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Topic: Matthew Smith (games programmer)


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In the News (Mon 28 Dec 09)

  
  Smith
Nathaniel Smith Nathaniel Smith was a Representative to the 1762.
Smith number A Smith number is a number which in a given base, the sum of its digits is equal to the sum of the digits i...
Smith River (Oregon) The Smith River is a tributary of the Siuslaw River to the north.
www.brainyencyclopedia.com /topics/smith.html   (5711 words)

  
 Planet Sinclair: The Sinclair Industry: Programmers: Matthew Smith
Although Matthew Smith produced only a handful of games during his short career as a programmer of Spectrum games, two of these happened to be arguably the most famous and influential games ever released on the Spectrum - Manic Miner and Jet Set Willy.
Matthew Smith was perhaps the ultimate example of a young programmer being thrust into the limelight but failing to cope with the pressures of unexpected stardom.
It has never been entirely clear what happened, but it appears that Matthew Smith was unable to cope with the pressures of success and, in early 1985, he disappeared permanently from the Sinclair scene.
www.nvg.ntnu.no /sinclair/industry/programmers/matsmith.htm   (319 words)

  
 Sinclair User 24 - Hit Squad
The talent behind the unusual and refreshing game is Adrian Sherwin, one of the leading hopefuls in the Bug-Byte stable of bright young programmers.
He has been writing games since he was 13 and, at the ripe old age of 16, has already sold four games to commercial software houses.
Smith was in the year ahead of Sherwin at school and was willing to help him further his programming career.
www.sincuser.f9.co.uk /024/htsquad.htm   (1299 words)

  
 Sinclair User 33 - Hit Squad
Matthew's games are distinctive for their sense of humour.
Matthew wants to have a hardware-based game, involving some sort of extra ROM chip which could be used for programming applications as well as forming an integral part of the new game.
Matthew says he thinks we are approaching the sort of game he would like to write.
www.sincuser.f9.co.uk /033/htsquad.htm   (2463 words)

  
 Indiegamer Developer Discussion Boards - The Death of 3-in-a Row
As much as FPS games were "dead" in '00 (depending on who you talk to), we keep seeing new ones come out that are pretty good (Far Cry, HL2, etc).
Everyone on the panel disagreed with the notion that 3-in-a-row games were dead, or will be dead (someone compared it to discussing whether sitcoms would ever die in the TV market).
There are an endless number of games you could design which use this familiar play mechanic at their core.
forums.indiegamer.com /showthread.php?t=2408   (1707 words)

  
 Lee's Peek n Poke
Matt left Bug-byte, the publisher of the last set of games and created Software Projects based in Liverpool in the UK and all eyes were looking at Mat to produce a follow up smash to MM.
All gamers must have played this game in their time and enjoyed the open spaced rooms containing just about the weirdest objects yet to appear in Computer games.
Mat did indeed leave the gaming behind only recently appearing on a Channel 4 show in the UK called Thumb Candy and was seen playing his Manic Miner game complete with rubber Spectrum keyboard.
peeknpoke.emuunlim.com /matsmith_feature.htm   (450 words)

  
 PHONE-SOFT INTERNET DIRECTORY INTERNATIONAL:MINER WILLY
C.O.D.E. - Matthew Smith was the person who, three years ago, created cult classics such as Manic Miner and Jet Set Willy.
Matthew Smith's Lair - Features the story of the discovery of the long lost "Attack of the Mutant Zombie Flesh Eating Chickens From Mars".
Matthew Smith: International Computer Programmer of Mystery - A look at the most mysterious of all Spectrum programmers, who brought us Manic Miner, Jet Set Willy, and then disappeared.
www.phone-soft.org /layout-3/cyber-world/od813i.htm   (715 words)

  
 Irrational Games
During that meeting each programmer would talk about what he accomplished during the previous week, whether he was ahead of schedule or behind schedule, and what kinds of problems he was encountering.
As a game programmer you'll have to work with artists all the time, and the more insight you have into their profession, the better you'll be at designing systems to make their artwork come alive.
Communication: As a game programmer, you will need to be able to communicate clearly, both in person and on paper, and also work well with other people.
www.irrationalgames.com   (20467 words)

  
 Directory - Games: Video Games: Platform: Miner Willy Games: Matthew Smith
Matthew Smith's Lair   ·  cached  · Features the story of the discovery of the long lost "Attack of the Mutant Zombie Flesh Eating Chickens From Mars".
Matthew Smith's Lair   · A story about "Attack of the Mutant Zombie Flesh Eating Chickens From Mars" and some articles about Matthew Smith.
Matthew uncaged   ·  cached  · Matthew Smith struck gold with Manic Miner.
www.incywincy.com /default?p=400211   (193 words)

