Tuesday, September 29, 2009

Vegeta&bulma Doujinshi

Intervista a Stan Schembri

Interview taken from Zzap! number 42 (February 1990) p.. 15

Who is behind Vendetta

Just to break the monotony and give us un taglio più 'professionale' noi di Zzap! abbiamo voluto strafare: stavolta vi facciamo conoscere il programmatore grazie al quale potrete divertirvi con l'ultimo successo targato System 3... Stan Schembri!


I fratelli Cale hanno dominato il mercato delle avventure dinamiche beat'em up sin dai tempi di The Last Ninja, pubblicato a metà del 1987. Il successo ottenuto dai loro giochi, in special modo in America, è la ragione della presenza di un paio di fiammanti Ferrari nel parcheggio della System 3. Sulle orme del meraviglioso Tusker e di Myth, Mark Cale ha da poco ultimato la preparazione di una avventura dinamica in stile Ninja ma senza ninja - Vendetta.

La parte commerciale è stata affidata ad Adrian Cale, but the programming is the work of a relatively new employee of the System 3, STAN Schembri, who spent several hours in the company of one of our editor.

you to System 3 for almost a year now: how is it that you started programming?

When I was 16 I had a Acorn Atom (!), A device in a kit I had built himself. Without software industry itself can speak of at that time, there were lots of offers so I wrote small utility programs. I wrote a game for the Bug Byte that was never released, including a reproduction of Breakout which was virtually identical to the coin op. After the madness I decided to dell'Acorn continue with the electronics and went to the Intelligent Software, the people responsible for the fiasco of the Enterprise computer. There I designed the software for a game of chess rather simple that could be run from any computer with a 6502.

Experience with Intelligent Software was good, but it was not really the kind of thing I wanted to do. The C64 was booming, so I went to work for the Palace, where I wrote Cauldron, Cauldron 2 and Barbarian - The Ultimate Warrior. Stifflip & Co. was another of my work and my sound too routine and the music of Defender of the Crown.

Palace I left on good terms and remained for about a year I have been working with System 3, first aid with and Tusker now with Vendetta.

Which of course brings us to today. What kind of times you've had for Vendetta?


More or less it was about 12 hours of work per day, from 7:30 am to 7 pm. Lately it has been quite intense, with the work done really running to finish the program, even if the expiration dates were quite flexible. They usually work in the offices of System 3, but I soon discovered that although the atmosphere was wonderful, I too complicated life with lots of distractions.

Tell us about Revenge, Stan, tell us something about 'your' on the game ...

Revenge is a game much more modern Ninja, and also much more willing with lots of blood and guts. It pushes the format of Ninja in a different area, while maintaining the same general style. The boys like violence and revenge is very violent.

There are terrorists around, both armed and unarmed, plus the usual weapons to be collected, he included an Uzi and a Kalashnikov AK-47. The weapons are discharged early, and we must find the right ammunition for the weapon you have in hand to use it. Otherwise you can go ahead with a knife and your fists. You can take a flak jacket once worn by temporarily reducing the energy loss - but you have only one, of course.
After you pass the pier to a series of cabins Army abandoned where the bad guys to hide in tanks and shall be made by pulling out of the shells in the open turret. There are also suicide bombers.

After that arrive at the airport in which she is held captive daughter of the scientist. You can search the area, investigating inside the hangar and do similar things, but eventually things become quite difficult and you must be very careful (there is a diabolical trap at this level where Stan told us everything, but that we can not reveal why the System 3 hindered us. Suffice to say it is VERY evil ...).

Vendetta, as Tusker, has several modes of action, a way in which you can use Manipulate Items found in the game (which hold a backpack on my back holds all objects) and there is a FIGHT that you use the weapons or fists to eliminate terrorists. There are no items to take as shears after you use, personal effects, dropped by the girl (who will serve as proof of his kidnapping), and a videotape that reveals vital clues.

A lot of companies have made this Christmas to publish racing games, and even Revenge has not ignored this issue, as explained by Stan ...


Even with dynamic style of adventure, I thought it would be nice (for me) to have the interludes between the "levels" and give the player something to do. Now we have una sezione di guida automobilistica (molto simile a Turbo Out Run) dove andate correndo in auto allo scenario successivo, combattendo con i terroristi nel frattempo.

C'è una bellissima sequenza grafica all'inizio di Vendetta dove un videoregistratore riproduce la scena del rapimento. Com'è che l'hai inserita?

Durante un periodo di codifica mi sono trovato improvvisamente di fronte ad un "muro" di programmazione e ho avuto bisogno di un po' di grafica qua e là, ma Dokk (che ha fatto la grafica di Vendetta) era occupato con delle altre sezioni grafiche e non mi poteva aiutare. Fortunatamente in quel momento era a disposizione Tony Hagar e gli era stato detto di "fare qualcosa" mentre era lì. That sequence was done in a few days and now seems to have been made to be inserted in the game. Although System 3 has prepared the storyboard of the game over a year ago, the scheme has been changed constantly, and many ideas have come and gone during the game. There are ideas that have been taken by several violent videos like Robocop, Terminator and Aliens of course - where actions appear exaggerated pools of blood when you shoot people. One of the shots of the game even has the same sound of the bazooka of Aliens (The Maniacs Of Noise have effects even when there is a real soundtrack during the game).

