batteries Included
Baudville
Bayerische Landeszentrale für Politische Bildungarbeit
Bayerischer Schulbuch Verlag [BSV]
BBC Radio 4
BCI Software
be.mar. Informatica
Beatrice d'Este
Beatrix
Beau-Jolly
Behavioral Engineering
Bergen Data Forum / Micromdata
Berkeley Softworks / GeoWorks
Besamu Electronics
Beyond
Beyond (Monolith)
Beyond (Nexus Productions)
Beyond Belief Software
Beyond [US]
BG Software (Brigitte Globisch)
Big Apple Entertainment
Big Five Software
Big G
Big Sky Software
Bignose Software
Bio-Syntax Method
Bitcards
Bitmap Soft
Bitmap Soft (PhoenixWare)
Bits & Bytes Computers Specialogue
Björn Hutmacher
Black Castle Software
Blade Software
Blandford Press (Blandford Software)
Blue Angel Adventure Software
Blue Byte (Play Byte Software)
Blue Chip Software
Blue Lion Software
Blue Sky Software
BMP-Data
Bobco
BOBR Games
Bodéns Data
Boeder (Bit Star)
Boeder (Public Domain)
Bomico Entertainment Software
Bonito
Boom Software
Boone
Boots UK
Boston Educational Computing [BECi]
Bourne Educational Software [BES]
Braingames (Amplicon Micro Systems)
Brøderbund Software
Breadhill Soft
Breakpoint
Bridgesoft
Brillant Software / Modedeal Co.
Britannia Software
Britannica Software
British Astronomical Software
British Software
Brown-Wagh Publishing
BSF CSL
Bubble Bus Software
Budget Software
Buena Vista Software
Bug-Byte
Bureau of Information Science
Business Electronics Software & Technology (B.E.S.T.)
Busy Bee Software
BWW Software
Byte Back
Byte Computer
Bytewell
C 2088 G (Turbo Games)
C-LAB
C.B.I (Computer Boss International)
C.E.S.
C.S.P. Microgame
Cable Software (PSL Marketing)
Cabletronic
Cabletronic (Savage Software)
Calisto Software
Canadian Tire Corporation (CTC)
Capcom
Capcom (Captain Commando)
Cardco
Cardinal Software
Carousel Software
Casa De Software
Cascade Games
Cascade Games (Gamebusters)
Cases Computer Simulations [CCS]
Casino Software
Castle Software
Cat & Korsh
CBS Software
CDS Software
CDS Software (Blue Ribbon)
Central Computing
Central Point Software
Central Software
Central Solutions Ltd.
Centresoft
CentreSoftware
Centro Commodore
Centro Studi Editoriale S.R.L
Century Communications / Century Software
Century Software
Chalk Board
Chalksoft
Challenge Software
Challenger Computer Software
Champion Software
Channel 8 Software
Chart Top Design [CTD]
CHB
CheetahSoft
Cheshire Cat (Ampalsoft)
Chevy Tech (Chevrolet)
Chimera
CHIP
Chip Level Design [CLD]
CHS-Soft
Cicero
Cimarron (Microsci Corporation)
Cinematic Intuitive Dynamix [CID]
Cinemaware
Cinemaware (Spotlight Software)
City Software
Clark Kent Software
Classic Quests
Clausen Bøger
CLAY
CLJ Industries
CLUB de SOFT de ESPAÑA
CMS Software
Cobra Soft
Cockroach Software (Micro Accessories S.A.)
Codemasters
Codemasters (Cartoon Time)
Codemasters (Codemasters Gold)
Codemasters (Codemasters Plus)
Cogitare Computing
Coktel Vision
Coleco
Collectorvision Games
Colleen
Collins Software / Collins Soft
Com-Ware Kft/COV
Combase
Comm*Data Computer House
Command Simulations
Commercial Data Systems [CDS]
Commodore Business Machines [CBM]
Commodore Classics (Public Domain)
Commodore Computing International (Magazine)
Commodore Data
Commodore Disc C64/C128 (Computer-Aktiv-Verlags)
Commodore Info (Uitgeverij S.A.C.)
Commodore Plus
Commodore Power (Lime Lizard Magazine)
Commodore Scene (UK)
Commodore User (Paradox Group / EMAP)
CommodoreFormatArchive.com
Compass Software
Comprehensive Software
Compu-Story
Compudart
Compulit, G-G Data Service
Compulogical
Compumed
CompuServe
Computacoin
Computapix
Compute!'s (Gazette/Books)
Computer & Video Games (C&VG)(EMAP)
Computer Awareness
Computer Classics
Computer Colorworks, The
Computer Gamer (Argus Specialist Publications)
Computer Management Corporation
Computer Records
Computer Revolution
Computer Software Associates
Computer World
Computer World (Softpak)
Computer World (Softworld)
Computerbeurs, De
Computerdienst van de Nederlandse Genealogische Vereniging
ComputerEasy
Computeristic Software
Computerized Tutorial Systems
Computerline
ComputerMat
Computerservice Tino Hofstede
Computex Apeldoorn
Concept Development Associates (CDA)
Concept Software
Connections / SMC Supplies
Conrad Electronic
Consumers Association
Continental Software (Arrays)
Contriver Technology
COPRO
Corgi Software
Cosmi
Cosmi (Celery Software)
Cosmos' Brain
Counterpoint Software [CSI]
Courbois Software Beuningen [C.S.B.]
Covert Bitops / Electric Harem
Covox
CP Verlag (3 in 1 Combo (Playtime + Magic Disk 64 + Game On))
CP Verlag (Game On)
CP Verlag (Golden Disk)
CP Verlag (Magic Disk)
CP Verlag (Magic Disk Classic 64)
CPI/Keystone Software
CPL Computer plus Soft
Crazyhorse Software
Creative Micro Designs (CMD)
Creative Pixels
Creative Software
Creative Sparks
Creative Sparks (Sparklers)
Creative Sparks (Super Sparklers)
Creativos Editoriales
CRL
CRL (The Power House)
Cronos Software Division
Cronosoft
Crown games
