A List Of Games By Trans People Before 2010

by Dot Maetrix

Very much a work in progress  <3
last updated 30/5/2025
Pre-emptively Answered Questions (PAQ) can be read here.       Also you can buy me a coffee or something here

(Note: This list is incomplete and uncompletable. It is my hope that if this list shows anything, it's that trans people have ALWAYS been here)


280 ZZZAP (1977, Arcade)

A driving game by Jamie Fenton, published by Midway with brand licensing from Nissan. Plays very much like Atari's Night Driver (both games were based on the 1976 German machine Nürburgring). The display for the game was enhanced by an overlay that separated the dashboard display from the road with a basic physical model of the car bonnet and dashboard, creating a physical 3D effect. The game was later ported to the Bally Astrocade, a console which Fenton worked on.
Gameplay footage on an original arcade machine (YouTube)

Activision Anthology (2002, PS2)

Screencap from Activision Anthology, showing a room with a rack of Atari 2600 games and a TV screen with Space Shuttle: A Journey Into Space on it

Collection of Activision's Atari 2600 games, playable in an emulator programmed by Rebecca "Burger Becky" Heineman. Also happens to be the first official compilation of Activision's early games to include Space Shuttle: A Journey Into Space, which just happens to have its own entry

Advanced Pinball Simulator (1988, Commodore 64)

Music and sound by Julie Dunn.
Theme music can be listened to here (Youtube link)

The Adventures of Robby Roto (1981 Arcade)

I'm not sure if Cart Tilting is a thing you can do with arcade boards but I feel like if it was it would create graphics that looked like this

Arcade game by Jamie Fenton, with an aesthetic similar to her glitch art work. Players have to dig through tunnels, avoid spiders, and rescue wee smiley faces trapped in the tunnels. Power ups make the player briefly immune to attack, but don't allow the player to attack the enemies, something which Fenton felt on reflection made the game lack the table-turning catharsis games like Pac Man had.
Unsuccessful in the coin-op market, only 2000 units were produced. Fenton retains the rights to the game, which she has made freely available.
Arcade ROM available for free

Age of Empires III (2005, PC)

Screencap of Age of Empires III that I stole from Jennell Jaquays's Facebook page. It's a screencap she created of some guys fighting in a forest

Jennell Jaquays was one of the artists. As well as doing art for the base game and War Chiefs expansion, she also staged created screenshots for marketing, including the one above. She would call it her favourite videogame project to work on.

Aliens: The Computer Game (1986, Commodore 64)

Additional graphics by Jennifer Diane Reitz

Alvin and the Chipmunks (2007, PS2, Wii)

Ever wanted to play a rhythm game where you listen to Chipmunkified covers of 500 Miles, Tubthumping, and Love Shack? Well too bad, it exists anyway! Rebecca Heineman was one of the engine programmers.

Another World (1992, SNES, Apple II GS, 3DO)

And then a skeleton popped out

Ports programmed by Rebecca Heineman. The SNES version in particular is notable in that she got the base system to render polygon-based vector graphics at a playable framerate without an enhancement chip. Eric Chahi gave her a signed copy of the game's box art for her work. She still has it.
The IIGS version is also notable in that it was the last commercially released Apple II GS game to hit retail. Rebecca Heineman also coded the first, Tass Times in Tone Town, making her work bookend the entire life of the computer.

Asheron's Call - Throne of Destiny (2005, PC)

Executive Producer: Jess Mulligan
"I was responsible for all parts of ongoing Live development and for transitioning the franchise from our former publisher, Microsoft, to a self-published product. This included being part of the team that set up all facets of the Live service, including P&L responsibility, Customer Service, Community Management, Marketing, PR and Network Operations"
 - from her Linkedin

Asteroids (1979, Arcade)

The arcade game Asteroids, with some gubbins representing the arcade machine around it. Screencapped from "Atari 50" by Digital Eclipse

Created using the vector graphics engine designed by Wendi Allen for Lunar Lander
HOLY SHIT ASTEROIDS IS ON HERE

Astrorock (1996, DOS)

DOS version by Rebecca Heineman

Bank Shot: Electronic Pool (1980, dedicated handheld system)

It's a handheld pool simulator where the balls are represented by a grid of LEDs. Kinda nifty for something this early. Co-designed by Jessica Stevens
TV ad for Bank Shot

The Bard's Tale (1985, Apple II)

Coding by Rebecca Heineman

The Bard's Tale III: Thief of Fate (1988, Apple II)

Rebecca Heineman took over a lot of design work in this game 

Battlezone (1980, Arcade)

Created using Wendi Allen's vector graphics engine

Bloodrayne 2 (2004, Gamecube, PS2, Xbox)

Level design by Emilia Schatz

Blowout (2002, Gamecube, PS2, Xbox)

Emilia Schatz was the senior level designer on this one

Boppin (1991, Amiga, PC)

By Jennifer Diane Reitz
Official Site -  comes with a downloadble Windows version but I couldn't get it to work

Breakers (1986, Apple II)

Text adventure created using Cathryn Mataga's BTZ (it stands for Better Than Zork) engine

Brimstone (1985, Apple II)

Text adventure created used Cathryn Mataga's BTZ engine

Carnival (1982, Atari 2600)

Space Invaders but it's a carnival shooting gallery. Originally a Sega arcade game, ported to the 2600 by Jessica Stevens

