Kevin Edwards ( Retro Videogame development )
banner
kevedwardsretro.bsky.social
Kevin Edwards ( Retro Videogame development )
@kevedwardsretro.bsky.social
Retired video game programmer. 40+ years developing videogames and software.

Creator of games for the BBC Micro, Electron, NES, SNES, PC, XBox, PS3/4, Mobile, Vita, 3DS.

I am currently rescuing and archiving old game development disks.

LEGO Dev/AFOL.
Beeb VSC + Beebasm are the solution. Created by Acorn enthusiasts. There's no reason why you can't use it for any other 6502 based target machine.
marketplace.visualstudio.com/items?itemNa...
Beeb VSC - Visual Studio Marketplace
Extension for Visual Studio Code - 6502 development environment (BBC Micro/BeebAsm)
marketplace.visualstudio.com
November 8, 2025 at 6:47 PM
Thanks. It's a never ending job as the modern day tools evolve and change which means additional maintenance is required to keep it alive. This just happened to me when I was preparing this new demo!
November 8, 2025 at 12:40 PM
Very desirable and collectable.
November 7, 2025 at 11:38 PM
Amazing card. It had a pass-through video connector that had to be linked to a regular 2D card as the early 3dfx chips didn't do 2d! The later voodoo chipsets solved this.
November 7, 2025 at 10:24 PM
Thanks. Sadly, no, we never got to meet him.
November 7, 2025 at 4:52 PM
There were three coders on Arcade's Revenge, which was unusual for that time. We had to get a lot of unique content and gameplay finished in a very short time frame. I did the Spidey levels, the other were split between Mike Follin and Ste Ruddy.
November 7, 2025 at 12:29 PM
Things were done on a low budget back then, but they had a lot more character. No huge corporate buildings and 'battery-farm' style cubicles. Outside this building it's a public park with beautiful grounds. Much nicer than being on a business park or city centre.
November 7, 2025 at 12:27 PM
Yes, my 2nd Wolverine title - 3rd if you count Wolverine in Arcade's Revenge. I've actually worked on a lot of Marvel titles over the years. Wolverine ( NES ), Silver Surfer ( NES ), Spiderman & X-Men: Arcade's Revenge ( SNES ), X2: Wolverine's Revenge.
November 7, 2025 at 12:21 PM
It was very typical of UK dev studios of the 1980s to 2000s! However, the building is surrounded by beautiful parkland. Later on we took over the ground floor and I had a desk in the ballroom!
November 7, 2025 at 12:18 PM
It was a nice platform to develop for. Mostly because Microsoft were behind it and they were great at creating tools, libraries, compilers and supporting devlopers. The XBOX GPU was decent, but couldn't push as many traingles as the PS2!
November 7, 2025 at 11:41 AM
It was nice to recover part of the desk space so you could actually write or draw again. Back injuries also reduced as a result! Those 21" Iiyama monitors weighed as much as a small car.
November 7, 2025 at 11:33 AM
I was the lead programmer of the XBOX version and was responsible for getting the game working on this platform. I had to write the art toolchain, conversion tools, core technology ( rendering system and low-level tech ) and everything else needed to get the game running.
November 7, 2025 at 11:28 AM
Ah, the joys of untangling the tape from the capstan or trying to stick it back together when it snapped.
November 7, 2025 at 11:04 AM
backups were, and still are, essential - especially with magnetic media!
November 7, 2025 at 11:02 AM
or a miracle!
November 6, 2025 at 8:49 PM
And this one..
November 6, 2025 at 4:10 PM
I can't see any model renders, just these texture pages for May Deuce.
November 6, 2025 at 4:00 PM
Sorry, I can't share these files as it's not my call, I'm just making sure they are preserved and not lost. Is there anything in particular that I can help with though? These contain the Maya Binary files and assets for the game characters. Many of them have render previews as simple JPGs.
November 6, 2025 at 2:37 PM