Home/BOING/BOING #4/Interview of John Girvin | Last update: 2024-02-258 |
About / News / Store / Contact us Here is an interview with John Girvin (Nivrig games), the author of Turbo Tomato!. You can get more details about his products here. The interview was done by Mahen and published in our (French) Amiga magazine BOING, issue #4 (July, 2022). Thanks to our partner amiga-news.de, it's also available in German. The Turbo Tomato (TT) project dates back to 1993. What development environment / language did you make use of ? Did you start over / migrate to a new one when restarting the project ? Was it difficult to get back to the code... decades later ? If you could start from scratch, what would you do differently ? TT started on an A1200 using Devpac 3, with supporting tools used to convert source graphics, maps, sounds and so on written in Blitz Basic 2. DPaint was used for the artwork. Also, what triggered the idea of bringing this project back to life and what is the motivation of writing games for retro platform instead of writing retro-styled games for current platforms ? In late 1997 I had made public release of Turbo Tomato in an unfinished state, because I was "done" with it at that point. About 20 years later, I pulled that demo binary out and just left it running on my laptop at an Amiga Ireland event. Even in that unfinished, broken state it still attracted some attention and positive feedback, and I think it was then that the seed of the idea of finishing it one day was planted. A few years later still, in March of 2020, I had just finished a solitaire game for mobile and desktop and was looking around for my next project. I had an idea in mind, but after more positive feedback at Amiga Ireland 2020 (and a great time running the Amiga Dodgy Rocks port tournament!), and some initial contact with Bitmap Soft, I realised I already had a project that was ripe for finishing and already mostly done. Of course "mostly done" turned out to mean "needs a year of work to finish", but that's another story. We are witnessing a kind of new "golden era" in the classic Amiga scene, with impressive engines we would have loved to have decades back, a constant flow of new games & demos... What is your take on this phenomenon ? I honestly don't know! But it's great to see. The phenomenon isn't restricted to Amiga either, it's across all retro platforms as far as I can see. There have always been new releases for retro platforms coming out, but it seems to have really taken off in terms of both quality and quantity in the past few years. Some of the games coming out today would have won awards in the platforms' heydays! Perhaps the development tooling has taken a leap forward with game engines like MPAGD or Scorpion, new toolchains and languages like TurboRascal or Bartman-GCC, perhaps more old-school developers now have more time and/or money to pursue hobbies, perhaps it's because reaching communities and spreading the word about new releases is easier than ever. It's also got much, much harder for individual developers to make a mark on modern platforms, whereas one person can relatively easily make an 8 or 16 bit game and get it noticed. Probably it's a combination of many factors. The meteoric success of the Spectrum Next and Mega65 crowdfunding campaigns, and the success of the various mini-consoles that have been released shows there's demand from consumers retro platforms as well. Is there a major technical hurdle preventing TT from running on KickStart (KS) 1.3 ? Not really. Turbo Tomato is written in quite a system-friendly way as this was the way things were heading in 1993 when the project was started. As a result, I've used a few KS2 features for convenience, but I don't think there's anything that couldn't be rewritten to use KS1.3. However, the game unavoidably requires 1Mb of chip RAM, and the intersection of machines with 1Mb chip RAM and machines with KS1.3 is very small, so requiring KS2 probably only affects a very small number of users. On EAB, you said your were positively surprised by the reception of the community and the sales of the game. To what extent does it drive your motivation ? I was a little surprised because I felt Turbo Tomato was a little hard to define in terms of genre and so may have a limited appeal. To see it being as popular has it has been has been very gratifying. Positive feedback is definitely a factor, but it's effects are difficult to quantify! Negative feedback is fine too, of course, so long as it is from a reasonable and constructive place and offers ideas for improvements. I think I would still be making games in any case, it's just something I enjoy doing and how I got started in computers in the first place 40-something years ago, and if the feedback was negative I'd just be trying to make better games! Feedback that people are noticing and even enjoying your work does definitely keep you coming back for more. Can you tell use some more about the (numerous) ennemies IA ? The game is so fast paced it's sometimes difficult to differentiate (and anticipate) the different foes behaviours :) The enemies basic movement is to run in preset but randomly selected patterns like zig-zags, circles and so on. Enemies use more patterns and change them more often as they get "smarter". Higher level enemies also have goal-based behaviours layered on top of the patterns, such as running to pick up a bomb if they don't have one, or dodging player shots and their own ricochets. And a few other tricks. The end result seems more complex than it actually is perhaps! You announced a special christmas version ! Is it a kind of data disk, a "thank you" to the community, or a teaser to incite people to get the full game ? Or just a cool idea you had -- it's indeed funny one can use the same engine to deliver gifts or hurl bombs at mutants :D ! TURBO SANTA is a different game, and will be released by the time this interview is published! The premise is that Santa has slept in and now Turbo Santa must deliver gifts against the clock before the children wake up! It's based on the Turbo Tomato engine, of course, adapted to wave-based score-attack gameplay of throwing gifts to children instead of destroying mutants with bombs. Can you tell us more about your other activites and future projects ? :) Between work and two small children, I try to get out for a cycle whenever I can. I've raced mountain bikes in the distant past (poorly) but these days I stick to the roads. I ride maybe 2500 miles a year purely for fun and fitness. Some favorites or cool experience you'd like to share with us ? With Dodgy Rocks and Turbo Tomato, I've done a few live online interviews, with Amiga Future and AmigaBill for example. I felt way out of my comfort zone beforehand, but they turned out to be a lot of fun! My kids even invaded that epic AmigaBill Turbo Tomato stream which was amazing. Is your brother still involved in your games ? Also, I see 3 persons took part in the GFX. Kevin dealt with the loading screen but what about the others ? Turbo Tomato was the only game my brother and I worked on together, but he has a couple of his own games from the 90s' on Aminet (Nerdkill and Greeblies). They even made it on to A CU Amiga coverdisk! These days he works a lot with Arduino and electronics as a hobby, which does involve a lot of C programming. Something you would like to share with our readers ? Keep doing Amiga things! But seriously, I'm just glad there is still an active Amiga community in Space Year 2022 (and beyond) that I can be part of, and to be an audience so I can continue to make games for my favourite platform. |
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