Crystal Computing
Crystal Microsoft
Crystal Rose Software
CSJ Computersoft
CSM Software
CTO Software
Currah Technology
CW Communications S.A. (Commodore World)
CW Communications/Peterborough
Cyberia Software
Cygnus
Cymbal Software
Cymbal Software (BCI Software)
D & H Games
D & H Games (Cult Games)
D. J. Hemsley, M.Ed. & J. Simon, Ph.D.
D.A.C.C. Ltd. (Derek Ashton Computer Consultants)
D/C Trading
d3m Software
DarkVision
Data & Electronics [D & E]
Data 20 Corporation
Data 2000
Data Becker
Data Command
Data Distributors
Data East
Data House Software
Data Media
Data-Tronic
Database (Educational) Software
Databyte
Datacompaniet
Dataflow
Datamaster
Datamaxx
Datamost
Datasoft
Datasphere Publications
Dataview Wordcraft
Datel Electronics
Dave Brown Products
Davidson & Associates
Davka Corporation
DB software
DBR
DCS/TRON
De Agostini
Dean Software
Decom Software
Dee-Kay Systems
Deemar Software
DELA-Elektronik
Delfia Press
Delhitronic
Delius Klasing
Demonware
Dennis Osborn
Department of Trade and Industry
DES Data Equipment Supply Corp.
Design Design Software
DesignWare
Det Nye Computer (Audio Media)
Deutscher Sparkassen Verlag
Developmental Learning Materials (DLM)
Dialog Software
Diamond Bytes
Didatech Software
Diecom Products
Digicom Software
Digilec
Digital Audio Concepts (DAC)
Digital Fantasia
Digital Integration
Digital Integration (Action Sixteen)
Digital Kamp Group [DKG]
Digital Marketing
Digital Solutions
Digital Vision
Digitek Software
Dilithium Press Software
Dimension 21 Software
Dinamic / Microdigital Soft
Disc Company, The
Discovery Software International
Disk-Count Software
Dixons
dk'tronics
DND Software
Doctor Soft Simulations
Dolphin Dos Vertrieb
Domark
Domark (Streetwise)
Domark (Toolbox)
Domark (TV Games)
Don't Ask Computer Software / SoftVoice
Dorcas Software
Dorling Kindersley Software (DK)
Dorothy Millard
DoSoft
Dossier Commodore (VNU Business Publications)
Dotsoft
Doublesided Games
Dr. T's Music Software
Dr. Wuro Industries
Dream Software
Dreamrider Software
Drean Commodore
Drews EDV+Btx
Dro Soft
DTronics
Duckworth / Ducksoft
Duckworth/Bug Computers
Duncan Computer Services
Dungeon Dwellers (DDI) (sys64738)
Dungeoneer Games & Simulations
Durell
DWK
Dynacomp
Dynamic Software
Dynamics Marketing
Dynastar Productions
Dynatech Microsoftware
Dynatech Microsoftware (CodeWriter Corporation)
Dynavision Productions
E&J Software
E. G. Knagg
E.E.C. Distribution Services
E.O. Eshuis Astrologische Software
e5frog
Eagleware International Productions
Earthware Computer Services
EAS Software / EAS Procovision
Eastern Computer Consulting Associates
Eastern House Software
Easy Computing
EAV Software
Ebury Software (Good Housekeeping Software)
Eclipse Software Design
Ediciel
Ediciones SM
Edigamma
Edigamma (Special Games)
Edigamma (SUPER C64 e C128)
Edigamma (International Games)
Edigamma (Settimana Games)
Edigamma (Turbo Games Gusto Lungo)
Edigamma (Tutto C64)
Edisoft (Adventure Time)
Edisoft (Next)
Edisoft (Next Game)
Edisoft (Next Strategy)
Edisoft (Software Originale Italiano Confezione Doppia)
Editoriale Video (EV)
Editronica
Edizioni Hobby (Viking (Adventures in Italiano))
EDU-Kit Productions
EDU-Ware
Edusystems (Stenvert Apeldoorn)
EDV-Service Ellinger (Public Domain)
Elcomp Publishing
Electra Software
Electric Boys Entertainment software (EBES)
Electric Software
Electrocoin Software
Electromusic Research (EMR systems)
Electronic Arts
Electronic Distribution of Software [EDOS]
Electronic Future World
Electronic Zoo
Elektor PCB Service [EPS]
ELEKTRONIK-TECHNIK-PETERS (ETP)
Elettronica Centostelle
EliKit Japan Company
Elite Systems
Elite Systems (2.99 Classics)
Elite Systems (Encore)
Elite Systems (Hit Pak)
Ellis Horwood
Elsevier (Leersystemen)
EMAP Publishing
Emotional Pictures (InterActive Vision A/S)
Empire Software
Empire Software (Arcade Masters)
Empire Software (Touch Down!)
English Software
Enigma Software
Enigma Variations
Enlightenment
EnTech
Enterprise Informatique
Entertainment & Computer Products [ECP]
Entertainment On-Line
Entertainment Software
EPI (SIPE) (Disk Parade)
Epyx
Epyx (Maxx Out!)
Epyx (Val-U-Line Software)
Epyx (Go America) (U.S. Gold)
ERBE Software
ERBE Software (Especial 8 Bits)
ERBE software (Serie 5)
Ere Informatique / Ere International
Eric Software publishing
Ernst Klett Verlag
ET Software
Eureka Informatique
EUREKA Soft- en Hardware
Euro-Byte
Europa Computer-Club (Miller International)
Europress Impact (Commodore Force)
EuroPress Software
EuroScope
Eurosoft (Aackosoft)
Eurosoft International [ESI]
EuroSystems Computer Products
Event Horizon Software
Everlasting Style
Evesham Micros/.com/Technology
EVM Computers
Eway 10 Software
Excalibur Software
Excellence
Expert Software
Express Marketing
Express Marketing (Active Computer Learning [ACL])
Fabbri Editori (Libreria Di Software)
Fairware (Public Domain)
Falk Rehwagen