Cartels and Cutthroat$ (1981, Apple II, Atari 8-bit)

by Danielle Bunten Berry

Casper (1996, 3DO)

Ported by Rebecca Heineman

Charlie and the Chocolate Factory (2005, GBA)

Programmed by Cathryn Mataga

Charlotte's Web (2005, GBA)

Programmed by Cathryn Mataga

Checkmate (19XX, Arcade, Astrocade)

Another one of Jamie Fenton's early games at Bally Midway, from when you could pretty much still get away with making games that were simply a better version of existing games. In this case it's a variant on Blockade by Gremlin Industries, but playable with up to four players instead of just two. This is in turn a multiplayer variant of the game best known as Snake. Players travel around a field creating a trail behind them, and have to avoid crashing into other players' trails or their own. A trail disappears when the player dies. This would ultimately be the kind of gameplay that would inspire the Light Cycles game in Tron. The game would also be ported to the Bally Astrocade, the early home gaming system that Fenton worked on. The audio from this version can be heard in her early glitch art video, Digital TV Dinner.

Chex Quest 3 (2008, PC)

The long awaited third episode of the DOOM mod you could get in boxes of the Chex breakfast cereal in the States for a while. Originally an unofficial sequel by the original developer, General Mills have made it canon as of 2019. A couple of the tracks are by Sabrina DiDuro, who is more recently known for the Freedom Planet games.

Chiki Chiki Tengoku (1995, Game Boy)

A match-three falling-blocks puzzle game by Megu-Tan, inspired by the fact that her boss was playing a lot of Doctor Mario at the time.

Chiller (1984, C64)

Lemme tell you how much "Oh no!" i felt when i realized I was going to have to look this one up, because there was a torture porn shooting game for the arcades by the same name a couple years later. It's fine though, this particular Chiller is just a relatively cute platformer wher you play as a boy travelling from location to location avoiding monsters and skellingtons and collecting magic crosses. With that said it DID manage to attract its own little bit of controversy. The devs decided to be a little bit naughty and commissioned Julie Dunn to write a piece of music that rips off Michael Jackson's Thriller as blatantly as possible, and to have a second track that they could use as backup the instant they got in trouble. Dunn obliged, and so there are two versions of the game out there now. The music in both is pretty great.

Chuck Norris Superkicks (1983, C64, VIC-20)

Honestly there's something kinda funny about having this icon of Terminally Online Masculinity on this list, but here we are. Originally a 2600 game, the Commodore ports were handled by Rebecca Heineman in one of her first jobs in the business.

Club Penguin (2007, PC)

Panel from one of Charlene's comics

Long-running children's MMO where you played as a penguin and did stuff on an island full of other penguins who were other players. Charlene Burbidge, who went on to make Princess Farmer, worked behind the scenes on Club Penguin and reached out to me to say what she worked on.
"i did some parties and newspapers and stage plays between 2007 and like uhhhh the next bunch of years lol. and i did the comics. and then went on to directing/producing stuff like the epf relaunch and some of the games post 2010"

Command HQ (1990, PC)

by Danielle Bunten Berry

Computer Quarterback (1981, Apple II)

by Danielle Bunten Berry

Crystal Quest (1989, Apple II GS)

Ported by Rebecca Heineman

Curse of Babylon (1990, C64)

Originally a game for the PC-88, the C64 version was coded by Cathryn Mataga

Cytron Masters (1982, Apple II, Atari 8-bit)

by Danielle Bunten Berry. I've seen people say this is the first ever Real Time Strategy game

D/Generation (1991, Amiga)

Isometric cyberpunk puzzle game by Veda Hlubinka-Cook

Daley Thompson's Decathlon (1984, C64)

No doubt there's some degree of irony to be had that Daley Thompson is something of an outspoken transphobe these days (not to mention something of an outspoken homophobe at the time), and honestly the Speccy version of the joystick-breaking sports games featuring his name (if not always his likeness) are the most iconic, but hey, Julie Dunn did the wee jingles that play between stages on the C64 version so here it is on the list

Dark Sun: Crimson Sands (1996, PC)

Early MMORPG. Front end of online coded by Cathryn Mataga
"Developed the Dark Sun Online game for the PC. This was a persistent world MMRPG for the PC. Was responsible for development of the front end programming, and managed a contract programmer responsible for the back end (Unix, SunOS)."
-from Cathryn Mataga's Linkedin

Dark Tower (1984, C64)

Music by Julie Dunn

Defiance (1997, PC)

Rebecca Heineman is credited as a level designer on this one

Desert Gun (Arcade, 1977)

Arcade gun game by Jamie Fenton. Originally titled Road Runner before Warner Bros's lawyers started breathing down Midway's neck

Dinosaur (2000, GBC)

Screencaps taken moments before disaster

Programmed by Cathryn Mataga

Doctor Who (Amiga, 1992)

OOOO-WEEEEE-OOOOOOOO

Artist and designer: Jennifer Diane Reitz. A promoware title put out by Accursed Toys to showcase their skills. You play as the Doctor (and every time you lose a life you regenerate and cycle through from Hartnell to McCoy) and must navigate each level in such a way that your sworn enemies, be they Daleks, Cybermen, Yeti or Krynoids, shoot each other or blow themselves up trying to get you, while you try and collect the Key To Time before The Master does.

Domain (1988 sort of, C64)

Unpublished game leaked by a cracker group. It's not really clear who made it, but the music driver is Julie Dunn's so it's fair to say the music is hers.

