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It wasn't smooth sailing and unfortunately a power surge zapped the MicroDrive not long after I had mailed him a working compact flash card.
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Luckily, Dave was able to add some of his own flourishes to Xenocide just before its commercial release making it an even better game and then went on to work with Brian to produce Copy Killers, Senseless Violence, Quadronome, Orbizone and Cosmocade (featuring Journey to Calibus and Naxos) for the IIGS.ĭave got in touch with me a couple of years ago - he needed some help setting up his MicroDrive and in turn, getting back to using a IIGS again. Coder Brian Greenstone had developed his first IIGS specific title as freeware, Grackel, and one of the very best action romps on the IIGS, Xenocide, before meeting Dave. Dave was an integral part of the duo that was Pangea Software. Olivier could also hold his own when it came to the ‘digital graffiti' found in the rest of FTA's demo catalogue. Chronologically, the last great IIGS artist to appear was Clue (Christopher Heck), the guy behind all the great visuals of Ninja Force, including their Mega Demo, Wolfenstein 3D for the IIGS, and the recently released Kaboom! He even did a great of job skinning Ian Brumby's Finder alternative Instant Access v3.Īnd then there's Dave Triplett. This guy had a flare not only for great illustration but also user interface design, as seen in the Nucleus and Modulae demos, and NoiseTracker program especially, which drew together balance, ease of use, great colour palettes, functional but stylistic typography and easy to use navigation. Around the same time, the work of Ian Gooding burst onto the scene with Zany Golf and later, The Immortal.Īnother revered champion of the super high resolution mode was Olivier Bailly-Maitre of the FTA. There was Jason Rubin, who created the cartoon worlds of Dream Zone and Keef the Thief all by himself. Firstly, there was Matt Crysdale, who single handedly was responsible for all the graphics in Alien Mind, Great Western Shootout and Task Force, not to mention having made contributions to the Sword of Sodan demo, Gnarly Golf and Rastan.
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A blog for another time, I think, and possibly a long overdue apology to Ian Brumby who could have coded the games completely had I ever stuck to my guns with one idea!įor me, there was more than a little hero worship for those already producing game and demo graphics on the IIGS. The problem was that I moved from one gaming idea or concept to another too quickly, already bored with working on one game concept before finishing it and then moving onto another. Diamonds GS was an exception though (and can be found on the pre-installed System 6 with shareware and freeware games 32 meg image), but unfortunately the last of my graphics were not added to the final release. I was inspired to pursue a career in graphics thanks to various individuals lucky for them as it means they get a good pat on the back some 20 odd years later as I can remember each of those that gave me so much inspiration.īack when I was using the IIGS as my sole digital outlet in the ‘80s and ‘90s, I dreamed of producing graphics for games, for which I did a lot of work for which nothing was ever released. Posted by Alex Lee on 16 September 2016 | 128 Comments
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