Essayer OR - Gratuit
TONY WARRINER
Retro Gamer
|Issue 275
Before creating classics like Beneath A Steel Sky and Broken Sword, the Revolution Software cofounder had a chaotic start to his career that saw him working on the infamous World Cup Carnival and programming flight control systems
Tony Warriner began his career in the mid-Eighties at Artic Computing, then headed by Charles Cecil, and later left with Charles to form Paragon Programming.
When Paragon was wound down, Tony worked on games like the Codemasters-published Death Stalker, as well as doing a brief stint in aviation software, but reunited with Charles in 1990 to cofound Revolution Software alongside Noirin Carmody and David Sykes. Initially based in Hull and later moving to York, Revolution launched a string of point-and-click hits, including Beneath A Steel Sky and Broken Sword. Tony wrote the book Revolution: The Quest For Game Development Greatness in 2023, and is currently working on UrbX Warriors with Stoo Cambridge.
How did you get into games, Tony?Someone I went to school with got a ZX81, so we started going round to his house to play on this thing. We saw 3D Monster Maze, and we couldn't believe it. I was just hooked, really, from then.
How did you make the leap to writing your own games?
We found a BBC Micro in a storage cupboard at school, and we got permission to use it at lunchtime. All there was with this BBC Micro was the welcome tape, so what else are you going to do with it, apart from write games in BASIC?
How did you go from coding games on your lunch break to doing it for a living?
I was having a very bad time at school, but I was looking at these computers and thinking, “I can do this.” So I dropped out of doing tedious things like revising for exams and I bought myself a Camputers Lynx. I did a couple of BASIC games, and then progressed into learning assembly. Then I saved again and got an Amstrad CPC, and in my last year at school I was doing Obsidian, which was inspired by
Cette histoire est tirée de l'édition Issue 275 de Retro Gamer.
Abonnez-vous à Magzter GOLD pour accéder à des milliers d'histoires premium sélectionnées et à plus de 9 000 magazines et journaux.
Déjà abonné ? Se connecter
PLUS D'HISTOIRES DE Retro Gamer
Retro Gamer
Back to R-Type
It's very important for you to know one thing: I'm not an actor.
2 mins
Issue 279
Retro Gamer
BROKEN SWORD II REMASTER TAKES SHAPE
Charles Cecil talks us through Broken Sword: The Smoking Mirror Reforged
4 mins
Issue 279
Retro Gamer
Blippo+
We speak to the designers of an indie game about retro TV that's out of this world
4 mins
Issue 279
Retro Gamer
PORTABLE SONY PASSION
Forever Arcade's Jay Drury loves his handheld gaming, especially Sony's brilliant PSP
2 mins
Issue 279
Retro Gamer
Fables of the 360
Iam starting to come round to the idea that the Xbox 360 is the greatest console of all time.
2 mins
Issue 279
Retro Gamer
Silent Hill 4: The Room
WHERE GREEDY LANDLORDS ARE THE LEAST OF YOUR WORRIES
1 mins
Issue 279
Retro Gamer
SUPER MARIO BROS
It may not be the oldest trick in the book, strictly speaking, but learning how to access the Warp Zones in Super Mario Bros was a formative experience for many of us.
1 min
Issue 279
Retro Gamer
ACHIEVEMENT UNLOCKED
TWENTY YEARS AGO, THE XBOX 360 INTRODUCED A TANGIBLE WAY TO SHARE YOUR GAMING ACCOMPLISHMENTS WITH THE ACHIEVEMENTS SYSTEM. WE LOOK BACK AT HOW IT CAME TO BE AND HOW IT HAS PERMEATED THROUGHOUT THE YEARS, EXPANDING, CHANGING AND INFLUENCING GAMING CULTURE
8 mins
Issue 279
Retro Gamer
Possible mission
When I was 11, Impossible Mission for the Commodore 64 lived up to its name - it was digital cruelty at its finest.
3 mins
Issue 279
Retro Gamer
The Lord Of The Rings: The Third Age
NOW WITH ADDED ACHIEVEMENTS
2 mins
Issue 279
Listen
Translate
Change font size