Vendetta cover the differences between the games of the Ninja. I found that it was Last Ninja 2 unfunny. When combined a casino in the middle of the game - not to take the correct object type or something - you were screwed, Game Over. With Vendetta want it to be possible to finish the game without crossing it all in the right order. It will be much friendlier than Ninja 2. There is also a global mission, ninja style, minor tasks to accomplish in each section is loaded.

many boots we put up with this time?


There are four charges and each section consists of 10 screens. The final showdown in Central Park is five screens that the hero must explore to find the terrorists, kill them and save the scientist.

The final sequence non era stata inserita fino all'ultimo momento, perché era difficile farla stare su disco. La quantità di memoria impone quanto inserire e, come sempre, i 64K sono pieni zeppi. Il codice è diviso all'incirca in tre parti identiche con un terzo di programma vero e proprio per la gestione dei movimenti, delle collisioni e così via. Un altro terzo è preso dai dati per la grafica (che in pratica è una specie di puzzle con pezzi singoli di grafica o "componenti" messi in posizione su ogni schermo, e dove la grafica necessaria viene ripetuta per risparmiare memoria).

L'ultimo terzo di memoria serve per manipolare gli oggetti. Vorrei veramente mettere un'estensione hardware al 64! Per adesso, in questo gioco ci sono grafica and animation that never, 200 graphics and passes so far. I provto to make the character animation more realistic and a bit away 'from the style of Ninja.

It 's interesting to wait and see what will come of it, after all this time. The publication, scheduled for January, occurred with little delay: then went more than a year after its design and things have changed a lot '. Probably will be a standalone product - they are too tired to think of a sequel! ...

Tuesday, June 23, 2009

Blood In Semen' More Condition_symptoms

U.S. Gold: riflettori puntati verso l'Italia

Article from Commodore Gazette, Year IV No. 4 (July / August 1989) pp. 62-66

U.S. GOLD: THE SPOTLIGHT TO ITALY

The chairman of U.S. Gold came to Italy to present the ambitious plans of his software company. Among other things, he talked about the new game Indiana Jones and the Last Crusade.

Mauro Gaffo

"If there are no more questions, I have something to ask you who are experts in the IT sector in Italy. The Italians are famous worldwide for their creativity, their ability to succeed in any field ... because then you do not produce software? In Germany and France, something has been done, but absolute silence from Italy. Why? ". This question is closed the official part of the press conference held by President of the U.S. Gold. Gli impacciati tentativi di risposta hanno messo in luca soltanto che anche gli addetti ai lavori sono perfettamente consapevoli di questa situazione: i tentativi che qui e là si fanno non hanno ancora quasi nessuna risonanza al di fuori del nostro Paese.

Ma questa drammatica conclusione a che conferenza stampa si riferisce? Che c'entra con l'Italia il presidente di una delle più conosciute software house ingles? Cominciamo dal principio.

Alla conquista dell'Italia

Milano e il lussuoso hotel Gallia, nei pressi della stazione Centrale, sono stati il punto di partenza dell'aggressiva "campagna d'Italia" della U.S. Gold, una notissima software house inglese che ha puntata molte delle sue carte sul mercato europeo e soprattutto su quello italiano. Venerdì 21 luglio [1989 ndr] , le eleganti poltroncine della Sala Verdi hanno accolto la stampa specializzata e alcuni rivenditori per una presentazioni delle novità software previste per ottobre/dicembre. Non c'era nemmeno un computer e purtroppo non abbiamo potuto vedere in azione, se non di sfuggita, il nuovo Indiana Jones and the Last Crusade che uscirà in Italia poco dopo la prima dell'omonimo film, ma qualche notizia interessante siamo riusciti a raccoglierla ugualmente chiacchierando con Geoff Brown [nell'articolo originale sempre chiamato erroneamente Jeff ndr] (direttore generale della U.S. Gold) e con John Holder (amministratore Delegate of Italy and head of U.S. Gold Leader distribution).

The meeting was created by the will of the British software house and its Italian distributor, the Leader, to emphasize the importance that our country has for British manufacturers, in particular for the U.S. Gold. "It 's just the beginning," said Geoff Brown. "In Italy we intend to move dynamically in many different directions: the development of products in Italian to a pricing policy that put the game out piracy. It 's a tough market, but accounts for about 20 per cent of our production in Commodore. And it's growing. "

History of U.S. Gold

After a brief presentation by John Holder, the same Geoff Brown is committed to describe his company, a software company that aims many of its cards on an aggressive and imaginative marketing, and at the same time attentive to please the consumer. The attention to public needs, which in this case was made by journalists and experts, was confirmed by the presence of an excellent video in Italian explaining the purpose and techniques of U.S. Gold, broadcast immediately after the brief but comprehensive lecture Geoff Brown. So let us know with one of the most brilliant of English software.

The U.S. Gold presents itself as a company in the round, which covers all market requirements, dai coin op alla produzione e distribuzione di software per home computer. E' in crescita da cinque anni e presenta come fiori all'occhiello la linea Epyx (creata nel 1985), la realizzazione di giochi strategici tra cui primeggia Advanced Dungeons & Dragons , il successo di vendite di Outrun (750.000 copie: un vero record), il Personal Computer Show del 1988 e i campionati di videogiochi organizzati in collaborazione con la National Association of the Boys Clubs. Con orgoglio, una voce fuori campo cita ancora il gioco Thunder Blade , vincitore dell'ambito titolo di "gioco dell'anno". Per questo prodotto è stata attuata una strategia promozionale particolarmente aggressiva, finalizzata a pubblicizzare the individual game rather than the overall image of the software house as it usually does: covers of magazines, television and radio advertising, boxes containing the "art of noise" of the program ... The results, apparently, were very satisfactory.

