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- F A C E T O F A C E W I T H F A M O U S P E O P L E
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- I V A N M A C K I N T O S H
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- creator of various smashin' hits on the 8-bit Atari
-
- became interviewed by Dracon / TAQUART
- -------------------------------------------------------------------------------
-
- :::: Note ::::
-
- This interview consists of some mails that I wrote with Ivan Mackintosh in the
- past. Complete Polish version is available at:
-
- ---> http://atariarea.nostalgia.pl <---
-
- As I don't have the inclination to write an exact English equivalent of my
- final version of the interview, here is some excerpts from it (in primary
- form!):
-
-
- Dracon: Hello Ivan! Firstly I must said you were really great Atari
- programmer! I remember your superb <link=g16.scr>games</l> like BLACK LAMP or
- CAVERNIA (is CAVERNIA your last game on XE?)
-
- Ivan: Glad you like the games. Cavernia wasn't my last game. I did another
- one for Atarisoft that was never released. Tube Baddies. A 2 player
- game where you have to shoot the baddies into a bucket and put
- patches on pipe work so that new baddies don't appear. This was
- another game done jointly with Richard Munns - so again, great music
- and graphics. Another game you don't mention is Rebound - this was
- my first game = written in 6502 assembly. My previous games
- (Crumbles, Crisis and Space Lobsters) = were all written in compiled
- basic. Probably why they are so slow.
-
- Dracon: Is it true there has been a huge delay between writing and publishing
- TAGALON ?
-
- Ivan: I guess so as I have never seen it for sale and have never seen the
- artwork for the cover!
-
- Dracon: Where did you take inspirations for your games from?
-
- Ivan: Tagalon was like a split screen 2 player version of Sabre Wulf (ZX
- Spectrum game). Tube Baddies was inspired by another spectrum game -
- Cookie. Black Lamp we were asked to write for Atarisoft. And the
- other games just happened (no direct inspiration).
-
- Dracon: Is your non-published game included in your games' archive?
-
- Ivan: All my games apart from Space Lobsters. I have the game on both tape
- and disk but it has copy protection that Red Rat software added. I
- haven't tried cracking it yet and don't have the master disk anymore.
-
- Dracon: Did you code your games on pure Atari system or ST (I mean developing
- games) ?
-
- Ivan: The first 2 games (Crumbles Crisis and Space Lobsters) were written
- in Atari Basic and then compiled. The required 2 x 1050 drive to
- speed up the compilation to about 1/2 hour.
-
- Rebound was the first Assembler game written using a software
- assembler (Synapse Synassembler).
-
- The other games were written using my Mac65 assembler cartridge. All
- games were coded on my trusty 800XL.
-
- Richard did all of the music in basic, hand coding all of the notes
- in DATA statements. He had a synthesiser to work out the tune first.
- Once this was done I recoded his music player into assembler and make
- it run on a VBI interrupt.
-
- Dracon: Can you tell me what's up with other superb Atari coders like Ian
- Copeland, A.Gilmore (musician).... ? I have a big respect for them
- and for you for your work for XL/XE...
-
- Ivan: I have never spoken to these people so I am afraid I can't help you
- with this question.
-
- Dracon: Did you know there are still some people in Poland that write great
- progs, esp. demos ??? I can write you a ftp address to check it!
-
- Ivan: About 3 years ago I was in communication one of the guys that did the
- the Joyride demo. That was the last time my 1050 drive worked!
-
- Dracon: Is it true BLACK LAMP was such a superb game because ATARI UK wanted
- to use this game in XE promotion in Europe? It's a pity there weren't
- more such done games... :( Is it true TAGALON awaited very long time
- until it was at last released ?
-
- Ivan: I only heard it rumoured that Black Lamp was released. Tube Baddies
- was never released and I don't think Tagalon was released,well not in
- this country anyway. So I have never seen the packaging for any of
- these games.
-
- Dracon: So it may seems you didn't earn much money on writing games for
- Atari... Am I right ?
-
- Ivan: I had advanced royalties of 1500GBP (9500PLZ?) for Black Lamp and
- 2000GBP (13000PLZ?) for Tube Baddies. Because they were never
- properly released we didn't get any royalties.
-
- These two games were the biggest earning ones too. So really when all
- the money was divided between Richard and myself we didn't have that
- much over the 5 - 6 years that we programmed the Atari XL. Certainly
- not enough to have done it for a full time job.
-
- Dracon: What has happened to Richard Munns and the firm HARLEQUIN (authors of
- e.g. PLASTRON)
-
- Ivan: Richard is now into messing around with PCs although he isn't doing
- this professionally.
-
- No idea what happened to Harlequin. Richard had contacts there as he
- was doing music for them. As far as I remember he got ripped off with
- them not paying him and then he never heard anything else - maybe
- they went bust.
-
- Dracon: What is your job nowadays ?
-
- Ivan: I am a Senior Software Engineer writing C++/COM based foreign
- exchange software for Reuters.
