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- Date: 29-Dez-95 Uploader: X-MaN
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- [ 01:26:14 ] [+45-74-833-aSK] [ 28-Dec-95 ]
-
-
- All of those common Team 17 Questions answered!
-
-
-
-
- On our Team Talk pages we give you the opportunity to tell us what you think,
- or ask us questions. But there are some questions that we get
- asked again and again and again.
- These questions get banished to the FAQ zone, where Martyn Brown answers them,
- once and for all...
-
- Q. Why on earth are you called "Team 17"?
-
- A. It`s a long story... In early 1988, Martyn Brown founded the "17Bit
- Public Domain library" for Atari ST and Amiga computers. The name
- came from the fact that the machines were using 16-bit technology and the
- library aimed to be "That bit better" thus the name 17Bit was
- formed. After 2 years of growth, 17Bit was one of the best known and most
- respected PD companies in the UK and Europe, with
- thousands of members enjoying the regular update disks and
- games/demos/utilities imported from around the world. Through 17Bit's
- contacts - mainly demo group coders and Amiga wizards - the idea was
- bandied around to develop our own software. This didn`t really
- kickstart until December 1990 when Team17 (then a subsidary of 17Bit) was
- formed. Team17 was a development team formed from
- 17Bit contacts - and that is how we get the name!
-
- Q. Is it true that you are all demo coders and hackers?
-
- A. Not really, but a sizeable percentage of our development staff can be
- classed as hackers - we do have a high proportion of guys who
- were involved in what was the "Euro-scene".
-
- Q. How on earth do you manage to compete with the "big boys" of the industry?
-
- A. Through hard work, enthusiasm and sheer love for what we do. We have a
- company atmosphere second to none and this ensures that
- we develop quality - and quality only - software. We`ve been very lucky in
- that the Amiga market recognised what we had achieved and
- what we stood for, and gave us tremendous support.
-
- Q. How do you feel about the Amiga now, seeming as though it`s darkest days
- lie ahead?
-
- A. Sad. We have had tremendous times with the Amiga and owe it an awful
- lot. All of us. It`s a shame that the market seems to want to
- force it out, but it has been around 10 years. No other machine has ever
- dominated the market so strongly for such a long period. It`ll be
- interesting to see how it fares under Escom.
-
- Q. How many people work at Team17 ?
-
- A. Now, it`s somewhere in the region of 40-45 in-house with another 15 or
- so out of house. That figure will rise to about 60 in-house by the
- end of the 1995.
-
- Q. What`s it like working at a software company?
-
- A. For us, it`s brilliant. I could not imagine a better job, nor a better
- industry to be involved in, working with such a great bunch of people.
- The creative aspects are everything. Although there is a lot of work!
-
- Q. How can I get into the software industry?
-
- A. These days it`s becoming more and more difficult to get a foothold in
- the industry. With virtually all companies, even ourselves,
- becoming more in-house based, freelance work is drying up. The wave of
- next generation consoles limits the ability of 'bedroom
- programmers' to get involved because the development systems are so
- expensive. The Amiga was a great tool for creative people in that
- there was an outlet and a way for other people to see your work. Now, it's
- becoming a closed industry. The best advice we can give is "get
- in at the bottom, work hard and cross your fingers".
-
- Q. I`m at school, I want to work in the software industry, which
- qualifications do I need?
-
- A. To be honest, we seldom look at qualifications. We are interested in
- raw talent and creativity. A zest for design and an instinctive
- passion for great games. You cannot take examinations in this. Technical
- ability and specific qualifications are useful depending upon the
- task (ie. Maths/Physics for 3D programming) but creativity and a love for
- the project are absolutely the be-all and end-all.
-
- Q. How easy was it to set-up your own software company?
-
- A. Quite easy. But we were very lucky and spotted a specific type of game
- that the Amiga games buying public wanted. They wanted
- arcade-like games, games that ran slickly, utilising their machines
- capacities to the limit, games that looked like they were made for the
- Amiga. We gave those games to the Amiga public. The time was perfect for
- us. I wouldn`t like to try now!
-
- Q. How come you never advertised your games?
-
- A. We let the games speak for themselves. We let people tell their friends
- how good they were. We believed in being completely honest.
- We also believed it was rather cool seeing games top the charts with ZERO
- marketing spend.
- Now we have signed a big distribution agreement with Ocean Software, you
- will probably begin to see a few more adverts for Team 17
- games.
-
- Q. How long does it take to develop a game?
-
- A. An Amiga game took 6-9 months, a PC game now takes 12-16 months and
- Console games about the same. These days it`s all more
- or less depends on the amount of people working on the games, which is
- many more than it used to be.
-
- Q. What has been the most successful and/or popular game to date?
-
- A. The most successful game in terms of actual unit sales is "Alien Breed
- Special Edition" which was released for the Amiga in late 1992.
