Verkosoft to the rescue!
It is the fall of 1997 and, for most of us, Amiga and powder are things of the past. Still Nicola and Thomas liked to tweak with the Eneditor in order to make the levels a bit tougher – actually A LOT tougher, and sometimes taking enemies out of the original context – but i did not touch its work files since long time.
Then, all of the sudden, Filippo calls us. Thanks to the city demo We found a publisher, they say; at this point revenue and fame were no more a priority: as long as the game finally could be published everything was good.
And since we wanted to make it come out fast, we had to cut a LOT. No more space level and boss, no more factory boss, no more ruins boss, no more intro pictures – beside the Game Over and the End Game ones.
Since I did sever contact with Maltese sone times earlier , had to provide some of the missing assets like more decorations in the final level and the end graphic. Actually, I had to prepare the package box graphic and had to re-create the logo in vector graphics using freehand. The 3d image in the game package was done by me using lightwave 5 on my 1200 and rendered at 150 dpi, with extra touches in photoshop for the laser ray and little extras; I am mainly a 2d person while Maltese was the one with most experience on 3d, but this one imo came out decent enough. Some extra touch with Photoshop enhanced things better.
At the time of the final rush, however, was providing my services as contractor to an advertising and web agency in Fano, so my exposure time was reduced. For the game testing and enemy placement remember Nicola Filippo and Thomas took the lead: due to that, they started to tweak the game difficulty to match their own skills and in some cases to misplace or change enemies destination -such as, in example, the big Fuel tank in Factory that was supposed to have an engine in front and instead became a fat ship to destroy; that also increased the difficulty level to pretty hard.
The final package of Powder, as shown in Hall of Light: more “real looking” than my pristine hi-res Jpeg :P
The package wrap was put together in Freehand and the only text we had from the company was the payoff in the back of the box. There was also space for any copyrights and disclaimers that i left available for the publishers – that however did not noticed, thats why those two lines with the filler text “all copyrights goes here” in italian language appears in the bottom of the wrap.
The irony was that, during the nineties, i was looking at the game boxes of export Megadrive games with a deep envy for the plastic box and the colorful detailed artwork, while at the end, with time and budget contraints we ended up with a pretty crappy anonymous cardboard box too.
Published, at last!
And so in 1998 Powder came out under the Verkosoft brand, Epic Marketing in the UK.
The cuts, the difficulty problems and the age at the end shown its effect, so much that Amiga Format killed it with a 23%; other magazines were more forgiving, however is sure that when Powder came out the Amiga scene was no longer the good shooter starving market that we embraced in 1990, rather the inflaction-ridden mediocre shooter wasteland of 1998.
The Unforgiving review of Powder on Amiga Format
Other magazines were not that hard with it, if i remember clearly, but AF review indeed marked the kiss of death for our beloved project.
In summer 2005, just a couple of months prior of my departure for the States, all former members of five stars met again in a restaurant in Fano,for what we called the “Powder Dinner” – at the end the earnings in the already meager end-of-nineties agonizing Amiga market were so tight that we were barely able to pay a dinner for it. Also was my last time I seen Maltese in person, with its first czech blond wife.
There we are: the Five Stars VG studio in 2005!
From the top left: Simone Bernacchia , Nicola Valentini, Filippo Carletti;
bottom: Thomas Paoloni, Marco Maltese – sorry for the bad quality of the scan.
I met the programmers again this year, in occasion of my trip to Italy; Maltese – now living in Sicily, was not present but was nice to see each other after long time! So they also had occasion to meet my wife and had a pleasant time; the main reason however was to get a leftover copy of Powder from Carletti to deliver at the president of SCCAN here in southern california, that was looking for it after i told him about my experience in doing graphics and music for the game.
Some Satisfactions, at last!
In 2009 Amiworx published a donationware CD called “Amiga Meets Piano” where, among the other popular Amiga game tracks the main theme of Powder -to my great surprise -is also featured, albeit incomplete, but this means somebody considered it good enough to be performed, and for me that is a big compliment!
In 2012 the Amiga Longplays channel featured a Powder longplay; found mostly favourable comments, especially about the soundtrack;
also on LemonAmiga the rating of 4.2 is pretty decent; plus the user the user frikilokooo Wrote:
In my opinion one of the three funniest Amiga shmups,its best feature is the addiction and its gameplay is different of the others shmups,highly recommended.The game is very underrated maybe because it came too late to the market.The graphics are unbalanced,some graphics are very good and others graphics are average,maybe by the fact that one of the two graphicians of the game is much better than the other one.The game has the best ingame music of any Amiga shmup(the best outgame music is for ProjectX though).Only a couple of glitches:no autofire,no two players mode and very unbalanced weapon system that ends using homing missiles at the end because the other weapons are worse,becoming very monotonous always the same weapon.
In 2011 I started to meditate on write down my memories on this experience, but lacked the time to do so: it was supposed to be just an episode on my blog (still in ilcannocchiale.it at the time); then a discussion about Amiga vs c64 and games design and working appeared on the forum nonsoloamiga.com, had occasion ot talk about my experience with Powder and the interest generated gave me the spark to start to write about Powder in a more expanded way.
I already started to put my songs in the AMP site and as videos on Vimeo, and the Diaries are giving me the occasion to work harder in showcasing most of my work that in my opinion need some exposure.
I would have also liked to recover the sources and try to make some kind of “director’s cut” or maybe some other game based on the same engine; however, when i tested the work disks in my 1200 most of the floppies were giving me read error; i gave them to a friend of mine that has a catweasel-like device in the hope to recover something.
I asked Maltese about some material to show here, but he said he lost it all, since he moved several times during the last fifteen years; plus stated in a chat that he is not that affectionated to those past events and forgot most of the things happened then; however, if he or the other members of the team decides to add more particulars they can get in touch with me.
Gathering the Memories
Honestly, most of the material i had it with me the whole time, since i tried to show it on some demo CD that i made when looking for work in Italy and abroad after got laid off by my employer in 2003, but so far never received any feedback on it;
At the end the real triggers that pushed me to publish the powder diaries were two: The nonsoloamiga discussion helped me gather in my mind most of the technical data, but the real one is likely more ego-related; having all my tests, work files, animations, unused musics rotting on the floppys in boxes on the basement at home and in some demo CD-ROMs and folders in my laptop here on the states; i treasured this material for years even in cases holding it to show on interviews due to the fact that was a project in progress; then, when the game finally was out, all the material due to technology advancement became outdated, but i always hoped that if i shown all my stuff and attempts probably the consideration of people towards me could have shifted to a different level: at the time, at least until i started to win contests, had the perception that people thought was wasting my time: even a here withheld Five Stars team member thought the same of my animations, then awards proved i was right.
So as this day, i considered Powder history however worthy to be told also as part of my youth dream and work for hopes on a better future, despite its little to no influence in the Amiga market.
At the end, were those diaries just an ego trip? Very likely, but am glad to have done my work on it and don’t regret any minute spent!
Want to get the advantage of the last rows of text to thank all the people I worked with and those who in some ways supported me either logistically or morally or that, with their mere existence, gave me ideas and reasons to go on.
Music – Powder Final Credits (1997) from simone bernacchia on Vimeo.