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My
involvement in Thunderhawk came about when the talented duo of Mark
'Mac' Avory and Sean 'Gilbert the Goat' Dunlevy arrived at Core with
vast amounts of 3D knowledge and code. Mac had always wanted to create
a helicopter sim and was in the process of doing just that when I was
assigned to the project. It was clear that Mac's engine was
revolutionary for its time and my role in the design was to assist in
capitalising on that.
At the time that Thunderhawk was being developed there were two types
of helicopter game. Firstly there were the 3D simulations that were
highly technical, had some 30 odd controls to master and saw the player
tracking small dots along a wobbly horizon for hours and then there
were sprite-based arcade games that were good fun but lacking in depth.
Where Thunderhawk sat was right in the middle - utilising Mac's 3D
engine to depict a realistic world of SAM sites, tanks and planes in
surprising detail for the time but featuring missions that began right
in the thick of the action, eliminating those hours of fiddling around
trying to find a target.
What resulted was a neat, short project to work on that resulted in one
of Core's early successes as a publisher. In addition to campaign and
mission design it was my first taste of script writing - all sixty
mission briefings, which in the days before decent word processors felt
like fifty-nine mission briefings too
many...
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