04 March 2016, 11:54 | #41 |
CaptainM68K-SPS France
|
oh my god :'(
|
04 March 2016, 13:59 | #42 | |
Zone Friend
Join Date: May 2006
Location: France
Posts: 1,801
|
Quote:
Kamelito |
|
04 March 2016, 15:44 | #43 |
Registered User
Join Date: Apr 2015
Location: UK
Posts: 15
|
Hi Dan,
Welcome to the forum and huge thanks for taking time to answer Q's. These are complete long shots, but whilst your here :-) Do you have any idea where the UK Press got the idea games like: BC Racers/Tomb Raider/Scottish Open Golf/Swagman and Thunderhawk were all headed to the Atari Jaguar CD?. I've 'spoken' to a good few Ex-Core artists and coders, along with Richard Barc.who informed me likes of Edge knew the Tomb Raider screens were mock-ups, but any insights you yourself might have would be most welcome. Also, claim has always been that a 'team' at Core produced a tech demo for Sega to showcase the power of the Dreamcast off behind closed doors and this was Scud Racer, but so far no-one has been able to confirm or deny this. Any ideas?. |
05 March 2016, 10:57 | #44 |
Lemon. / Core Design
Join Date: Mar 2016
Location: Tier 5
Posts: 1,211
|
My best guess, is that most Core games of that era would have been ear-marked for conversion to any new console format I would imagine maybe there was some press release listing these titles
|
05 March 2016, 10:59 | #45 |
Lemon. / Core Design
Join Date: Mar 2016
Location: Tier 5
Posts: 1,211
|
I was never aware of anything like this... Core was not a big company at that time.. maybe 60 or 70 employees, and nothing like this rings a bell
|
05 March 2016, 11:41 | #46 |
Registered User
Join Date: Apr 2015
Location: UK
Posts: 15
|
Hello Dan,
Huge thanks for taking the time to answer my Q's, it is very much appreciated. The vast majority of the 'work' i do on behalf of sites like Unseen64/GTW is looking into the various claims UK magazines made back in the day and the vast majority of times the answers come back, that what we read had little/no grounding in reality, what so ever :-) Trouble is, many have simply taken said press claims, taken them as fact and then passed off said claims as fact in Lost Games articles, just because they appeared in Mags A-Z and thus the claims have taken on a status that they must be true, as so many mags/sites have said so... |
05 March 2016, 12:29 | #47 |
With MMU and FPU!
Join Date: Mar 2015
Location: On your mainboard
Posts: 270
|
Which of the Amiga games you worked on are you most proud of? Do you have a favourite?
|
05 March 2016, 16:10 | #48 |
Lemon. / Core Design
Join Date: Mar 2016
Location: Tier 5
Posts: 1,211
|
I would say Chuck Rock 2... in fact, Chuck Rock was one of the main reasons I wanted to work at Core, and I had always wanted to do a console style platformer.. and when they asked me to do Chuck 2, I was over the moon
|
05 March 2016, 16:15 | #49 |
Zone Friend
Join Date: Jun 2006
Location: Gargore
Age: 43
Posts: 17,789
|
Was there some serious reason to remove pooping dinosaur from console versions of Chuck Rock?
|
05 March 2016, 16:21 | #50 |
Lemon. / Core Design
Join Date: Mar 2016
Location: Tier 5
Posts: 1,211
|
|
05 March 2016, 17:41 | #51 | |
Warhasneverbeensomuchfun
Join Date: Jun 2001
Location: Rio de Janeiro / Brazil
Age: 41
Posts: 3,450
|
Quote:
I was playing Premiere again these days, that's also a pretty nice game, which didn't age badly at all. Since you made Premiere, I may finally ask one question I had for years Why choosing between SFX or Music ?I could never understand why so many Amiga games did that (It was even more annoying when a 8 bits version of the game had both music and sfx!). Martin Iveson had done an awesome job with Wolfchild using both music and sfx, why with Premiere we went back to have just one or another ? Last edited by Shatterhand; 05 March 2016 at 18:01. |
|
05 March 2016, 17:53 | #52 | |
Lemon. / Core Design
Join Date: Mar 2016
Location: Tier 5
Posts: 1,211
|
Quote:
I really did not enjoy making Premiere... what bugged me most was the awkward 2 layers of platforms, and the crappy mechanic of jumping between them... |
|
05 March 2016, 18:02 | #53 |
Warhasneverbeensomuchfun
Join Date: Jun 2001
Location: Rio de Janeiro / Brazil
Age: 41
Posts: 3,450
|
You didn't enjoy doing it, or is it just that you were unhappy with the final result? Any problems while working on the game?