Donkey Kong (1982, Colecovision)

Once again, Donkey Kong says trans rights! The 1982 Colecovision port by Jennell Jaquays only features 3 out of the four arcade levels, but was pretty much the best version out there until Nintendo made their own home console with its own version of Donkey Kong.

DOOM (1996, 3DO)

3DO DOOM, with the fullscreen cheat on because it looks like a passable version of DOOM when it's not in motion (and probably would have been fine if Burger Becky got more than two and a half months to make it run)

Rebecca Heineman's heroic disaster of a port, foisted on her by Art Data Interactive's Randy Scott, who lied to her about the state of the project she was picking up and made numerous unhinged demands for extra weapons and FMV sequences to be added to the game. This is on top of the fact that the whole port had to be done in a ten week deadline, so that the game could make it to shelves before Art Data Interactive's rights to the game expired. Oh, and he also didn't provide the source code, apparently under the impression that you could just port a game with a retail copy, so Heineman had to get a copy of the Jaguar source code off of Id as a starting point. Randy Scott is one of the worst producers in the history of the world.
Obviously the port did not come out well but the end result makes for one of the most legendary stories of Heineman's career. She also managed to get Scott off her case by talking him into recording new remixes of the game's music, since there was no way she was going to write an audio driver on top of everything else.
Source code on github
Interview with Rebecca Heineman on Bad Game Hall of Fame
Burgertime 7/12/2015: DOOM 3DO: Rebecca Heineman talking about how DOOM 3DO came to be (YouTube)
Doom 3DO: Or How I Survived Hell, a 2022 talk by Rebecca Heineman at Vintage Computer Federation (YouTube)

DOOM (2001, GBA)

Oh hey it's DOOM again. This port credits Jennell Jaquays as a level designer, and sure enough the game DOES have a few multiplayer maps that don't exist on any other port, so I guess she did some of those?

Dragon Wars (1989, Various home computers)

Developed by Rebecca Heineman. Originally intended as a Bard's Quest game but rights issues got in the way

Dragon's Lair (GBC, 2000)

Handheld demake of the FMV-heavy laserdisc classic, squeezed onto a 4 megabyte Game Boy cartridge. The lead programmer of this port was Cathryn Mataga, who worked on coding the game, and compressing the data to fit on a single relatively tiny cartridge (even the excellent Amiga port spanned six disks about a meg each)
"I give Cathryn Mataga, our lead engineer, a lot of credit here... She found ways to make things compress that went above and beyond conventional techniques."
 - Mike Mika
Time Extension article about the making of

Elite (C64)

Sophie Wilson once declared that "Elite is the program that couldn't been written" in response to the game's release on the computer she had helped design, the BBC Micro. Other ports shortly followed, including one for the C64. The task of providing this version of the game's music went to Julie Dunn, who ported Aidan Bell's fanfare theme into the game, along with a beautiful SID chip rendition of The Blue Danube.
Listen to Julie Dunn's take on Blue Danube here it's so good holy shit!!

Enter The Matrix (2003, PS2, Gamecube, Xbox, PC)

Written and directed by Lilly and Lana Wachowski, as a companion piece to the Matrix Sequels. Ties together scenes from Animatrix and Matrix Reloaded, and features FMV scenes filmed alongside the movies using the same cast and crew.

Escape From Paradise (1987, C64)

Music by Julie Dunn

Essex (1985, Apple II)

Text adventure created using Cathryn Mataga's BTZ engine

F(L)ail (2008, PC)

One of Maddy Thorson's Trans-People-Can-Double-Jump platformers. Honestly I didn't realise how many of these she had done.

Fallout (1997, Mac)

Rebecca Heineman managed the Mac port, and is one of the coders who kept a copy of the source code.
Fallout 1 and 2's source code isn't lost after all, thanks to one hero programmer: 'I made it a quest to snapshot everything' - PC Gamer article
Burgertime! 5/9/2025 Fallout Source - Becky's own account clarifying reports about her keeping the source code.

Fallout 2 (1998, Mac)

Burger Becky did the mac port of this one too. See above.

Fifa 96 (2004, Jakks-Pacific)

"Fifa 96 in 2004? Jakks-Pacific? You're not making sense, woman!" you might be saying. Well here we go anyway! Okay so Jakks Pacific is a toy company better known for...well, their toys, but they also did a line of Plug & Play TV games. You know the ones, where it's basically a controller that plugs directly into your TV input and it's usually got a bunch of ROMs on it or something? Well that's what this is, except it's not quite an emulation, but rather a port of the Sega Mega Drive version of Fifa 96 to a little bit of bespoke hardware stored inside a controller that looks a little bit like a Mega Drive controller. Cathryn Mataga did the porting, so that means I get to talk about this. Hooray.

Finders Keepers (1985, C64)

Music by Julie Dunn.

Fire Truck (1978, Arcade)

NEE NAW NEE NAW NEE NAW

Wendi Allen followed up her first game, Super Bug, by elaborating on the premise. This time, instead of one player, two players would control the front and back of a fire engine, with both co-operating to avoid a collision, and covering as much distance as they can within the time limit.

Flight Path 737 (1984, C64)

Flight sim for the C64. The music was Julie Dunn's first job doing music for games.
"It was a tune I'd originally written in 1975; I'd found that using the ADSR on a saw channel gave the bass riff an echoey effect, and two pulses slightly detuned from each other played the main theme. I was hired!"
-from an interview with Julie Dunn on c64.com

The Fourth Protocol (1985, C64)

Based off a Cold War thriller novel. Features music by Julie Dunn which she had originally written as a carol for a school choir.