-
- Dracon: Do you know if there is still exist the NEW ATARI USER MAGAZINE? I
- heard it was available only for subscription...
-
- Ivan: About 2 years ago I saw a copy of it at a computer show. It was the
- size of a sheet of A4 paper folded in half.Little more than a leaflet
- really. I guess it is no longer in print.
-
- Dracon: What do you think about coding demos? Does it make sense to write
- such programs (instead of good games) ? :)
-
- Ivan: I think some of the demos coming out of Poland are brilliant. It is
- just a shame it didn't all happen 10 years ago before the Atari scene
- was dead.
-
- Dracon: Do you switch your Atari on sometimes nowadays or do you emulate the
- 800XL on PC now ?
-
- Ivan: I don't do either. My hobby lies more with playing around with arcade
- machines now. I still have 3 Atari's at home though (400, 800XL,
- 130XE).
-
- Dracon: Why did you choose Atari instead C-64 (for creating games)?
-
- Ivan: We didn't really choose, It just happened. We both had Atari's for a
- couple of years before starting to program. It is a shame really
- that the C-64 took off (well in this country anyway) more than the
- Atari as the Atari was brilliant to code for. I guess if we had
- coded for C-64 we may have made more money.
-
- Dracon: Did you see and play any of polish game e.g. Mission Shark ?? How did
- you like it ?
-
- Ivan: I have never seen it.
-
- Dracon: BTW. what is your favourite Atari game ? Mine are BLACK LAMP and
- DRACONUS (eq equo). Both games have a special fantasy sprit and
- I am still very impressed by the masterpiece in them. Suitable
- graphics, music and the rest - I think these games used XL to its
- limit!
-
- Ivan: You probably noticed from some of our games (Rebound, Tagalon, Tube
- Baddies) that we really enjoyed 2 player games. One of our all time
- favourites was M.U.L.E. We also played a lot of International
- Karate, Drop Zone (we loved Archer Mclean games) and the Lucasfilm
- games were brilliant too (Ballblazer, Rescue on Fractulas, etc.).
-
- Dracon: How long did you create BLACK LAMP? The result is amazing and the
- game is just superb! I also played BLACK LAMP on Amiga but it was
- lame game (in that 16-bit version !!).
-
- Ivan: Atarisoft told us that wanted Blacklamp to be the same as the Atari
- ST version. But when we started asking for maps of the game and
- other details they couldn't provide them and then let us code what
- we wanted as long as it was similar. I can't remember exactly but
- I think it took about 9 months to write. (You have to remember this
- was all done at weekends and spare evenings) Atarisoft wanted to see
- what we had got so far about every 2 months so that they could change
- things if they weren't happy.
-
- Dracon: It's a pity there weren't such well-designed games like yours and Ian
- Copeland's. Maybe the 8-bit was only a single step in creating games,
- a kind of training... Nowadays it simpler to take advance of the
- machine (good and easy graphics cards) and to make nice games (almost
- not optimised algorithms, and games required more and more powerful
- hardware - it's a bad thing!). What do you think ?
-
- Ivan: No one seems to care anymore. There are not many games that push
- machines to their limits nowadays. Gran Turismo on the playstation
- was the last game I was really impressed with. I am looking forward
- to Gran Turismo 2. It seems like many developers feel that it is nice
- graphics alone that make a game great. I completely disagree. I
- believe that gameplay is the most important. I can back this up by
- the fact that I have bought an Arcade Cabinet with the 1982 game
- Mr.Do! It is brilliant.
-
- Dracon: BTW: What Atari-emulator do you use and recommend ???
-
- Ivan: To be honest I haven't touched any Atari stuff for a few years now.
- I used to use XL-it by Markus Geitzen but probably about 3 or 4
- years ago. That emulator was really good apart from some problems
- with the player/missile graphics and the inability to be able to
- overlap 2 players and get a 3rd colour on the overlapped bits. This
- unfortunately means that Richards sprites don't look that great.
- I haven't checked out any of the more recent ones.
-
- I am currently more into arcade games and emulators. I have a generic
- arcade cabinet and about 20 PCBs for it including a NeoGeo with 5
- cartridges.
-
- Dracon: Do you know what happened to Andy Dickinson? And did you hear about
- English Software (8-bitter label as I remember) and Tiger
- Developments? Are they alive? Is there any clubs or associations for
- 8-bit Atari fans in the UK nowadays?
-
- Ivan: I am afraid I don't know what happened to Andy or English software
- and I have never heard of Tiger?
-
- The Atari 8 bit scene in the UK is as far as I can make out dead now.
-
- Dracon: What do you about ripping the Richard's hero from CAVERNIA and
- putting it in the DEIMOS game?? Is it right? Are you angry?
-
- Ivan: I really enjoyed playing Deimos. It reminded me very much of the sort
- of game that Richard and I would have written. It was a shame that
- all of the scenery was in grey and the colours of the hero were
- strange. I was tempted to make a modified version with different
- colours but I noticed that the disk image is compressed. I would need
- for it to be on a disk image in uncompressed format in order to
- modify it. Although having said that I haven't got any spare time
- to do it anyway.