So the final word if the game would have the "music or sfx" option was from the musician, not the coder?(Or at least in your experience ? ) |
05 March 2016, 18:59 | #54 | |
Going nowhere
Join Date: Oct 2001
Location: United Kingdom
Age: 50
Posts: 8,986
|
Quote:
The title sequence has a little more pizazz than the Megadrive as well with the simple deres of the titlescreen that helps lift it up as more than just a rush job. Was the extras put in the Amiga version lead by your suggestions of "we cant have that, but we could always add that if you draw it." ? |
|
05 March 2016, 19:27 | #55 | |
Lemon. / Core Design
Join Date: Mar 2016
Location: Tier 5
Posts: 1,211
|
Quote:
I think the Megadrive version did have the original foreground parallax too at one point. I looked on the YouTube long play and it appears to mainly be gone (although it's used for the lava and the water in those respective levels, but has lost the element of parallax). It's just a shame we had to lose the river race sub-game, as I just didn't have time.. the graphics were all done and converted to 8 colours, but the megadrive coders already had a major headstart, as the engine was effectively written for Wonderdog originally. Haha.. just noticed that whoever knocked together the CD32 version (Rob Northern perhaps??) guffed up the snow effects with the HW sprites And I also just noticed a few things that could have been improved with a few minutes work :/ |
|
06 March 2016, 00:09 | #56 |
With MMU and FPU!
Join Date: Mar 2015
Location: On your mainboard
Posts: 270
|
Did people at Core Design know that you were actually Dan of Anarchy?
|
06 March 2016, 09:35 | #57 |
Registered User
Join Date: Jan 2014
Location: Belgrade / Serbia
Age: 41
Posts: 999
|
Postovanje Dane,
When you have time I'd like to buy you a beer, if you don't mind I would like you to sign me my physical copy of my unofficial cd32 port of yours Wonderdog http://unofficial-cd32-ports.blogspo...wonderdog.html |
06 March 2016, 10:33 | #58 | |
Lemon. / Core Design
Join Date: Mar 2016
Location: Tier 5
Posts: 1,211
|
Quote:
|
|
06 March 2016, 10:35 | #59 |
Lemon. / Core Design
Join Date: Mar 2016
Location: Tier 5
Posts: 1,211
|
Yes, most of the people that were there when I started knew, but over time, as my scene activities ground to a halt, the newer employees did not know, unless something came up in some conversation about demos / scene stuff
|
06 March 2016, 11:32 | #60 |
With MMU and FPU!
Join Date: Mar 2015
Location: On your mainboard
Posts: 270
|
When you wrote that cracktro for Lemmings (Skid Row) did you have any idea that this would become one of the most widely remembered and most oftenly seen cracktros on the Amiga? Probably by hundreds of thousands gamers...
Would you have done something differently if you had known that this would become one of the top 3 cracktros that really everybody knows? |
Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
Thread Tools | |
Similar Threads | ||||
Thread | Thread Starter | Forum | Replies | Last Post |
Dojo Dan Competition Version | Cauterize | Amiga scene | 1 | 30 May 2010 18:17 |
Dojo Dan - Level 4 boss? | Fingerlickin_B | support.Games | 0 | 17 April 2007 15:42 |
Dan Dare 3 | Carlos Ace | support.WinUAE | 3 | 25 August 2002 13:37 |
Dan Dare Whdload version | Carlos Ace | request.Old Rare Games | 3 | 25 August 2002 13:23 |
|
|