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Shadow of the Beast
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Psygnosis continued the tradition of getting weird artwork for the boxes, but it
did mean that you could always tell a Psygnosis game.
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Lemmings Badge
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This badge was only ever given to the developers and the press, and as such are
very rare. DMA got a stack of them and gave away quite a few in competitions - along
with some signed boxes.
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The Complete History of
DMA Design
By
Mike Dailly
Chapter 4
Part 2
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Oh No! More Lemmings!
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Opening the door
expectantly, he saw a male teenager in a huge padded jacket. Keeping as
straight face as possible, Mike showed him in to see Dave.
He then promptly dove next-door to
tell everyone. They were never quite sure if the
howls of laughter could be heard through the walls or not.
Stacey was soon hired along with another artist
called Mark Ireland (in another huge padded jacket), and they were put to
work with Gary
. They were told to play Lemmings for a couple of
weeks to get the idea, and then set about making new background styles for
the Lemmings to walk through, while Gary created and animated new
traps.
Shadow of the Beast was actually 6 mini
games, and Mike was progressing with each of them. While level 1 was a 13 layer
parallax scroller, level 2 was a multi-direction platformer, and level 5 was a
scrolling shoot-em-up! Needless to say, this wasn't Mikes favourite game, lots
of code had to be written for each section, most of which was unique - the
worst sort of programming!
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Shadow Of the Beast - Level 5
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Scott was
pressing on with his game, and was doing quite well. He wrote a music
player based on the popular "sound-tracker" music format, and got his
brother Brian to do some music for him to test it. Brian also did all the
sound effects for Scott, and supplied him with lots of high quality
samples.
Ian and Niall were also progressing, although not as
fast as everyone would have liked, and although Ian had managed to get the
perspective parallax section working, it tended to remind everyone of the
spectrum game "Tir Na Nog", which wasn't the pace Dave had imagined for
the game. The perspective section still needed a lot of work, particularly
since loading it took a long time, due to the fact it actually calculated
the perspective graphics.
Around April time, Andy
Whyte
appeared at the door; he was a budding programmer who was itching to get
into the games industry. But Dave was doubtful, since Andy didn't have any
current programming experience having only coded the old Dragon 32
machines. However, Andy was insistent, and asked if he could learn here
where the expertise was without being paid. So Dave, ever the good
Samaritan, set Andy up in a corner of a room and let him work
away.
Brian meanwhile was
finishing up ST Lemmings, and continued to refine DMA Debug, while Russell
did the same on the PC. Russell had to produce 3 versions of the game,
VGA,
EGA, and CGA. Each game would use a different set of graphics from 16
colour VGA, to fixed colour EGA, and 4 colour CGA!
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The GamesX poster
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This required the Amiga graphics to be reduced in
colour, or converted, and this job fell to Steve. So, while
doing C64 Beast, Steve also converted the Lemmings graphics from the Amiga
to PC for Russell.
For the first time ever, a magazine was now
interested in doing a piece on the whole company, and not just Dave. So
around April time, GAMES-X showed up, and after doing a range of
pictures in the office, took DMA up to Dundee
's law-hill, where they exploited them in a series of
very silly
poses.
But, the DMA staff enjoyed the new found stardom, and
even though they felt very silly, did what was expected. Even Andy and
Steve, who weren't actually official employees, took part and only Russell
missed out; something he's never regretted.
For one reason or another (usually Dave's fault), DMA
have always been shown in magazines making a fool of themselves, while
other "cooler" companies like the Bit Map Brothers, were always shown in
darkened rooms wearing sunglasses.
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Stacey
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Like most of the original staff, Stacey is still in games today, and once again
working for Dave at Real Time Worlds.
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SoundTracker
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The Amiga had some great music capabilities, so there were many great music tools - none
more popular than SoundTracker. So much so, that it became the defacto standard on the Amiga.
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VGA, EGA & CGA
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Steve had to convert all the graphics by hand which was no easy task considering
the limited choice of colours. Here you can see the logo in CGA, EGA and VGA modes.
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