-
- Dracon: What made you stop writing games for the XL/XE (pirates and / or no
- interests of many companies?)? Didn't you think about publishing e.g.
- Tube Baddies in Poland (here was a large market for the XL/XE in the
- first half of 90s), Germany or anywhere else ?
-
- Ivan: I went to University and therefore didn't have much time spare and
- the companies in the UK were offering less and less money for the
- games. I didn't realise that there was a market for the games outside
- of the UK and didn't speak any of the languages anyway.
-
- Dracon: You said that the idea is the most important thing in every game...
- So what about some mega-hits from 8-bit (Blinky's Scary School, World
- Soccer, Black Lamp etc.) which were converted and rebuilt in 16-bit
- machines? They surely weren't noticed as very popular or good
- games... The idea was the same and graphics was much better, so what
- can you say about that sad fact??
-
- Ivan: I guess when people get new machines they want new games that take
- more advantage of the machine, rather than some old game that has
- simply had new graphics. Oh well, with the world of emulation it
- doesn't matter so much now. Do you get Gameboy Color's in Poland
- (a little hand held machine). As I noticed that Dropzone is soon to
- be released for it!
-
- Dracon: Have you seen some games in which Richard Munns took place (Plastron,
- Zero War)? How do you like them ?
-
- Ivan: I saw Plastron during development as Andy Dickenson was a friend who
- lived in the next town. I didn't like his games very much though. He
- also did one called Countdown. Plastron graphics and sound was good
- though.
-
- Dracon: Why there are neither music nor end-sequence in CAVERNIA? Was it too
- little memory for them? (anyhow, the hero's animation is superb!!)
-
-
- Ivan: We didn't get much money for the game - no incentive to add the
- finishing touches.
-
- Dracon: Will you buy new Playstation console?
-
- Ivan: Probably not as I don't use my Playstation much now anyway. I am
- thinking of buying a Neo Geo Pocket Color console though.
-
- Dracon: As for writing games, why didn't you write a "sport" (soccer) game
- or another type of games (simulation, logical etc.). Was it too
- complex or would it take too many time?? It seems you mainly
- wrote arcade games...
-
- Ivan: Our (mine and Richard's) favourite games were arcade adventure games.
- We were brought up with the spectrum games like Atic Atac, Sabre
- Wulf, Alien 8 etc. Rebound was our attempt at a sport type game.
-
- I am currently more into arcade games and emulators. I have a generic
- arcade cabinet and about 20 PCBs for it including a NeoGeo with 5
- cartridges.
-
- Dracon: So this mean Atari 2600, psx and similar?
-
- Ivan: The graphics and game quality is nearer to the psx than the Atari
- 2600. I have never been to Poland so I don't know about your
- holiday resorts but the ones here in England usually have lots of
- Amusement Arcades full of very large cabinets containing the game
- on a circuit board, monitor, joystick etc. And you put money in to
- play the game. This is the type of machine that I have in my back
- room.
-
- Dracon: You wrote SPACE LOBSTERS is good only at graphics.... Yes, it is,
- but why it is so difficult game? Why haven't you put any cheat in
- any of your game(s) /like Frank Cohen or Chris Murray/ ???
-
- Ivan: You mean you haven't found the cheats yet! There aren't any in
- Crumbles Crisis or Space Lobsters. However in Crumbles Crisis you can
- rename the files so you can play later levels earlier.
-
- In Black Lamp if I remember correctly you can type "forest" and
- you will get infinite lives. In Cavernia you can type "tamsin"
- (my wife's name) to go to level 16 and "stevie nicks" (Richards
- favourite pop music artist) to go forward 1 level. I think stevie
- nicks also works in Tube Baddies!
-
- Dracon: Besides, I'm curious what happens when the player completes SPACE
- LOBSTERS or CRUMBLE CRISIS - is there any "end-sequence" ???
- Somebody told me these games are similar (the same hero). Space
- Lobsters may have been a continuation of CRUMBLES... Is it really ?:)
-
- Ivan: I can't remember for Crumbles Crisis but there isn't one for Space
- Lobsters - we thought the game was so bad we couldn't be bothered
- to do one as nobody would ever play it that far. What happens is it
- starts again but harder. I think you have to collect more codes or
- something. Richard actually played it once to get that far!
-
- Dracon: Can you remember it and still can you code it?? :))
-
- Ivan: I have an Atari 130XE (also a 800 and an 800XL) so I still remember
- it. I guess I could still code for it. I would be quite slow though
- as I can only remember what it can do and not how to do it so I would
- have to look it all up in "Mapping the Atari". I would quite like to
- program it again but I just don't have the time.
-
- Dracon: Thank You for all answers Ivan!
-
-
- -- --- --- --- -- --- ---------------------------------------------------------
- CHOSNECK magazine contact us:
- we're listenin' 2 da voice of da scene! greymsb@poczta.fm
- ---------------------------------------------------- ---- ----- ------- ---- --
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