Falken Verlag / Software
Family Software
FANATIC
Fanfare (Britannica Software)
Fantasy Computerware
Fantasy Software
Fantasy Software Co
Förlagsgruppen
Füle Electronic Trading (FET)
Fermont (Byte Games)
Fermont (Go Games)
Fermont (Hit Games)
Fermont (Nova Games)
Fermont (POKE)
Fermont (Run Games)
Fermont (Silver Games)
Fermont (Hot Games)
Fermont (PEEK)
Fieldmaster
Fiend, The
FIL (France Image Logiciel)
Filosoft
Financial Applications
Financial Systems Software (F.S.S.L)
Firebird
Firebird (299)
Firebird (Gold Edition)
Firebird (Hot)
Firebird (Silver 199 Range)
Firebird (Super Silver)
Firebird (Super Silverdisk)
First Row Software
First Star Software
First Step of Roseville
Fischer + Willems Software Design
FischerTechnik
Fisher-Price (Gametek/IEJ)
Fisher-Price (Spinnaker Software)
Flair Software
Flashfire
Flimsoft
Flugung F. Jahnke / Ghost squadron
Foglia (Cassetta Games)
Foglia (Micro Games)
Foglia / International Education (Best Games)
Foglia / International Education (Full Games)
Foglia / International Education (Linguaggio Macchina)
Foglia / International Education (Prima Visione)
Folkedata
Forward Software
Frank Buss
Frans van de Wal For Total Computing
Franzis Software Service [FSS]
Free Game
Free Spirit Software
French Silk
French Vanilla (Tri Micro)
Fresno Commodore User Group and PDXCUG.org
Fuhrmeister Datentechnik (Public Domain)
Full Circle Software
Funlight Software
FunSoft
Funworld
Fusion Retro Books
Future Publishing (ACE Magazine)
Future Publishing (Commodore Format [CF])
Future was 8bit, The
Futurehouse
Futurehouse (Playground Software)
G & G Electronics
G. C. Geerdes (G.C.G.)
G.E.A.S.A. (Video Commodore)
G40IK G40IL
Gala Soft
Galactic Software
Gambit Games
Game Designers' Workshop (GDW)
Games Machine
Games Workshop
Gamestar
Gametek
GameworX software
Gardé
Gargoyle Games
Gargoyle Games (Faster Than Light [FTL])
Garisoft
Garnet Weiss Computer & Zubehör
Görlitz Computerbau
GB Standard
GE Ridge Services
Gebelli Software
Gebr. Eckhardt Computersoftware
Gemini Marketing
Genealogy Software
General Silicon
Generalitat de Catalunya
Genesis Computer Corp.
Genias
Gepo Soft
German Design Group (GDG)
Gessler Educational Software
Gilsoft
GIMA Print service
Ginger Colin
Glentop Publishers
Global Software
Gloucester Computer
Gold Disk
Golden Games
Golden Software (Italy)
Golden Software (Italy) (Playsoft)
Goldwell International
Goliath
Goliath Games
Goodsoft / Multisoft
Grana Software
Grandslam
Grandslam (American Grandslam)
Grandslam (Bug Byte)
Grandslam (Bug Byte Premier)
Grandslam (Shades)
Grandslam (Unique)
Grapevine Group
Graphic Game
Great Games Products
Green Valley Publishing (Load'n'Go! Software)
Green Valley Publishing (One-Step Software)
Greens Software
Greens Software (Golden Software)
Greg Wolnomiejski
Gremlin Graphics
Gremlin Graphics (GBH)
Gremlin Graphics (GBH Gold)
Gremlin Graphics (Star Games)
Gremlin Software
Grewe Computertechnik
Griffin Software
Grolier Electronic Publishing
Grupo Editorial 21 (Commodore Computer Club)
Grupo Sigma México
Gruppo Editoriale Jackson
GSC Software
GTi Software
Guild Publishing
Guild, The
Gyron Software
G^Ray Defender
H.A.L. Labs
H.K. Micro Support/Soft
H.S. Software
H2VW software
Hackersoft
HAIP Software
HAL Industria Argentina
Handic Software / Datatronic
Hands On Software
Happy Software (Markt & Technik)
Harald Häusele
Harboursoft
Haresoft
Harper & Row Software
HarVsoft
Hayden Publishing Company (Hayden Book Company)
Hayden Software
Hüthig software service
HearSay
Hebdogiciel
Heinz Heise Verlag (Heise Software)
Heinz Heise Verlag (Input 64)
Heitronic Commodore Software / Micro Power
Henninger Brau
Heureka Teachware / Ostermann Verlag
Hewson Consultants
Hewson Consultants (Rack IT)
Hi Tech Expressions
Hi-Yin Music
Highlight Software
Hilcu International
Hill MacGibbon
HiTEC Software
HiTEC Software (299)
HiTEC Software (Premier)
Hitech Games Plus
HK Electronics Software
HL Computer Software
Hobby Press (HOP)
Hobby Software
Hodder and Stoughton Software
Hofacker
Holiday Brothers
Home & Personal Computers. (H&P / Riska / Tasc)
Home Entertainment Ltd
Home Entertainment Suppliers
Home Software Benelux [HSB] / Homesoft
Homebrew versions
Homecomputer Software
Honeyfold Software
Honk Soft
Hopsoft
Horizon Software
Horten
Hot-Shot Entertainments
Houghton Mifflin Software
Howard W. Sams & Co.
Hudson Soft
Hueber Verlag/Software - ISS
Human Edge
Human Engineered Software [HES]
Hutchinson Computer Publishing
I.D. Limited
I.D.N. Advanced Systems
I.S.D.
IBSA (The Hit Squad)
IBSA (Leyenda Series)
Icon Design
Icon Design (Pick & Choose)
ICR FutureSoft
ICR Software
IDE64 Project
Idea Software
Idealogic
Ideals Publishing
Idee-Soft
Idlebyte Software
IHT Software
IJK Software
Illusion Software
Imagic
Imagine
Imagineering
Impact Marketing
Impeesa Software
Impex Software
Impressions
Impressions (Energize)
Impulse Software
IMS Software