Having declared an increase in sales in Europe by 17 per cent last year, Geoff Brown has gone to programs for the future. The example of Kick-off, a program for the Atari ST and Amiga, which is priced at £ 2 and 99, is the clearest demonstration of the policy implemented by the affordable ... Course content so prices are possible only for long runs, and Kick-off is expected even distributing a million pieces.

on this front will move the Leader, who recently commissioned a market survey to find out what are the possibilities of acquiring Italian user. The average player, according to survey results, about an hour a day dedicated to his favorite pastime, and can not afford spending more than 60 000 pounds per month. The most obvious conclusion, considering the increasingly demanding nature of many games is that each player can buy per month 2:00 to 3:00 games, and a distributor for this is probably the best that you can get. On the other hand to reach it you must lower the current prices, and Holder hopes to have as many games for the Amiga in the catalog at prices ranging from 15 to 18 thousand dollars.

But back to U.S. Gold and its projects. Among other initiatives in the pipeline is a collection of classic oldies of the past resurface, the creation of games with accompanying music cassette also be sold in record stores and the promotion of labels like Capcom (for which were announced future releases of Strider and Turbo Outrun ) and Pizza Hut. Another big change is the agreement with Lucasfilm, which will offer such titles as the aforementioned Indiana Jones and the Last Crusade a short distance from the time of the film. Another recent contract is the software that will allow the house to use the English name of a star of the musical world as Michael Jackson, and in particular to make a game based on the movie Moonwalker , which has seen him in the role of protagonist.
To repeat the words of John Holder: "The software, now is no longer a cottage industry . In other words, gone are the days of managing a "family" of software companies.

Indiana Jones

A pleasant surprise last minute, which was one of the funniest moments and nice press conference, è stata la proiezione di un video dell'ultimo film della serie di Indiana Jones. Abbiamo potuto vedere in anteprima Harrison Ford incalzato da una torma di studentesse urlanti, che scappa per l'ennesima volta dal college dove si svolge la sua vita d'insegnante e s'imbatte subito in due sinistri personaggi. Viene sequestrato e si ritrova in un castello dove...

Le scene del film erano intervallate da alcune animazioni dell'omonimo gioco che permetteva un confronto immediato, anche se la qualità della riproduzione e la brevità degli inserti non erano tali da consentire una valutazione attendibile. Per il momento possiamo dire che il gioco sembra superiore a Zak McKraken e segue le sue orme per quanto riguarda l'interfaccia utente; will be available in two versions: arcade and adventure (October / November). The latter, as has been done to Zak McKraken , will also be manufactured in Italian Amiga and PC formats.

After listening to other statements on the extraordinary quality of the game (especially in the adventure version), there seemed a bit 'excessive in relation to the quality of the images seen on the screen, was declared closed the presentation of U.S. Gold "Mr. Geoff Brown is now available to answer your questions. "

"I'm ready for anything," said Brown, smiling with the large face reddened early tan imprudence.

The 8 bits are dead?

As the chairman of the U.S. Gold was ready for anything, these were held on land rather beaten and the only time that an application for a bit 'poison has been done really, we have seen a response peppered with phrases circumstance worthy of the shrewdest politicians. But in their proper order because, after all, something interesting has been said, and something surprising.

The eternal problem of piracy has opened the debate, and the answer (not surprisingly) was that piracy unless sensational cases, can not be defeated in court. The lines to follow are basically three: a pricing policy content piracy that makes less and less affordable, a growing attention to the advertisement and then, especially in the case of simulation games, the effort to produce documents in your language. The problem is not the boy that copies all the games on which he puts his hands and raises in one way or another about a hundred games per month: Who would ever have time to watch them all, anyway? Who does this is a collector, not a player.

Also discussed was the game translated into Italian, and Brown said he was convinced that the road taken by the Italian version of Zak McKracken and the Alien Mindbenders is being followed up in fondo. Peccato che la qualità dell'italiano, almeno fino a questo momento, sia al di sotto del livello minimo di dignità; c'è da sperare che il pubblico risponda positivamente e che le traduzioni in futuro vengano affidate a traduttori professionisti, anche se questo dovesse costare qualche sterlina in più [nota 1] . Sia chiaro comunque che l'impegno di esportare in Italia versioni tradotte nella nostra lingua è lodevolissimo. Rappresenta una reale dichiarazione di rispetto verso il cliente, nei fatti e non solo a parole, e ci auguriamo che siano in molti a seguire l'esempio della U.S. Gold.
D'altra parte, come emerge dalle successive risposte di Brown, l'Italia forse non è il mercato europeo più importante but it is certainly the leading positions. Some numbers? U.S. Gold sales in Commodore abroad are covered by the Italian buyers by 20 percent, and the Italian market is growing at least as much as English is in decline.

Still on the market, we discover with surprise that for the 8-bit dell'Amstrad France is the kingdom, Spain is a land of conquest for the Spectrum and the C-64 computer is by far dominant in Italy (but we already knew that). Europe, in this context, takes on even greater importance for the software house, because the 8-bit market overseas is very feeble. According to Geoff Brown, in fact, "America's 8-bit are dead. "This statement may be too drastic, but certainly revealing of current trends. Knowing that Europe often follows the example of America, perhaps with a few years of delay, someone is worried about the possibility of a sudden trasferimetno resources and investment from 8 to 16 bits. C-64/128 But users can rest assured that at least for the time being and until the situation will change drastically in Europe, the U.S. Gold production will always be divided fraternally (fifty -fifty) between 8 and 16 bit.