Garfield and his Nine Lives (2006, GBA)

Fairly standard licensed platformer for the Game Boy Advance. One of the two programmers was Cathryn Mataga

Gateway to the Savage Frontier (1991, C64, Amiga)

Cathrn Mataga was one of the encounter authors, and also she programmed the Amiga version

Ghostbusters - The Video Game (2009, Xbox 360, PS3)

A licenced Ghostbusters game featuring pretty much all of the original cast. Generally held in high enough regard for people to consider it a worthy follow-up to the original movies. One of the game designers was Emilia Schatz

Gilligan's Gold (1984, C64)

Music by Julie Dunn 

Global Conquest (1992, PC)

By Danielle Bunten Berry

Goldeneye Rogue Agent (2004, Gamecube, PS2, Xbox)

One of a few console FPSes Rebecca Heineman had a hand in during her time at EA. She provided "additional engineering" according to the credits

Gorf (1981, Arcade)

Probably the best known of Jamie Fenton's games. Following a round of shooting down the Space Invaders, the player goes to space and takes the fight to the enemy Gorfian commander, who mocks the player with a synthesized voice. Unlike contemporary space shooters of the time, the player could move sideways AND up and down, and the game had multiple stages, each with slightly different gameplay. A sequel game, Ms Gorf, was almost completed by Fenton, but ultimately cancelled when the American games industry crashed.

Grand Theft Auto Advance (2004, GBA)

Programmed by Cathryn Mataga. An original game in the GTA series with the same setting as the PS2 GTA games but with the top-down styles of DMA's earlier GTAs. Includes much of the visual style that made those games stand out, including the 3D buildings, but also includes features from the later games, such as the ability to flip cars over, causing them to explode.

Guitar Hero (2005, PS2)

You know, I figured there was absolutely NO goddamn way this game had a 100% cis setlist, but I wasn't about to go out there and transvestigate every single artist who contributed music to this game. Luckily it turns out other people know Cool Stuff which gets shared with me sometimes.
So anyways, Guitar Hero features a hidden track, Trippolette, by Andi Buch, one of the playtesters. It was cut at the last minute but is unlockable by cheat codes. Accounts vary on whether it was ever meant to be there in the first place.
Trippolette - Andi Buch's own account on the hidden song, and the Gameshark codes required to unlock it.

Gumball (1983, Apple II)

By Veda Hlubinka-Cook.

Halo Wars (2009, Xbox 360)

Jennell Jaquays was one of the artists, working on "the art side of multiplayer map creation".

Heart of Africa (1985, C64)

By Danielle Bunten Berry.

High Noon (1984, C64)

Shooty Cowboy game for the C64. You shoot outlaws, and the undertaker carries off the bodies. Julie Dunn provides a bouncy SID cover of the High Noon TV theme.

Hyper Biker (1984, C64)

Music by Julie Dunn.

I Wanna Be The Guy (2007, PC)

Look I'm just gonna level with you, I wanted to get a screencap of Mecha Birdo just for the sake of having that extra trans connection but God knows I'm not gonna Git Gud at the game all over again just so I can get to that, so just have the title screen

With a name like that you'd think The Kid from I Wanna Be The Guy ought to be some kinda transmasc icon, and I suppose he kinda probably is to some very cool guy out there. But yeah, Kayin is genderfluid, so I get to talk about her classic little bit of homemade internet bastardry here.
Playable here

International Rugby Simulator (1988, C64)

Music by Julie Dunn.

International Speedway (1988, C64)

Music by Julie Dunn.

J.R.R. Tolkien's The Lord Of The Rings, Volume I (1990, DOS, Amiga)

Whew, there's a handful of a title. One of the designers for this was Jennell Jaquays. It just so happens that this was the one game she worked on for Interplay, which it just so happens is where Rebecca Heineman worked at the time. Given that the two of them would later marry, this feels like quite a cute coincidence.

Jazz Jackrabbit 2 (1999, Mac)

Ported to the mac by Rebecca Heineman.

Jet Bike Simulator (1988, C64)

Music by Julie Dunn.

Jump Jet (1985, C64)

Music by Julie Dunn.

Jumper (2004, PC)

Screenshot from stage 2-3 of Jumper. The up arrow's refill the player's Double Jump ability, a mechanic Thorson would use much later in Celeste.

Not gonna lie I did NOT realise how long Maddy Thorson had been doing Trans-People-Can-Double-Jump Platformers before making this list. Like, I thought that Celeste was primarily her drawing from the twitchy platformer style of Super Meat Boy but as it turns out, lmao nope Not only does Jumper predate Meat Boy by sevaral years, but the lead character, Ogmo, went on to appear as a playable character in Super Meat Boy, acknowledging the influence that game had taken from Thorson's work. Like, I fully had the order of cause and effect completely wrong here.
Downloadable for free from Maddy Thorson's website

Jumper Two (2005, PC)

by Maddy Thorson.

Jumper Three (2008, PC)

by Maddy Thorson.

Karateka (1985, C64, Atari 8-bit)

You are the ultimate Birb Puncher!

