Interview - Thanks to the help of one of our readers, you can see in this section an interview with one of the participants of the Spanish company Toro Soft - Alfonso Fernandez Borro.

Sinc Re-Stared #02
-+----------------+ :xx/0x/05: +--------+ | Sinc Re-Stared ! ! +---+----+ +--+---+--+ issue 2 +--+ -+------+ -+-----------------------+ +--+ | ! Thanks to the help of one of our readers You can see them in this section interview with one of the participants of the Spanish company Topo Soft - Alfonso Fernandez Borro. The interview was conducted quite recently, May 7, 2005 and translated into Russian language Gennady Demidenko. Are the participants tsa: CE - Computer Emuzone, AF - Alfonso Fernandez. CE - We are interviewing one of the most fruitful graphics of Spain at the end of the 20th century ka. Alfonso, how did you meet the world? computers? AF - It was both difficult and pro- hundred. In the early 80s, I became a student at specialty Architecture, but arose fi- financial problems and I couldn't continue study. So I did small jobs, to pay for it. Once upon a time at an exhibition I saw the plotter and was amazed at how in about 5 minutes you can use it to draw create a whole drawing (it took me two whole days). Then it occurred to me the idea of learning to draw on a computer. CE - What games and companies did you like? before you became a computer graphic artist com? AF -As far as I remember,it was Pong, Space Invaders and Galaxians, but even more to me liked Manic Miner, Ant Attackand all products Ultimate andVortex. CE - How did you appear in Topo Soft? AF - One evening, I was sitting with friends in a bar after playing football. I will demonstrate I copied them my drawings made on Special ktpyme in programs Melbourne Draw andPain- ter.They were interested in whether I could make graphics for games. I replied that I’m just taking my first steps in this. That- where they introduced me to the director Topo Soft - Xabuepom Kano. So it began minestory related to Topo. CE -What year was it? AF - It was the beginning of 1987, but officially I started working personally in 1988. CE - What was the atmosphere like? Then it would already be- La known company Dinamic. AF - The atmosphere was perfect. Periods complete relaxation alternated with the appearance the knowledge of someone's new idea. Compared to Di- namic, we focused on entertainment. CE - What was your first project? AF - It was called Pasta e Pizza (for Topo the code was made by Jose Carlos Arboiro)but due to various circumstances, this project is in eventually came out under the nameCasanovafor Iber. CE - I think this project was more successful if released under the Topo brand (Iber had a reputation as a manufacturer games of average quality) - what were the ranks of brand change? AF - Just commercial. That yearTo- ro there were as many as 8 projects (ready) of their own games. So the release of this game is another com- the panic could not somehow affect the profit Topo. CE - What did you get after the first step? AF - Reputation, money, a new car. That- when there were endless projects to work on known platforms - Speccy, Commodore, Amst- rad, PC, Amiga, Atari. In my opinion, my best Our memories from that period - R.A.M., and of course - Viaje. CE - You worked on Casanova, RAM, Viaje, Zone 0 - what would you highlight? AF - So, I took part in almost all products introduced from 1988 until end Topo. Most of them were con- versions or reworking of graphics due to lack of lack of the required number of artists. Lorna,La Espada Sagrada, Ice Breaker - later on PC - and many other games. CE - What is R.A.M? AF - Once in Micro Hobby already ynomuha- there was a decryption. One of our colleagues - coder Gabriel Nieto had the nickname RAMBO. CE - It is known that the code Viaje for C64 was almost ready. What happened? AF - Everything is simpler than you think. Coder, de- barking game forC64 - Xecyc Medino - was fired due to staff reduction by team managers from Erbe. For this game I did most of the graphics - but the game is so and did not see the world. CE -You made graphics for your games for all platforms? AF - No, usually we distributed the work between the artists of our company. If ig- ra was for the 8-bit platform, then the same dozhniki made graphics for this game for another 8-bit platform. CE - What did you use for work - in- tools, methods? AF - We used the same tools as and other companies on the market. For Spectrum we usedMelbourne Draw,which was modified by Dinamic - addedmodule animation. As for 16 bits, we use used (PC, Amiga) Deluxe Paint. CE - How the projects were created - you are allowed were you trying to make things up or were you being controlled? bosses? AF - Firstly, we united and contributed ideas. After this, the programmer analyzed the flow