Adventurer #13
31 марта 2002 |
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Promotion - the story creators of the game Star Glider 2 - Steven dunn / Software developement and design.
(C) Chasm STARGLIDER II Programming and graphics by Steven Dunn Original design by Argonaut Software ltd Music and sound effects by Imagitec Design ltd Published by Rainbird (C) 1989 Argonaut Software ltd If you are our regular reader, then could see that this game I have unraveled in the "Adventurer # 4", released back in 1996'm year. The reason for re-emergence popular will explain in the article "Another shattered dream ...", but to be honest confess, Starglider 2 has appeared in this room because of my personal attachment to the downhole igruhe. Then, in 96'm we strongly Never'om sink on Stargliders and so I wrote a novel carbon in both games series. However, the imagination of the imagination, but some facts described in the novel, as it turned out, not correspond to reality. The point that igruhi traversed at random and some things are implemented in games, we never found, and the prehistory of the game scenario was invented independently. The thing is that five years ago, I played in the 48 kb version of the game, released Mortal Kombat Hackers Group. In the log, we inserted the full infinite supplied version, zaremikshenuyu Elf'om. It was also inserted downhole Never'a track (in my opinion it was even better than the original) Naturally, no disk imaging then get on it could not - the Internet, we at the time and had never seen. Time passed, and here before you totally own at 100% igruha, honestly, from the broken Elf'om TZX'a. Also during the search for some disk imaging in the I-net'e revealed a wide variety of interesting information concerning Stargliders 1 '2 and its developers. Firstly, obaruzhilos zapadlo with hand MKHG revealed that Isaiah (see interview with them in the appropriate section -) Because of its natural greed changed the year from 1989 to 1992. And how as follows: "on page Iwamoto only the latest releases of 90's years! Nove! Take 3 discs with igruhami $ 100 - they are still in Moscow not sold. "Such shnyaga shooing Isai Never'u Ivanov and John when they drove him over the purchase of new games (up to 95'go years we have been prog trade in Rybinsk). Secondly, it became clear that the Internet is absolutely no mention of spekovskoy version of S2. Elf just dug upomyananiya of additional sountrack in format mp3, which are generally used to WorldOfSpectrum (specifically, see intruhe). In fact, information about S2, I began look after the honest attempts to pass itself game, as the game spun 96'm with cheating. The fact that I quite figured out how to replenish the energy shields, laser gun vs cube launcher and Supplies gipertopliva. However, the experience of five years ago, I Zahn, which fueled Fuel can be the star (Elite like mode), but in practice it proved somewhat problematic, since the more turned out to fuel tanks, the less energy in the boards (and here is how I recharge it did not know). Nothing else to do but heading into the surf on the I-net. Long steamed himself until he stumbled on upomyananie Starglayderah of the website dedicated to Atari, Amiga and PC games. At atarevskom site I found online magazine "Digital Antic", something like our "YS". So in 5 rooms for 87 year, I found a review atarevskoy version Starglider 1. There are praising the game and upomyanalis manuals, short stories, etc. Also, there is described briefly tie the game. In the novel, to S1, which I wrote for the third issue of "Adv" was written, Egrony that - it's the imperial forces that want podosrat civilians. And in the novel to "Adv # 4" upomyanalas Space Station Novenia, which want to destroy the evil Egrony. In fact, it turned out, that Egrony evil invaders who captured the onset of the planet and try to help of terroforminga converted into their needs, these creators of S1 otmazatsya black background - such as dust eclipsed And now the sky is fucking off the ground is not distinguish. Also installed on the planet special emitters, which makes seeing all the X-ray - Excuse about vector graphics. So Now, the remnants of Novenc zatyrilis on local moon, where they were found depots weapons and, in particular, a number of AGAV'ov (Airborne Ground Attack Vehicle), in which a player has been mishandled again on collisions, so that in turn Egronam foul up, using the rebel databases that are supported from the moon. Further, in Basically, my imagination went far from intentions of the authors. In the second part of the game developments are as follows: Egrony realized that stubborn Novenc nagovnyali them on a grand scale, and the colonization Planet breaks off the course. But villains would not be wicked, if not resolved make a big zapadlo - blow to the Ebony all this crappy ance with govnistymi Aborigines. Next, look for my story. I understand from reviews, The original novel also has a considerable dose of humor and gave the browser a lot of fun. That only are (he writes) parallels with the real historical characters. For example, Commander egronskimi by name Herman Kraad (pun kruud - kraut, the last expression as offensive to the Germans as a chock to those non-Russian nationality), which immediately makes me think of Hermann Goering - Commander Air Force Third Reich. Also in the novel as a story of heroes participating designers and programmers Starglaydera (directly as we Never'om; -). Of course all this was interesting, but specific information was given, so I began to dig further. In the process, found firm to cheat pisyushnoy version, unfortunately not implemented with spekovskoy, but the most interesting thing I found on the site of one amizhnika. Honestly Angus Manwaring helped me a lot on his page Reviews found on the Amiga versions of both Starglayderov. True, a review of the S2 was nothing I learned described there features and coolness the game were known to me a long time. But a review of the S1 revealed my eyes on one chip: Published in "Adv # 3" Starglider I also took a cheat, and therefore not particularly zaparivalsya with replenishment of fuel, but in vain. If I completely kerf would be in S1, then S2 Trouble It would be much less. In his review Angus describes in detail the process of charging Energy Capsule Engine: it is necessary to hedge-hopping to fit between the two to nearby power towers (Energy towers) and fly along the tracer towards the third (present in the middle relative to the first two) in this time will be charged with fuel. S1 downloading and checking it all on practice, I drew parallels with the second igruhoy and decided to look up something similar. After many hours of aimless flying, accompanied by inscriptions "Icarus destroed" because of my poking in egronskie various designs, I finally filled up their shields and laser gun. Just as I suspected, it should be produce, feeding on the power transmission (Energy line). That only I did not do: and flew under it as Chkalov under the bridge and knock off props, like a drunken man drove bollards marking the turn and flew over them, as Icarus, afraid to fall (pun intended -), but After all, I randomly freezes just above the discharge and in my battery energy flowed, until the end of rising indicators of charge sheets, and then the laser. A little longer, I steamed himself with the fuel - If the Elite such a charge provided for the authors as the main (not counting purchase), the S2 was not the case. To get a little bit of fuel from stars, it was necessary to make the dizzying maneuvers while driving pitch, speed and hyper-drive, but still shields-fuel ratio was inadequate, considering that after a couple of Hit egronov or pirates fueled vehicle followed annoying label with a dizzying (in the literal sense of the word) a cartoon of its own destruction. Prikinuv horseradish to the nose, I began to look for an alternative - which found the first planet from the star. Dante - Something like our Mercury with all its volcanoes, explosions and lava flows. In general, in order to safely refuel from the volcano, we must first ship, hang on a certain height above the crater (which does not get erupting rocks), and calmly watch the filling of fuel tanks. In general, this is all that I have not described in third and fourth rooms. If you want to chop in Starglayderov, then recommend finding "Adv # 3" + "Adv # 4 (if you have not, and if so, at the same time poprikalyvatsya on the design of our early numbers, and -), and reading novels, watering in full egronskih invaders. For full satisfaction (as I did this) I recommend not to use cheat, and then you propreshsya in full Playing on the type of final cut'a that waiting for you at the end of S2. And for those who have gone back in igruhi 96'm year, I recommend beat in 128'yu version S2 again, so as in a game removed some glitches 48'y version (unless, of course, they were made by the authors themselves and not Isay and his comrades - such as inability to get on Broadway Built beside the projector), added More animation console ship music and effects for AY (of course, a few nudnovatye, but in places very steep), several pererabotannaya schedule engine (now the star is not black, but light, etc.), so nazyvaenmy paint with rolf (type interrogate computer from S1), giving the opportunity to familiarize themselves with all objects of the game throughout their three-dimensional glory (they can rotate their playful handles as you like), and of course, already the above-mentioned final cut, made in tradition of the best science fiction movies optional explosion egronskoy station followed by an annular shock wave. By the way, I almost forgot. Certainly be useful to describe the control keys in paint mode: d - clearing the previous frame on / off w / fire + up - zoom in s / fire + down - object deletion r - rear view g, t - a turn in the vertical h, y - rotation in the horizontal j, u - rotation about the center z, x - previous, next Now about this disk version. It is made by Mr. Fixxar'om, and I would said that a few through the ass. Firstly, initially in the cheat menu includes all the gadgets and the infinite weapons. Secondly, due to laziness, it is not global made a waypoint shipping, and Save is a file "sg2_save.C", which should always appear immediately after master file "STARGL.2.B". File for Save to isolate from the ground to be able to make a backup save by the Census it on any free space of any free your disk. If you need replace the main Save the file to backup, then it should be written immediately after the main game file, erasing previously been offloading unwanted file. In principle, everyone can have start to play / look in their bins "Adv # 4, and for very curious, what is there are several materials directly to the creators of the game. (C) Fuckin trackin translation by Chasm STEVEN DUNN / STEPHEN DUNN SOFTWARE DEVELOPMENT AND DESIGN email: CEO @ StevenDunn. com BRIEF BIOGRAPHY I'm living in the UK, a free programmer with 14'i years of experience working on original projects and the conversion of a PC, other computers, and various game consoles. In my talents include: 3D programing; Creation of graphic renderings for different platforms; Coded on C + +, using technology MMX, floating point, MIPS. Few Gil in Java; Complete development and design projects; Working under Direct 3D and emulation; The development of artificial intelligence for different gaming formats; Conversion code for various platforms (including the conversion from PC to PSX); Management of the finished product; Disc mastering for Playstation; Artwork; 2000-2001 Labrat Virtual Athlete (Bits Studios) (Bits Studios) 2001 2000 PC - Win9X, Win2K and NT4 PC - (DirectX 3 '5' 7) 2D maze with displacement-3D interactive Internet Niemi counterclockwise. With the multiplayer game in the style the possibility of playing in onli-Tamagotchi. , Allows to trenirone, and by e-mail. Render a vat of athletes for future 50 fps eats only 5-20% of resu-participation in competitions, prorsov percent of a standard PC, the men of the virtual stadioprekrasnye visual effects are not. perfectly complements the sound of a DirectSound, which allows you to enjoy all 10,000 labyrinths. 1997-2000 Jimmy White's 2 Cueball (Virgin) Playstation 1998/2000 PC 1997/1999 3D Snooker / Billiard + many sabgeymov including DropZone. Review: "After two strikes, you're" game drew the stop sweating with management attention to different realistichnoniem everything is done intuitively, Stu and study of the smallest although the aiming requires details ... besides, it is great accuracy. This is the best the best simulator on the pool snooker simulator of those that today ... " we have seen ... " Score 88% - Playstation Pro Score 88% - PC Zone Version, PSX uzhata to 3. 5 mb, compared with pisyukovskoy to 32 mb, by optimizing the code and use overlays, besides "looks" like pisyukavaya: 512x256 hi-res. 20-30 fps for NTSC. 1995-1997 S.C.A.R.S. (Ubisoft) 1996/1997 Playstation The original 3D racing / shooter 30fps, with a fully three-dimensional models of machines, supported multiplayer. Review: "The game has intuitive controls, good AI and balance. It has everything to keep you behind the screen for a long time " Score 83% - Gaming Age I was the lead programmers of the three, we wrote the play while under the PC, PSX and N64. I wrote a 3D engine (at ACME by PSX) and the AI for the computer machines, which were used in all versions. Street Racer (Ubisoft) 1995/1996 Playstation Conversion / upgrade from the SNES version to 60fps 3D racing / shooter with a sprite models of cars. The number of simultaneous players on the screen increased to eight. Review: "Say what you like, but the Street" If you did not know until now Racer is currently, then that means multiplayer, Xia most zarubnoy multiplicative then after reading this igernoy race ... "everything will swarm your nA months Ta. " Score 84% - Play Score 8 / 10 - Playstation Pro I was the lead programmers of the three, we wrote the play while under the PC, PSX and Saturn. I wrote a 3D engine (at ACME by PSX). Split screen for eight players at 60 pfs C is, in my opinion, cool. 1994 This year I moved to 3D coding, programming 80,386 percent in the ACME for PC. Wrote various 3D routines to work with polygons, vectors, and texture mapping. 1993-1994 Sierra Soccer - World Challenge Edition (Sierra / Dynamix USA) Amiga The original 3D arcade soccer simulator, including team manager. Based on the World Cup 1994. Review: "Foot-fucking" in annuyu igruhu m-"... this is the best bol "army simply kicks' soccer simulator CU Amiga from the left in the 94'm Score 87% Amiga Action was ... " Score 89% The Games Machine (Italy) Score 93% In this igruhe I zabatsal yourself. Dynamix helped only with music and a little bit with the graphics. 1992-1993 Kodil at ACME at 68000. Programmed on Amiga C. Experimented with the 3D engine, torn from dem. 1990-1992 Crazy Pilot Trailblazers (Argonaut) (Argonaut) 1992 1991 Gameboy 128K cartridge Gameboy128K cartridge Original 3D letalka with original 3D racing game with elements of the quest. upgradeable cars. Fully trehmeranaya for cast animation units and landscape. Days of Thunder (Mindscape / Argonaut) 1990 Gameboy 128K cartridge Trehmernaya simulation racing NASCAR. Vector to twenty cars on the screen, the ability to connect up to four players (link up). Review: "... Such a cool three-dimensional" ... whatever you say, igruha graphics Gameboy still just fly away ... " was not ... " Score 73% - Total Score 80% - C'VG Loopz (Mindscape / Argonaut) 1990 Gameboy 32K cartridge Review: Conversion of the puzzle. A simple "This game is addictive" Programming Z80, was springboard for future projects. Score 77% - C'VG 1989-1990 Hammerfist (Activision / Vivid Image) Spectrum 48K Conversion of progressive igruhi arcade fighting game with elements of puzzle and (2D). Review: "In this game, collected all the ma-'Action in combination with elements stragicheskie sovershenst-tegiey do Hammerfist Dowa" can not be an entertaining game " Score 92% - Sinclair User Score 95% - Crash Code and the combat AI is written specifically for the Spec (the game was developed simultaneously by Speck, the Amiga and C64). 2D masks sprites are generated in real time. Close combat AI for the enemy sprites. 1988-1989 Starglider II (Rainbird / Argonaut) Spectrum 48/128 K Conversion of 3D simulator spaceship with elements strategies and quest. Review: "Game of the Week" Rated 5 / 5 - New Computer Express The game is written entirely in the Spectrum, without the use of Amiga code (on the Amiga, I just played and prosekal different chips). Also, I drew all the graphics and loading screen. In game used in a very fast vector line code and 3D matrix. AI is based on the game story. 1987-1988 Virus (Firebird) Spectrum 48K Conversion of 3D arcade-style "kill them all." Review: "Peerless conversion infinite" Excellent conversion of 16-bitpodobnoy game. Unbelievable! "Noy play. Very realistic and the brutal world of 3D battles. Reko Estimated 95% - Sinclair User mended that a buy! " Score: 9 / 10 - Your Sinclair All graphics and code is completely written on the Spectrum, with some chips from the game Zarch (PC Archimedes), by the way, the author - David Braben, one of the creators Elite. Fast drawing of vectors using self-modifying code, based on sprites 3D objects. And now a little info about the original manufacturer Starglayderov: Argonaut Games Address: Argonaut Games plc Argonaut House 369 Burnt Oak Broadway Edgware Middlesex. HA8 5XZ UK Tel: +44 (020) 8 9516000 Fax: +44 (020) 8 9516050 URL: http://www. argonaut. com Email: general @ argonaut. com Argonaut Software was founded in the mid-eighties Senom Jez (Jez San), a consulting company on the software, then while the founder was not yet twenty- years. Sen wrote his first play Skyline Attack for the Commodore 64, before the creation of legendary Starglider'a. In 1993, Argonaut has developed a Super FX Chip dimensional graphics accelerator for the Super Nintendo, as well as three games supporting the new technology. Among them was the famous Starfox - bestseller, sold over four million copies. In 1997, Argonaut has made a name for itself PS scene, releasing igruhu Croc: The Legend of the Gobbos. In the same year the firm moved into its new office in Edzhvere (Edgware). A year later the company was split into two independent offices: Argonaut Technologies, and Argonaut Software. In 2000, shares of Argonaut Games began trading on the London Stock Exchange. Igrografiya Spectrum Commodore 64 Amiga Atari ST Starglider Skyline Attack A. T. A. C Afterburner Starglider 2 Afterburner Starglider Macintosh Birds of Prey Starglider 2 Starglider Starglider 2 Starglider 2 PC Game Boy Super Nintendo A. T. A. C Crazy Pilot FX Fighter Alien Odyssey Days of Thunder King Arthur's World Alien Resurrection Loopz Star Fox Birds of Prey