INC-X software (https://inc-x.jimdo.com/)
Incentive Software
Independent Computer Products User Group [ICPUG]
Independent Softworks
Indescomp
Indissoft
Individual Computers (Icomp.de)
Indus Systems
Indutronic
Infinite Games
Inflexion Development
Info Designs (IDI)
Infocom
Infogrames
Infogrames (Exxos)
Informatica Icosa
Informatica Opleidingen Dirksen (IOD)
Informationskreis KernEnergie (Nuclear Energy Information Group)
Inforpress
Ingelek Jakson
Inkwell Systems
Inmerc
Innerprise
Insight software systems
Intelligent Statements
Interactive Technology (Martyn Westwood)
Interactivision
Intercassette (ITC)
Interceptor Software (Pandora)
Interceptor Software (Players)
Interceptor Software (Players Collectors Edition)
Interceptor Software (Players Premier)
Interceptor Software (Fun Factory Promotions)
Interceptor Software (Micros / Group)
Interdisc
Interface Age Verlag
Interface Publications
Intermediair (VNU Business Publications)
International Computer Entertainment [ICE]
International Software Importers / Regency Software
Internationales Disketten Imperium (IDI)
Interphase
Interplay Productions
Interstel Corporation
IntraCorp
IntraCorp (Capstone)
Intraset
IPS
IQ
IRISH
ISA Software
Isis Hathor
ISP Marketing
Istar Corporation
Italvideo SRL
Ivan Berg Software
J Morrison Micros
J. & J. Gilmour Ltd.
J.A. Lockerby
J.C.L. Software
J.Keyne
J.L. Hughes
J.Soft (Giochi Fantastico Con Il C64)
J.Soft (Super Commodore (Vic/C64/C16))
Jacaranda Software
Jackson Soft
Jan Derogee
Jann Datentechnik
Jason-Ranheim Company
JCS Stores
JDE Computacion!
Jenday Software
Jens Weigt
Jens-Michael Groß
JetSoft
Jim Macbrayne (Developer & progammer)
John Henry Software
Joker Software
Jumbo, Royal
K & C Productions
K'soft
K-Tel (Front Runner)
K-Tel (K-Tek Software)
K-tel Software
KAB Software
Kansallis-Osake-Pankki (KOP)
Kantronics
Karamba Soft
Karstadt
Kastel Technology
Kayde Software
Kele Line
Kerian (U.K.)
Keypunch Software
Keypunch Software (Box Office Software)
Keypunch Software (Vision Software)
Kidsplay
KIDware
Kielinauhat Ky
Kindersoft
King Microware
King Soft
Kingsoft
Klaus Raczek
Klett (Ernst) Verlag
Kluwer
KnightSoft
Koala Technologies Corporation (KTC)
Kodekracker
Koks Gesto
Kollf Computer Supplies (KCS)
Komoda & Amiga plus
Konami
Konami (Action City)
Konix
Kosmos Software
KP Snacks
Kracker Jax Protection Busters (KJPB)
Krell Software
Krentek Software
Krisalis Software (Buzz)
Krisalis Software / Chrysalis Software
KRK Import
Krypton Force
Kuma Computers
Kyodai
L&S Electronics Holland
Lab Pack
Laing Marketing
Lambourne Games
Lance Haffner Games
Lander Software
Langenscheidt Software
Langnese
Lankhor
Laser Load
LCL
Le Clou
Leader Distribuzione
Learning Company, The (TLC)
Learning Technologies
Leg & Hobby
Legend
LEGO
Lehrmittelverlag Hagemann
Leidse onderwijsinstellingen (LOI)
Leisure Electronics Designs
Leisure Genius
Lenguaje Máquina Commodore (Microgames)
Level 9 Computing
Limbic Systems UK
Lindy
LinEL
Linkdata
LK Avalon
Llamasoft Software
LMS Technologies
Load 'N' Run (COM 64)
Logica 2000
Logica 2000 (Play On Tape)
Logica 2000 (Computing Videoteca Nuova Serie)
Logical Design Works
Logical Design Works (California Dreams)
Logiciel Vision Software
Logidisque
Logotron
Logyk Software
London Software
Longman (Eclipse Software)
Longman (Longman Software)
Loriciels / Loriciel
Low Spark
Lucasfilm Games
Ludia L'intellijeu
LukHash
Luna Software
LVL (Echosoft)
M.C. Lothlorien
MABO-Soft
Machine Code
Macmillan Software
Macmillan Software (Piranha)
Macos Software
Macsen Software
Mad Man Software
Magic Carpet Software
Magic Micro Club
Magic Team (Software Center)
Magicware
Magna Media
Magnard Studiciel
Magnificent 7 Software
Mailsoft
Main Street Publishing
MainSoft
Majestic Software Products (MSP)
Malmberg
Mandarin Adventures
Mandarin Software
Manitoba Telephone System
Mantra Software
Marche Software
Marconi Electronic Devices
Marex
Maris Electronics
Markt & Technik
Markt & Technik (64'er)
Markt & Technik (64'er Extra)
Markt & Technik (Bookware)
Markt & Technik (Commodore Sachbuch)
Marock Incorporated
Marpes(oft)
Marshall Software
Marshview Software
Martech / Software Communications
Master Software
Master's Software House
Mastertronic
Mastertronic (199 Range)
Mastertronic (2 on One)
Mastertronic (299 Range)
Mastertronic (Bulldog Software)
Mastertronic (Entertainment USA)
Mastertronic (M.A.D.)
Mastertronic (Plus)
Mastertronic (Ricochet)
Matra Computer Automations
Maxion Software (CBS software)
Maxis Software
Maxx Productions
Mayfair House
Maynard International (Top Ten)
Mükra-Datentechnik
MB Moduler
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Publisher Information and Releases
Orpheus Ltd.
Europe
Orpheus was a game company and publisher active from 1985 to 1988 and released games for the C64, Amstrad CPC, ZX Spectrum and MSX. They developed ports for popular games such as Boulder Dash and Beach Head.