When someone asked what is the advertising vehicle that most influence sales of video games, the answer was immediate: the reviews on riviste specializzate. Secondo l'inchiesta della Leader, il 70 per cento dei consumatori quando entra nel negozio ha già le idee ben chiare su quello che vuole. Sono utili anche le preview, ovvero le "recensioni" realizzate prima che il prodotto finito sia disponibile, ma a parere dei dettaglianti sono troppo soggette ad approssimazioni e affermazioni inesatte.

Altre domande incalzano, ma non si esce più dagli argomenti già citati se non con la provocatoria domanda di un rivenditore: perché così tanti giochi hanno problemi addirittura a essere caricati? La risposta è stata evasiva e ben poco soddisfacente: "E' un problema che non riguarda solo noi... In molti casi è probabile che l'inconveniente nasca per colpa di un uso sbagliato... Il pacchetto può essere stato danneggiato doo la vendita...". Stendiamo un velo pietoso su un problema che certamente non riguarda solo la U.S. Gold, ma che è molto grave e denuncia pressapochismo e scarsa professionalità da parte del mondo del software. Potremmo anhe aggiungere che a volte capita di non trovare il disco o la cassetta nella confezione sigillata, oppure che capita di trovare software originale affetto da virus: forse la fase di cottage industry non è ancora stata del tutto superata. Ma almeno la U.S. Gold sembra che ci stia provando.

Software italiano

E la provocatoria domanda di Geoff Brown a cui abbiamo fatto cenno all'inizio dell'articolo? Be', We all know some realities that are indigenous in its infancy, among which stand out (in games) Simulmondo and E-motion, but we would like to point out another recent initiative that could be an answer to those who say they have imagination and technical but complain that they lack the means.

We are talking about "Software Copyright," a group of people that aims to identify Italian programmers can create internationally competitive products, products that they keep pace with the times and can be exported with a hope of success. If anyone feels up to the point of contact is: Software Copyright srl, Via Mazzini 12, 21020 Casciago (VA); tel. 0332/212255.



[note 1] The issue of poor translation of Zak McKraken is debate upon the following number of Commodore Gazette, here is the repartee between Leader and CG.



* * * With reference to the article published in the July / August Commodore Gazette entitled U.S. Gold spotlight to Italy in signing Mauro Gaffo, we formulate and bring to your attention the following details:

A) is the example of what Kick Off clearest demonstration of the pricing policy implemented by the access of Birmingham. We must note that this is a clear inaccuracy background as the program in question is in distribution and not U.S. GOLD ANCO. About
reference to the price of 2 pounds and 99, we believe that the data is the result of a misunderstanding. The line of U.S. GOLD KIXX proposing is a policy of low prices but in the following terms: a price of 2 pounds and 99 for the CBM 64 and 9 pounds and 99 for the Amiga.
We ask you to correct the erroneously reported in the next issue with the data made available to you.

B) The second point concerns the position in relation to games translated into Italian, with particular reference to McKraken Zak and The Alien Mindbenders . Non riteniamo che la qualità dell'italiano sia al di sotto del livello minimo di dignità né, tantomeno, di doverci affidare a traduttori diversi da quelli che finora hanno collaborato con noi.

Leader Distribuzione srl
Casciago, Varese

Evidentemente, c'è stata una confusione tra il prodotto Kick Off e la linea KIXX e prendiamo atto della correzione. Quanto al prezzo sbagliato, è evidente che parlare della propria politica di bassi prezzi sbandierando soltanto quelli dei programmi dedicati alla macchina inferiore può dare adito a fraintendimenti. Per quanto riguarda l'ultimo punto, prendiamo atto del vostro parere e lo pubblichiamo. Precisiamo soltanto che non volevamo denunciare Zak in particular, but we wanted to refer generally to the way in which programs and manuals are translated into Italian.

Monday, May 18, 2009

Cheats Gpsphone Pokemon

Software House: Mastertronic

Interview taken from Video News number 40 (December 1986) page. 10

SOFTWARE HOUSE: Mastertronic

How many of you, hearing the name Mastertronic not imagine one of those infamous multi-thousand tentacles, in positions of power in all countries Orbe terraqueous? We think a few.

So here we are traveling, to verify or dispel this impression. We depart from London on a cold autumn afternoon, with Casciago destination in the province of Varese, sure to take a stroll through the instructions sulla strada forniteci da John Holder, il "boss" della Mastertronic italiana.

Ma come si sa, tra il dire e il fare... Arrivati a Varese, sbagliamo fatalmente strada e ci ritroviamo sul lungolago; cominciamo a farc cogliere dalla disperazione, quando vediamo uno stupendo cartello indicare la direzione per Casciago: "finalmente siamo arrivati!" esultiamo dentro di noi...

Invece ci vogliono ancora una decina di chilometri di salita, senza trovare altre frecce indicatrici ai bivi che incrociamo; ad un certo punto entriamo in un paese anonimo dove avviene una scenetta esilarante tra noi, ormai in coma, e un passante:
"Scusi, è Casciago questo paese?"

"Sì" "per Please tell me where is Via Mazzini? "" And 'this! "
" And if you tell me how high is the number 15? "
" It' s that input, ten meters ahead! "The
situation is so funny that it uplifts the spirit, despite the labor of two hours away.

So here we are in the "den" of Mastertronic and the "boss" Fortunately we receive now, worrying about the reasons for our delay.

