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INTERVIEW WITH AARON AND ADAM FOTHERGILL
Amigapd would like to thank both Aaron and Adam Fothergill for for taking time to answer some questions about their Amiga games which were written predominately with AMOS as well as their current work.
We would also like to thank Lifeschool again from the Lemon Amiga forum for helping with research for this interview.
We would also like to thank Lifeschool again from the Lemon Amiga forum for helping with research for this interview.
__You mention in previous interviews that you started programming on the Commodore Pet as a teenager, did you manage to produce any complete games and were any of them ever released?
Aaron: I started on my school's Commodore Pet and a terminal link to Farnborough Tech. Most of my programming was repeating the same basic game ideas with slight improvements (doing TIE fighter shooting game where you had to line it up in the centre of the screen and fire was one I remember messing with a lot) and I wrote a few small games. The first 'full' game I wrote was the stock exchange simulator I did for my 'O' level computer studies course and I wrote "Sea Strike" which was a sort of 3D (ish) flight sim with a couple of targets inspired by the proper 3D flight sim I'd seen running on an Apple ][ on the Tomorrows World TV programme. Neither was commercially released, but I sold my copy of Sea Strike to a schoolfriend for £1.50, so I count that as my first commercial game ;)_
You made games for the Atari St and the Amiga – did you notice any significant differences between the two machines and did you have a preference?
Aaron: I picked up on the ST as Adam had got one (it was also Adam that bought STOS and introduced me to it). I was mostly interested in it because of the MIDI port because I was writing synth and sampler editors at the time using GFA Basic, which I wrote Jitterbugs in. From the coding side, the ST was the easier one to get stuff up and running as the API was simpler, especially for the screen, but of course it was a bit more limited visually unless you did a lot of trickery. Then again, on the non-games side it was a lot easier to do proper high resolution stuff. I think it took AMOS coming out for me to get properly interested in the Amiga, purely as a games machine. At the end of the day I preferred the ST for music and the Amiga for games :)
Adam: Going across to the Amiga from the ST was a bit of a jump as it took going from a graphics editor I really liked (Cyberpaint) to one I had to learn (Deluxe Paint). However both were a big jump from making pixel graphics for Aaron's Apple ][ games using an analogue joystick :)
Adam: Going across to the Amiga from the ST was a bit of a jump as it took going from a graphics editor I really liked (Cyberpaint) to one I had to learn (Deluxe Paint). However both were a big jump from making pixel graphics for Aaron's Apple ][ games using an analogue joystick :)
Sky Strike - Atari St Game
Many gamers compare Jetstrike (1994) to Wings of Fury (1987), but many would be unaware that the game engine actually came from SkyStrike; an Atari ST game written in STOS (a close relative of AMOS), from 1990. Was Wings of Fury an inspiration behind the original Skystrike?
Nah, Jetstrike is the followup to the STOS game SkyStrike we wrote, which followed on from various similar ones I wrote without being released on the Apple ][ and ST (using Applesoft and GFA Basic). I missed Wings of Fury on the Apple ][ and only saw the Amiga version partway through writing Jetstrike.
Did you convert any games between AMOS and STOS and if so was it an easy process or one that caused lots of headaches?
Aaron: I converted quite a few of my 10-liners between the two at one point but I usually started a project on one platform and didn't port it. I still tend to do that nowadays. I prefer to design the game specifically for a platform rather than restrict it by designing it to port. Going from STOS to AMOS wasn't too nasty though as Francois pretty much evolved STOS to AMOS, so it was a fairly natural transition. Adam: More colours :)
Were you involved in producing game tools for STOS and AMOS – I seem to recall seeing your name linked with the map editor TOME for AMOS. Where these created originally to help your game projects or were they stand alone projects?
Aaron: We developed TOME for STOS and later AMOS as we needed a map editor for our games but designed them to be able to be sold as tools to add on to the language (TOME came with a set of command extensions for both). Sprite X and CText both took the same route.