Geoff Phillips / Self-employed, Orpheus
www.c64.com?type=4&id=28



Hello and welcome! Please introduce yourself to anyone who may not know you.
I'm Geoff Phillips. I'm a programmer from Bletchley and erstwhile games programmer from the very early days who did a lot of work for Tansoft.

How did you first get started with computers and the C64 in particular?
I was a COBOL programmer when the first home computers appeared, supporting John Laing's complicated accounts systems. My first home machine was an MK14 in about 1978. I then became heavily involved in the Oric, going self-employed so I could write games full time. The Oric was a 6502, so this naturally led to later work on the Commodore 64. I worked for Tansoft and then a company in Ely called Orpheus which may still be best known for doing the disastrous Young Ones game.

Tell us how your career in games started. Did you submit work samples to various games companies looking for jobs, or did jobs come to you?
My whole career has been a sequence of events that started with a letter in the second-ever issue of Personal Computer World. The letter was promoting an MK14 User Group. Paul Kaufman, who later set up Tansoft, contacted me and we became friends, not least because he only lived two miles away from me. I did some work for Paul and then went self-employed and spent a very busy few years working for Tansoft, as well as writing two books for McGraw-Hill. Just before Tansoft came to an end, Paul, myself and some others set up Orpheus which wrote and converted games on all home computers, including the C64 but also the Spectrum and Amstrad. Orpheus had troubled times in store for it, but I formed a relationship with the people we worked for, especially a fellow called Tim Holland who ran Databyte, a distributer for First Star Software, the people behind Spy vs Spy and Boulder Dash. Ever since then, my life has been a series of links from person to person, so there's never been a point, at least in terms of games writing, where I had to actually look for work – it always came looking for me! In fact, I think I've only gone to two job interviews in my life, once just before I left school and once when I was made redundant from MSU in 2001.

What attracted you to the C64 as a development platform? Was it as special as we like to think it was?
I was late in coming to the C64. It was often the "key" machine in software development, i.e. the game was first developed for the C64 and then converted to other machines. It was the most clearly defined of the machines I worked with, the sprites and colour system were very well thought out, as was the memory structure, once you understood that it was like an intricately made toy that folded out in different ways, allowing you to access all 64 kB. But I don't think it was completely without fault. For one thing, the CPU was much slower than in comparable machines, and the in-built BASIC was poorer than most, though that became irrelevant once you started using machine code on it. The hardware assists did help, but if you ever wanted to do something like move the whole screen across, you were out of luck! What the MSX had was a versatile character-based display, which was more suited to tiling backgrounds and moving those tiles by just moving the "characters". Also, I can't recall many people using the C64 itself to develop software on, it had a horrible floppy disk drive for a start, and an incredibly slow default cassette system. So people used BBCs and squirted down the code. I wrote on an Amstrad CPC and then used the parallel port to get code into the Commodore 64, at least I think I did.

