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In this episode of Retro Titans, we dive into the colourful world of one of gaming's most original creators: Jeff Minter. Joining us is filmmaker and C64 pixel artist Paul Docherty, whose new documentary Heart of Neon chronicles Minter's remarkable four-decade journey from the VIC-20 era to becoming one of the industry's most fiercely independent creative voices.
Paul's own story is deeply intertwined with gaming history. Known to many as "Doc" from the Commodore 64 scene, he created iconic loading screens for classics such as The Last Ninja, Druid II and Flying Shark before embarking on a successful career in documentary filmmaking. Now, he's brought those two passions together in a labour of love that celebrates the games, artistry and philosophy of Llamasoft founder Jeff Minter.
Together, we explore the making of Heart of Neon, the challenges of documenting a gaming icon, and why Minter's unique blend of arcade action, psychedelia and artistic expression continues to resonate with players today.
In this episode, we cover:
1️⃣ The making of Heart of Neon How Paul Docherty went from Commodore 64 pixel artist to documentary filmmaker, and why Jeff Minter became the subject of his most ambitious project.
2️⃣ Jeff Minter's extraordinary legacy From Gridrunner and Llamatron to Space Giraffe and beyond, we discuss the games, ideas and innovations that shaped a four-decade career.
3️⃣ Video games as art Why Minter's work challenges conventional ideas about game design and continues to inspire developers, artists and creators.
4️⃣ The golden age of home computing Paul reflects on the Commodore 64 era, the UK games industry of the 1980s, and the creative opportunities that helped launch his career.
5️⃣ Preserving gaming history The role documentaries play in capturing the stories behind the games, people and movements that shaped retro gaming culture.
Whether you're a lifelong Llamasoft fan, a lover of retro gaming history, or simply curious about one of the medium's most distinctive creative minds, this is a fascinating conversation about imagination, technology and the enduring power of independent game development.
🔗 Guest links
🎙️ Credits
Retro Titans is sponsored by Thalamus Digital Publishing
Produced by Rocket Media, with voiceover from Mark Silk
Music: "8 Bit Skyway" © Piotr Pacyna
Used under licence from shockwave-sound.com
In this episode of Retro Titans, Phil sits down with coder, musician and game porter Ian "Hoffman" Ford — a veteran of the Amiga demoscene whose work has helped bring classic games to new audiences across modern retro platforms.
From creating tracker music as a teenager during the UK home computer boom to porting iconic titles like Metal Gear, Shinobi, Golden Axe and Turrican, Ian has spent decades combining technical expertise with a passion for retro gaming. Equally at home composing soundtracks, designing sound effects and writing low-level code, he occupies a unique place in the modern retro scene.
Together, Phil and Ian explore the worlds of game porting and retro game music, discussing what it takes to faithfully bring classic games to new hardware, how vintage systems shape the creative process, and why preserving the look, feel and sound of these games remains so important today.
In this episode, we explore:
1️⃣ The art of porting classic games What really happens when a game moves from one platform to another — and why understanding both the original hardware and the destination system is only the beginning.
2️⃣ From the Amiga demoscene to modern retro development How a teenage passion for music, coding and creativity evolved into a career spanning decades of retro gaming projects.
3️⃣ Music, sound and atmosphere in retro games From tracker music and game soundtracks to sound design and audio production, Ian explains how he creates music that enhances the retro gaming experience.
4️⃣ Head Over Heels: Return to Blacktooth A behind-the-scenes look at one of the most anticipated modern retro releases, and the work involved in bringing the Atari ST project to the Amiga.
5️⃣ Preserving gaming history for new generations From Metal Gear on the MSX to modern Neo Geo projects, Ian discusses why classic games still matter and how they continue to inspire today's developers and players.
Ian also shares stories from the Amiga demo scene, explains how a chance discovery of the Metal Gear source code sparked his first major porting project, discusses his work on Seekanoid and Roguecraft DX, and reveals the games that shaped his life — from Tetris and Journey to the Neo Geo classic Neo Turf Masters.