AMOS Total Map Editor (TOME)
Were any of your AMOS / STOS games released commercially and if so did you encounter any snobbery from software houses about games written in basic?
Aaron: On the ST, SkyStrike and Yomo were both released as part of Europress' Games Galore pack and did pretty well and SkyStrike Plus was released on its own through Atlantis Software (great bunch). All were written in STOS although Yomo had a small amount of 68k.
On the Amiga we wrote Jetstrike and Base Jumpers, published through Rasputin games and later Jetstrike CD32 was included in a compilation through Grandslam (the better version actually as it fixed a game stopping bug that got included in the original CD32 release that ended up going to print because our publisher sent the previous build off to Commodore instead of the final one).
We saw a lot of snobbery from software houses and publishers because we were using AMOS and STOS, which is why we tended not to mention it. Europress were really good in letting us not include the "Written with STOS/AMOS" badges on the games to avoid this problem. Both Jetstrike and Base Jumpers used specific AMOS extensions written in 68k to boost them a bit but they were primarily AMOS.
We also wrote quite a few games on the Deja Vu Licenseware label. They were a lot of fun to do :)
As it happens, writing them in AMOS came in handy later in my career as when I was interviewed at Argonaut Games after transferring there, it turned out that their in-house language was ideal for someone who'd been writing in languages like AMOS :)
On the Amiga we wrote Jetstrike and Base Jumpers, published through Rasputin games and later Jetstrike CD32 was included in a compilation through Grandslam (the better version actually as it fixed a game stopping bug that got included in the original CD32 release that ended up going to print because our publisher sent the previous build off to Commodore instead of the final one).
We saw a lot of snobbery from software houses and publishers because we were using AMOS and STOS, which is why we tended not to mention it. Europress were really good in letting us not include the "Written with STOS/AMOS" badges on the games to avoid this problem. Both Jetstrike and Base Jumpers used specific AMOS extensions written in 68k to boost them a bit but they were primarily AMOS.
We also wrote quite a few games on the Deja Vu Licenseware label. They were a lot of fun to do :)
As it happens, writing them in AMOS came in handy later in my career as when I was interviewed at Argonaut Games after transferring there, it turned out that their in-house language was ideal for someone who'd been writing in languages like AMOS :)
Were there any unfinished / unpublished Amiga projects you were involved with and do you still have the source code from your AMOS / STOS games?
Aaron: We still have bits of the code, although I lost a lot to a hard drive crash years ago. We were working on a game called Chefs Specials (sort of Cannon Fodder with Chefs) that never got released as we shut down and various other little games, like Maya Gold, which was a platformer/explorer/exploding stuff game based on the old Apple ][ Aztec game which I loved.
Adam: We've also still got quite a lot of the graphics disks. I tended to draw up sprites for games we sometimes never even started :) Although for games like Yomo, the graphics would be done before Aaron started the code. We also had Yomo 2389 designed and partially coded as a sequel. That's one we'd like to revisit at some point.
Adam: We've also still got quite a lot of the graphics disks. I tended to draw up sprites for games we sometimes never even started :) Although for games like Yomo, the graphics would be done before Aaron started the code. We also had Yomo 2389 designed and partially coded as a sequel. That's one we'd like to revisit at some point.
You released Amiga 1200 / AGA or CD32 versions of Base Jumpers and Jet Strike – did you take advantage of any the improvements in technology?
Aaron: That's one where we called upon the services of Nigel Critten. He was already playing with AGA code and the CD32 Joypad so we brought him in to the team to write an AGA extension that we used for them. Using the joypad made a massive difference though, all those buttons!
