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Old 25 September 2013, 20:37   #221
s2325
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RobRob - arcade game from 1988 in medieval/fantasy world [ Show youtube player ]
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Old 30 September 2013, 22:42   #222
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Exitor - vertical shooter in 1988 style [ Show youtube player ]
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Old 11 October 2013, 15:42   #223
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Z was planned to be released on the Amiga by Clickboom. Check the back page of the T-Zero jewel case. Don't know if development was even started...

http://hol.abime.net/1551/boxscan
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Old 14 October 2013, 11:19   #224
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Fleet Commander (Dark Unicorn) http://cd.textfiles.com/aggames/COMM...P%20SLIDESHOW/
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Old 14 October 2013, 18:04   #225
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In this book:
http://www.kickstarter.com/projects/...ad-only-memory
There's a lot of info about unrelased games by Sensible Software
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Old 14 October 2013, 18:40   #226
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Flying Tigers (Dark Unicorn) http://cd.textfiles.com/aggames/COMM...P%20SLIDESHOW/
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Old 28 October 2013, 14:34   #227
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is there someone who tried to contact the coder of turbo charge http://hol.abime.net/5556
Mark Rochoter

What do we know about the development of this game ?
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Old 17 December 2013, 23:12   #228
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I found this unreleased game on Youtube is it possible to add it to the database?

[ Show youtube player ]

The game looks pretty nice
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Old 17 December 2013, 23:18   #229
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Thank you. Is it engine noise from Lotus 2?
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Old 19 December 2013, 09:30   #230
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Probably old news, but "Space Machine" was released for PC on Steam.
It was originally an Amiga game.

http://steamcommunity.com/sharedfile.../?id=190812780
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Old 22 December 2013, 22:45   #231
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G-Orb:

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Old 06 January 2014, 14:51   #232
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Quote:
Originally Posted by fryguy View Post
Probably old news, but "Space Machine" was released for PC on Steam.
It was originally an Amiga game.

http://steamcommunity.com/sharedfile.../?id=190812780
Is there anything left of the original Amiga game ? It could be fun to have it on the original computer it was designed for.
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Old 06 January 2014, 15:39   #233
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Quote:
Originally Posted by sokolovic View Post
Is there anything left of the original Amiga game ? It could be fun to have it on the original computer it was designed for.
I don't know, but i guess it shouldn't be to hard to the find the mail adresses of the guys who made it.
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Old 21 February 2014, 21:03   #234
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http://www.polygon.com/features/2014...iga-shenandoah

I realised there was two old threads about it http://eab.abime.net/showthread.php?t=26954&page=3

http://eab.abime.net/showthread.php?t=27118

Last edited by fryguy; 21 February 2014 at 21:27.
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Old 02 May 2014, 14:06   #235
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On the Pull (date simulator):



Atari ST version is on deadly_fx_compacted_disk_14_(19xx)(dfx) Do not load from pirate menu, use GEM.
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Old 05 May 2014, 23:04   #236
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info from Europa v2.1 (1993) by Atares: Preludium - maze-adventure, 20 screens, spelling tutor
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Old 06 May 2014, 18:38   #237
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Escape II - The Voyage Home (maze+puzzle, no sound) [ Show youtube player ]
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Old 29 May 2014, 08:30   #238
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Rueda: [ Show youtube player ]
game is as ADF file on EAB server
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Old 08 June 2014, 01:52   #239
spiff
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Originally Posted by Codetapper View Post
Can someone translate that?
Two years too late, but what the heck.. I got time while windows 8.1 installs :/

Note, the sentence structure is very long, partly due to the Danish, partly to text space limitations.



YOUNG DANES MAKES A SUPER GAME

In a villa in Bronsoj Soren and Torben are hard at work creating a new game for the Americans.

You won’t become a millionaire from making computer games. Even though the game is a resounding success and sells like hot cakes. At least not if you’ve done what Soren and Tordben did, trusting blindly in an american producer promising riches.
That was then. Today, five years after, the programmer Soren Gronbech and the graphic artist Torben Bakager, got their first computer game “Sword of Sodan” published in the US, are a lot wiser from the experience. And if things go according to plan, they may even make a couple of bucks when the follow up hit the streets.
In a villa in Bronshojd outside of Copenhagen they spend at least eight hours a day in front of the screen hard at work, coding and drawing the graphics for “Sword of sodan 2”. Their salary and rent is being paid by the games producer Bethesda Softworks. Bethesda use the two Danes and their game to access the Scandinavian market. Instead of moving Soren and Torben to the states, while they finish the game, Bethesda established a Scandinavian subsidiary in Bronsoj.

