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Ryan Lambie

Editor, Wireframe – 10 posts

Editor of Wireframe magazine, author of The Geek's Guide to SF Cinema, owner of far too many Sega Mega Drive games.

Unparalleled depth in a 2D game: PyGame Zero extraordinaire Daniel Pope shows you how to recreate a zooming starfield effect straight out of the eighties arcade classic Gyruss. The crowded, noisy realm of eighties amusement arcades presented something of a challenge for developers of the time: how can you make your game stand out from … Continue reading →
Rik Cross, Senior Learning Manager here at the Raspberry Pi Foundation, shows you how to recreate the deadly explosions in the classic game, Bomberman. Creating Bomberman Bomberman was first released in the early 1980s as a tech demo for a BASIC compiler, but soon became a popular series that’s still going today. Bomberman sees players use … Continue reading →
Atari’s Breakout was one of the earliest video game blockbusters. Here’s how to recreate it in Python. Atari Breakout The games industry owes a lot to the humble bat and ball. Designed by Allan Alcorn in 1972, Pong was a simplified version of table tennis, where the player moved a bat and scored points by … Continue reading →
Rik Cross, Senior Learning Manager here at Raspberry Pi, shows you how to recreate the spawning of objects found in the balloon-bursting arcade gem Pang. Capcom’s Pang Programmed by Mitchell and distributed by Capcom, Pang was first released as an arcade game in 1989, but was later ported to a whole host of home computers, … Continue reading →
They add strategy to a genre-defining shooter. Andrew Gillett lifts the lid on Space Invaders’ disintegrating shields. Released in 1978, Space Invaders introduced ideas so fundamental to video games that it’s hard to imagine a time before them. And it did this using custom-made hardware which by today’s standards is unimaginably slow. Space Invaders ran … Continue reading →
88 Heroes composer Mike Clark explains how music and sound intertwine to create atmospheric game worlds in this excerpt from Wireframe issue 8, available now. Music for video games is often underappreciated. When I first started writing music in my bedroom, it took me a while to realise how much I was influenced by the … Continue reading →
Despite its apparent death 17 years ago, the Sega Dreamcast still has a hardcore group of developers behind it. We uncover their stories in this excerpt from Wireframe issue 7, available now. In 1998, the release of the Dreamcast gave Sega an opportunity to turn around its fortunes in the home console market. The firm’s … Continue reading →
BAFTA-recognised developers Adrienne Law and Harry Nesbitt share their thoughts on making games, work-life balance, and more in this excerpt from Wireframe issue 5, available from today. It’s certainly ‘woollies and scarf’ weather now, but the low-hanging sun provides a beautiful backdrop as Adrienne and Harry make their daily short walk from home to the ustwo … Continue reading →
Momentum firmly established, we’re back with our brilliant second issue of Wireframe — the magazine that lifts the lid on video games. And yes, we are continuing to write ‘video games’ as two words. Blacking out In our sophomore edition, you’ll discover all manner of great features, guides, reviews, and everything else you could wish … Continue reading →
Wireframe is our new twice-monthly magazine that lifts the lid on video games. In Wireframe, we look at how games are made, who makes them, and how you can make games of your own. And today, we’re releasing our very first issue! Wireframe: the new magazine that lifts the lid on video games Wireframe is … Continue reading →