John speaks fluent Italian, with English inflection inevitable, and recently graduated from the University of Leeds, which admits reluctantly, perhaps because it theoretically does not link much to the world of video games (even if it is a cultural base ideale nel campo commerciale). John ci spiega che era venuto in Italia qualche anno fa per passare le vacanze, e qui ha conosciuto la ragazza che ora è sua moglie, per cui è venuto a vivere a Varese. Per quanto riguarda la Mastertronic italiana, in pratica è una sua creazione: qualche mese dopo la nascita della casa madre inglese, nel 1984, John capitò in una mostra alla quale partecipava la Mastertronic inglese e fu colpito dalla sua particolare politica dei prezzi.

Decise quindi di adottare quel marchio e di importare la linea Mastertronic in Italia, certo che questa politica di prezzi molto contenuti sarebbe stata in grado di sconfiggere i "pirati": non per niente sul mercato inglese Mastertronic ha conquistato la "leadership" with approximately two million units sold last year.
"What I'd like to get is a mentality like that now acquired in England or the United States, where a video game on tape is considered a commodity of any kind and is sold in department stores as a disc or cassette tape of music" we says John.

"Therefore, having expanded commercial speech to joysticks and imported models with micro-switch of similar quality to the bar, we also explored other major brands of software manufacturers to see if they were available for a serious talk on the Italian market. Once convinced that someone had to do a policy of low prices, with a price to the public within the 20,000 pounds, many others have accepted the proposal.
This explains how we can find nowadays original products marked Ocean, Imagine, U.S. Gold, Gremlin Graphics, Ultimate, Activision, Hewson, Melbourne House, Martech and others in Italy.

"Besides the fact that if you copy the programs are damaging the software, making an outright theft, the phenomenon of copies is negative in another respect: if one buys eight games for the price of one can never have quality games and in the end will change from game to game and be bored instead of fun. "John continues." You mean that this causes an alienation from the game at large? "we ask.

" Exactly. We must instead create a culture of the game: better to buy a good game per month and fun to discover all its secrets. "Confirms John.
John is trying to do his best: he has set up a business structure very fast, capable Italian market to offer video games to coincide with the release on the UK market! Another ambition of John would be able to market video game programmers Italians, but unfortunately all of the projects that has so far received only one was of good quality received his consent.

That is something to ponder on the way back to Milan!

Maurizio Miccoli

Friday, January 16, 2009

Wikipedia Wendy Calio

Software House: Lago

Interview taken from Video News No. 39 (November 1986) page. 22

SOFTWARE HOUSE: LAKE

State rubbed his eyes? Does that sound strange that there might be a software house that produces video games in Italy?

Yet it is true: it is the lake, which, after being in that sort of Como, it was soon moved to Milan in order to better meet the needs of its customers. In this issue of the review appeared in VG news "2030 Radio Killers" , an adventure game for the Atari written by two guys from Monza, which was launched by the precisely Lago

"It is not our first experience in this field, and certainly will not even last, "said Laura Masters, co-founder of the well-known company leader in the field of imports of foreign games.

" We believe in the possibility of getting good games to get even by Italian programs, and of course if you never start, you can not expect to improve quality: in the end, also American, British and Japanese have gone step by step, just having started long before us. "

As always, the Lake stands out for its pioneering spirit, to the need to offer new and quality products. The lake was created in late 1984, thanks to Hugh all'iniziatia Grandolini, working on computer applications for the more "serious" and Laura Masters, who had already unsheathed his flair in fashion as a "booker".

"Our practice was in a speech to fans: we liked playing video games and we realized that at that time arrived in the Italian market only a fraction of world production, and often the quality of those games and artwork not was the best. " This analysis showed the strong points that still point to the Lake: the quality of products and instruction leaflets, completely translated into Italian.

"We try to select the game still even though at times the production is so abundant that some games can not apply to 'infiltrate', but as soon as we realize that we abandon them immediately, "recalls Laura.

" It is clear from the questionnaires that we insert in our products and that customers return to us in good proportion, the quality general of the game, its graphics and user manual are the most popular. "Another fact that emerges from the questionnaires is the almost total lack of participation by women:" It 's one thing that surprises me and I'm so sorry - Laura blurts out - since I started this new job for some time because I really enjoy playing video games, both in the company, either alone. "

wonder che grazie a questo accorato appello di Laura non sbuchi fuori da qualche parte del nostro bel paese un "David Crane" in gonnella?!

Maurizio Miccoli

Monday, January 5, 2009

Dog Squishy Lump On Tail

C+VG Speciale: come nascono i videogiochi

Speciale tratto da C+VG numero 6 (pagg. 61-63) e C+VG numero 7 (pagg. 63-64)

di Fabio Rossi con Paolo Cardillo & Simone Crosignani

Uno dei temi più ricorrenti nelle lettere che riceviamo riguarda la creazione di videogiochi. I lettori ci chiedono continuamente consigli & indirizzi per diventare programmatori, grafici o musicisti: visto l'interesse dimostrato abbiamo pensato di dare una volta per tutte una risposta alle vostre domande. Così, in un piovoso giorno di maggio, abbiamo present some of the most famous Italian authors e. ..

It's amazing: I never thought of being able to organize a meeting like that. At the beginning was to be a chat with a couple of authors that I know particularly well, perhaps during a spaghetti together. Then someone thought of bringing his entire team, someone else has proposed other names ... and now I find myself with a score of programmers, graphic designers and musicians eager to tell their work! This time, readers will have no right to complain about ...