GOT AN AWARD
That wasn’t the case the last the they were in the claws of the americans. That time five years ago, Soren and Torben, now 24 and 25 years old respectively, thought they’d gone to heaven for a short time. When a producer was interested in their first game.
-We were in a computer convention in Schweiss and had only brought the first level of the game with us. We demoed it to an american and he became so excited that he soon invited us to his firm in Germany. He gave us some money and shortly there after we were on our way to the States to finish the game, Soren remembers. He also remembers that “Sword of Sodan” was such a success that an english Amiga magazine gave it a honorary price. And that both an american TV station and the New York Times mentioned it. The only ones who weren't in on the success were Soren and Torben.

MADE HUGO
- We got our salary while we're working, but we never saw any of the sales percentages we were promised says Soren, but then hurries to underline that he doesn't have any regrets as it was an awesome time.

After the US-adventure they both jumped from project to project. Soren was among other things involved in the development of the game about the TV-troll Hugo (transl note, a dial-in game show in Denmark at the time) while Torben went from company to company as he became known as the danish skilled graphic artist.
But the time for drifting about is over. The two friends are now in the same room from morning to night. The follow up to “Sword of Sodan” is set to be finished by November, and already in June a demo-version should be ready.
Like the first game “Sword of Sodan 2” will be set in medieval times. There will be four heroes, one of them being Sodan. The heroes, and there by the gamers, task, will be to free 11 villages from two nasty guys that hold the residents prisoner with their soldiers.

A SEA OF SKETCHES
A look at the big bulletin board at the end of the room gives a small indication of how big a job it is to make a fluidly animated computer game with 30 different characters. In addition to a wealth of sketches of levels and people there are 25 closely written pages of the manuscript and a thorough description of every personality. It shows that the female hero, Shirdine, is 23 y.o. and a teacher by profession. She’s a “friend”, has a 7 in strength and a speed of 10. Her intelligence is 8 and she can travel to all places in the game, but has a weakness, she’s afraid of heights.
One of the flashy things of “Sword of Sodan” II is that you play during both day and night. As you play light levels will vary. When night falls, the strength levels of the characters also falls. And the varying light effects are only one of many special touches from the mouse of graphic artist Torben Bakagers.
He’s been drawing around 50 animation frames for each of the games approximately 30 figures. Just to make a figure walk naturally takes 10 images. A jump can be done in about 4. The more advanced series of sword strikes takes a bit more.

BY PENCIL FIRST
Before Torben creates the images on his Amiga-computer in the program “Brilliance” he first draws them on paper using something so simple as pencil.
-Some times I scan the pencil drawing and start working from that. But often I end up changing so much that it’s simpler just to start directly on the computer, he explains and shows of a couple of tricks he can make his Amiga do.
After drawing a huge hall with marble floor he feels that there should be some columns. “No-problemo” Columns are stock items if your name is Torben Bakager. With a couple of quick clicks he places a column, tweaks the perspective, and to complete the image he makes it cast a shadow on the floor. Bingo. Now it looks like it always been there.

THE ENEMY SHALL DIE
In the Other end of the hall Soren Gronbeech sits hunched over his Macintosh. He writes the program code and has had his work cut out with the map of the landscape in which the game takes place. As a player you click a character and it moves from one place to another, and wonder why the character does not go in a straight path. Soren doesn’t wonder why, he knows that he programmed 115 various invisible routes on the single screen!
Then again, neither Soren or Torben knows how “Sword of sodan 2” shall end.
Soren:- In the first one Sodan chopped the head of the head of the enemy and it flew through the air. It looked pretty sweet. It will probably be something similar, but exactly what he should do hasn't been decided yet.

Soren Prien Text
Foto Marianne Hold

Photo notes
Tree photo: The graphic work consists of serveral steps. The tree that should be in the forest is first outlined in pencil

Game screen: The template of the tree is scanned and leaves are added, before it’s placed in the forest.

Portrait photo: When Soren and Torben started making games there were chips and coke all night through. These days things are bit more in order.
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Old 30 June 2014, 16:20   #240
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Quote:
Originally Posted by FromWithin View Post
Walker: The original game of Walker (later than the one shown in Zzap) had another section where you get out of the Walker and go into buildings. There were ladders and platforms and you could run around shooting things. The whole level was done as polygons so you could zoom in and out with the left and right mouse buttons. It was quite impressive for the time. The game was good without it though.
It may be inspiration from NES game Metal Mech:

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