🔗 Guest links
GitHub: https://github.com/h0ffman
Twitch: https://www.twitch.tv/h0ffman
Bluesky: https://bsky.app/profile/h0ffman.bsky.social
YouTube: https://www.youtube.com/@h0ffman
🎙️ Credits
Retro Titans is sponsored by Thalamus Digital Publishing
Produced by Rocket Media, with voiceover from Mark Silk
Music: "8 Bit Skyway" © Piotr Pacyna
Used under licence from shockwave-sound.com
In this episode of Retro Titans, Phil sits down with Sam Dyer, founder of Bitmap Books — the publisher behind some of the most beautifully crafted retro gaming books ever produced.
From the Commodore 64 and ZX Spectrum to the NeoGeo and N64, Bitmap Books has become synonymous with premium retro gaming preservation, celebrating the art, culture and history of the games we grew up with. But Sam's journey started much like many of ours — with a beige computer under the TV and a lifelong fascination with games.
Together, Phil and Sam explore how nostalgia, graphic design and a love of gaming history combined to create one of the most respected retro gaming publishers in the world today.
In this episode, we explore:
1️⃣ The origins of Bitmap Books How a passion project inspired by the Commodore 64 grew into a globally recognised retro gaming publisher.
2️⃣ Designing books for retro fans Why presentation, print quality and visual storytelling matter just as much as the words on the page.
3️⃣ Preserving gaming history From arcade classics and point-and-click adventures to SNK and Neo Geo, Sam explains why these games deserve to be documented and celebrated.
4️⃣ Nostalgia, community and modern retro culture Why retro gaming continues to resonate with new generations, and how the meaning of "retro" keeps evolving.
Sam also shares stories about launching books through Kickstarter, working with legendary developers and publishers, creating collector's editions with built-in sound effects, and why games like Sensible Soccer, Monkey Island and Metal Slug still matter today.
🔗 Guest links – Sam Dyer / Bitmap Books Bitmap Books Website https://www.bitmapbooks.com/ Bitmap Books on X/Twitter https://x.com/bitmap_books Bitmap Books on Facebook https://www.facebook.com/bitmapbooks
🎙️ Credits Retro Titans is sponsored by Thalamus Digital Publishing
Produced by Rocket Media, with voiceover from Mark Silk
Music: "8 Bit Skyway" © Piotr Pacyna Used under license from shockwave-sound.com
In this episode of Retro Titans, Phil sits down with veteran game developer Carleton Handley to explore a career that spans the golden age of gaming right through to today's retro revival.
Carleton started out as a self-taught bedroom coder on the C64, before going on to work across multiple generations of games — from 8-bit classics to console and mobile titles. But in recent years, he's returned to where it all began, creating brand new games for the C64, including the brilliant puzzle game Millie and Molly.
Together, they explore what draws developers back to retro platforms, how constraints can fuel creativity, and why the C64 scene is still very much alive today.
In this episode, we explore:
1️⃣ From bedroom coder to professional developer Carleton's journey from learning to code as a teenager to working across Game Gear, PlayStation and early mobile games.
2️⃣ Why return to the C64? What brought him back to 8-bit development after years away from making games.
3️⃣ Designing Millie and Molly How thoughtful puzzle design and simple mechanics create a deeply rewarding experience.
4️⃣ The modern retro scene Why communities, tools and platforms are making it easier than ever to create for classic systems.
Carleton also shares stories from his early career, his experiences working across different eras of the games industry, and how his passion for making games never really went away.
🔗 Guest links – Carleton Handley https://carletonhandley.itch.io/
🎙️ Credits Retro Titans is sponsored by Thalamus Digital Publishing 🌐 www.thalamusdigital.co.uk
Produced by Rocket Media, with voiceover from Mark Silk 🌐 www.marcsilk.com
Music: "8 Bit Skyway" © Piotr Pacyna Used under license from shockwave-sound.com
In this episode of Retro Titans, Phil is joined once again by returning guest and Evercade expert Crazy Burger for a deep dive into one of the most talked-about retro gaming announcements of the year: the Evercade Nexus.