The biggest difficulty on the CD32 was the lack of save memory, you had 1k for *all* your games. So we managed to get the Jetstrike save game down to a 3rd of that so you could save 3 Jetstrike games and have a tiny bit left over if you had another CD32 game :)
Adam: This also meant drawing up new backgrounds and we wrote a full soundtrack for the CD32, using a full pro studio. I think we were the first game ever to be using a Fairlight CMI on CD for its music
The biggest difficulty on the CD32 was the lack of save memory, you had 1k for *all* your games. So we managed to get the Jetstrike save game down to a 3rd of that so you could save 3 Jetstrike games and have a tiny bit left over if you had another CD32 game :)
Adam: This also meant drawing up new backgrounds and we wrote a full soundtrack for the CD32, using a full pro studio. I think we were the first game ever to be using a Fairlight CMI on CD for its music
Base Jumpers Amiga / CD32
What gave you the unique idea to develop a game based on guys throwing themselves off buildings and all the mini games - in Base Jumpers Amiga?
Aaron: I think we saw a documentary (or rather one of those old "aren't these people crazy") short about BASE jumping and thought that would be a fun one. It was potentially a very short game though, so we went with the idea of a platformer 'race' to get them to the top of the building. The mini-games evolved from the power up system and all the 10-liners I was writing at the time, including all the names taking the mickey out of 'real' games like Portal Wombat. If you've ever got to the end with the Fluffy Bunny level, that was about the point where the whole thing had got out of control.
Adam: ie. Aaron had gone loony by that point ;)
Adam: ie. Aaron had gone loony by that point ;)
During the 30 years you have worked on games with your brother have you ever had a major falling out over what type of game to make or features to add to a project?
Aaron: on average about once a week :)
Adam: Constructive and creative disagreement :)
Adam: Constructive and creative disagreement :)
Jetstrike - Amiga CD32
How did you develop from writing games for magazines such as Jitterbug for the Atari St to forming your own software company?
Aaron: I was aiming to start up my own software company around the time we wrote Jitterbugs, but originally it was going to be selling synthesiser/sampler editors. My bank deciding to be typically bank like and pulling out of a deal just before the company went live delayed things by a year and by that point I'd switched to focus on games. If %&!"* weren't such a terrible bank, things could have been very different ;)
Were you involved in working for large software developers for the Playstation one (Croc 2) and if so how did this experience compare to the smaller independent game projects?
Aaron: Yes, after we went bust, I ended up being employed by various companies and wound up at Argonaut Games, working on Croc 2. I'd been working with smaller teams up to that point, but this was the first project I worked on as part of a large team. It was very instructive and it was lucky I ended up working with the Croc 2 team. I worked on several games at Argonaut, including Aladdin Nazira's Revenge and the first Harry Potter game (I wrote Fluffy ;) )
Adam: I followed Aaron to Argonaut and ended up doing sound effects, including Red Dog, Alien Resurrection, iNinja, Kung Fu Chaos and others. While it was a departure from doing graphics as well, I was still designing them as a hobby and I think I learned more working with the teams at Argonaut than anywhere else in my career.
Aaron: Due to a nice little gap in our contract we were allowed to write Mac games in our spare time too, so we were able to write Bushfire, Airburst and ToySight on our days off :)
Adam: I followed Aaron to Argonaut and ended up doing sound effects, including Red Dog, Alien Resurrection, iNinja, Kung Fu Chaos and others. While it was a departure from doing graphics as well, I was still designing them as a hobby and I think I learned more working with the teams at Argonaut than anywhere else in my career.
Aaron: Due to a nice little gap in our contract we were allowed to write Mac games in our spare time too, so we were able to write Bushfire, Airburst and ToySight on our days off :)
Flick Fishing was at one point the number one game in the App Store, what achievements are you most proud of from your game writing career to-date?
Aaron: ToySight winning an Apple Design Award is the top so far I think. Although 2 number 1 games (Flick Fishing and SlotZ Racer) come close :)
Adam: Graphically I think Airburst was something I'm proud of and getting called a crime against humanity in Amiga Power magazine for my singing on the Jetstrike CD32 soundtrack :)
Adam: Graphically I think Airburst was something I'm proud of and getting called a crime against humanity in Amiga Power magazine for my singing on the Jetstrike CD32 soundtrack :)
Has the improvements in mobile phone technology and the creation of Xbox Live Arcade (XBLA) made it easier for small developers to regain the financial independence and creativity that used to exist on the 8 bit and 16 bit machines?
