Also Known As
- Andrew Graybrook
- A. Braybrook
|Uridium (1986)||(Project Leader)|
|Empire Soccer 94 (1994)||(Coaches)|
|Fire & Ice (1992)||(Original Design)|
|Paradroid 90 (1990)||(Original design)|
|Intensity (1988)||(Designed by)|
|Morpheus (1987)||(Designed by)|
|Alleykat (1986)||(Design by)|
|Quazatron (1986)||(Original game)|
|Uridium (1986)||(Original design and concept by)|
|Paradroid (1985)||(Concept )|
|Uridium 2 (1993)||(By)|
|Fire & Ice (1992)||(68000 game system)|
|Paradroid 90 (1990)||(Game design)|
|Simulcra (1990)||(Programmed by)|
|Morpheus (1987)||(Programmed by)|
|Rainbow Islands (1987)||(68000 Game System)|
|Alleykat (1986)||(Programmed by)|
|Gribbly's Day Out (1985)||(Brought to life by)|
|3D Lunattack (1984)||(Programmed by)|
|3D Seiddab Attack (1984)||(Written by)|
|3D Space Wars (1983)||(Written by)|
|Fire & Ice (1992)||(Additional Graphics By)|
|Magnetron (1988)||(Graphics by)|
|Uridium (1986)||(Sound FX)|
|Ivan 'Ironman' Stewart's Super Off ... (1989)||(Technical advisor)|
|Lollypop (1994)||(I would like to thank)|
|Bubble Bobble also featuring Rainbow Islands (1996)||(Converted by Graftgold)|
Andrew worked at Marconi in Chelmsford, where he was a trainee programmer in the computer centre. Using CMS, CICS and Cobol, but few assemblers, he worked with a suite of IBMs. After four years he had become a trainee analyst and programmer. He had always written computer games in his spare time, using Cobol to throw up games rather than text on the firm’s computers.
After two years at this job, his Dad bought Andrew a ZX81, and he began to dabble in Basic. Andrew bought himself a Dragon 32 which he found preferable with its better keyboard and colours to play with. He saw Steve Turner’s work and became interested in it. He began to try to collate his ideas on the Dragon to see what could be achieved. Three months later, Steve Turner invited him to come work with him. In the early days, Andrew focused on the Dragon platform and mainly programming, while Steve programmed for the Spectrum and also did graphics.
Andrew Braybrook loved programing for Amiga and the C64, but after the fall of Commodore and the rise of the PC, he didn't want to work on the PC. He kept working on games with Steve until 1996 and then quit to join an insurance company.
Last updated: Apr 10, 2007
- Old coders never die... they only fade away -- Feature in Commodore Format (Issue 22, Jul 92, p52) that lists companies and programmers that made the Commodore 64 great.
- The One interview (August 1989) -- Andrew Braybrook answers some questions following the release of Rainbow Islands in the UK magazine The One issue #11.
- Andrew Braybrook interview -- Interview with Retro Gamer magazine (June 2014)