Despite the large number of people belonging to "teams" rivals the atmosphere is quite relaxed and cheerful. The trays of chips and snacks put on the table have already been taken with great discretion assault by someone, and when finally we all sit down at the table seems to be (well, maybe "big table") of a bar between old friends. Some guests

unfortunately could not come, but maybe it's better this way: where I could find a meeting room large enough to house them all?

After the (long) the presentation of ritual, we discover that we have brought together representatives of all the Italian software house games: Digiteam, Genias, Idea, Lake, and Lindasoft Simulmondo. This variety will allow us to better understand the ways in which they work the "video games" Italians. While Simon takes pictures treason the meeting has finally begun.

(Fabio Rossi) The purpose of this meeting is to explain to our readers what the life of the author of video games in our country. I would say since then with the most common question: how to become game programmers?

(Omid Ehsan) I do not think you become a programmer, it is. We must now point out that playing surface or know how a computer is a completely different thing to know from the program. I myself have lost about four years before figuring out how to work with the C64.

(Emanuele Bergamini) For this reason we must specialize on a particular machine. For example, I've started several years ago sull'Atari 8-bit and I had some problems in the transition on the ST. The biggest difference now is that authors can not be "complete."

(Paul Ms Khan) I agree with Omid. Before venturing to contact a software company had already written many utilities and five games.

(Doriano Benavides) In the sense that it became a work team?


(Emanuele Bergamini) Exactly. On the old computer I was able to create graphics, code and sound of good quality all its own. You must instead rely on the ST other specialists.

(Eugenio Ciceri) In fact you can work alone, but it is uneconomical and impossible on 16-bit. To return to the question, however, it is better to admit that all of us in the past we were pirates.

(Fabio Rossi) Is that true? Hands up all the ex-pirates! (There are only a few hands down - Ed)

(Paolo Galimberti) Hey! I never did the pirate!

(Eugenio Ciceri) What I meant is that we all have learned by examining the work of others, going to see what was in the games sold in stores. Studying the work of others is very important.

(Steed Kulka) It was a good school. The official documentation for a programmer is always too little and outdated, so you might "get" games. In addition, it is essential to know English to read the official information.

(Doriano Benavides) If one has knowledge of even amateur, however, may present itself to the software house. In some cases they will help.

(Eugenio Ciceri) We
amateur programmers we have sought, but in several years we have found only a couple! Do not expose themselves ...

(Paolo Cardillo) a moment. But there is really someone that wants to educate prospective authors?

(Eugenio Ciceri) We at Digiteam. If anyone knows how to use the C language or the machine can access our library routine.

(Ivan Venturi) The Simulmondo encourages people who are proposed, especially with advice.

(Omid Ehsan) But on balance there are editors who have the facilities to actually do grow programmers!

(Stefano Cecere) Well, training for me was mainly pirate. We can not support the software house! The best thing is to work on codes commonly available, such as the intro pirates, and modify them to see what happens.

(Doriano Benavides) There is also to say that the more time passes, more than the average quality improves. Future programs should be increasingly good.

(Steed Kulka) be necessary to see how you put things when you start to be a bit 'more programmers to a 16-bit machines.

(Paolo Galimberti)
In general, those who work on 8-bit must strive harder to achieve effects directly available on 16-bit.

(Eugenio Ciceri)
But the 16-bit you must learn to suffer the impositions of the operating system ... In fact, it funny work of our program is that those games have much more problems than those who write things "series" as management programs. Moreover, it is time to explain to readers that those who program generally does just that: Sundays and holidays do not exist ... but I'm really sure you want to become game programmers?

(Fabio Rossi) This is a really good question. The rewards are great, but the sacrifices to do quite a lot. The graphics are rather than life?

(John Papandrea) depends. Who works on 8-bit to learn a variety of techniques and methods that those who work on paper - or the 16-bit - not even imagine. Scans, masking, conflicts between the colors ... the list is rather long.

(Ivan Venturi) No doubt you need to know to work on paper. If you can not draw on paper, let alone you'll know to do on a computer. Then you need to know how best to use the editor.

(Paolo Galimberti) The big difference is having to know and take into account the many limitations ...

(Joseph Tress) Graphics must take into account the needs of programmers. Being able to draw (including computers) is not sufficient, because it can happen that you suddenly have to change their job because of technical limitations, e in questi casi l'unica possibilità di salvezza è l'esperienza accumulata con molta sperimentazione.

(Giovanni Papandrea) È però anche vero che più il tempo passa, più il lavoro del grafico viene semplificato. Quando ho iniziato a fare grafica sullo Spectrum dovevo addirittura scrivermi da solo gli editor grafici: per chi lavora oggi sui 16-bit può essere sufficiente sapere usare bene un programma come il Deluxe Paint III per produrre cose decenti.

(Paolo Galimberti) Non dobbiamo dimenticarci che per adesso abbiamo parlato solamente di immagini statiche. Fare animazioni richiede invece un'ulteriore formazione specifica che una persona abituata a disegnare su carta non può certo avere.

(Fabio Rossi) Tirando le somme, sembra che il modo migliore per diventare un buon grafico su computer sia quello di fare molta pratica con i programmi e gli editor in circolazione.

(Giovanni Papandrea) Esatto!

(Fabio Rossi) Parliamo ora di un'altra importante categoria di autori: i musicisti. Quali caratteristiche deve avere un buon autore di musiche per videogiochi?