  
 The Morning News - The Matrwich, by Matthew Baldwin
SMITH: Let me know if the throng of war enthusiasts outside keeps you awake with their incessant pro-America chants.
TMN Contributing Writer Matthew Baldwin is a programmer from Seattle who lives with the Best Wife Ever and a handful of good-for-nothing cats.
He runs the Web site defective yeti, loves to play board games, and once convinced 30 sober adults to run the 100-meter dash with their pants around their ankles.
www.themorningnews.org /archives/stories/the_matrwich.php   (1377 words)

  
 Spectrum FAQ - Where is...? (Part 2)
The new game (Not allowed to say what it's called) will be out for christmas on PC and PlayStation and it's a good team effort that has been getting a lot of positive comments.
I designed a game for Bullfrog at one point (all we did was nick all the ideas out of old Speccy games that hadn't been reused, added some cartoon graphics) who showed the stuff I'd did to Nintendo and they loved it.
There was a Matthew Smith contributing to comp.sys.sinclair, but he's not the Matthew Smith.
spectrum-zx.chat.ru /faq/whereis2.html   (3113 words)

  
 CRASH 5 - News
Paul and Tayo work very evenly on a game, intermingling their individual methods of assembly so that, as Paul claimed, it should be very difficult to disassemble their code, because they each have their own routines that get hopelessly mixed together.
He pointed out that a clever disassembler can spot the way a programmer tends to work, say Matthew Smith, and it makes detection work easier, whereas with Psytron two different thinking processes have gone into the program and seeing where one trail of thought starts and another leaves off is not so simple.
The game is extremely complex and what it allows you to do and the ways in which it can be played.
www.crashonline.org.uk /05/news.htm   (2865 words)

  
 Home Page
Styx was the very first ZX Spectrum game written by legendary programmer Matthew Smith who went on to program Manic Miner and Jet Set Willy.
Neil Walker has done a superb job of converting the game but given that the original was so lacking he can hardly be blamed for poor gameplay.
I think the consideration of Styx being given a PC remake was based purely on historical reasons given the programmer responsible for the original.
www.worldofspectrum.org /zxspecticle/remakes.htm   (344 words)

  
 Online-Poker-Winner.com - Video Games/Platform/Miner Willy Games/Matthew Smith
Matthew Smith was the person who, three years ago, created cult classics such as Manic Miner and Jet Set Willy.
What is said to be the homepage of THE Matthew Smith of ManicMiner and JSW fame.
At 18, star-programmer Matthew Smith says he's over the hill.
www.online-poker-winner.com /res/6235   (192 words)

  
 MayhemUK Commodore 64 archive   (Site not responding. Last check: 2007-11-06)
The machines themselves were on freeplay and pretty much in constant use all the time.
Matthew Smith in full flow during one of his Q&A sessions.
Carl Muller (programmer of TMHT and Speedball 2 for C64) poses for the camera.
www.mayhem64.co.uk /cgeuk/cgeuk.htm   (216 words)

  
 Spectrum FAQ - Where is...? (Part 2)
Was working on N64 games at Zed Two with Jon and Ste Pickford until November 1999, when he moved to Friendly Giants to work on Internet games (June 2000).
Jon Ritman is reading/posting to comp.sys.sinclair and is the director of a games software company in the UK called Cranberry Source, where Bernie Drummond previously worked.
Has this to say about his old games: "If anyone's still interested, you have my permission to redistribute the speccy game, as long as Quicksilva aren't worried, which, by the look of John Hollis' entry, they aren't!".
www.nvg.ntnu.no /sinclair/faq/whereis2.html   (3673 words)

  
 SYS 2064 - Oldnews 04-06/98!
Amoung the games are ome that are improved with added backdrops and some that are not emulated in any other emulator yet: eg.
He made a lot of progress, the game is playable but still has some bugs, the colors are off and a lot of optimization has to be done.
An anonymous programmer has released Sideway v0.185, an early emulator for some Midway games from the late 70s.
www.sys2064.com /xnews1b-98.htm   (7059 words)

  
 IMONKEY - Home of Baseball Mogul 2000
Clay has been writing sports simulations and strategy games since he was 7 years old and started programming computer games at the age of 10.
He is the programmer for their groundbreaking SafeHarbor program to protect kids from the seedier side of the Internet.
Gordon is a board game, wargame and computer strategy game fanatic, and has a special interest in the business side of sports.
www.imonkey.com /Company   (583 words)

  
 CRASH 2 - News
Author Matthew Smith told us that the main reason for the delay was due to the builders who have not finished work on decoration of Willy's enormous new mansion.
But the sheer size of the game, the amount of animation in it, and the fact that it is intended to be a big improvement on Manic Miner has caused Matthew the kind of headaches that Willy himself would appreciate.
An area for six programmers is set out on a lavish scale, backed up by a computing power which is quite staggering, and a Technical Support Area which can provide the programmers with whatever resources they require.
www.crashonline.org.uk /02/news.htm   (1932 words)

  
 Indiegamer Developer Discussion Boards - 'Database' of weekly top 10 sellers in RealAracde since 2001
In other words, a game that was the #1 seller for 10 weeks in 2001 is given just as much credit as a game ranked #1 for 10 weeks in 2005.
In the spreadsheet there is a formula used to assign a “score” to each game based on how high up in the top 10 list it was placed and for how long.
I actually didn't think it was going to crack the top 10 because of the games already there- plus I had the bad luck of being released the same week as Luxor, which got almost all of the headline promotion.
forums.indiegamer.com /showthread.php?t=2337   (2582 words)

  
 Muller, Carl Computer Programmer
My heroes, people like Jeff Minter, Nick Pelling, Tony Crowther and Matthew Smith, who had peopled the Computer and Video Games 1985 yearbook, had been writing games for ages already, and I had felt left out living on the other side of the world from all the exciting games companies, and the Compunet-based demo scene.
Mainstream games will continue to support networks, in much the same way as they have supported LANs since the days of Populous.
Even for original next-generation titles, peoples experience with 3d platform, exploration and fighting games will reduce the amount of effort needed in future to implement the physics, allowing them to concentrate more on gameplay.
www.thecelebritycafe.com /interviews/carl_muller.html   (1359 words)

  
 The Nonowt eZine X - Reviews - Jet Set Willy
M anic Miner was one of last year's classic Spectrum games and now programmer Matthew Smith has brought Willy back again in an equally zany sequel, Jet Set Willy.
Willy is living the decadent life after striking it rich down the mine but his housekeeper revolts after one party too many and will not let Willy go to bed until he has cleared all the mess.
The graphics are clear, fast-moving, and varied, depicting ghosts, mad monks and animated toilet seats with equal smoothness and precision.
www.nonowt.com /magfold/revsfol/jet_set.html   (177 words)

  
 Game Credits for Diablo II
Game Credits for Diablo II Log On
Credits for this game were contributed by andyhat
Errors and omissions on this page may be reported to the MobyGames approvers.
www.mobygames.com /game/diablo-ii/credits   (320 words)

  
 RPGamer - Editorial Archive for Jan. - March 2000
The Blurring of the Line: Role-playing Games and Action Games
In concurrence with Dan Crislip's article, "Video Game ARE Art.
Game Arts: At Least Square Has Worthy Competition
www.rpgamer.com /editor/archive/date/archq100.html   (360 words)

  
 Game Credits for Star Wars: Jedi Knight: Dark Forces II
Game Credits for Star Wars: Jedi Knight: Dark Forces II Log On
Star Wars: Jedi Knight: Mysteries of the Sith, a group of 71 people
Credits for this game were contributed by robotriot^skp (1377) and MAT
pc.mobygames.com /game/star-wars-jedi-knight-dark-forces-ii/credits   (461 words)

  
 ASP Books - Active Server Pages
Professional ASP.NET 1.1 (Programmer to Programmer), by Alex Homer, Dave Sussman, Rob Howard, Brian Francis, Karli Watson, Richard Anderson (Paperback, 22 March, 2004)
ASP.NET Programmer's Reference, by Charles C. Caison (Paperback, 11 January, 2002)
Net Programmers Reference, by Jason Bell, Mike Clark, Andy Elmhorst, Matt Gibbs, Bruce Lee, Matt Milner, Jan Narkiewicz, Adil Rehan, John Schenken, Alex Homer (Paperback, 15 October, 2001)
www.crimsonbird.org /computer-books/asp-books.htm   (6888 words)

  
 [No title]
Available in original form ?: no  Needs as a minimum : ZX Spectrum 48k
(C) 1990 Ocean  Developer: Special FX Programmer: Jimmy Bagley   
(C) 1988 Elite Systems Ltd.  Developer: MPC Games Ltd.
www.speccy.cz /games/all/M.html   (461 words)

  
 Links
Show us your Willy (Your Sinclair February 1986)
The Miner Designer (Personal Computer Games magazine, March, 1984)
INTERNATIONAL COMPUTER PROGRAMMER OF MYSTERY (Including Matt's back-interview and lot's of manic /matthew-info)
jswremakes.emuunlim.com /links.htm   (117 words)

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