What C64 games did you work on? Write a list with the titles and as much information you remember about each of them.
Orpheus worked on the Young Ones, for which I did the tape loader. There's a long anecdote about the game further below. The only game on the C64 about which I can recall anything is Mighty Bomb Jack. I did this through Roger Taylor's company and used his graphics artist. The game was converted from an arcade machine which I regrettably did not get to play. I had a video tape that played through the levels, right through to the endings, showing all the secrets. I also had ROM data which I spent hours, even days, going through. From the ROM data, I worked out the level layouts and how the various tiles were encoded. I don't think there was much in the way of compression (or I would probably have failed in this task). My recollection is that I then took the ROM data and interpreted it on the C64 as far as I understood it. I remember having enormous difficulty making the multi-sprite graphics move around using interrupts to change the sprite hardware, because of course you could only have so many sprites in a row. I think we used a coarse graphics background on each sprite and a sharp graphics overlay (I've forgotten exactly how the C64 hardware works), and what I think was a standard trick of putting the scores as sprites above the screen area. The hardest task was probably testing it: I think I just kept changing the start point. I tried to make the control as good as possible, the real difficulties were with collision detection and making sure the scrolling didn't do horrible things when it reached the limits of the data. I don't remember having too many problems with crashing, but by then, I had learned to write fairly robust code.

What companies did you work for, in-house and/or freelance, and what were your tasks?
During the 1980s, I remained almost entirely self-employed once I'd started programming games. It was a mistake, actually, because there were times when employees were being paid as a priority, and I, as a contractor, was the last to be paid. I was a stand-alone programmer for much of this time, though at Orpheus we had a team of programmers and my role then became that of a manager, although I still programmed in a secondary role. I worked for Tansoft, then Orpheus (where I was a director), then for Databyte in London and Roger Taylor's company (which had a name I don't recall) in Leicester. These companies in turn interfaced with the bigger names of the time.

What did a typical day in front of the computer look like?
My situation changed hugely several times in the 1980s. Initially, I was living at home with my parents and would work probably from 9:00 until late at night. I worked out of our front room. Then, for about a year, I drove about 50 minutes every day to a place near Biggleswade where we had an office in the middle of nowhere. After that, and thankfully only for a month or two, I drove first to Chelmsford to pick up a programmer and then to the office in Bedfordshire, and would go back the same way quite late in the evening in order to drop him off first, a knackering one and a half hours each way! In 1986, I moved to Ely and my situation shifted to the opposite extreme: literally, a two-minute walk from my flat to our office! I was constantly working on different things throughout my time programming games, and very few days were the same. At Orpheus, we had no money towards the end, and things were very bad. At the same time, there was a sort of amusing sense of dread – we got to know the local sheriff quite well, who was always coming round for some unpaid bill or other. The problem with Orpheus was that when the Young Ones did badly, the guys in charge foolishly decided to make converting software their main business, not writing games from scratch. Now, a well-made game that sold could bring in a huge continuous income for the lucky company; instead, we were doing game conversions for a fixed fee and became reliant on programmers to do the job. We had debts that could not be cleared, hence the business was flawed.

The worst day for me in that entire decade was when I had to go to a client for whom we were developing a strategy game and tell him that we couldn't finish the game. We had made the mistake of farming the job out to another small group of games developers who had then lost their key programmer. We had been paid an advance and had in turn paid them an advance. That was my worst day; the best day was probably getting a decent review for Mighty Bomb Jack!

When you were assigned to a game, how much time did you usually have to finish your work?
Deadlines were always impossible. We never seemed to learn either, but the people I've met since don't seem to be any better at it. We would agree to something like a three-month deadline on a game, and I think that in most cases, I managed to keep to those deadlines. Sometimes you would think you'd finished, but then the company you'd done it for would want changes... I can't remember any specifics, though.

What tools/development kits/etc. did you use, and did you create any yourself to satisfy your needs?
I was always creating help tools, even whole cross-assemblers and graphics tools, as needed. I still do. There's something satisfying about using something you wrote yourself. I used the Amstrad CPC, which had an assembler ROM thingy that plugged in the back and worked when you turned it on. I used that for the Amstrad and Spectrum. Others around me were using BBC Micros, but I didn't have one of those. I can't for the life of me remember what I used for Mighty Bomb Jack. I can recall cross-assembling on an Amstrad... might have been PDS on the PC... I also had an Atari ST at this time, I might even have used that. I really can't remember how I did it! I recall that I lost a couple of Commodore 64s because electrically, the parallel port could not stand much in the way of abuse (shorted pins, or output meeting output for instance). Also, the power supplies on the C64 were awful, always blowing up.

Were there any games you worked on which never saw the light of day?
I started a lot of projects on the C64 that went nowhere! One was September, a board game. Even now, I'm not exactly sure what happened to it. I'm sure the company involved said they did not want to publish it because the game was too slow in calculating the moves. It may have been rewritten by another company, I really don't know! I'm sure we weren't paid for it, but someone recently told me that it was published.

One thing that annoyed me about September was that a couple of years later, I read this huge tome by David Levy about Computer Chess, and in it was a vital clue about doing look-ahead on strategy games. I could have eliminated much of the searching by what I think is called "pruning the tree", which means that when you're considering the opponent's move, you can stop as soon as you find a move that's worse than one you already have. That way, the CPU doesn't waste time continuing to weigh up all the moves.

Another project, which would have been for Tim Holland, was about Vietnam. There was a flood of interest about that conflict in the 1980s. I'm sure there were others too, Tim was always coming up with ideas. He was a good bloke and very tolerant of both Orpheus and myself personally.

