Yep, precisely. All the music was composed by our talented in-house composer, Mark, who, believe it or not, also played Gaspra in the cut scenes.Duke Serkol wrote: Yeah, loading times were a real pain. I suppose that's the reason the overworld had no music and each dungeon room had its own (often too long for the player to hear before moving on to the next one...).
All of the houses were constructed as scale models by our model-maker, Jason. The same goes for the interior sets in the cut scenes. The interior of Gaspra's observatory was actually about 18 inches across. There were some photoshop enhancements, but the props, characters, models, etc. were definitely "old school" simply because we didn't have time or budget to do it any other way and still get the quality we wanted.Duke Serkol wrote: Speaking of which... do the houses seen in this game exist somewhere? Or were they scale models?
I don't believe that's true. After Viridis, I worked at Philips as a game PM, and I think I would have remembered a sequel, but I could be wrong. Sometimes a developer will pitch a game with some sample code or some video cut scenes, and even though the game proposal may be rejected for a variety of reasons, the myth develops that the game was "in the works," and when it never appears it's because it was "cancelled before completion." Waaaaay before completionDuke Serkol wrote: Anyway, I heard once from somebody running a CD-i site that a sequel of this game was in the works, that footage of it was shown at a convention but that as with Mario's Wacky Worlds, the game had to be cancelled whenthe rights expired.
Is any of that true?

I think there was a bit of borrowing from the other Zelda games.Duke Serkol wrote: Also I realize you were in charge of the graphic, but in case you'd happen to know, I'd like to ask some questions about the story. Like why have Zelda rescue Link again?
(BTW, I was responsible for producing all audio, video, and photography. The graphic artists were responsible for the onscreen graphics.)
ZA was never meant to be a sequel to the other CD-i titles; in fact, what Philips did was farm out the Zelda projects to three different developers and got three different games. We may have seen a little of the other CD-i Zelda games during development, but it didn't influence ZA at all. You have to remember that ZA was released last because the title spent a couple of years in test at Philips! So much so that after we finished production of ZA and turned the first test build into Philips, I went to work on another outside project for a year, then came back to Philips for another year and half, and the damn thing was still in test. It spent something like two years in test, which was longer than the game took to develop.Duke Serkol wrote: Lastly was this game intended as a sequel to some specific previous title? I ask because the other two CD-i Zeldas seemed based off the cartoon, because of their characters (like the king) and therefore the NES games the cartoons were based on (Impa, for one, is not in the SNES Zelda), so I consider them as intended sequels for the NES games.
With Zelda's Adventure however, I was never able to tell if you guys intended it as following the previous two CD-i titles (which would answer the question of what ultimately happens to Ganon after being sealed in the book) or as a sequel to A Link to the Past (since Zelda wears the exact same dress as in that game's artworks, but Ganon was supposed to be dead after ALttP)... or as a standalone game without ties to any other Zelda in particular, which I suppose may be very likely.
There are many reasons for the long test period, some of which are long and boring, but certainly the game didn't need to spend that long in test.
I had my own run-ins with the test department with some of the later projects I managed, so I was not particularly surprised.
No problem! Anytime.Duke Serkol wrote:Sorry if the post got long winded. If it's too bothersome to answer all the questions I'll be happy with just the one about rumors of a sequel. Thanks