Aaron: To some degree yes. While XBLA's indie dev creds have moved over towards XNA now, the iPhone's definitely created a whole new industry that small developers have a chance to do well in. It's also a bit of a gold rush where only a few will actually make reasonable money, but it's still a great way for someone to just write a game and publish it just to prove they can do it.
Is Slotz Racer your current project or is there a new project underdevelopment.
Aaron: We're currently working on a pretty big update to SlotZ Racer, called SlotZ Racer 2 HD. Effectively it's a re-launch but done so that it works as an update for anyone who has the current version of SlotZ Racer. We're switching it to being a free game, mainly so everyone can play, but including a bunch of extras that you'll only get if you've already got SlotZ Racer. There's also going to be a couple of IAP packs of cars, including the very cool Caterhams, with their own championships etc.
We took SlotZ Racer off the store while we're doing the update so players don't accidentally buy the old version just before the new one comes out for free, but we've also released a free Caterham Special version of the game to show off some of the Caterham Sevens.
We're in the design phase of a new game that should hopefully be out later in the year.
We took SlotZ Racer off the store while we're doing the update so players don't accidentally buy the old version just before the new one comes out for free, but we've also released a free Caterham Special version of the game to show off some of the Caterham Sevens.
We're in the design phase of a new game that should hopefully be out later in the year.
Slotz Racer Caterham Special
Lastly, what is the legal situation for your old Amiga games , Base Jumpers, Magic Forest and Jet Strike – are they available for the Amiga community to download from the web or does a company still hold the copyright for them?
Aaron: On Base Jumpers and Jetstrike, I'm not actually certain. The contracts for them were a bit dodgy and when Rasputin went under they got sold on. I suspect they're filed away somewhere at the bottom of a drawer in a random company.
Our Licenseware games and editors like TOME etc. are still under our copyright, but if anyone can find a copy, feel free to download it as we're happy for people to be playing them :)
Our Licenseware games and editors like TOME etc. are still under our copyright, but if anyone can find a copy, feel free to download it as we're happy for people to be playing them :)
Licenceware Games For Download
Below is a list of the licenceware games Aaron and Adam were involved with on the Amiga. Some of these are now available for users to download and play for free.
Chilly Chavez
The author Richard Moore thanks Brian Bell and Aaron Fothergill on the creditscreen - Aaron may have helped on the graphics.
Deadline -APD123
Game created by Aaron Fothergill to show off the capabilities of AMOS TOME.
Dog Fight 2
This game was released on the Deja Vu label - once I obtain a copy I will add a screen image and disk image for download.
Galleon
This game was released on the Deja Vu label - once I obtain a copy I will add a screen image and disk image for download.
Magic Forest 2 - Son of Wilf
Below is Magic Forest 2 - One of Aaron and Adam's Licenceware games for the amiga which they have kindly made available for users to download and play for free :)

magicforest2.adf | |
File Size: | 901 kb |
File Type: | adf |
Wilberts Winter Wonderland - Deja Vu Amos Licenceware 63
Wilbert's Winter Wonderland (aka Magic Forest 3) (Deja Vu AMOS Licenceware #63)
This game may now be missing.
This game may now be missing.
Thank you.
AmigaPd would like to thank Aaron and Adam for taking the time to answer the questions and wish them both all the best with their future projects.
To find out more about their current work please visit their website Strange Flavour.
To find out more about their current work please visit their website Strange Flavour.
AmigaPd Charityware
We hope you enjoyed reading the interview - remember AmigaPd is charityware - please visit our just giving page to support our chosen charity Mencap.