of ideas, we added ideas again until we reached complete agreement. The management of the monitored and set completion dates tion of work. Let's take for example, Viaje - for 8 bit we had 5 levels to begin with, but due to the deadlines set by the authorities, especially It was level 3. CE -What was your most challenging project? AF - Undoubtedly, for 8 bits - Viaje, I guess I had to redo it three times due to changes in the composition of people who co- created this game. CE - When you felt that it was coming crisis in Spanish software production? AF - When I was in Topo in 1991, Erbe decides not to produce new games ry for 8 bits, and gets rid ofTopo, as manufacturer. CE - The mentioned crisis was noticeable in the early development of games? How exactly? AF - Entirely. Developing games "freelance" employees", everyone had quality products. But not the same - discussion problemseach project with a programmer, after which a solution is chosen - randomly or simple, but they missed it. CE - What games did you participate in? entered the market at this time? AF -One day I left Topo, working at home for another company.For Topobegan Zona 0, although I was already disappointed, because I saw that this work will not bring me a quick fix - true story. So at that time I left in another direction - to other platforms, since The 8-bit market began to fade into the shadows. CE - Your opinion about this. AF - I'm pleased to hear about the continuation time period of video game creation for 8 bit machines, life goes on. Needed be able to stay afloat if something destroys - xia... CE - Do you think there was attention before on the development of 16 bit (Atari and Amiga) and com- nahuu has achieved success among consumers (nowadays new com- pewters) - has the crisis decreased? Currently time no one worries about the giant park Play Station 2 and XBOX, just advertising the emergence of new generations of consoles is dying out, and people buy them (the same thing happened in times of Sega Megadrive and SNES). AF - I'm sure not. Currently musicians team up with studios to end piracy. Fighting nupatct- is carried out by the government and Res legislation. In the past time even amounted to 150-200 copies of games for Atari andAmigas. At that time the government didn’t lift a finger because of our in- industry in which 16-bit computers were doomed to failure. CE - However, versions of games for Atari ST and Amiga did not mix, but were they linked for these computers? AF - That's why we decided not to release them. Lorna and Viaje, which were for 16-bi computers, failed in pro- even. If 8-bit was a period of non-profit bottom", selling 30,000 copies of the worst games, imagine sales forAmiga, ST, RS. CE -When Topo/Erbe merged, after crisis, this made it possible to release gamesfor new consoles that have appeared on the market? AF - Erbe the only one at that time Spain had a programming license under Game Whoa. As always, economic some problems. A new game cost 25 million old necet, - cost, and in addition - an additional 10,000 copies Nintendo Japan demanded in advance. If the situation was so critical that to contribute to the costs was almost impossible. ------------------------------------------ I don’t know the course for the early 90s, but I will say that in 2003 the exchange rate was 1 ESP Peseta= =0.006 USDollar (it turns out like $150,000) however, it is indicated that the old pesetas are known cheat after there was a reform? - approx. lane ------------------------------------------ CE - You liked the games for which you did you make graphics? AF -If you ask your parents - What do they love more - their children or others? gih - what will be the answer? Perhaps one of I remember them, I receive satisfaction from others flattery, which is also a reward, but I don’t accept it I repent of none of them, even wretched or bad. CE - Do you play on a computer? AF - I played before, I continue to play now the hour when I "hung up my boots" as a schedule for video games. Today I'm happy to play remakes that appear online, and bringing so many memories to that golden that era. Perhaps I play less but- best games, because I see that they are the same old clones that have lost their unique charm that old games had. CE - How did your career develop after your yes Golden Age? AF - Until the end of the 90s, I made video games and co- worked with such market companies as for exampleLucas Art "Dark Forces". Then I created his own company, but due to lack cash and support, I decided to stay to create new generations. Later I dedicated my by multi, which today is the source nickname of my income. CE - I learned that Hernan Castillo was planning shaft to participate in "The 3 Skulls of Toltec" Let's talk about this experiment. AF - This was the last experience. I