I also remember working on a game about windsurfing. I recall writing some pieces of code to draw sails, and researching the terminology, but nothing ever came of it.

Which game are you most proud of, which was most fun to do, which became a real challenge, and which gave you headaches?
If you're talking about just the C64, I can only answer Mighty Bomb Jack because that's my only completed and released C64 game, so I'm going to assume I can talk about any game! I had a lot of fun on all the games really, and a lot of them came with challenges. One bit of irony was to do with converting the game Zombi from the Atari ST to the Spectrum. I was told I had to do this for a Spectrum 48K. It was a devil of a job to fit all the levels into a Spectrum; I had to devise a way of using line-drawing co-ordinates. The irony was that the eventual product had a label on the box which read "Spectrum 128K only"! I could have done the job far more easily with 128 kB of RAM. I think my best game conversion was Elidon for the MSX. The graphics (created by John Marshall on the C64) were excellent, and I came up with a neat strategy for making large mazes without using any memory.

If you had the chance to go back to any of your past games, what would you add and/or remove?
In the following decade, the 1990s, I learned a great deal about how audio and video works and about such things as compression. The thing is, though, that I don't think I would now have the patience to develop games with tools that limited, or even to use assembler language rather than C.

Were there any particular games that you would have liked to work on or converted from arcade?
I'll answer a slightly different question to this, because what seemed to happen a lot to me was that I would think up an idea, but before I'd even started on the idea, the game would appear fully finished in a magazine list somewhere. I think there's a kind of group telepathy going on here, in that it's perhaps just human nature to look at what's gone before and picture what could be. Some ideas seem so obvious in retrospect, like Lemmings, or even trivial things like Tetris. Yes, it would have been nice to have worked on those.

Did you get much chance to play games as well as create them? Any favourites?
I was always playing games. One of the problems with writing games was that when you reached the point where they were fun, you would end up playing them till you got sick of them, and then it would be difficult to finish them! I played Populous a lot, especially as a two player against another machine. Impossible Mission also kept me hooked for weeks.

Were there any games which you felt were so appalling and bad that you wished you had worked on to do a better job?
For the C64, I’ve obviously got nothing here, since I only did the one key game. Other than that, I was not very proud of some of the Oric games, but you were always up against time and working with limited tools, and you were always learning on the fly. Today, there's the Internet, and you can ask questions on forums. All we had, working on the Commodore 64 back in the 1980s, was that massive thick ring-bound book that gave the key locations away, and perhaps a few other books too.

Was there a particular programmer, artist and/or musician who influenced you and possibly gave inspiration to your own work, or did inspiration come from somewhere else?
I probably started programming too early to be able to say I was influenced by anyone else. As more games came out, I spent probably way too much time and money on playing them and absorbing what they did. One of my games was influenced by the TV programme Catweazle! Later, I grew to admire Alan Turing's work on chess. I certainly took in all the other games being written, but I don't think I was inspired by any one of them specifically, just amazed at people's cleverness and creativity.

Share some memories from the old days! It could for instance be something you remember a colleague did or said, about your time in the demo scene, about crackers stealing development disks, or about going to computer shows.
Years after working on Elidon, I got a call out of the blue from a games player who wanted some advice about the game (the MSX version). Did I have a map, he asked. Sadly, I didn't, because there was no one map – the program generated the map using a random technique, and on the fly, room by room. The perceived map was effectively the same for everyone, but it still used random numbers and not storage, because I didn't have enough memory to store the C64's map in the MSX memory. I thought that was an interesting example of someone seeing a design where there was no such design!

I went to a few computer shows, especially ones where Oric had a stand. My only memory I have is of talking to Guy Kewney about something inconsequential. The early ones were interesting, the later ones dull. It was about the only time I met fellow programmers; I think we were a very shy bunch back then!

The early days, and I mean really early, as in 1979, saw computer clubs up and down the country. I remember going to one regularly at North London Polytechnic up the Piccadilly Line. Huge crowds would sit in a hall, while the latest developments in home computers were shown and discussed on the stage by Robin... somebody? There was a fantastic camaraderie to those meetings, and I remember chatting for a long time to people I met there on the tube ride home. Those were the real heady days, before the big boys brought out the best-selling home computers like the Commodore 64 and Spectrum.

I also remember getting on a train down to Plymouth to talk to somebody about the MK14; probably the first time I'd travelled on my own such a long distance.

Another MK14 anecdote comes from the time I was still working for John Laing plc. I got a call out of the blue from Chris Curry, who knew that I ran the MK14 club and wanted me to go and speak to someone who was complaining bitterly about the unreliability of the MK14. I took a day off and travelled (no car then) across to the other side of London. The owner showed me the offending MK14... which then adamantly refused to go wrong in any way! Chris still owes me £5 in expenses for that day!

And then, of course, there was the Young Ones game. Paul Kaufman and John Marshall went to meet Rik Mayall, Lise Mayer and possibly Ben Elton. I sadly did not go to that meeting. Paul later reported back that Rik leant back too far in his chair and fell backwards. We had permission, subject obviously to rights payments going to Rik and Ben, to develop the game – would that have been 1984? At any rate, it was early in whatever year it was when we started.

At that point, I was still working from London and coming up as needed to Hatley St George, an obscure place near Biggleswade – so obscure, in fact, that even the nearest bakery was about a ten-mile drive down winding roads. Somehow, John had gotten it into his head that the AI needed to be farmed out to another programmer, and he somehow knew a student at university called Stephen Streeter. Stephen would bring his viola to the office, and we had the bizarre experience of listening to him practise viola in between programming. Time passed by, and the summer holidays presumably meant that Stephen would be able to do his bit. As the summer drew to a close, there still didn't seem to have been any progress, so Paul, myself and John drove to Stephen's digs, a smelly student's room somewhere in Cambridge, and tried to assess what code he had written.