Veda Hlubinka-Cook ported the game from the original Apple II to the Commodore 64 and the Atari 800. Both ports are held in high regard due to improvements that could be made to the game on the relatively newer hardware.
The Making of Karateka - An interactive documentary by Digital Eclipse featuring emulated versions of both of Cook's ports, as well as interviews and archived correspondence between her and Jordan Mechner.

Killing Time (1996, PC)

Screenshot from a longplay by pagb666 on youtube

When I saw that Killing Time was an original FPS for the 3DO which had Rebecca Heineman's name on it, I figured this would be something she coded from scratch after cutting her teeth on multiple other FPSes on the system. As it turns out, it's actually ironically enough a port FROM the 3DO that she worked on, TO the PC.

Kingdom - The Far Reaches (1995, PC)

This is a port of Thayer's Quest, an unsuccessful Laserdisc game that never really got the love it deserved until Hbomberguy did a video about it. Years after its original non-release on the unreleased Halcyon gaming system, it would receive a re-release on the PC, coded by Rebecca Heineman

Kingdom Hearts (2002, PS2)

Japanese pop singer Utada composed and performed the theme song, Hikari/Simple and Clean, both in Japanese and English. They would return for both sequels.

Kingdom Hearts 2 (2005, PS2)

Utada returned to the series with another single, which they wrote and sang in Japanese under the title Passion, and in English as Sanctuary.

Kromazone (1987, C64)

Music by Julie Dunn

Lady Sword (1989, PC Engine)

sorry i just nicked a screencap from the Bad Game Hall of Fame

Dungeon-crawler RPG written by Megu-Tan

Las Vegas (1984, C64)

Music by Julie Dunn

Last Express (1997, PC)

Veda Hlubinka Cook is the game's technical director. She also makes a cameo appearence as a porter.

Life (1982, Bally Astrocade)

Conway's Game of Life, but coded in Bally Basic by Jamie Fenton

Lunar Lander (1978, Arcade)

The first of Atari's vector arcade games, using a vector graphics engine designed by Wendi Allen, who also co-designed this game.

M.U.L.E. (1983, Atari 8-bit, lots of other things)

This is the game everyone knows Danielle Bunten Berry for so I'm kinda kicking myself for not really knowing much about it. It's like a multiplayer sci-fi economics game or something.

Magic Madness (1987, C64)

Julie Dunn does a sweet cover of The Sorcerer's Apprentice

Magnetron (1988, C64)

by Cathryn Mataga

The Matrix Online (2005, PC)

MMORPG set in the world of The Matrix. Set after the original movie trilogy, with story elements written by The Wachowski Sisters.

The Matrix - Path of Neo (2005, PS2, Xbox, PC)

The Wachowskis, represented as lo-fi Atari 2600 style sprites (Lilly is blue, Lana is pink) sit in Big Comfy Morpheus Chairs explaining "Now maybe this works in a movie but in a videogame the Jesus thing is, well..."
Written and Directed by Lilly and Lana Wachowski, retelling the original Matrix trilogy as a videogame. The Wachowskis make a cameo appearence towards the end, explaining the challenges of making the climax of The Matrix Revolutions work as the final boss battle of the game.

Medal of Honor: European Assault (2005, Gamecube, PS2, Xbox)

One of the FPS titles Rebecca Heineman did engine work on during her stint at EA. Also, from what I can tell, the first game where she managed to get her real name into the credits. Hooray! Apparently EA's policy for supporting trans staff was pretty solid at the time, and once someone else at the company came out, and she knew that the company would take her side if anyone tried to give her shit about it, Heineman felt pretty secure following suit, and so "Burger" Becky Heineman got her first credit as such.

Medal of Honor: Rising Sun (2003, PS2, Xbox, Gamecube)

One of the FPS titles Rebecca Heineman did engine work on during her stint at EA.

Mighty Jill Off (2008, PC)

The whole internet loves Milkshake Sub, a lovely sub who licks boots.

Retro style difficulty is often described as sadistic, and Anna Anthropy decided to take that literally in its horny sense in this kinky lesbian take on Mighty Bomb Jack's style of platforming, in which she as game designer effectively takes the role of the sadistic dom with you the player as her masochistic sub. As Jill, you are thrown to the bottom of the tower by your trans lesbian Queen and must reach the top of the tower to lick her boots once again.
Oh, and Jill's an unlockable character in Super Meat Boy. I swear that entire game is just made entirely out of Stolen Trans Valour.
The game received something of a resurgence in 2024 when screenshots did the rounds on twitter, but was very quickly Milkshake Ducked when Anthropy's ex came forward saying that the game was based on their relationship at the time which in hindsight was maybe not the healthiest.
Playable via Itch.io

Mindwheel (1984, Apple II)

Text adventure created using Cathryn Mataga's BTZ engine

Modem Wars (1988, C64, PC)

Online RTS by Danielle Bunten Berry

Moneyseize (2009, PC)

by Maddy Thorson

Ms Gorf (Unreleased, Arcade)

Sound by: Jamie Fenton just off camera making noises

A sequel to Gorf that Jamie Fenton had in the works, and which was pretty much done, but then the American games industry crashed before she could finish it, forcing her to move on to greener pastures. There exists one video of her playing an early version though which is extremely cool, and apparently she still has the original code stored away on a disk somewhere so who knows.
Before The Bubble Burst - clip from a documentary showing some of the only known gameplay footage, and an old interview with Jamie Fenton.

