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:xx/0x/05: +--------+ | Sinc Re-Stared !
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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.
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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
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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.
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(c) Interview was taken - Karnevi & Anjuel from
Computer Emuzone, 05/07/2005.
(c) Translation - Gennady Demidenko june-jule
2005.
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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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