This page is intended to be an as-accurate as possible discography for the stuff I have worked on over my years as a programmer. I will list my newer projects first, and my older stuff at the end. I’m only going to list the projects that i’m not too embarrassed about working on 🙂


screenshot7 Twinz!
Released: April 2012
Platform: Android, iOS
Additional Help: Paul Burkey (code)
Twinz! was the first of my newer style games to be released on Android and iOS. Featuring a total of 10 unique levels and 3 difficulties, the game is addictive for kids & adults alike (just don’t yell at us if they beat your scores!) The game features online high score tables, with scores that can be sent from within the game.
Download Links: Google Play, Amazon App Store, iOSTwinz! Website


Brainstorm Annual 2011Brainstorm Annual 2011 by Brainstorm
Released: May 27th, 2011
Platform: Windows, Mac OS X, NDS
Additional Help: h2o (Visuals), bpoint (NDS Port), deathy (misc)
Brainstorm’s yearly annual with all their competition music from 2010. I took over this project from deathy after he was unable to finish it. I started fresh in my own engine and completed it in about 5 days altogether, with Blip Festival in the middle. Lots of great pictures and music in this one.


Alien Invasion ScreenshotAlien Invasion by Nectarine
Released: December 21st, 2010 [pouet]
Platform: Windows, Mac OS X, Linux (Music Disk)
Additional Help: maep (Main Coder), prowler (visuals)
A music disk coordinated by maep on behalf of the great Nectarine musicians. 19 great tracks, and a couple of musicians from brainstorm. My job on this project was mostly to add small bits and pieces here and there (such as the supernova in the beginning), make sure that everyone was on the same track, and make sure it ported to the Mac without a problem. The music disk can be downloaded from the pouet link above.

NOW! ScreenshotNOW! by Brainstorm
Released: October 1st, 2010 (Main Party 2010)
Platform: Amstrad CPC 128K (Music Disk)
Additional Help: Ultrasyd (Music/Graphics), Fenyx Kell (Music), Yes (Graphics)
Rank: Ranked 3rd in the Wild compo [pouet]
This is a quick project I threw together in-between work on Zine #14 and starting work on Zine #15. I coded it in a mix of C and Z80 Assembler. The whole project took just over two weeks to complete. Features 12 tunes for the CPC, and a hidden 13th track! Ultrasyd and Yes were present at Main party to accept our award for third place. More information about the project HERE.

1440x900_screenshotZine #14 by Brainstorm
Released: August 27th, 2010 (Evoke 2010) [pouet]
Platform: Windows, Mac OS X, Linux (Disk Magazine)
Additional Help: Axel (Editor), Epec (Co-Editor), Prm (Visuals), prowler (Visuals) & many more
Zine was my first big demoscene project for the group Brainstorm. After spending more than ayear working on the engine, it was released at Evoke 2010 where I was able to attend and meet all of the goats. This was a very tough project for me, and I was amazed at the feedback when I was able to speak to people using it at Evoke. More details & credits can be found on my Zine 14 posting page Here.


CVGM – From August 2009 to Present, I have been working on CVGM.net, a small web radio station for streaming computer, video game and demoscene music. Its free for everyone!


Barkanoid 2
Publisher: e.p.i.c. Interactive
Released: Apple Macintosh, Linux, MorphOS; July 2004
Original Producer: Magnussoft
Barkanoid 2 is a classic arcade game similar to Arkanoid that requires quick thinking and sometimes even quicker reactions from the player. In each level the task of the player is to destroy all tiles on the field by hitting them with the playing ball. At the same time he must avoid loosing the ball by navigating his bat at the bottom and direct the balls to hit each tile that is still remaining in the level. Additional Info.
Notes: I did start a Sony Playstation port of this game until the project was cancelled after countless problems with Sony providing us a dev unit that actually worked properly, which couldn’t be shipped to me in the USA anyways. Writing code, sending to someone else to test/give feedback and wait was a very tedious process that left me feeling very unproductive.



Publisher: e.p.i.c. Interactive
Released: Apple Macintosh; September 2003, Linux; April 2004
Original Producer: Funatics Software / GMX Media
Additional Development: Paul Burkey (Main Programmer)
The story begins where the plot of “Cultures 2 – The Gates of Asgard” ended. This is a classic strategy game in a similar style to ‘The Settlers’ and ‘Knights & Merchants’. The exciting plots tells the story of Viking God Loki who tried to take revenge on Godfather Odin for his banishment from Asgard to Earth. Based on the enhanced technology of “Cultures 2 – The Gates of Asgard”. Additional Info.
Notes: My involvement of this project was to port it to MorphOS, and fix some issues with sound on the Linux version which didn’t crop up until after it’s initial release. In the end, it was never released for MorphOS and I don’t remember exactly why. I still have the files for it, so it was most likely a licensing issue. Paul also ported Weltwunder (8th Wonder of the World) to Mac/Linux, which uses the same code base. I never got that far on MorphOS.


Software Tycoon
Publisher: e.p.i.c. Interactive
Released: Apple Macintosh, Amiga; May 2002, Linux; March 2004, MorphOS: February 2002
Original Producer: destraX Entertainment / Blackstar Interactive
Additional Development: Paul Burkey, Co-Programmer
Software Tycoon is a Computer Games business simulation game. I remember playing games similar to this in the early 80’s. It was good to see this game concept covered once again, especially since it can now cover more than 20 years of game making history. Additional Info.
Notes: This was the first official project I worked on for e.p.i.c. Interactive. Paul did the Mac portion of the code as I didn’t have one at that time. I did the port to MorphOS as well using my Pegasos II. This project was a lot of fun 🙂


Published: e.p.i.c. Interactive & Amiga Inc 2001
Released: AmigaDE; November 2001
Additional Development: Paul Burkey, Coding, Testing & Consulting
Based on the Classic Solitaire Mahjong. This was a special version for PDA’s custom made for Amiga Inc. The original game was written by my long time friend and mentor Paul Burkey for the classic Amiga. We converted it to Amiga Inc’s (then) new AmigaDE OS (Intent).
Notes: We were never paid for this project despite being at the #1 slot for a while on their sales charts. I did eventually re-release it later to get back some of the effort we put into the game.


Simon the Sorcerer II
Publisher: e.p.i.c. Interactive
Released: Amiga; November 2000, Apple Macintosh; February 2001
Original Producer: Adventure Soft Publishing
Programming: Paul Burkey, Peter Mulholland (Co-Programmer) Armed with a pointy hat (stupid looking), a pony tail (even more stupid looking) and a tendancy to irritate people twice his size, Simon returns in this action packed sequel which promises to be more entertaining, amusing and fun than any other adventure of it’s type (allegedly). This was my first Amiga C++ project, and all I really did was test a few bits and pieces. I also did the icon used in the final release. Paul and Peter did all the hard coding work 🙂


Foundation (And all future versions)
Publisher: Sadeness
Released: Amiga; July 1998 – June 2000
Programmed By: Paul Burkey, Shoecake Games
Real-Time strategy war game which incorporated familiar strategy elements with interesting new concepts. The game was originally based on the classic ‘The Settlers’ but during development I was influenced by popular games like WarCraft and Command & Conquer. This was one of the first Village/Resource Management game to feature real-time control of battle units. My involvement with this game was mainly testing and reliability. My images and voice were also used. Further Info

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