Muntant Rampage: Bodyslam (1994, Phillips CDI)

I know there's furries reading this, and I choose my screencaps accordingly.

It's...A MUTANT. Side-scrolling beat-em-up for the CDI, primarily notable for featuring animation by Animation Magic studios. If that name sounds familiar, it's probably because they were the studio who did the absolutely unhinged animation on the CDI Zelda games and I.M. Meen. In this, they provide the animation for the game's bizarre cast of bionic samurai and weird horny cat things. For our purposes, it's notable in that the voice of L. Wolf Jam, the announcer between stages, is that of Maddie Blaustein, in her first voice acting gig.
Compilation of FMVs

Name That Tune (1986, Arcade)

An arcade quiz game that plays chiptune clips of pop songs and gives the player Multiple Choice answers as to what that tune could be. Wendi Allen is credited for "hardware wizardry"

Neuromancer (1988, C64, Apple II, PC)

Screencap from the Apple II GS version of Neuromancer, coded by Heineman
Computer game adaptation of the Cyberpunk classic, made to tie-in with a movie that never got made. Rebecca Heineman worked on the game as one of the coders. Amongst other things, she processed DEVO's "Some Things Never Change" to play as an 8-bit sample on the C64 hardware, and coded "FASTDOS", which loaded data off the disk faster. She also ported the Apple II and Apple II GS versions of the game.
Playthrough of the DOS version with commentary by Rebecca Heineman

Neverwinter Nights (1991, DOS)

programmed by Cathryn Mataga
"Lead programmer on Neverwinter Nights for AOL. One of the early MMRPG's, and maybe the first with boxed-game quality graphics. I'm not really sure myself what was first with what really. This started as a contract for Beyond Software/Stormfront Studios, but the update was done as an employee."
 - from Cathryn Mataga's linkdin

Night Racer (1988, C64)

Music by Julie Dunn

Noddy: A Day in Toyland (2006, GBA)

Programming by Cathryn Mataga

Nonterraqueous (1985, C64)

Music by Julie Dunn.

Nuke The @&#%$★ (1983, Bally Astrocade)

By Jamie Fenton

Pac-Man (1983, Colecovision)

Ported by Jennell Jaquays

PC Fuzz (1984, C64)

Autoscroller where you play as a policeman and stop people from robbing shops. Has an absolutely DELIGHTFUL theme tune by Julie Dunn
Gameplay footage

Pirates of the Burning Sea (2008, PC)

Lead designer: Kiva Maginn

Pitfall: The Lost Expedition (2004, Gamecube, PS2, Xbox)

There's a secret area where you can play the original Atari 2600 version on an in-game Atari 2600 and TV screen. Burger Becky did the emulator. Probably the same emulator she wrote for Activision Anthology.

Pokémon Channel (2003, Gamecube)

That's right!

Uses the same voice cast as the cartoon, meaning that Maddie Blaustein provides the voice for multiple Pokémon, including of course Meowth.
Article in The Advocate about Blaustein coming out as trans while working on Pokemon (archived on The Free Library)

Pokemon Puzzle League (2000, N64)

Maddie Blaustein reprises voices from the cartoon, including Meowth, Alakazam and Lt. Surge.

Pokemon Snap (1999, N64)

There's a wild Meowth in the first stage, voiced by Maddie Blaustein.

Pokemon Stadium (1999, N64)

You may not like it, but this is what peak videogames looks like

The absolute goddamn peak of Maddie Blaustein's voice acting career! She voiced the Magikarp in the minigame where a bunch of Magikarp jump to hit a counter and yell "KAAAAARP". Honestly you don't even need the rest of the list, this is the absolute peak of trans contributions to videogames. Maddie Blaustein did a bunch of Magikarp noises. Everything else is just filler.

Power Boat Race (1984, C64)

Music by Julie Dunn

Prince of Persia (1989, Apple II, SNES, pretty much everything really)

Symbolism? Nah, it's just saying that mirrors are where the Bad Version Of You live. It's not like that's applicable to gender dysphoria or anything...b-baka!! In the SNES version, your mirror self drops you straight into hell, which is something of an escalation

Veda Hlubinka-Cook provided the model footage of the Vizier, which was rotoscoped over to animate the villain in cutscenes. She also pitched the idea that the Shadow Prince, the antagonistic clone of the player who causes trouble in the latter half of the game, should emerge from a mirror.
And the trans dev involvement doesn't even end with the original version. The SNES version, which expands the game radically, adding new areas and boss fights, was programmed by Kotori Yoshimura.

Prodigy (1986, C64)

Music by Julie Dunn

Quake II (1997, PC)

You've heard of Jaquaysing The Dungeon, now get ready for Jaquaysing the Techbase

Jennell Jaquays did level design on Quake 2, doing a bonus stage near the beginning and a full chapter towards the end of the game. The 2023 remaster by Night Dive went to the trouble of updating her credit in the secret dev room, which is pretty cool.

Quake III Arena (1999, PC)

I don't actually know if this is one of her levels it's kinda hard to find out who did what on this one sorry

Jennell Jaquays was a lead level designer on this one.

Quiz Tokou Shashin (1994, PC Engine)

This site is hentai free! Lookin for it? Leave.

I mean, you didn't think the entire list would be utterly devoid of smut, did you? So this is a quiz game. You answer the questions right, you gradually remove the tiles off a drawing of a naked cartoon girl. Created by Megu-Tan, who coded the game using the engine she had previously coded for Lady Sword.