came to to what I have already begun to think about leaving this, but there was very little time and I was tired. I personally had fun working with him though economic expectations were not met and I chose not to work with him anymore, so I wasn't happy with this kind of payment. CE -What can you tell us about working in Hobby Press? AF -I worked and collaborated with them yes. Good friends remained there. I have mastered Photoshop (Mac) and my life is completely changed. I've been creating game maps for a long time, which... It would be easier to complete the game. CE -What do you think about the competition in the world? You could participate in altruistic projects for 8-bit computers? AF - The world of competition - for today software as anthropology for knowledge of the human being. I'm do- May, no one doubts that thanks to the competition could be revived that Golden Age, when with the most limited by means of financial means, at the beginningvideo games - we were recognized because of our implementation work. Regarding the second question - I I collaborate with my friend Anxuel (Roman- ki "Turbo Girl","R.A.M.") - remake R.A.M. I think that my experience helped to complete the pro- ect. Also, I'm thinking about remodeling graphics of their video games... I won't name them now. When it's ready, I'll let you know for now - nothing more. CE -I see you like new things though for 8-bit, you prefer remakes. Poe- we will give you new graphics for 8-bit won't we see? AF - I think not, although I have some games that were never released due to lack of programmer's responsibilities. Perhaps with new ones ideas, I would get down to business, but I'm already old That's why my eyes are starting to fail. CE - What do you think about the project?go to publish games for ancient 8-bit systems and remakes? AF - This is a brilliant idea... I think not the generation of love must remain in oblivion dey, involved in the Golden Age... You se- Today you have the tools for development games that we didn’t have at that time. CE -You keep in touch with old people friends from Topo? AF - Not with everyone. Everything is already painful enough- shi. We have crossed the 40th anniversary, we are scattered lard is not so much human as geo- graphically. Sometimes we chat and reminisce past as very useful. CE - You are saving unpublished mathematics rial of that time? AF- The problem of preserving the material arises kicks as soon as I change my place of residence or website. If I have material not completed projects unknown to anyone versions in particular... they are unlikely to be released into the world. There are things for which It’s better that they remain for ourselves, although who knows... there is always hope, that someone wants to open the sea to the world in recollections. CE - What do you think, if only necessary ma perseverance, we will contribute your discovery of this sea of memories (and we will achieve this!).What have you been working on? games that never saw the light of day I mean the original (original) projects? AF - I can say that there were at least at least two games that were quite advanced development. The first one is "Atomito Foton" (due to a flaw in the name). This we made the game with Rafayo Gomez, but not for- dealt with because of his promotion at another position (I never understood this act of Erbe - leave the best pro- rpammucta company outside programming). Perhaps this happened because Gabriel Hueto left his position as head of Topo, which- would like to run the Nintendo Club - someone it was necessary to put in its place... I started the second with Jose Manuel Muno- catfish.It was"R.A.M.2", but in space (spatial) form. But I took it again the primary idea is that R.A.M.- with zenith vi- house The game originally also had ideas taken fromGauntlet, which could npuhe- eat good fruits. The third game - "Highway to heaven" for СРС. It was a shaking space race motorcycles, programmer - Ayryctuh Alka- zar (Silent Shadow -СРС-), butbecause of programmer laziness - lack of motivation, the game remains in my archive. I think that It would be impossible to take on these projects again. bad, the only problem is the way to re- converting graphics to other formats. For this I'm waiting for your help. CE - Thank you very much for your cooperation hey, Alfonso, we are always happy to help you. ------------------------------------------ (c) Interview was taken - Karnevi & Anjuel from Computer Emuzone, 05/07/2005. (c) Translation - Gennady Demidenko june-jule 2005. ------------------------------------------ In the newspaper appendix you can find several screenshots from the mentioned games, a also see the face of Alfonso himself. ------------------------------------------

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