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![]() ![]() Well, I'm now 39 (yes, that is as old as it sounds), and when I was umm... 23, I co-founded Team17 after a few years at "17bit", which was an Amiga club selling games and doing PD/shareware distribution. If people want to know more, then I've got a blog at www.spadge.net. ![]() Yeah, quite a few - the ones that weren't released, finished or were canned :-). It was quite a few games in a relatively short period, really. ![]() Brilliant. I've always been a lucky sod, and working with great people and having enormous fun helped. That's where a lot of the enthusiasm for the games came from. ![]() No, and I'm still at Team17 now. I don't know of many others in the industry who've actually been at one place all the time... Let's hope I'm still here in another 15 years or so. ![]() Kind of half and half, really. I've always been a tech and gaming nut, and it just seemed like a good idea. As an Amiga fan, I was a bit pissed at all the half-arsed ST ports at the time, and wanted to see 1MB games, not 512K ones. So we started a company to do just that. ![]() That's a crazy question. It was fantastic, just as you would expect. Talent was only half the equation, though. The characters of these people are amazing, and it's what's kept us around, to be fair. ![]() Usually 3-4 people. It was a mixture of in-house and external contractors. ![]() Back in the Amiga days, I was managing the development of most games and helping design them. Arcade Pool, Breed Special Edition and Superfrog contain my heaviest design input. These days, I just keep an eye on how things are run, discuss strategies and don't do much hands-on development. I do a lot of the business development and relationship management. ![]() Not at all. I don't bark very often, which, I hope, makes it more effective when I do. :) ![]() Back then, 6-9 months, really. ![]() I haven't coded since I was in my teens (I had a Spectrum game named Henry's Hoard released when I was 17), but I havedone a fair bit of design. ![]() 99% Amiga. ![]() Everything was written in assembler back then. We also used Deluxe Paint, various audio packages and a bunch of custom tools. ![]() Heh, somewhere in a box... Have you seen Indiana Jones and The Temple of Doom? I think the back-ups of the source are in the box next to where they left The Arc of The Covenant. ![]() We did X2 on PSX around 1996-1997. Nothing planned for Superfrog. ![]() That's difficult to say. Probably Alien Breed Special Edition, since it took 6 weeks to create and stayed at No.1 in the UK for 33 weeks (an all time record). ![]() Superfrog was the one we couldn't really bear looking at, post-release. Getting a game to be that playable and flowing is hard. They all had their problems; development is no walk in the park ! ![]() Worms. ![]() I dunno. Probably Assassin. ![]() I don't know. Maybe it just didn't appeal. ![]() Yes, that was fairly typical of my naïve input back in the day. We liked to have fun, though. Most of our early games had silly cheats (Ali: I don't think Martyn is a Manchester United fan). ![]() How do you expect ? We were a bunch of young guys having the time of our life; living the dream ! ![]() Great. You can't wish for anything else. ![]() Of course. Kick Off 2 and all of Sid Meier's stuff... But I played pretty much most Amiga games ever created. ![]() Quite a lot. Again, I used to manage that stuff. ![]() Commodore approached us about it so we had talks. The funniest thing was unveiling the controller in the boardroom. They even waited for the tea lady to leave the room before unveiling it. ![]() God knows. Maybe because it was so ugly ? ![]() Yes, although, sadly, none are at T17. Rico left to live in Sweden just a few months ago, Andreas left a couple of years ago and Allister was always down in Devon. However, myself, Rico and Andreas are pretty much family and are often in contact. ![]() There are so many, but I'd have to say winning "Publisher of the Year" in 1993 (we tied with EA). ![]() The day when we realized that we couldn't really carry on making Amiga games. It'd been a very good place for us. ![]() It's difficult to say, but, yeah, if we did it again in the same conditions with all the experience we have now, we'd have been much more successful :) ![]() By helping people achieve their own aims, and making my friends, colleagues and children smile. ![]() Of course, I still play very many. And I have too many favourites - sorry for the boring answer. ![]() I don't think you can. You can only compare the spirit that the Amiga had (and it did), and the fact that no other machine has had that kind of rapport with its users. ![]() Just thanks for helping me have a little nostalgia burst. Sorry this was rushed through, but I have precious little spare time... ![]()
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