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THE MAKING OF TRON

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Issue 261

EVER WISHED YOU COULD BE IN LIKE FLYNN AND ENTER A VIDEOGAME? LEAD PROGRAMMER AND DESIGNER BILL ADAMS TELLS US ABOUT PUTTING ARCADE GOERS ON THE GAME GRID

- PAUL DRURY

THE MAKING OF TRON

A single phone call can change your life. For Bill Adams, a contractor at Honeywell, that call came in early 1979. "Employees used to sit at this long desk and the phones started ringing in turn," recalls Bill. "Everyone else was at lunch so didn't answer but when it got to my phone, I did pick up, and a guy asked if I was interested in getting into games. Bingo! I said I'd come and talk so I went to see him at a place called Bally Midway, which I'd never heard of..."

This kind of cold calling-cumheadhunting might seem like an unusual way to recruit staff but Bally Midway, previously associated with pinball and electro-mechanical coin-ops, could see the future was videogames - and videogames needed coders. Bill was immediately hired as a senior programmer and saw a rapid growth of Bally Midway's arcade division over the next few years, boosted by lucrative licences from Japan to distribute Space Invaders, Galaxian and Pac-Man in the West. The company did develop titles internally, too, and had success with Gorf and Wizard Of Wor, both created by a team led by Dave Nutting. So when Disney came calling in late-1981 about a film they had in production with a strong videogame theme, both Bill and Dave flew down to Hollywood to visit the studio. "Disney wanted as much promotion as they could for this movie, Tron," says Bill. "They showed us what they call 'dailies' [raw, unedited film footage] and gave us the script. It was fascinating. I'd never seen how they put a movie together!"

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Denne historien er fra Issue 261-utgaven av Retro Gamer.

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FLERE HISTORIER FRA Retro Gamer

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RICHIE SHOEMAKER

PC Zone is one of those magazines that fans still champion long after its closure, and Richie Shoemaker's five years on its staff make him a familiar face to many of them. We learn about his start in games media, how he launched a single-game magazine that outlasted many more mainstream titles, and why he's recently returned to print magazines

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Future Classic

Modern games you'll still be playing in years to come

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40 YEARS OF AMIGA

IN 1985, COMMODORE LAUNCHED A POWERHOUSE 16-BIT COMPUTER PLATFORM THAT WAS AHEAD OF ITS TIME, AND HOSTED MANY ALL-TIME CLASSIC GAMES. FORTY YEARS ON, WE SPEAK TO DEVELOPERS AND FANS TO CELEBRATE A FAMILY OF COMPUTERS THAT HAS BECOME SIMPLY TIMELESS

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TURBO CHALLENGE-2

WITH ITS INSTANTLY CATCHY AND ENERGETIC MELODY, CRISP DIGITAL SAMPLES AND ARPEGGIOS, BARRY LEITCH'S LAYERED, SOARING TITLE TUNE FOR GREMLIN'S LOTUS TURBO CHALLENGE 2 (OR LOTUS II: RECS AS IT'S KNOWN ON THE MEGA DRIVE) QUICKLY DROVE GAMERS CRAZY WITH EXCITEMENT

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A SUMMER OF GAMES

A LARGE NUMBER OF RETRO-RELATED GAMES ARE ON THE WAY

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THE MAKING OF DRAKAN

EVERYONE KNOWS LARA CROFT, THE TOUGH 3D ACTION HEROINE. BUT HOW MUCH COOLER WOULD SHE BE IF SHE COULDN'T JUST JUMP AND SHOOT, BUT COULD ALSO DISH IT OUT IN HAND-TO-HAND COMBAT AND RIDE A FIRE-BREATHING DRAGON? WELL, THEN HER NAME WOULD NO LONGER BE LARA, BUT RYNN

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Super Pocket: Neo Geo & Data East Edition

WHO WILL WIN THE LATEST SUPER POCKET HEAD TO HEAD?

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TIGER HELI

TIGER-HELI ESTABLISHED TOAPLAN'S REPUTATION AS A SHOOTING GAME POWERHOUSE, EMERGING AS ONE OF THE MOST IMPORTANT, INFLUENTIAL RELEASES THE GENRE HAS EVER SEEN. AND IT'S STILL NOT DONE. LATER THIS YEAR TIGER-HELI LANDS ON ATARI CONSOLES. BUT WHAT MADE IT SUCH A SPECIAL GAME?

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SUPER COLLECTENDO

Mark Smith's love for the SNES comes from lifelong friendships

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SOUL READER 1&2 REMASTERED

RETURN TO NOSGOTH

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