Positioned as a premium handheld upgrade, the Nexus introduces a larger screen, dual analog sticks, and new features like local wireless multiplayer. But does it deliver what fans have been asking for, or is it playing things a little too safe?
Together, Phil and Crazy Burger break down everything we know so far, from hardware design and performance to pricing, game compatibility, and what this means for the future of the Evercade ecosystem.
In this episode, we explore:1️⃣ What the Evercade Nexus actually is A new premium handheld with a larger display, dual analog controls, and full cartridge compatibility.
2️⃣ Safe upgrade or missed opportunity? Why the Nexus delivers many requested features, but may fall short of bigger expectations.
3️⃣ Hardware deep dive Screen size, resolution, weight, ergonomics, and how it compares to previous Evercade devices.
4️⃣ New features and functionality From Tate mode to EverSync local multiplayer, and what these additions mean in practice.
5️⃣ Banjo-Kazooie and the future of Evercade Why this release is a major moment for the platform, and what it could signal for upcoming games.
Crazy Burger also shares insights from the Evercade community, reflects on Blaze's strategy, and gives an honest verdict on whether the Nexus is worth the investment.
🔗 Guest links – Crazy BurgerYouTube: https://www.youtube.com/@CrazyBurger
🎙️ CreditsRetro Titans is sponsored by Thalamus Digital Publishing 🌐 www.thalamusdigital.co.uk
Produced by Rocket Media, with voiceover from Mark Silk 🌐 www.marcsilk.com
Music: "8 Bit Skyway" © Piotr Pacyna Used under license from shockwave-sound.com
In this episode of Retro Titans, Phil kicks off Season 3 with a return to the world of Pico-8. It's a fantasy console with a growing reputation as one of the most exciting spaces in modern retro development.
Joining the show is indie developer and educator Krystian Majewski, also known as Krystman. He is the creator of the popular Lazy Devs Academy YouTube channel and has helped thousands of aspiring developers take their first steps into game creation using Pico-8.
Together, they explore what makes Pico-8 so compelling, from its creative constraints to its supportive community. Krystian also shares practical advice for anyone looking to get started with game development.
In this episode, we explore:
1️⃣ What Pico-8 actually is and why it matters A "fantasy console" focused on creativity, accessibility and design discipline.
2️⃣ Why limitations make better games How strict constraints on resolution, colour and size help developers focus on what matters.
3️⃣ Teaching game development through Pico-8 Inside Lazy Devs Academy, and how structured learning and community support help beginners succeed.
4️⃣ Getting started as a developer Practical advice for newcomers, from first ideas through to a finished game.
Krystian also shares insights into his own games, the evolution of the Pico-8 scene, and why there has never been a better time to start making games yourself.
🔗 Guest links – Krystian MajewskiYouTube: https://www.youtube.com/c/LazyDevs Itch.io: https://krystman.itch.io/ Mastodon: https://mastodon.social/@krystman
🎙️ CreditsRetro Titans is sponsored by Thalamus Digital Publishing 🌐 www.thalamusdigital.co.uk
Produced by Rocket Media, with voiceover from Mark Silk 🌐 www.marcsilk.com
Music: "8 Bit Skyway" © Piotr Pacyna Used under license from shockwave-sound.com
In this episode, we welcome back Crazy Burger, one of the most respected and entertaining voices in the Evercade community. Known for his in-depth reviews, thoughtful analysis, and trademark humour, Crazy Burger has become a go-to YouTuber for anyone following Blaze Entertainment's retro handheld journey.
Together, Phil and Crazy Burger look back at a landmark year for Evercade with the first-ever Crazy Burger Awards — highlighting standout cartridges, surprise hits, and the odd disappointment along the way. From Rogecraft to the NeoGeo collections, they discuss the best gameplay experiences, evolving hardware, and how the Evercade scene continues to thrive thanks to an engaged and creative fanbase. Phil also reveals a potential anomoly on the Evercade releases of Bubble Bobble on cart and Super Pocket.
