試す 金 - 無料
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
このストーリーは、Retro Gamer の Issue 275 版からのものです。
Magzter GOLD を購読すると、厳選された何千ものプレミアム記事や、10,000 以上の雑誌や新聞にアクセスできます。
すでに購読者ですか? サインイン
Retro Gamer からのその他のストーリー
Retro Gamer
007 night fire
THE LATE-NINETIES AND EARLY NOUGHTIES WERE THE GOLDEN YEARS OF JAMES BOND VIDEOGAMES. AT THE CENTRE OF IT ALL IS THE MUCH-LOVED 2002 RELEASE NIGHTFIRE. THE GAME'C CO COMPOSER, AND LIFELONG BOND FAN, JEFF TYMOSCHUK KEENLY PAID HOMAGE TO THE SERIES' ICONIC MUSIC WITH HIS OWN REFERENCE-LADEN SOUNDTRACK
3 mins
Issue 278
Retro Gamer
THE MAKING OF OPERATION WOLF
FEW ARCADE GAMES WERE AS IMPOSING, AS ICONIC OR AS INFLUENTIAL AS TAITO'S HIT COIN-OP THAT REDEFINED THE LIGHTGUN GENRE. IN THIS EXCLUSIVE INTERVIEW, THE GAME'S DIRECTOR TOSHIAKI KATO REVEALS THE UNTOLD STORY BEHIND THE MAKING OF THIS ARCADE MILESTONE
11 mins
Issue 278
Retro Gamer
Hardware Heaven
Following the enormous success of the DS, Nintendo didn't feel the need to reinvent the wheel.
1 min
Issue 278
Retro Gamer
OFFICIAL UK PLAYSTATION MAGAZINE #31
THE PLAYSTATION HAD TAKEN THE WORLD BY STORM AND BUILT AN EARLY LIBRARY OF ICONIC TITLES. NOW THEY WERE GETTING SEQUELS, WHICH WOULD BUILD ON THEIR FOUNDATIONS AND DELIVER SOME OF THE BEST GAMES EVER MADE. THIS MONTH'S DISC FEATURES ONE OF THEM
2 mins
Issue 278
Retro Gamer
Burnout Dominator
HEY, HEY, YOU, YOU, I DON'T LIKE YOUR SOUNDTRACK
1 mins
Issue 278
Retro Gamer
FEELING THE FORCE
Darran looks back at his longtime affection for Star Wars
3 mins
Issue 278
Retro Gamer
The Bat Man of Best Buy
There was a time, before online preorders, when a console launch felt like a holiday. You circled the date on the calendar, started saving up your money and cleared your schedule as if the whole thing was a proper vacation. And back then, scarcity wasn't much of a concern. As long as you had a retailer nearby and some patience, you had a fair shot. Then came the Flippers.
2 mins
Issue 278
Retro Gamer
Wing Commander
CHRIS ROBERTS DOES STAR WARS
1 mins
Issue 278
Retro Gamer
VERY SMALL VECTREX
David Oghia tells all about the upcoming mini console
3 mins
Issue 278
Retro Gamer
THE MAKING OF LUMINES
FOR OVER 20 YEARS, TETSUYA MIZUGUCHI HAS CHASED THE DREAM OF SYNESTHETIC GAMING WITH SUCH TITLES AS REZ, CHILD OF EDEN, TETRIS EFFECT AND LUMINES. WITH LUMINES ARISE JUST WEEKS AWAY, WE TALK TO THE LEGENDARY GAME CREATOR ABOUT THE MAKING OF HIS ORIGINAL MUSICAL PUZZLER
9 mins
Issue 278
Listen
Translate
Change font size