Race Drivin 'Star Fox 2 Creature Shock Trailblazers Stunt Race FX Croc 2 Vortex Croc: Legend of Gobbos Sega Saturn FX Fighter FX Fighter Turbo Creature Shock: Special Edition Starglider Croc: Legend of the Gobbos Starglider 2 PlayStation Playstation 2 Alien Resurrection Cash on Delivery Creature Shock Malice: Kat's Tale Croc 2 SWAT: Global Strike Team Croc: Legend of the Gobbos Disney's Aladdin in Nasira's Xbox Revenge Malice: Kat's Tale Disney's The Emperor's New Groove SWAT Harry Potter and the Sorcerer's Stone Dreamcast Nintendo64 3DO Alien Resurrection Buck Bumble Creature Shock Croc 2 Red Dog In this excerpt from the interview, published in the July issue of Your Sinclair for 1988, you can learn about the publisher first Starglaydera - Tony Reynberde (Tony Rainbird) and its role on the British spekovskoy scene of the mid-eighties. Author of the original interview with Graeme Kidd (Graeme Kidd). "I am engaged in Spectrum because broke his collarbone after falling off the map at a speed of 55 km / h. " My first home computer in Life was Spectrum 48K. This happened for one simple reason - having gone from professional go-kart, I do not know what to do and decided to buy a computer for home use. Why Speck? Just my wife would not even listen about how to spend a large amount of money on a useless toy ", so the choice fell on the Spectrum because of its cheap - I bought it on credit, well then just fell in love with him. I began to write in BASIC, guided by a manual to the PC (still do not forget that the orange booklet), and then I came book "Melbourne House's Machine Code for Absolute Beginners ". I was at the time It is this "absolute beginner". At that time I worked as a night watchman in the warehouse -) and during short breaks wrote various procedures on paper and then stuffed, tested at home on your computer. Soon, those sleepless nights take the form several utilities and two games - Race Ace and Run Baby Run. To sell their programs, I founded the label Micro Gold and began to promote its "creation", selling them by mail. For each sold game I cut down on '2 .75, Not bad at that time, as practice of paying ongoing projects (budget games) has not yet been applied, especially when you consider that Race Ace was drip game with an idiotic management; -) In the end, realizing thus about 100 copies of their programs, I decided to tackle the proliferation of programs and other authors, providing programs directly to the stores selling companies and software. Things were going well, two-page article in the journal "Personal Computer World ", really helped the business. It is time to expand, but on its own it was difficult to do. After I was denied a bank loan, I cast down. But soon proznal that British Telecom recruit people for the opening of the dissemination of software. It was 1983, and a new department called the Firebird. Together with James Levy (James Leavey), we have launched about 20 budget Games and planned the work of the department at Eight months ahead. Then went on a C64 Elite - time began prosperity of the company. At this time we bought Beyond and opened an American branch of the Firebird Licences Inc. Things were going well, I was promoted to his transfer to administrative post and I decided to put their new ideas. I've always looked ahead and decided to orient kompaniyu a new generation 68,000 cars, as they idelalny to create a more global and interesting utilities and games, targeted at more advanced users. So I decided to create a new label, whose philosophy would be based on the isolation of total mass and publishing only high-quality programs (at the time Firebird then launched over 300 new projects per week). Well, I decided to call the new label is very modestly - Rainbird; -). We have created a label that cared of its employees, if a new idea I was interested in, then the project immediately invested the money and we started advertising company before the end of the project. Demonstrated Jeremy Sahn "point on screen turned into Starglider, and ordinary English interpreter Language has become a great adventyuru Pawn, Rainbird also published and the unforgettable image editor Art Studio. The truth is not so rosy, as it might seem. Too large degree of independence in decision-making beginning to irritate rukovodstvo British Telecom and was soon under pressure from the bureaucracy, I decided to leave the company. By this time, Rainbird, a label, much stronger and I knew that the team I put together, not in vain. Of course, all it's sad, but I see that the label lives and thriving ... P. S. After Tony Reynberd left BT, he joined the firm Magnetic Scrolls, which deals with menedzhmentom.
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