Facebook Google+ Twitter You know what, I relied on James’ and Ian’s judgement. If they thought it was right, it was right. No-one had a crystal ball and not everything works. Those guys had to make a business decision. They could have been afraid to make the decision, we might not have grown as a company and it would have been an even worse end to the story. Carl Cavers - on Gremlin's acquisition of DMA Design 0 26.04.17
Facebook Google+ Twitter Real fun - just a bunch of us, pretty much left to ourselves, making games and all knocking off like regular people at the end of the day - I can't recall an all-nighter. weekend work or 'Crunch' in those early days. There was an air of gentle banter, with the lovely Greg Holmes as ringleader - we all called him 'Dad' and his gentle, absurd Northern humour underpinned everything. Simon Phipps - on those early days at Gremlin Derby 0 25.06.16
Facebook Google+ Twitter I don't remember that and I thought I'd worked on all of the soccer games up until UEFA Challenge. Google says that it did exist ... Now if you want to talk arcade machine we did have a Virtua Striker machine in the office for a while and that was awesome! Programmer Phil Rankin on the Actua Soccer Tournament arcade machine prototype 0 22.06.16
Facebook Google+ Twitter I think ROTH has to be my top favourite; such happy memories of working on it, and I got to know the game intimately. My husband Chris loved playing it. I had to speak several lines that had been missed out in German, Italian, Spanish and French, so I guess I’ll go down in history with the game. Localisation expert Sarah Bennett on her favourite game 0 16.06.16
Facebook Google+ Twitter We used to do quite a lot of shows, ETCS and E3, and it might have been an ECTS in London and we had a carpeted booth, it was fairly conservative. We had Loaded on one of the screens and all of a sudden we couldn’t move. All because you could shoot and splat people. I did think at the time that we might have created a video nasty. Patrick Phelan on Loaded 0 13.06.16
Facebook Google+ Twitter Chubby Gristle was based on a car park attendant who worked opposite our offices. He was ALWAYS turfing us out of his car park, even if we were only turning the cars around in it! "You can't park here" was his catch phrase. Peter Harrap on Chubby Gristle, talking with C64.com 0 11.06.16
Facebook Google+ Twitter "Tony, we've got Manchester United, SWIV, Lemmings - all these great Amiga conversions! What have they got? Nothing great. Mr Ploppy Goes Ping?!" Matt Furnisss to a hesitant Tony Kavanagh at an Acorn Computer Show where Krisalis showcased their Archimedes games 0 08.06.16
Facebook Google+ Twitter My understanding was they bought everything, but then sold GTA on to Take2. They had no interest in such an adult title. I thought GTA 1 was finished, and we were working on GTA2 when it actually got sold - but I’m not 100% sure of the timeline…. Grand Theft Auto creator Mike Dailly on whether Gremlin could have owned the franchise 0 08.06.16
Facebook Google+ Twitter [We wanted to] create a strong 'brand' character for the Amiga, as other platforms already had their own. And obviously to be a fun game. Initial design was a little more surreal, with very early design ideas/sketches/levels inspired by Dali, Picasso, M.C. Escher and the like.... but we went a different way in the final product. Adrian Carless on the creation of Zool 0 06.06.16
Facebook Google+ Twitter Everyone looked at genres in the market at that time, trying to come up with different ways and ideas of breaking into that genre, and certainly the racing genre was on fire. So I was trying to find a product that could break into that racing genre which could complete. The X220 was the first car that theoretically could do 220mph, it was British, and was this that and the other, and I didn’t think we stood a chance in hell of getting the licence, but we went and meet Jaguar and we got the licence which was fantastic. Jeremy Heath-Smith, founder of Core Design on competing with Lotus 0 04.06.16