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Last edited by Bearcat (talk | contribs) 4 months ago. (Update) |
Martin Webb | |
|---|---|
| Martin Webb Martin Webb | |
| Born | May 2, 1968 United Kingdom |
| Occupations | Software programmer, software architect, entrepreneur |
| Known for | TI-99/4A game development, Commodore 64 programming, Out Run conversion |
| Website | www |
Martin Webb (born 2 May 1968) is a British software programmer, software architect, and entrepreneur. He is known for early game development work on the TI-99/4A and Commodore 64, including programming the Commodore 64 version of Out Run, and for later work in internet ventures, software systems, and AI-native products.[1][2]
Webb was born in the United Kingdom. He began programming at a young age and became active during the British home-computer era, initially developing titles for the TI-99/4A before moving into Commodore 64 development.[3]
Webb's earliest commercial programming work was carried out through Intrigue Software, a United Kingdom-based software publisher for the TI-99/4A. Retrospective sources describe Intrigue as a father-and-son operation led by Dennis Webb, with much of the programming carried out by Martin Webb while still very young.[4][5]
Titles associated with Webb’s early period include Adventuremania, Lionel and the Ladders, Atlantis, Beneath the Stars, Mania, Panic on the TI Tanic, Santa and the Goblins, and Shuttle Attack.[6][7]
These early works established Webb as part of the generation of British bedroom programmers who created complete commercial games under the technical constraints of early home computers.
After the TI-99/4A period, Webb moved into Commodore 64 development. MobyGames credits him on titles including Max Torque, Karate Chop, Arcade Flight Simulator, and the Commodore 64 version of Out Run.[8]
Webb is particularly noted for programming the Commodore 64 version of Out Run while still a teenager. Retrospective accounts describe him as a 17-year-old programmer who had already built a fast racing prototype before being contracted to work on the home conversion after U.S. Gold secured the license.[9][10]
The project was developed under severe technical constraints, with Webb focusing on speed, motion, and playability within the limitations of the Commodore 64. The game became one of the best-known home conversions of its era and remains the title most closely associated with his name.[11][12][13]
After his games-industry work, Webb moved into internet and software entrepreneurship. Over time, his work expanded into commercial software systems, product architecture, SaaS platforms, and AI-native technology ventures.[14]
Webb is now based in Manaus, Brazil, and works through INC64, described as a technology and IP studio. The studio site describes INC64 as building AI-native platforms and software assets, while Webb’s personal site describes his work as spanning early computing, internet ventures, SaaS systems, and modern AI-native products.[15][16]
Webb’s career spans the 8-bit home-computer era, early internet entrepreneurship, SaaS platform building, and AI-native software development. His work links the generation of early British microcomputer programmers with later commercial software and platform ventures.[17][18]
Category:British video game programmers Category:Living people Category:1968 births
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