![]() ![]() There had been plenty of "lost in space" stories in games before, but this one was different. The art and programming crew were rounded out with former collaborators of Johnson's and, perhaps most importantly, a relatively inexperienced composer named John Baker was brought on to write the game's tunes. The new developer was a tight-knit band of maybe a half dozen core members. They formed a new company and got to work. When Johnson and Voorsanger pitched their idea, it was an easy sell. ![]() SEGA knew Alex Kidd wasn't going to be their Mario-killer, and they were hoping to stumble on their next mascot. SEGA of America had just set up shop in San Francisco to launch their latest console, the Genesis, and they were hungry for original new games. ![]() When he met Mark Voorsanger, an old Imagic vet who had even worked on the original '80s prototype of Night Trap, he knew he had found a partner to help him develop his idea. ![]() Greg Johnson had hopped around from company to company for some time, working on legendary PC games like Star Control and Starflight, but he had an idea for a completely different angle on the sci-fi genre. While their oddball Genesis debut seemed to come from nowhere, the creative duo behind the two funky aliens were experienced vets already. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |