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Old 03 March 2016, 16:01   #21
DanScott
Lemon. / Core Design

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Quote:
Originally Posted by mc68060 View Post
Hey Dan,

do you still have any files from your Amiga days? (game source code, sprites, pictures, level editors, inhouse development tools...)

Thanks!
Only a very small fraction of what I had back then. No game code, just a few routines, and the starting of a demo I was working on back in 1992 that I never finished. I am currently spending a little time tinkering with that demo, hopefully to be released sometime in the next year or two.
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Old 03 March 2016, 16:03   #22
DanScott
Lemon. / Core Design

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Originally Posted by s2325 View Post
I don't remember Fruit Mountain level in Amiga version [ Show youtube player ]
It's there

[ Show youtube player ]
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Old 03 March 2016, 16:03   #23
DanScott
Lemon. / Core Design

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Originally Posted by CodyJarrett View Post
Do you still have any graphics or early versions of your prototypes?
No nothing at all :/
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Old 03 March 2016, 16:04   #24
s2325
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You're right, slightly different, but it's same level.
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Old 03 March 2016, 16:06   #25
DanScott
Lemon. / Core Design

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Originally Posted by jizmo View Post
Dan, good to have you aboard.

You're one of the demo coders to have successfully made it to gaming world. Was the move easy for you and what setbacks you had if any? Did your demo background help you or did you have to make big adjustments on how you code and work?

Also, what I'd like to know is when is that new Anarchy demo coming out? It's long due, you know..
Don't think there were any setbacks There were a lot of good and experienced programmers at Core, so was always able to ask people for advice on methods for doing particular things. I guess the demo background helped a bit, with being able to come up with solutions using the Amiga hardware, although most of the games I worked on were not particularly hardware "hitting" games

New demo will be out soonish... sometime in the next year or so.. and will be Lemon. don''t you know.. Anarchy is dead
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Old 03 March 2016, 16:25   #26
mc68060
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1) How was developing done at Core back in the day? Did they develop directly on Amigas or was developing primarily done on PCs or Atari STs and then transferred to the Amiga machines?

2) Did Core have any special inhouse tools like Psy-Q for Psygnosis or FungUtil by Fungus the Bogeyman for Gremlin or was it all done using publically available software?
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Old 03 March 2016, 16:26   #27
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3) Were there ever any plans of porting BC Racers (aka Chuck Rock 3) to the Amiga?
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Old 03 March 2016, 16:46   #28
DanScott
Lemon. / Core Design

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Originally Posted by mc68060 View Post
1) How was developing done at Core back in the day? Did they develop directly on Amigas or was developing primarily done on PCs or Atari STs and then transferred to the Amiga machines?

2) Did Core have any special inhouse tools like Psy-Q for Psygnosis or FungUtil by Fungus the Bogeyman for Gremlin or was it all done using publically available software?
We used SNASM cross development tools
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Old 03 March 2016, 16:47   #29
DanScott
Lemon. / Core Design

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3) Were there ever any plans of porting BC Racers (aka Chuck Rock 3) to the Amiga?
No thankfully

I think Core had moved away from the amiga completely by then... I don't know what the last Core Amiga game was... perhaps Banshee
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Old 03 March 2016, 16:54   #30
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Skeleton Krew and Dragonstone were released after Banshee for sure. I *think* Bubba 'n' Stix also was.

Good to see you around Dan, welcome! We talked a little bit on Facebook a few weeks ago and I showed you your pic on The One Magazine , I'm Rafael Lima there
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Old 03 March 2016, 16:55   #31
Galahad/FLT
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Did you ever get any 'sticky' moments like TDK/Melon Dezign where one day at work (Microprose), he heard one of his chiptunes playing that he didnt recall giving them..... only to see someone had booted up the Crystal crack with his music playing in it to see what the pesky pirates had done!!
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Old 03 March 2016, 17:23   #32
DanScott
Lemon. / Core Design

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Originally Posted by Shatterhand View Post
Skeleton Krew and Dragonstone were released after Banshee for sure. I *think* Bubba 'n' Stix also was.

Good to see you around Dan, welcome! We talked a little bit on Facebook a few weeks ago and I showed you your pic on The One Magazine , I'm Rafael Lima there
I wasn't sure.. of course Skeleton Krew, might well have been the last.. memory is a bit foggy
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Old 03 March 2016, 17:25   #33
DanScott
Lemon. / Core Design

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Quote:
Originally Posted by Galahad/FLT View Post
Did you ever get any 'sticky' moments like TDK/Melon Dezign where one day at work (Microprose), he heard one of his chiptunes playing that he didnt recall giving them..... only to see someone had booted up the Crystal crack with his music playing in it to see what the pesky pirates had done!!
Fortunately not

But plenty of other tales to tell... or maybe not to tell (as I can't afford a good lawyer!)
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Old 03 March 2016, 17:35   #34
mc68060
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Were Core employees sad when management ditched the platform? And what happened to the Amigas at core? How long did they keep them?
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Old 03 March 2016, 18:00   #35
DanScott
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Were Core employees sad when management ditched the platform? And what happened to the Amigas at core? How long did they keep them?
I don't remember anyone being sad Just natural evolution and progression of the business.. there was no money in Amiga games after 1993/1994, and the big money was coming from console development. I believe Core were one of the first *official* Sega developers in the UK.

Old hardware was probably written off, chucked out, or taken by employees when it was no longer needed at work.
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Old 03 March 2016, 18:07   #36
DanScott
Lemon. / Core Design

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If anyone is interested here's a list of games I worked on up until 2014 or so...

Heimdal (Amiga/ST)
Wolfchild (Amiga/ST)
Premiere (Amiga)
Chuck Rock 2 (Amiga)
Wonderdog (Amiga)
Blastar (Amiga)
BC Racers (Sega Mega-CD)
Blam (Playstation/Saturn/PC)
Ninja (Playstation)
Fighting Force 2 (Playstation)
Tomb Raider Curse Of The Sword (Gameboy Colour)
Tomb Raider Angel Of Darkness (Playstation 2)
Without Warning (Playstation 2 / XBox)
Now That's What I Call A Music Quiz (Interactive DVD)
Eurosport Total Sports Quiz (Interactive DVD)
Guinness Music Quiz (Interactive DVD)
2 Unreleased Discovery Channel Games (Interactive DVD)
Beijing 2008 (PS3/Xbox 360)
Vancouver 2010 (PS3/Xbox 360)
Goldeneye (Wii)
Goldeneye Reloaded (PS3/Xbox 360)
007 Legends (PS3/Xbox 360/WiiU)
LAPD Run (Unreleased iPhone/Android game)
All Guns Blazing (iPhone/Android)
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Old 03 March 2016, 20:54   #37
dlfrsilver
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Fortunately not

But plenty of other tales to tell... or maybe not to tell (as I can't afford a good lawyer!)
Well, are there any stories you can tell us without having any troubles then ?
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Old 03 March 2016, 22:31   #38
mc68060
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Did Core preserve the source codes of their Amiga games somewhere or were they dumped like with Gremlin in Sheffield? Do you think they still exist?
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Old 03 March 2016, 22:34   #39
DanScott
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Well, are there any stories you can tell us without having any troubles then ?
I will try to remember some, many are really only funny or amusing for people that were at Core and would remember these things
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Old 03 March 2016, 22:47   #40
DanScott
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Did Core preserve the source codes of their Amiga games somewhere or were they dumped like with Gremlin in Sheffield? Do you think they still exist?
I honestly don't know... I remember we all used to do weekly backups... probably with CPBackup or something like this. I believe the backup disks were stored offsite too, but I really have no idea what happened to them.

I did have the source for Wonderdog, on an external HD, but this fell to the floor and now has the "click of death"... there were the 2 unreleased DVD games on that HD too :/
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