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Airheart

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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
211:, he was able to simulate scaling in realtime. Though the sprites used a lot of memory, it was the only method that satisfied Gorlin since he hated the low-polygon look of other contemporary games. 392: 169:
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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Index


Publisher(s)
Broderbund
Designer(s)
Dan Gorlin
Platform(s)
Apple II
NA
Genre(s)
Action
Single-player
Dan Gorlin
Apple II
Broderbund
Apple IIe
double hi-res
Typhoon Thompson in Search for the Sea Child
Atari ST
Amiga
robotic
Choplifter
tools
game development
sprite
RAM
Jordan Mechner
Airheart release information
GameFAQs

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