Radical Psycho Machine Racing (1991, SNES)

Programming and audio by Rebecca Heineman. One of the very few SNES games to use Mode 5 (the hi-res screen mode) and possibly the only game to use it throughout the entire game.
Super NES Works - RPM Racing (YouTube)

Rampage 2: Universal Tour (1999, GBC)

Mouse SMASH!

Handheld port of the console sequel to the arcade classic. Programmed by Cathryn Matage

Rayman Advance (2001, GBA, DSi)

Two excellent ports of the original Jaguar game. Lead programmer: Cathryn Mataga

Re-Mission (2006, PC)

A third-person shooter game designed for young cancer patients. Apparently it was really good at educating and motivating young cancer patients, which overall  improved outcomes and helped them survive. One of the level designers was Emilia Schatz.
Video essay about Re-Mission by youtuber Alien Bob

Remington Top Shot: Interactive Target Shoot (1998, PC, Mac)

Lead programmer: Rebecca Heineman

Rescue Rover (1991, Apple II GS)

Apparently Rebecca Heineman did the Apple II GS version, which would make it her first gig for Id software

Ring Master (1985, C64)

Circus music by Julie Dunn

Robot Rascals (1986, Apple II, C64, DOS)

By Danielle Bunten Berry

Rock Band (2007, Xbox 360)

Downloadable content released within the time window I've given us includes tracks by Against Me and Andi Buch.

The Rocky Horror Show (1985, Amstrad CPC, Apple II, C64, ZX Spectrum)

Based on the musical by Richard O'Brien

Rocky Interactive Horror Show (1999, Dolor)

Based on the musical by Richard O'Brien, who is also in the game.

Runman: Race Around The World (2009, PC)

Co-designed by Maddy Thorson.

Seven Cities of Gold (1984, Atari 8-Bit)

by Danielle Bunten Berry

Shadow The Hedgehog (2005, Gamecube, PS2, Xbox)

I'm sorry, did you want me to NOT pick the funny meme picture where The President has a photo of Sonic and Shadow on his desk? It's even relevant!

Maddie Blaustein's in it as the voice of the president.
Also, I Am All Of Me is a trans anthem now. It just is! Fuck you!

Shamus (1982, Atari 800)

By Cathryn Mataga

Snap Dragon (1986, C64)

Music by Julie Dunn. Also released as Karate Chop

Sonic Riders (2006, Gamecube, PS2, Xbox)

Maddie Blaustein voices Babylon Guardian, the game's final boss, and the robots E-10000G and E-10000R.

Sonic The Hedgehog (2006, PS3, Xbox 360)

There was a genuine danger of me typing that as E-621 Omega

Maddie Blaustein provides the voice of E-123 Omega.

Soul Gem of Martek (1985 sort of, C64)

Unreleased game with music by Julie Dunn

Space Shuttle: A Journey Into Space (1983, Atari 2600)

Space shuttle flight simulator by Jessica Stevens. Designed to simulate a flight of an American Space Shuttle as accurately as possible, from takeoff, to docking, to landing. Uses the hardware in really interesting ways. The various game mode switches on the 2600 console itself are used as additional switches on the control panel of the shuttle. There's even a physical overlay that shows what they all do

Space Hunter (1985, C64)

Julie Dunn does a really good SID cover of Deibles' Coppelia, Tableau 1: No. 1 Valse for this. I swear to god trans people doing really good synth covers of classical music is a bit of a stereotype.

Spider-Man: The Movie (2002, GBA)

Spider-Man hiding from a molotov-weilding goon, and a nun. As you do.

Licensed tie-in game with the first of the Tobey McGuire Spider-Man movies. Programmed by Cathryn Mataga

Spider-Man 2 (2004, N-Gage)

Screenshot from a video by EndGameDrew, because I'm not figuring out N-Gage emulation for the sake of one screenshot from one game

The 2D bits were coded by Cathryn Mataga

The Spiderwick Chrionicles (2007, Nintendo DS)

Lead programmer: Cathryn Mataga

Star Cruiser (1988, PC-88, Sega Mega Drive)

Space sim with FPS and RPG elements by Kotori Yoshimura.

Star Trek - The Rebel Universe (1989, C64)

Julie Dunn has an absolutely solid shot at SIDifying the original Star Trek theme.

Stronghold (1993, PC)

Cathryn Mataga was one of the designers, and also the programmer.

Super 3D Noah's Ark (1994, SNES)

You wouldn't think Wisdom Tree's weird Christian Wolf 3D Knockoff for the SNES would be on this list, but the key thing here is that the game is made using the SNES Wolfenstein 3D engine, which as we shall later establish, is a bit of a mess but we DO know that the sound driver is Rebecca Heineman's, and that makes it over to this conversion.

Super Bug (1977, Arcade)

Wendi Allen's first game at Atari. Quite possiby the first ever game to feature scrolling background graphics. A top-down driving game where you drive as great a distance as possible on your limited fuel tank (time, basically). A little yellow overlay in the middle of the monochrome screen pulls the double duty of making the car yellow and creating a little yellow explosion in the centre of your crash.

Tass Times in Tone Town (1986, C64, Apple II, Apple II GS)

The first game released on the Apple II GS. Programmed by Rebecca Heineman.

