
Fortunately 3D graphic glitches are fairly obvious to a trained eye - all were spotted and eventually fixed. For a while every object he created went right to the data space maximum, causing something new to “blow” in Andy’s code, like an engine overrevving too far. It was here that “Maximum” got his nickname. The 3D databases for the four “worlds” were created by game designer Bruce Shelley and artist Max Remington. The apparently limitless variety of IBM graphics modes (VGA, MCGA, EGA, CGA, Tandy and Hercules) doesn’t help! Even an “old guard” expert like Jim, veteran of many other MicroProse games, can be impressed (distressed?) by the complexity and detail involved in Briefings and Debriefings. He was nice about it, especially about all the things Sid changed! He worked with ace computer artist Max (“Maximum”) Remington to create the entire preflight and postf light system. Jim Synoski, creator of the original C64 Stealth Fighter, was dragged into this version to help out. Andy’s a great fan of high speed anywhere: in computers and in cars (he races autocross in his spare time). For example, he used some Scott Spanburg’s secret and magical object logic, which Scott had just finished conjuring for another (future) MicroProse product. Each time Andy finds new ways to get more, faster, in less space. A large number of features in this product started with Sid saying, “Wouldn’t it be neat if The neat part is that Sid then goes and implements the code that very day!Īndy is one of MicroProse’s veterans, and has done fast, tight 3-D code before -in C64 Gunship, and then again in IBM Gunship. Sid’s the founding father of MicroProse (along with President “Wild Bill” Stealey), and brings a veteran viewpoint of game programming and game design. The 16-bit version was engineered by that now-famous team of Sid Meier (master of algorithms and data structures that recreate reality) and Andy Hollis (one of the hottest 3-D and assembly programmers in the nation).

Simulations such as F-I9 Stealth Fighter require a large, talented creative team to produce. A section of the F-19 manual explains the process behind its design (and the design of computer games in general: The Design Team