(Ivan Venturi)
Per produrre suoni con un computer sono necessarie parecchie manipolazioni tecniche come attivare e spegnere filtri, creare forme d'onda e altro. Di conseguenza la cosa più importante per un musicisa è conoscere il funzionamento dell'hardware.

(Paolo Galimberti)
Conviene fare una distinzione fra il produrre effetti sonori e il realizzare musiche. Su macchine come il C64 prima di creare suoni pieni e soddisfacenti bisogna riuscire a superare i limiti dell'hardware, e quindi conoscere alla perfezione le caratteristiche del chip audio.

(Eugenio Ciceri) Naturalmente ci sono computer su cui è più facile suonare rispetto ad altre macchine. Il C64 è il più ostico, l'Amiga è una specie di via di mezzo e l'ST è il meglio per un musicista.

(Emanuele Bergamini) Per quanto riguarda le macchine 16-bit, direi that once you know it is only the MIDI instruments like many others.

(Omid Ehsan) Who knows how to use a synth is very definitely an advantage when it comes time to work on a computer.

(Paul Ms Khan) I knew already work in MIDI, but I still had considerable trouble with the format conversions. Graphics - On the Amiga at least - have the IFF, but the musicians ...

(Steed Kulka) I would like to remind readers that the audio in a video game is considered the least important, and therefore the most expendable. For this reason, the musicians must always try to get the most amount of memory rather small.

(Paolo Galimberti) Another characteristic aspect of the music on your computer is not being able to improvise, in contrast to what happens with any other instrument on which you can immediately test their ideas. To schedule a music takes a long time, so be able to imagine the whole development from the beginning of the melody on the various items.

(Ivan Venturi) Every musician has his favorite sound editor. In general, I would say that to get the result we improve our editors need to study quite complex: more than an editor is easy to use, the more it sounds bad.

(Simone Crosignani) is true. When the track began to turn the attacker used by editor Chris Hülsbeck (the musician's Rainbow Arts - Ed) the instructions on the disc is opened with a message: "This is the best music editor of the world, but do not waste time try to use it. The one who succeeds is Hülsbeck Chris! "

(Fabio Rossi) One day I will explain how can you have such information. In the meantime, we try to answer another common question: which computer should learn to program?

(Eugenio Ciceri) The C64 has a huge user base and hungry for news. I think that would be considered a machine interesting for another five years.

(Paul Ms Khan) I have several machines at home, but only write On the Amiga: the right of the fair, I think has the best balance between ease of use and dissemination.

(Ivan Venturi) Your PC! You espandibilissimo and is selling a lot.

(Paolo Galimberti) Who spreads it? We must spend a lot of millions just to get benefits the same as the Amiga! (The following is a very lively discussion in which everyone has to say about his personal computers, often at quite high voice. In the end it seems that the only positive to see this machine are the authors of Simulmondo - Ed)

(Paolo Cardillo) And the Macintosh? It is still a virgin market for video games.

(Eugenio Ciceri) So was the Olivetti Prodest, we worked on in the past ...

(Doriano Benavides) I'm clutching agreements to produce software for the Lynx.

(John Papandrea) course work for the console would be nice, but for the moment there are no Italian software houses enabled the production for Japanese cars.

(Fabio Rossi) Let's step back. First, we determined that to make a video game bisogna lavorare in gruppo: potreste spiegare in dettaglio il tipo di rapporto che c'è fra i vari autori?

(Ivan Venturi) Parlando per esperienza, posso dire che è meglio che il grafico cominci a lavorare quando è già pronto almeno il 50% del codice del gioco. In generale, conviene stabilire sin dall'inizio uno schema di lavoro.

(Paolo Galimberti)
Un attimo: io in passato ho avuto dei problemi proprio perché non mi era stata fornita in tempo la grafica di un gioco!

(Eugenio Ciceri) È chiaro che ogni situazione richiede soluzioni particolari. Un programma è sempre un compromesso fra le esigenze dei vari autori, sino a che non si riesce a far stare tutto in memoria.

(Giuseppe Tresoldi) Vero. Nel caso del mio gioco, la versione che è stata pubblicata era circa la ventesima, nata dopo aver cercato di bilanciare la qualità grafica e sonora con quella del codice di gioco. Una cosa senz'altro molto importante è quella di lavorare vicini l'uno all'altro.

(Eugenio Ciceri) O essere collegati via modem.

(Steed Kulka) Noi lavoriamo via modem con l'America quotidianamente e senza problemi, ma sembra che fra italiani sorgano sempre un sacco di problemi...

(Paolo Galimberti)
Un problema sta nel fatto che non sempre le software house realize the needs of authors, and require working relationships among people far removed thus creating serious problems.

(Omid Ehsan)
In the case of our group, we were certainly very lucky to live all in the same area. In this way we were able to solve problems in hours that would take weeks of time off.

(Fabio Rossi) And it finally came time to talk about the making of the game. What advice would you give someone who is about to make his debut work?

(Luca Podestà) I think the important thing is to let go of the fantasy without unnecessarily rebuild the work of others, because after all the first game is always made as a hobby and then essentially to free creativity. Lemmings is an example of how a concept can become a very personal success. Of course we must also be sure of what you can do, because the final appearance of a game depends on the programming techniques employed.

(Steed Kulka) For a professional know your limits is particularly important because there are deadlines to be set and enforced.

(Joseph Tress) A good advice to give is to provide all the alternative uses that people can do of your game and then the chances the most absurd, in order to establish a program that remains playable in all circumstances.