- It topped the budget charts for 33weeks (a Uk Gallup record). "Body Blows"
- comes close behind it, when the Amiga users had
- "Streetfighter 2 fever" and "Arcade Pool" did very well last year.
- In terms of popularity, "Superfrog" and "Project-X" also did extremely
- well.
-
- Q. Will you continue to support the Amiga now?
-
- A. We will, as we have always maintained, support the Amiga while ever
- there continues to be a viable market. In laymans terms, if we
- release software and enough sales are not made to pay adequate salaries to
- the programmers working on the games, then we will cease
- to support the platform. Why spend eight months to a year writing for a
- platform which might not offer you any security? At the moment, the
- situation is pretty much borderline and the sales of "Alien Breed 3D" will
- more or less convince us either way. At the end of the day, if
- people are playing our games but not paying for them, we cannot support
- the machine. A lot of Amiga users have just been taking and now
- it`s time to give.
-
- Q. Who are the coolest guys around Team 17?
-
- A. There are many "characters" around the office. Many oddballs and silly
- sods. This is what makes Team17. To pick out anyone in
- particular would be difficult.
-
- Q. When is Alien Breed 3D coming out?
-
- A. Soon! (They screamed in unison)
-
- Q. Why do Amiga Power hate Team17?
-
- A. We cannot really say that they "hate us" but we do feel rather
- aggreived at some of the stuff they have written. It does tend to smell of the
- typical English tabloid mentality of building someone up and then knocking
- them down. Nowadays we are incommunicado with AP, it's not
- an ideal situation, but we feel it`s our only option.
-
- Q. Who designed the logo and when are you going to change your name to "Team17
- Interactive"?
-
- A. Firstly, Rico Holmes designed the logo in 1990 (artist behind the first
- T17 games) and secondly, if we called ourselves Team17
- Interactive, we would be just another white fluffy animal queuing up
- behind the others waiting to use a Silicon Graphics machine only to
- discover that it doesn`t improve the way games play.
-
-
- Brought to you by Icarus!! ...So remember who it was!
- @BEGIN_FILE_ID.DIZ Icarus brings you: FAQ about TEAM17!
- @END_FILE_ID.DIZ __ ._ __
- (__ | ) (_/__
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- | l__ l_____l__ l__|__| l_/l__ | !fEEL dA gENERATION! |
- | `--' `--' `--' `--' |
- | [×] pRODIGY aMIGA gHQ [××] nEUTRON aMIGA & /X-iNSPIRATION wHQ [×] |
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- | dAN/NTR · hITPOINT/PDY · kRYPTON/SHT^SUB · aWESON/ILS |
- | |
- | 2 * cREDITS fOR mAJORS! 3 * cREDITS fOR mAJORS fROM yOUR oWN gROUP! |
- | |
- | -- -+-rUNNING a4OOO/O4O/25mHZ & 4 nODES - uSR v.34+ & iSDN-+- -- |
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- | !fEEL dA gENERATION! _) Y__Y_ _Y Y | _Y | |
- `--------------------------------------\_ |__| / l_\_ |__| | \_ `--| |
- | l | / | | l | | |--, |--'
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- /¯ \/ ____/ | ·\ \ ¦| ___)_____ // | ·\ \ ¦| ___)_____
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- = == ============l______|yop ============\/=========l______|============= ==\/=
-
- DeCeNt boArD wHAt eLSe!
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- oNLiNe SeCTIoN aRe: AmIgA , /X , PoRnO , PRoTrAcKeR , Pc , Cd-RoM
-
-
- NoDE0 # 203-XxX-XxX [ ZyXEl ]
- NoDE1 # 203-XxX-XxX [ DuAl ]
- NoDE2 # 203-XxX-XxX [ IsDn ]
- NoDE3 # 203-XxX-XxX [ IsDn ]
-
- Date: 29-Dez-95 Uploader: X-MaN
- Time: 01:49:34 Location: THE-GIGA-SYSOP Node: 0
-
-
- =======================================================================================
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- | | | F.S.D WHQ | : da COSYs:
- `------------------------------------' `-------------' : JOGYBAER
- AMiGA/PeeCee/Porno/x-eXPRESS/DFUe-Tools : : Mr.PUNIVERSE
- SOUND`s/Requested/Member `······' JIM
- ____ _______ _____ _ _ ____ _____ ____ ____ ____ BigMac
- | _ \| ____\ \ / / _ \| \ | |/ ___| ____| | __ )| __ ) ___|
- | |_) | _| \ \ / / |_| | \| | | _| _| | _ \| _ \___ \
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- _:____ .______._\/__ ______ .______ __________ |
- ._\____ \| .| \_:_\____ \| .| ____ /____ __________________:_
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- | __ |
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-
- -(12-30-95 01:24:38)-- -- - --(BB-TxtAdder v0.9 by BiLBo BaGGins/MoTioN)-
- -(Uploader:Mick )- -(Location:bIRDHOUSE )- -(Nd:04)-
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