Games of Andrew Bailey

This is list of published games. Of course there are a fair number of unpublished games, but NDA's prevent talking about these in the main. I also did a lot of tool work, probably about 30% of my time was on that, including assemblers and art tools.

Year 1982: Started progamming by modifing games on a friends ZX-81. My parents bought me a Vic-20 over a ZX-81 because it had a 'proper keyboard'. Did a fair few games in basic, and started to dabble in machine code (6502). Then I got a, what must have been in hindsight one of the first, Commodore 64's. it was bought from a shop that normally sold PET's to schools and businesses. No trip to 'Boots' this time.

Mars Lander

On platform Commodore 64
Year Published:- 1983
Primary role:- Sole programmer
First ever game, written in basic. Self published (with a friend) to one retailer, our local bookshop.

Headache

On platform Commodore 64
Year Published:- 1984
Primary role:- Programmer
First 98% assembler game in good olde 6502. The score print was the only thing in basic. The assembler was written using a 'monitor', which is half way between machine code and an assembler.

Ozzy and the Demons of Topaz

On platform Commodore 64
Year Published:- 1984
Primary role:- Sole programmer
100% assembler (discovered BCD). Platformer. Did graphics and audio as well (but probably shouldn't have.)

Microcosm

On platform Commodore 64
Year Published:- 1986
Primary role:- Sole programmer
A conversion from a BBC micro game. In these days, a port was a total rewrite as there was no such thing as a HAL or portable languages.

Druid

On platforms Commodore 64, Sinclair ZX Spectrum,
Year Published:- 1986
Primary role:- Sole programmer
A real C64 game at last. Used a proper assembler for the first time, that actually ran on the C64. Don't complain about compile times until you have a 1Mhz machine doing the work. Normally comapred to Gauntlet it is actually a very different game. The original game took about 5 weeks, the Spectrum port took about a week.

Druid II

On platform Commodore 64
Year Published:- 1987
Primary role:- Sole programmer
The sequel took the adventure aspect further, as it introduced plot and puzzle aspect.s However, its main claim to fame is probaly that this is the game (Amiga port) that brought Peter Molyneux it to games development.

Dragon's Breath

On platform Commodore Amiga
Year Published:- 1989
Primary role:- Sole programmer
First game in C. Almost didn't make it due a temporay hard disk failure. 91/100 sizzler in ZZapp!

Year 1990: After Uni. I moved down to Australia to work for Beam software. This was due mainly to timing as Greg Barnett phoned me as I was doing my job hunting shortlist. So I said what the hell.

Days of Thunder

On platform Nintendo Entertainment System
Year Published:- 1990
Primary role:- Assistant Programmer
Met Trevor Nuridin as lead on my first console experience, which included the concept of cross platform developement. Badly conceived game design for the platform. Most scary part was when the publisher asked what we go do to make each level look different, and I said jokingly 'change the palette'. That's exactly what happened.

Smash TV

On platform Nintendo Entertainment SystemSuper Nintendo Entertainment System
Year Published:- 1991
Primary role:- Audio programmer
Mainly did the audio engine for this game, which involved reversing enginerring the wave format to avoid buying a mainframe just to do audio conversions. Nintendo reliazed that this was a problem and later released the wave format anyway. Also some of the effects.

Bo Jackson's Baseball

On platform Nintendo Entertainment System
Year Published:- 1991
Primary role:- Assistant Programmer
Mental blank here. Did something, which probably included some tool work.

International Cricket

On platform Nintendo Entertainment SystemSuper Nintendo Entertainment System
Year Published:- 1992
Primary role:- Model
That's my bum.

NBA Challenge

On platforms Nintendo Entertainment System, Super Nintendo Entertainment System, Sega Genesis/Megadrive,
Year Published:- 1992
Primary role:- Sole programmer
Probably my first lead/solo console project, on the SNES version, with input on the Genesis version.

Shadowrun

On platform Nintendo Entertainment SystemSuper Nintendo Entertainment System
Year Published:- 1993
Primary role:- Programmer
Probably the best product Beam did in my opinion. I wrote the scene editor and co-wrote the renderer with Darren Bremner. Wrote the the compiler and run-time intepreter for the script language we developed for this game. This was a big project, in terms of team size for its day. However, there was still no local area network then, so at days end we 'sync'd' via floppy disk. Happy days.