(Omid Ehsan) In fact, this is the reason why it is easier to write a program "seriously." With a management program, people follow very clear instructions, and is easier to foresee all the possibilities that can come and create.

(Eugenio Ciceri) Another good tip might be to maintain a degree of flexibility than the original concept, because a game is always evolving along. Should also be wary of any opportunity to simplify the work: se non si devono realizzare giochi velocissimi non è nemmeno necessario essere dei maghi del Linguaggio Macchina. In alcuni casi il C può bastare.

(Luca Podestà) Ma l'L.M. è sempre una base fondamentale!

(Paolo Pobbiati) Beh, io ho scritto il mio ultimo gioco (strategico) in AMOS...

(Steed Kulka) In realtà, l'unica base è una mentalità da programmatore.

(Giancarlo Calzetta) E l'unico modo per costruirsi questa mentalità è programmare. Si può cominciare col BASIC, poi passare al C e raggiungere alla fine l'Assembly.

(Paolo Galimberti) Naturalmente, prima di cominciare a fare qualsiasi cosa bisogna procurarsi i giusti tool di programmazione, che generalmente si trovano fra i programmi di pubblico dominio.

(Luca Podestà) Penso che noi siamo stati fortunati ad aver cominciato lavorando sui primi home computer, molto semplici. Programmare il VIC 20 o lo Spectrum era molto più semplice che lavorare sull'Amiga o anche sul C64, e in questo modo ci siamo fatti delle basi solide.

(Emanuele Bergamini) È vero. Chi comincia adesso inoltre non ha il supporto delle riviste tecniche che circolavano qualche anno fa. Vi ricordate di quando venivano pubblicati un sacco di listati dappertutto?

(Giovanni Papandrea) If nothing else, life has become a bit 'easier for graphic designers and musicians. (Followed by a pause during which we remember the old maps, old computers and especially the older programmers, who became billionaires writing games that today would be considered abhorrent. When the order comes back, it's the right time to introduce a new topic. - Ed)

(Fabio Rossi) We have seen in outline how a video game. At this point it would be interesting to see how we can publish it for a software house.

(Giancarlo Calzetta) In fact, I would understand it too. Look what happened to me: I wanted to make a sort of cross between Zamzara ...

(Paolo Galimberti) ... and 'O Snout ... (All laughing like crazy at this joke humorous quality that denotes the average programmer Italian - Ed)

(Giancarlo Calzetta) Sgrunt. So, I sent a demo to the idea but received no reply after a few months I was about to sign with Genias for a strange game of maze, and suddenly I found myself making a platform for the Idea! Can someone explain?

(Eugenio Ciceri) even stranger stories I've heard about the contracts for the production of a game. However, in general, it can send a demo of its ability to offer software house or a complete or nearly complete game. In this second case will probably be asked for some minor changes, and it will be easier to publish it in something close to the original concept of the game.

(Paolo Galimberti) This is true only for the first job, though: after the software company will always be to propose a game plan.

(Fabio Rossi) During the break we talked about the first programmers of the Elite, who went around in a Ferrari even though he's only a game. But now things have changed a lot, is not it?

(Eugenio Ciceri) Absolutely. Today the author of a games can only think of living based on the quantity of products, even at the cost of keeping the quality in the background.

(Ivan Venturi) Well, you can live by the programmer.

(Joseph Tress) Personally, I am happy to have another job that provides me some income. It is certain that if all games are paid as the debut in particular continue to be an architect.

(Paolo Galimberti) The software house should respect more the work of the authors of games. Their qualitative claims are disproportionate to the compensation offered.

(Omid Ehsani) Un grosso problema è il fatto che gli autori non sanno mai con certezza quante copie sono state vendute dei loro giochi e quindi non possono accampare delle pretese proporzionate al giro d'affari della software house.

(Steed Kulka) Giusto. Spesso si dice che un gioco in Italia non vende più di 10.000 copie, ma penso che la pirateria sia sempre stata un'ottima scusa. Nell'85 abbiamo prodotto un gioco che ha venduto per certo 40.000 copie. Quando si pensa a come è cresciuto il mercato, è evidente che i conti non tornano.

(Paolo Pobbiati) Io non conosco particolarmente bene il mercato, ma con la Lago ho un rapporto molto positivo, sia nel work on the human level. With them I have always trusted, but you do not understand why so many facades problems: Check the turnover of a company is very simple.

(Eugenio Ciceri) For the purposes of the readers, must say that most software companies offer two payment options: a percentage of sales - but you can not directly control - or a fixed amount to the delivery of the program.

(Steed Kulka)
With the current salaries of the programmers, the only way to survive with this work lies in its ability to build on its previous work to accelerate and simplify the future production. What the author wants to game has to work hard and long.

(Joseph Tress)
What the authors do not earn a lot of games is a fact. The only way to change this situation would discuss the issue with the leaders of the software house, perhaps on an occasion like this. What about Fabio?

(Fabio Rossi)
is an interesting idea, and I was thinking about for a while '. Who knows, maybe in the future we do not review here ...

Finish.


TO PUBLISH YOUR GAMES YOU CAN CONTACT:

GENIAS * - VIA Gallinea, 10 - 40055 Castenaso (BO)
* IDEA - Via Mazzini, 12-21020 Casciago (VA) *
Simulmondo - VIA Berti Pichat, 26 - 40127 BOLOGNA
* DIGITEAM - TEL. 02/29409073 *
LINDASOFT - TEL. 039/835052