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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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- E R I K S I M O N / T H A L I O N
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- article viciously stolen from xxx emu-site by Saulot
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-
- RG: Eight years have passed since Thalion disappeared. What have you done,
- speaking about videogames and others, during this time?
-
- Erik: When Thalion ended, some of the team got jobs in the Götersloh area,
- were Thalion was located, mostly outside the games business. The bigger part of
- the team, including myself, went to Blue Byte. There, we worked on Albion,
- a RPG that we started to develop on the Amiga, but switched later on to the PC.
- Chris Jungen, our 3D wizard (of No Second Prize fame), worked on 3D routines
- for several Blue Byte games. After a while we moved to the Mölheim in the
- Ruhrgebiet, where Blue Bytes headquarters were. I worked there for about 7
- years as a game designer, graphic artist, project leader and during the last
- two years, Head of Development. Beside Albion I worked on Extreme Assault
- and several other Blue Byte games and helped to finish The Settlers 3 on the
- project management side. I left Blue Byte at the end of 2000 and I'm working
- now as Head of Development for JoWooD. As for my private life, I met a woman
- who became very special to me and married her a few years later.
-
- RG: Being one of Thalion founders, what did you feel when the software house
- stopped working? Was it a difficult time or were you prepared to such an event?
-
- Erik: While it was a difficult time indeed, no hard feelings remain of that
- time. I've been well-informed about what has been going on at Thalion. That
- gave me the time to get in contact with other interested developers/publishers
- and to offer the team alternatives after Thalion went under.
-
- RG: We confess we consider Lionheart one of the greatest platform games ever
- realized as well as one of the most complex (if not the most complex)
- videogames in the last ten years. In our opinion the technique by which
- animations, graphic art of sorroundigs and colours were visualized were
- unrivalled even in a playroom. In other words, in which way did Thalion to
- create such a massive electronic work of art? In the game development you
- were a game designer, weren't you?
-
- Erik: That's right. I did the game design and also designed all of the levels.
- It's still one of the projects that I'm most proud of and I'm still thankful
- that I've had the opportunity to work on Lionheart together with Erwin
- Kloibhofer, the main programmer, and Henk Nieborg, the best pixel artist I've
- ever met. Together with Michael Bittner, who provided some awful programming
- like the intro zoom routines and the 3D-scrolling and Matthias Steinwachs'
- incredible soundtrack this was one of the rare projects where everything fell
- in place just perfectly.
-
- RG: The parallax levels were literally plentiful, pushing Amiga beyond the
- "virtual" limits imposed by the processor. Which strategies did you put in
- action in order to gather such a monstruous technique in an Amiga 500's memory?
-
- Erik: Surprisingly, there wasn't much extreme demo-like coding involved. Erwin
- and Michael just were very experienced 68000-coders, who knew exactly what they
- were doing. When I'm not mistaken, a lot of Lionheart's non- timecritical code
- was even written in C.
-
- RG: As to the colour simultaneous to video, how did you succeed in visualizing
- such an exaggerated chromatic variety? They say more than 600 colours
- simultaneously. Can you confirm it?
-
- Erik: Well, we didn't count the colors, really. Again, it was quite a simple
- idea: instead of just using copper list color transitions for the background, I
- suggested to also use this for the foreground graphics. It's just a matter of
- using the right color tables and switching only one color at a time, so that
- the eye doesn't recognize the horizontal color switches.
-
- RG: As to the sound, which we consider as magnificient as graphic art, can you
- tell us who was the creator?
-
- Erik: Matthias Steinwachs was responsible for the sound. Even to that time, he
- was already very experienced and has been able to produce a very orchestral
- sound in a very small amount of memory.
-
- RG: In your opinion, would you have been able to convert Lionheart for other
- 16 bit platforms such as Megadrive or Super Nes? Which would have been the
- limits in case of porting for the aforementioned? And, above all, did you ever
- mind to develop something for consoles?
-
- Erik: We certainly would have been able to convert Lionheart to consoles, but
- we were a very home computer focused company with no console experience and
- connections. Erwin and Henk went to develop on the Mega Drive for Psygnosis
- after the Thalion time.
-
- RG: In your opinion, which were Amiga's major virtues? Do you think piracy to
- have "restricted" computer Commodore's life? Did piracy affect Thalion
- longevity?
-
- Erik: The Amiga was the superior home computer platform of it's time (eh, not
- really ;) -Saulot's remainder), it gave us wonderful creative possibilities
- without having to deal with the restrictions and higher financial risc of the
- console market. But the downside was clearly the piracy, it has been one of the
- main reasons for Thalion's end. Well, if we'd have been far better business
- men, we might've survived anyway, but we weren't totally incompetent fincially
- spoken. It was just a fact that high quality games didn't sell enough units on
- this machine anymore.