Blades of Vengance

On platform Sega Genesis/Megadrive
Year Published:- 1993
Primary role:- Tech. programmer
Assistant programming to Trevor Nuridin. Did mainly stuff to do with the collison system.

Super Solitaire

On platform Nintendo Entertainment SystemSuper Nintendo Entertainment System
Year Published:- 1994
Primary role:- Sole programmer
Wrote complete SNES game in about 2 weeks I think. Used the SNES mouse!

Choplifer III

On platform Nintendo Entertainment SystemSuper Nintendo Entertainment System
Year Published:- 1994
Primary role:- Programmer?
Really can't remember but I am credited. Graeme Scott, the lead, sat directly behind me so I probably did a lot of side by side debugging.

Year 1994: Started Tantalus! Actually was called Pacific Isle Entertaiment (boring) and then Tantalus Entertainment. In 1999 it became Tantalus Interactive. As CTO for this company I'm pretty well defacto credited on each game, but I'm deeply invloved with each product made here. Coincidently team sizes grow about this time as well, and after out last 16bit project I moved mainly into the role of engine developer, even on most of the conversions.

Stargate

On platform Nintendo Entertainment SystemSuper Nintendo Entertainment System
Year Published:- 1994
Primary role:- Programmer
Sort of a parallel conversion from a Genesis being done by Probe in the UK. However, we frequently improved or implemented features first. We also had a 3D glider section, written by me, which was SNES only.

Wipeout 1

On platform Sega Saturn
Year Published:- 1996
Primary role:- Engine programmer
A game title that should need no introduction, we converted it to the Saturn, as feat that was called impossible.

Krazy Ivan

On platforms Sega Saturn, Windows Personal Computer,
Year Published:- 1996
Primary role:- Engine programmer
Converted another Psygnosis title to the Sega box.

Area51

On platforms Sony Playstation One, Sega Saturn, Windows Personal Computer,
Year Published:- 1996
Primary role:- Engine programmer
Light gun game for Midway. Main techinical feat was writing our ow movie compression tech. for Saturn and PC. The playstation had its own problems with the lightgun, which caused numerous phone calls to the US and Japan.

Manx TT

On platforms Sega Saturn, Windows Personal Computer,
Year Published:- 1997
Primary role:- Engine programmer
This was a title for Sega, via Psygnosis. We impressed Sega a lot with this, and were recognosised as the only western developer to get the performance out of the Saturn that Sega did. We even had some tips for them.

Maximum Force

On platforms Sony Playstation One, Sega Saturn, Windows Personal Computer,
Year Published:- 1997
Primary role:- Engine programmer
Sequel to Area51, but involved Trevor and myself flying to Sony in Japan to help them debug the SDK libraries to fix the light gun issue.

Wipeout 2

On platform Sega Saturn
Year Published:- 1998
Primary role:- Engine programmer
And we did it again. Must give a call out to Paul Seedy on the gameplay programming. He had to convert the gameplay from 30Hz to 20Hz, and retune it. As such it played better than the original (most players came to that conclusion).

House of the Dead

On platforms Sega Saturn, Windows Personal Computer,
Year Published:- 1998
Primary role:- Engine programmer
First party for Sega. Light gun game that was banned in Australia. Technical titbit for this game was we were so short on code space, the front end code was placed in VRAM.

South Park Rally

On platforms Sony Playstation One, Nintendo 64, Sega Dreamcast, Windows Personal Computer,
Year Published:- 2000
Primary role:- Engine programmer
A game that got unfair reviews, mainly due to a certain publishers reputation more than anything else.

Riding Star

On platform Sony Playstation One
Year Published:- 2000
Primary role:- Engine programmer
Provided Playstation engine for this title.

Equestriad 2001

On platforms Sony Playstation One, Windows Personal Computer,
Year Published:- 2001
Primary role:- Engine programmer
In house horsey game.

Mary Kate and Ashley Winners Circle

On platform Sony Playstation One
Year Published:- 2001
Primary role:- Engine programmer
And when you have done one horsey game, you seem to get another. This one, though had some fairly cool tech for a PSOne in terms of large terrain rendering. It streamed landscape of the CD-ROM for the adventure sections. (Don't work with child stars!)

Woody wood pecker in Crazy Castle IV

On platform Nintendo Gameboy Advance
Year Published:- 2002
Primary role:- Lead Programmer
Our first move to handheld was done by offering something new for GBA, above the tried platformer sprite system. This was the first incarnation of the CRIS system, a 3D model rendered at runtime to give unlimited character animation.

