Voyager #02
19 октября 1998 |
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History - In den GARGOYLE (History and softografiya).
(C) CHRIS BURN Translation: SPIDER / Olive-Branch Music HARMONY OF DREAM 2 (C) MR.Z / HWC In the den "GARGOYLE" We penetrate into the lair of Gargoyle and get into Kuhuleyna mystical world of folklore and Celtic ... Royston Carter (left) and Greg Fallis (right) As written adventyurnye games - six best examples in the development process. "We have written software for others, but they do not spread, "- says Greg." We have written an integrated database for microsystems and sold it Steel Stockholders Association. God knows why. We got paid and all. It's not inspiring for further growth. "Remember, these guys are dreaming of wealth. ROYSTON smiles when it dissolve the memories. "You're a little interested in dirty sex" - accuses Greg - and could not afford anything. A I could not help it. "There was a time when millions of Lasers flashed in the evenings by holders of Spectrum from across Britain. It was 1983, the year of "shoot them all" and games such as Time-Gate, Arcadia, Zzoom, Invasion of the Body Snatchers, and many, many other fashionable at the time. Greg and Roy is no exception, they decided to make their own game, keeping the work on the master problems in his research developments. "So they wrote Ad Astra. The game was large graphics, which later became synonymous with the brand Gargoyle. Sustained it is in the style of resistance to the invaders, with asteroids, norovyaschie hurt you, and crowds of strangers. She was very good, anyway - before place, which flew up with a bit of humor. For example, the Star Ship Enterprise, appears briefly. She bought up bad. "We had a very arrogant view of the market games," - explains Greg. Naturally, with time, everything changed after nine months, after reflection, all fanateyut from clones of Jet Set Willy - multi-screen games like "Jump and dodge." Greg and Roy tried to predict demand and made instead of something of their own. They traveled the world Celtic mythology and fired two of the best games ever released on the Spectrum - Tir na Nog and Dun Darach. Everything started with the "walking man" - 14-frame animation, written by Greg, representing a cartoon: going through the whole screen people. This became the basis for the Tir na Nog. To explain, where did Kuhuleyn need to go back to the youth of Greg and Roy. TIR NA NOG (1984) "I first and then Roy obsessed with science fiction and fantasy. I gave Roy a list of books you want to read, and in the afternoon we went to lower in London Dark They Were and Golden-eyed, bookshops on Tottenham Court Road. Now they are there no more. "Also, they have been an ardent admirer Tolkien. They do not speak Elvish, but you can bet they have read all the runes. "... And Thomas Kavnent and black cauldron, and books Katerina Kertz ...", continues Greg. "I even played in the Castles and Dragons and Tunnels and Trolls. And, of course, the mythology of real life, and - well, I confess! - I still read the magazine Imagine. "This is only part of the sort fantasy, ideal for walking humans. "At first we thought it would be Gilgamesh ..." Here Greg demonstrated his fine literary taste. Epic poems about Gilgameshe - this is the first known example of fiction written by Sameriyskih boards, whose age - for thousands of years. "The Unfortunately, Gilgamesh a bit solitary, if we collect piece by piece all the dark sides of his life - not much left. And we started looking for something more interesting. "During the searches, they have clung to Irish myth about a mighty warrior Kuhuleyne. "We decided that it was not just Irish, but in a Celtic myth that went to Europe." Then they looked full of Celtic magic and mysteries television series "Robin of Sherwood", staged Mary Whitehouse. "It was great. There was still a super soundtrack, written by Clannad, which is well suited for the Celtic game." In Tir na Nog Kuhuleyn looking print Calum in the land of the dead. Graphic system simply Super and a little different from those already seen on the computer. In Gargoyle games and plans to draw all the pictures Greg and Roy programming. "We both started as programmers, but Roy is better. I am no longer on the design side. I remember the day when Roy hardly drew a duck. He looked up and asked: "The ducks big ears?" Since then, he never not draw. "They're a bit modest about his ability to program, but at the same time does not enthuse others. Their strength lies in vast experience. "Looking into the past," - said Greg - "I do not know why we have not written Dun Darach four years ago. We have mastered, then it would be easier to sell software. Would earn a million ...." DUN DARACH (1985) Dun Darach was launched Feb. 10, 1985. "We are very lazy in December and January," - recognized Greg. Although Dun Darach looks very similar, they both swear that the code is completely different, but the central character and procedures scroll are the same. Dun Darach is placed in the Celtic metropolis, charming city, where the sorcerer Scar concluded Loega - another Kuhuleyna. You will explore the city, to open a series of secret doors, collect items and solve visual puns and puzzles to use them in the right place, pick a lock and deal with the behavior, at least a dozen independent characters, such as the gentleman Mhor, hopelessly in love with the Bard's Dane and Reid, that behaves like a cop, but really wants to back out to sea and return to his home in Golitsiyu. Dun Darach in the original contained more than 55 streets. Unfortunately, it is difficult to find character, when you need it - though street is in memory of 30 or 40 bytes, but the character takes a lot of places, and therefore, adding new characters was banned. Censorship also slipped its ugly head. If you drew a map of Dun Darach, you must have noticed an empty space in the city center. Closed location, the Lady Ku, a quarter of pleasure Iomeyn, brothel, and