-
- RG: As for No Second Prize, did polygonal engine cause you any troubles? As
- they were full polygons, it was amazing to realize that (the whole) everything
- moved with extreme fluidity and speed. Considering 2D and 3D do you think you
- fully made use of Amiga's qualities?
-
- Erik: NSP had a wonderful 3D engine, Chris Jungen worked on that stuff for
- years and years, optimizing every aspect of the engine over and over again. On
- one Amiga show we had to put up a sign saying "No turbo cards used!" because we
- grew tired of people asking. And yes, I really think we did all that could be
- done with standard and moderatly accelerated Amiga hardware of that time. Just
- think of the texturemapped 3D-dungeons of Ambermoon.
-
- RG: Thalion owes a lot to Atari ST too, on which has developed a lot of games.
- Would you show us, if possible, the differences in hardware between Amiga and
- Atari ST? On which platform was it easier to programme?
-
- Erik: We've been very dedicated ST-people because our roots were in the ST-
- demoscene. During Thalion's first years we produced even more advanced
- technological wizardry on the ST as we later did on the Amiga. But we also
- learned that people didn't seem to care that much for the programming tricks we
- did. Although we always tried to concentrate on the gameplay, too, sometimes
- the technological tricks took away too much production time. And, surprisingly,
- on the level of ST-programming that we were, the differences to the Amiga
- weren't that big anymore.
-
- RG: With Ambermoon a practically brand-new RPG typology was achieved. The
- fusion between bidimensional sorroundings and dungeon in 3D once more showed
- Thalion great qualities in the sphere of Amiga. What can you say, briefly,
- about the development of the title? They say that the tridimentional routines
- were developed for the first time on Atari ST, weren't they?
-
- Erik: That's true, they did run on the ST first(!!!!!- Saulot). Later, Micheal
- Bittner developed some Blitter tricks that accelerated the technique on the
- Amiga quite a bit.
-
- RG: On 1994, that is the last year of life of Thalion, a beat'em up named "X -
- Fighter" was announced. This game never appeared on the market. Would you be so
- kind as to give us some information about the title? Why was its development
- topped?
-
- Erik: Frankly, I haven't got a clue about this game, I've never been involved
- in that. The only guess I can offer is that our UK office might have wanted to
- distribute the title in Thalion's turbulent end stage.
-
- RG: Which game do you usually play? Is there a videogame you "prefer"?
-
- Erik: I still prefer RPGs, although I hardly have time to play them anymore.
- Usually I just throw a quick glance on new titles coming out. On consoles, I
- enjoyed Mario 64 quite a bit.
-
- RG: In your long career as programmer/designer which game did you like best?
-
- Erik: The favorite games that I've been working on are Dragonflight, Wings of
- Death, Trex Warrior, Lionheart, Ambermoon, Albion and Extreme Assault.
-
- RG: Which software house are you working for at present?
-
- Erik: Right now, I live in Austria, working as Head of Development for JoWooD
- Productions. They're a publicly traded company who own some of the most
- experienced studios in the German speaking territories, such as Massive
- Development (Aquanox). All internal studios taken together, we're about 100
- developers.
-
- RG: Now let's change the subject. We would like to know a little more about
- your "private life". What about your hobbies?
-
- Erik: Nothing unusual there: I like to cook, read, travel, ride my motorcycle.
- I paint in oils from time to time, not nearly often enough for my own liking,
- though. I enjoy a good meal, a good wine, a fine cigar and some scotch,
- preferrably in the company of my wife and old friends.
-
- RG: You have just come back from GDC in San Jose. What's the matter there?
- Would you kindly give us your impressions on such event?
-
- Erik: A good GDC this year for me, no groundbreaking new ideas but a lot of
- good ideas for all the daily development problems. The industrys production
- methods mature slowly. In order to make ever better games, we'll have to get
- better at boring stuff like project management processes.
-
- RG: Before closing just another question: if you had the possibility would you
- develop a Lionheart sequel for console?
-
- Erik: Oh yes, I'd love to. But I'm afraid that only us hardcore old-timers
- really remember the game, so it's not a brand that is strong enough to justify
- a sequel that'll take a multi-million-dollar budget to develop on next-gen
- consoles.
-
- RG: Okay, Erik, it's all. We greet you and thank you for your extreme kindness
- and availability in the hope we can meet, perhaps when Thalion Software will be
- refounded :).
-
- Erik : Thank you for bringing up all the fond memories with this interview.
-
- -- - --- -- -------------------------------------------------------------------
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- we're listenin' 2 da voice of da scene! greymsb@poczta.fm
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