Spacerace

On platform Sony Playstation Two
Year Published:- 2002
Primary role:- Technical assistance
A port to PS2 from Dreamcast for Melbourne House.

ATV Quad racing

On platform Nintendo Gameboy Advance
Year Published:- 2002
Primary role:- Engine programmer
Second usage of CRIS of GBA, which would be become the fore-runner to a series based on this tech.

Men In Black II: Alien Escape

On platform Nintendo Gamecube
Year Published:- 2002
Primary role:- Technical assistance
A port to Gamecube from PS2 for Melbourne House.

Monster Truck Madness

On platform Nintendo Gameboy Advance
Year Published:- 2003
Primary role:- Engine programmer
A Mircosoft title ported to GBA, again using the CRIS system. This introduced deforming vehicles and better terrain rendering.

AMF Bowling

On platform Microsoft XBox
Year Published:- 2003
Primary role:- Techincal assistance
Port of a PC game to XBox. Mainly consisted of fixing a woeful number of bugs in the PC version.

Top Gear Rally

On platform Nintendo Gameboy Advance
Year Published:- 2003
Primary role:- Engine programmer
Highly rated 3D rally game for GBA, which was published by Nintendo themselves in the homeland.

UnrealII The Awakening

On platform Microsoft XBox
Year Published:- 2004
Primary role:- Programmer
A port from PC to XBox for Atari. Lots or reworking the Unreal engine involved.

Polar Express

On platform Nintendo Gameboy Advance
Year Published:- 2004
Primary role:- Engine programmer
Movie licensed game for THQ. CRIS system used in 3D mini-games, in what was otherwise a straight platformer.

Jimmy Neutron

On platform Nintendo Gameboy Advance
Year Published:- 2004
Primary role:- Engine programmer
Cartoon licensed game for THQ. CRIS system used in 3D mini-games, in what was otherwise a straight platformer.

Spongebob, the Yellow Avenger

On platforms Nintendo Dual Screen, Sony Playstation Portable,
Year Published:- 2005
Primary role:- Engine programmer
First DS project, second PSP one. I provded the engines for both.

Black Market Bowling

On platforms Sony Playstation Two, Microsoft XBox,
Year Published:- 2005
Primary role:- Engine programmer
In house original Bowling game.

MX vs ATV

On platform Sony Playstation Portable
Year Published:- 2006
Primary role:- Programmer
Port of PS2/XBox title to PSP. All the pain of a launch title, but a good result. I mainly did memory optimisations.

Trickstar

On platform Nintendo Gameboy Advance
Year Published:- 2006
Primary role:- Engine programmer
In-house IP using the CRIS and GuessTrack technologies for GBA.

Payload

On platform Nokia NGAGE
Year Published:- 2006
Primary role:- Engine programmer
Our first and the Nokia's last title for the NGAGE. A great game trapped in a poor platform. I was responsible for the 3D engine (software renderer).

Top Gear Down Force

On platform Nintendo Dual Screen
Year Published:- 2007
Primary role:- Engine programmer
An original game for the Top Gear brand.

Year 2009: I sold my share in Tantalus and started Drop Spider Games!

Golem Crusades

On platform PC
Year Published:- 2010
Primary role:- Designer/Programmer
Reboot of Druid. Golem Crusades is a fantasy shooter with real time strategy. A lot more Golems than the original game.

Golem Defense

On platform iOS
Year Published:- 2010
Primary role:- Designer/Programmer
On converting to iOS I dropped the Druid, in favour of a more god like interface, with the Golems as the star.

Coco Loco

On platform iOS
Year Published:- 2011
Primary role:- Main Programmer
Contractor original Game for Twiitch. Coco Loco is a physics based puzzle game centred around an adventurous group of Marshmallows. The game artist draw marshy caricatures of us all, which I us to this day.

KartWorld

On platform iOS
Year Published:- 2012
Primary role:- Network Programmer / AWS dashboard
Contractor Original Game for Twiitch. My first and only time programming in AS3. Great experience though with backend/cloud heavy games.

Games

Universal version for iPhone,iPad and iPod. Free download of first level.

iPad HD version, with higher resolution artwork and audio.

Free mini game based on the Golem Defense universe.

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