in the original open area in step away from the area shaded in red. Now everything you see - it is a sign saying "forbidden" - and the moral foundations of distributors and retailers in immunity. They even reduced the speed of the central character, Kuhuleyna. His slow, seemingly depressing offset the complexity of the animation, and because for other characters using the same procedure of motion, Kuhuleyn goes along with them, and there is no time to evasions. The new game, Marsport, the central character moves a little faster than others. "Codes for Marsport written from scratch, "- says Greg, and he wilts when Royston said that people can see that the games look the same. Pure coincidence, of course. "See, when you buy adventyuru, then you buy the story, not the interpreter of a text "- Roy says. And he insists that the Tir na Nog and Dun Darach - it adventyury that seem clear, unless of course you are not overgrown with hair sissy, said Scott Adams, best man bu bu bu bu. (Kate Campbell, 1982, 1983, 1984, 1985 ...) "Honestly, I hate it," - says Greg. Marsport much more than their predecessors, and with sci-fi theme - an unusually for the Gargoyle. By the way, with two fantasy and nauchnofantasticheskoy trilogy, Gargoyle, seems to have gone in the footsteps of Level 9, which begins with the famous trilogy of Middle Earth [Jewels of Darkness], and then released a series of text adventyur Snowball. Level 9 - one of the few companies that Greg Roy and admire. MARSPORT (1986) In Marsport you play the role of John Marsh, was sent under the abandoned dome on Mars to return plans to strengthen the earthen domes of race insects Sept. Purely in the style of Gargoyle, a scenario supported by the grandiose fantasy prehistory. Booklet with instructions is composed of five pages: all effekivnoy on the development of the army and Craig an enemy of man - race Sept. Protagonist surrounded by enemies in the form of droids, which automatically patrol the dome and septum itself. You can shoot them if you own the weapon and although problems with orientation are the same as in earlier games, yet there has 800 routes and 200 locations with objects and puzzles. The city is divided into 10 levels, connected by a lift, it is just a godsend for fans of maps - very, very easy to get lost. "The puns even more disgusting," - said Greg about visual problems. "Our games are the evolution of technology," - he adds. "Alien 8 was a step in the direction of Knight Lore. I do not want to offend the Ultimate - I think they're a little arrogant. We could be so the same. "" We could get rich "- Roy blurted." I agree with that, "- says Greg. Regardless of the atmosphere, devoid of vital importance, the Celtic game are two keys to success. "Firstly, the animation," he says, - "which attracts the eye - if not There was nothing like that. Second, the depth - an explanation more than enough. Impression of the game very large. "Only one thing they have not touched in their games - this is the sound effects, not counting strange blipov. "We sat down and took up courageously criticism "- admits Greg." We wanted to make a suite of planets Holst to Marsport "." Nice tune for the background "- Roy says." If you want the sounds in Dun Darach, then turn on Clannad and Mike Oldfield on the tape "- offers Greg - "we will not object." The next game - Sweevo's World, which Greg calls a special issue of the Gargoyle Games - just for laughs. "We did it very carefully as arcade adventyuru. And if it does not make you roll on the floor, what you want then?" Sweevo stands as an original professional body in extreme environments, for which hides a very stupid robot. This game style jump and dodge. " Greg says - it very eccentric, with a hero, like a "frightened little girl jumping, hitting you over the head with a hammer." Fornax, the second part of a series of Marsport, brings us back to serious things, and Greg said that the graphics system is completely different, but does not want to say in anything. "We think of the black ink on black paper," - he says - "there there's one thing for those who love fantasy - it is would also be good for you as for someone else. I admire Level 9, because they enjoy their games - I thought that Return to Eden sometimes just funny. "You can not blame Roy and Greg that they were not funny. They love the game even if they do not have time to play them. "I see many reasons that should encourage children to games - unless they are afraid of the computer reached the 10 years of age. We grew up in a system where no sold 250,000 cars because of the fact that the businessman was thinking that it looks silly, sitting in front of a computer. "" We've seen it at shows, "- adds Roy. "We have always sought to combine the game with a show-off, as consumer feels better if it can touch the goods. "Wherever possible, we will return to development ", - said Greg -" but in our own company. Deep inside, programmers, developers and analysts want to be God and create life. Over time we will see a holographic and tangible television, and it will be at the expense of games. Oh, we'll write them. And finally ... What I really wanted was to become an astronaut. I hope to be. See you on the Moon "- finished Greg. * Softografiya Ad Astra (Spectrum) - Gargoyle, 1984 Tir na Nog (Spectrum, C64) - Gargoyle, 1984 Dun Darach (Spectrum, C64) - Gargoyle, 1985 Sweevo's World (Spectrum, C64) - Gargoyle, 1985 Sweevo's Whirled (Spectrum 128) - Gargoyle, 1986 Marsport (Spectrum, C64) - Gargoyle, 1986 Heavy on the Magic (Spectrum, C64) - Gargoyle, 1986 Scooby Doo (Spectrum, C64) - Elite, 1986 Light Force (Spectrum, C64) - FTL, 1986 Shockway Rider (Spectrum, C64) - FTL, 1987 Thundercats (Spectrum, C64, Atari ST) - Elite, 1987 Hydrofool (Spectrum) - FTL, 1987 An updated version of Tir na Nog was written in 1985 year and was supposed to be released by Psygnosis for the IBM PC. However, her appearance was canceled.
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