Tempest 2000 (1998, Mac)

"Additional Libraries" for the Mac version by Rebecca Heineman

Thai Boxing (1986, C64)

Music by Julie Dunn

Theater Europe (1985, C64)

Cheekily enough, the title theme for this War Games simulator is Give Peace A Chance, or rather a SID cover by Julie Dunn.

Thunder Force (1983, Sharp X1)

Programmed by Kotori Yoshimura

Track Meet (1991, Game Boy)

One of Rebecca Heineman's projects "from hell". Intended to be a launch title for the Game Boy, as a decathlon game much like those seen on the Speccy. Unfortunately for Becky, an alarming amount of feature creep brought on by the desire to stand out from other decathlon games led to her being stuck trying to get this one game working for a year, as her bosses kept asking her to add big sprites like in Punch Out, or a random ninja because ninjas. She programmed the game, wrote the music driver, and repeatedly had to beg for extra cart space to meet the demands being piled on her. Ultimately the game did sell through its inventory.
Burgertime 9/6/2015: Track Meet Gameboy - YouTube link

The Trap Door (1986, C64)

Theme tune covered by Julie Dunn

Treasures of the Savage Frontier (1992, Amiga, PC)

Programming and technical design by Cathryn Mataga

Tron (1982, Arcade)

Based off the Disney movie, and contains chiptune renditions of some of Wendy Carlos's original soundtrack
Clip of arcade music (Because of the in-game time limit you never actually get to hear this all the way through but it's a pretty spot-on rendition of the original music)

Tron 2.0 (2003, PC)

Tron 2.0 featured an original soundtrack that builds on Wendy Carlos's original soundtrack for the movie. At several points the music quotes her work directly.

Tropical Fever (1984, C64)

Music by Julie Dunn

Ultima (1994, Apple II GS)

The classic RPG got an Apple II GS port by Rebecca Heineman

Ultima Online (1997, PC)

Jessica Mulligan was "In charge of in-game events and the volunteer organizations"

An Untitled Story (2007, PC)

"You're an egg" declares the tagline of Maddy Thorson's Metroidvania platformer in which, sure enough, you play as an egg. I don't even need to make the obvious trans joke here, do I?
Downloadable for free from Maddy Thorson's website

Uprising 2: Lead and Destroy (1998, PC)

Cathryn Mataga coded the multiplayer

Valkyrie Profile (1999, Playstation)

Multiple characters voiced by Maddie Blaustein

Virtual Lab (1995, Virtual Boy)

i guess if you have 3D glasses this might look like something i'm not sure

Puzzle game developed by Megu-Tan in one week right at the end of the Virtual Boy's short lifespan. Only used the 3D capabilities of the system to give an extra pop to the mascot character's breasts (an idealized self-inset of herself). The actual game is a falling block puzzle where the falling blocks are bits of pathway that you have to drop in such a way that they form closed loops.
Interview with Megu-Tan (Bad Game Hall of Fame)

Walk Wan (1982, Sharp MZ-2000)

A game about trying to go on a date while also walking an unruly dog. You have to reach your destination on time while your dog attempts to chase cats, shit on the road, and get you in trouble with the Yakuza by barging through houses they own. Created by Kotori Yoshimura

Warsport (1997, PC)

Danielle Bunten Berry's final game. Pretty much lost media now that the servers that ran it are gone.

Wheeler Dealers (1978, Apple II)

Some kind of Stock Market simulation game by Danielle Bunten Berry. First known computer game to be sold in an actual box, complete with instruction manual and a custom four-button controller so that four players could Press Button and Do Stonks. it sold a grand total of 50 copies, and was considered Lost Media until a copy was recovered in 2023.
Playable on archive.org

Wolfenstein 3D (1993, SNES*, Apple II GS, Mac, 3DO)

So much for the tolerant left (Screenshot from the 3DO version of Wolf 3D

Oh boy, there's some drama here for sure. So there's varying reports as to how involved Rebecca Heineman was with this one. The way she tells it she worked with Id on the SNES port before doing the other versions herself, but John Romero's account is a bit messier. The way he tells it, Id outsourced the job of porting the SNES version to Becky as a freelance gig, but then after months of not hearing anything found out that there were contractural issues meaning that any freelance work she did while at Interplay would belong to Interplay. Id would then simply pay off Interplay and do the port themselves (at least one account involves the Id team drawing up a caricature of Becky's face, sticking it to a chair, and murdering the chair). Meanwhile, Heineman would leave Interplay and co-found the company Logicware. At the end of the day, the finished port DOES still contain some of Heineman's work. The sound driver is an improvement on the one she wrote for RPM Racing. Interplay still ended up with the rights to do a few ports themselves, which Heineman worked on in Logicware, and very solid ports they were too. This would hardly be the last time Becky's name was attatched to a difficult Id Software FPS port, which you'll already know if you've been reading these in alphabetical order.

X-Men - Reign of Apocalypse (2001, GBA)

Additional programming: Cathryn Mataga  

Zeppelin (1983, Atari 8-Bit, C64)

By Cathryn Mataga

Zeta-7 (1984, C64)

Music by Julie Dunn

Zodiac (1984, C64)

Music by Julie Dunn
website by dot maetrix, 2025
With thanks to Adamski, Alice, BrattyPhoebe, Category Is Books, Cherry Coakes, Euan O'Leary, Liffy, Oceanity, Primiera, Sharleen, and Sphinx of Black Quartz.
If you like what I'm doing and want to support  you can buy me a coffee as a treat <3
You can also find me on fedi