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! ...
0 comments:
Post a Comment