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Gorlin was unable to include all the features he planned. At one point, for example, he had tunnel and underwater levels working, but was unable to complete them due to time constraints. Tunnels and islands, in fact, were key elements of his original vision for the game, but had to be scrapped,
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graphics mode. After three years of development, the game was technically advanced at its time of release, using scaled sprites for 3D effects, but did not include all of the planned features. Gorlin reworked the game as
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took about three years to develop. This is in large part because he also developed other games which he lost interest in and never completed and also because he did a lot of research and built a number of
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defenders. Spirit guardians instruct the player to collect certain items, such as a sword or a goblet, which are needed for a final battle to free an infant boy prince.
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visited Gorlin in 1986 and saw the final version of the game. He wrote in his journal "It’s got some staggering special effects and it’s no fun at all to play."
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is the title the player aspires to earn. The user controls a jet-propelled flotation device. They must navigate their craft and fight
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was created by hand, then Gorlin used proprietary tools to create the roughly twenty smaller versions. Storing these sprites in
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296:"Halcyon Days: Interviews with Classic Computer and Video Game Programmers"
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153:(1990), which is closer to what he originally envisioned.
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328:The Making of Prince of Persial Journals 1985-1993
177:Gorlin had great success with his first title,
118:is an action game designed and programmed by
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262:"The Giant List of Classic Game Programmers"
142:Typhoon Thompson in Search for the Sea Child
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134:(or later) to run, as it uses the 16-color
393:Video games developed in the United States
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326:Mechner, Jordan (December 22, 2011).
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183:, which he developed in six months.
383:North America-exclusive video games
200:being too ambitious for the time.
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203:The largest version of each
130:in 1986. It requires a 128K
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398:Single-player video games
275:Apple II Csa2 FAQ excerpt
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388:Video games about robots
149:(1988), and later the
294:Hague, James (1997).
373:Apple II-only games
242:release information
126:and published by
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378:Broderbund games
358:1986 video games
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35:Publisher(s)
192:to help in
173:Development
59:Platform(s)
47:Designer(s)
352:Categories
226:References
180:Choplifter
128:Broderbund
120:Dan Gorlin
52:Dan Gorlin
40:Broderbund
315:MobyGames
215:Reception
161:The name
132:Apple IIe
310:Airheart
246:GameFAQs
240:Airheart
185:Airheart
163:Airheart
157:Gameplay
147:Atari ST
145:for the
124:Apple II
122:for the
115:Airheart
91:Genre(s)
64:Apple II
167:robotic
102:Mode(s)
70:Release
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205:sprite
96:Action
190:tools
151:Amiga
332:ISBN
82:1986
313:at
244:at
209:RAM
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282:^
252:^
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78:NA
340:.
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264:.
80::
Text is available under the Creative Commons Attribution-ShareAlike License. Additional terms may apply.