To round it off, Crazy Burger shares his insights on being a retro gaming YouTuber and they reveal a few of their favourite Evercade content creators.
🔗 Links
YouTube https://www.youtube.com/@CrazyBurger
🎵 Music:
Neon Gaming, by Dope Stuff
Desert Island Disc theme tune, by Eric Coates and his orchestra
Roguecraft DX - by Jogeir Liljedahl
In this episode of Retro Titans, Phil returns to the vibrant world of Pico-8, the tiny virtual console with a massive creative heart. Following the success of our earlier chat with composer Chris Donnelly (aka Gruber), we're diving deeper into this pixel-perfect ecosystem with one of its most prolific creators, Johan Peitz. From Alpine Alpaca to Golf Sunday and Ascent, Johan's games capture the playful experimentation and elegant simplicity that make Pico-8 such a joy for developers and players alike.
Phil and Johan explore the origins of Johan's game-making journey, from early inspirations to discovering Pico-8's unique constraints and charm. They discuss the process behind demakes like Pico Driller, how collaboration with Gruber shapes the tone of his games, and what makes the Pico-8 community one of the most supportive and inventive corners of the indie scene. Johan also shares advice for newcomers curious about making their first Pico-8 game — and why the best ideas often come from working within limitations.
To wrap things up, Johan takes us through his favourite Pico-8 creations, shines a light on some standout developers in the scene, and reflects on the music that brings his tiny worlds to life.
🔗 Links:
Website - johanpeitz.com
Itch.io - johanpeitz.itch.io
X - @johanpeitz
Bluesky - @johanpeitz.com
🎵 Music: Intro – Neon Gaming, by Dope Stuff
Alpine Alpaca and Polar Panic, by Gruber
In this episode, we return to one of our favourite topics on Retro Titans: the wonderful world of Evercade. Joining Phil are Sean Cleaver (Head of Marketing) and Ryan Dekker (Head of Technology) for a special fan-led Q&A — the first of its kind on the podcast.
Across a wide range of listener questions, Sean and Ryan discuss the future of Evercade's library and hardware, how they balance nostalgia with modern development, and the ongoing dialogue with the community across platforms like Reddit and Discord. They talk screen improvements, accessibility ideas, bug fixes, and the evolving developer program — including how indie creators can get involved. There's also insight into upcoming collections, the return of Spectrum titles, and what fans can expect in 2026.
And to wrap things up, Desert Island Carts makes a triumphant return. Ryan picks his dream Evercade setup, three essential cartridges, and the gaming music track he'd take to his tropical retreat.
🔗 Links:
Website - evercade.co.uk
Discord - @evercade-official
Facebook - @evercaderetro
Reddit - @evercade
X - @evercaderetro
🎵 Music:
Neon Gaming, by Dope Stuff
Desert Island Disc theme tune, by Eric Coates and his orchestra
Roguecraft DX - by Jogeir Liljedahl
Tony Warriner is a co-founder of Revolution Software — the team behind Lure of the Temptress, Beneath a Steel Sky, and Broken Sword. From his teenage coding experiments on the Amstrad CPC to shaping one of Britain's most iconic adventure studios, Tony's story is one of creativity, independence, and survival.
In this episode, Tony joins me to talk about building Revolution from the ground up, the clever tech behind the Virtual Theatre engine, and what it really took to bring Broken Sword to life. We discuss the indie spirit that's guided him through decades of change, his self-published book Revolution: The Quest for Game Development Greatness, his upcoming game UrbX Warriors, and his thoughts on the future of small-scale game development.
Plus, Tony takes on a round of quickfire questions — including a story behind the goat puzzle, the most chaotic genius at Revolution, and the one game cover he'd want on his gravestone.
🔗 Links: Instagram: @TonyWarriner
X: @tonywarriner
Bluesky: @tonywarriner.bsky.social
Tony's book: Gumroad
🎵 Music: Intro – Neon Gaming by Dope Stuff Revenge of the Mutant Camels (C64), by James Lisney
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