What Stephen seemed to have in mind was that the characters in the game must
  • want* to meet their objectives. He was writing code to create true AI, but was struggling to make the code work (perhaps not surprisingly, given that we were all using pure assembler back then). We then looked more closely at the code, which he had developed on a BBC Model B. I was horrified by his coding methods. He was not using a proper symbolic assembler with labels and meaningful names. His code consisted of lines of assembler strung out on a line with manually calculated branches! We looked at a few lines, and just by counting instructions immediately found two lines with incorrectly calculated branch values.

  • I don't want to be too hard on Stephen, he was a very nice fellow and I even went to his parents’ house once for a meal. John soon realised he'd have to do the coding himself – he had already done the graphics side with the animations and main game drawing. Time was getting tight for a release, though, it might even have been too late then. I think he knocked up the game logic in a couple of weeks. He used what any sane programmer would have under the circumstances – tables of objects. What I had to do was the package that would be duplicated. I had created a turbo loader, because the C64's own loader was always too slow. We tested it and it worked reliably, so John finished the game.

    We all piled into Paul's car and drove from Bedfordshire to Batley in Yorkshire, where the tape duplicators were. We thought they would take our master tape, whizz it through, and it would all be done and we'd come home. If only... They put the tape through their test rig to make a sample copy, but then the copy wouldn't load. The hours passed, evening fell, then night, and I worked through the night, trying to make the damn thing work when it was copied. The problem was the timings, too tight for the copy to work. In the end, the really nice guy there in charge of duplication found a way round it – they had their own duplication code that they knew and trusted. Totally exhausted, I put in his code.

    It was now the middle of the following day, and I was too tired to continue. We found a B&B nearby and put our heads down for a few hours, getting some very strange looks in the process. What I remember from that experience is that when I put my trousers on the chair in the room, all my loose change fell out and I didn't ever remember to collect it. Returning to the factory, the replacement code worked but led in turn to some new problems which weren't of my making. I don't remember exactly what it was, I think the game crashed, but John had to work on the main game itself, and this killed even more time. Finally, though, the game was in the bag, albeit with a few bugs in the game itself caused by the rush to complete all the logic in such a short time.

    The game was too late for the main distributor's Christmas deadline. I don't remember exactly what happened there, I just recall piles of Young Ones boxes everywhere. I fell asleep in the car on the way back (glad I wasn't driving) and slept at Paul's house. It took me days to recover! I remember being annoyed at the others back at the office, who didn't seem the slightest bit grateful at the effort we'd made.

    I think the disaster that was the Young Ones killed the company, as I said previously. If it had been successful, we would have had the money to develop other games. Instead, it was a slow downhill slope to doom afterwards.

    We can't ignore the fact that there were other machines apart from the C64. Share with us the software and/or hardware you created on other systems.
    I think I've mostly covered this already. In rough chronological order, I worked on the MK14, Tangerine, Dragon 32, Oric, UK101, MSX, MSXII, ZX Spectrum, Amstrad CPC, Amiga, Atari ST, IBM PC, Konix Multisystem... I've probably forgot some! I did many pieces of software on the Oric for Tansoft, I did several versions of Boulder Dash (construction kit, etc.) for the Spectrum, Amstrad and MSX, as well as Spy vs Spy conversions for some machines. I also did Dr Franken for a games machine, possibly the Nintendo, I've completely lost my memory about that. I did a multi-games game, I think for First Star; I did the bowling part. I was very poor in the 1980s, but also very busy! I wrote magazine articles and two books, one about the Dragon and one about the Oric, both of which did rather badly.

    What are you up to these days?
    In the 1990s, I worked for MSU who initially did the Konix Multisystem. The hardware in it was re-used to make various other products, such as a Video CD player, an early Internet set-top box and other things. It was an interesting decade, and work took me abroad to China, Hong Kong and America. I now work for a small TV studio, with people I met at MSU. I write software that delivers broadcast TV across the world using the Internet, and I've written dozens of bits of software that keep various systems in the studio working, including interfaces into text messaging, various automation for live TV broadcast, clocks and teleprompters. These days, I mostly program C++ on Windows, though I also worked on Linux last year.

    Thank you for helping us preserve an important part of computer and gaming history! Do you have any last comments to leave a final impression on the audience? Feel free to send any greetings to anyone you know.
    This is going to make me sound like an old man complaining about everything... Programming games in the 1980s was a unique experience: we had very few of the modern conveniences, like being able to download tools or examples or communicate instantly via email, MSN or on forums. Considering what I do now, I don't think I could go back and work like I did then, but I still operate on the principle "if you want a job done properly, do it yourself", i.e. write software on your own terms rather than lifting other people's code wholesale without understanding it. I learnt a lot by knowing the machines at the hardware level, and it does help when you're programming at a higher level because you're aware of what's going on and thus what would run better.

    A big hello to everyone I've lost touch with (and those I haven't!). Mark Avory, a wonderful programmer with great potential, we were awestruck at your demonstrations when we first met you – hope you're well. Roger Taylor and Tim Holland – hope you're still around, get in touch! Andrew Green from Chelmsford – hope life has turned out okay for you.
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