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Interphase
OCS
alias Mainframe [Prerelease name]
Interphase - Double Barrel Screenshot
Information 19 reviews 3 manuals Cheatcode 2 weblinks
16 screenshots 6 boxscans 3 diskscans 4 miscshots 3 conversions Gamemap
Information
Year of the first release1989LicenseCommercial
Number of disks (or CD)1PublisherImage Works (Mirrorsoft) - Worldwide
Number max of players1Budget publisherAmiga Format [Future Publishing] - Worldwide
EDOS [Software on Demand] - United Kingdom
Simultaneous max players1DeveloperAssembly Line, The
LanguageEnglish
ArtistsCoder : Adrian Stephens
Graphician : Adrian Stephens
Graphician : Danny Emmett
Graphician : Mark Coleman
Misc : Dean Lester
Misc : Simon Knight
Language in manualEnglish
French
German
Italian
HardwareOCS
Amiga original gameno
Have cheatcodeyes
Have SPS releaseyes
WHD installyesWHD information
AuthorWepl
Updated  1999-11-22 19:18:25
HD installnoHD notes
Genre
CategoryShooter
SubcategoryShooter - First Person Shooter (FPS)
Dimension2D
Dimension3D (Filled)
ThemeFuturistic
ThemeScience Fiction - Cyberpunk
ThemeScience Fiction - Robots / Cyborgs
ViewpointFirst Person
Conversion hardwareAtari ST/E
PC (DOS)
Tandy PC/IBM PCjr
Conversion notes

Based on 1989 The Assembly Line/Image Works Atari ST release.
PC versions: CGA, EGA, MCGA/VGA, Tandy

Classic compilation
Relationship
Page views: 5654 - Last update: 21st April 2023
Rarity: One version is common, at least one other version is rare One version is common, at least one other version is rareOne version is common, at least one other version is rare
Notes:  

[1] Game design & background story by Dean Lester and Simon Knight. Coding & graphics by Adrian Stephens; 3D shapes designed by Danny Emmett; and console graphics by Mark Coleman.

[2] Magazine Publisher: Amiga Format no. 18, Jan 1991 [download HERE] / Amiga Format no. 20, Mar 1991 [download HERE].

[3] Distributed in Germany by Ariolasoft.


TRIVIA: [1] The 3D routines used by main coder Adrian Stephens in INTERPHASE were originally developed on an Amstrad CPC and then converted into 68K code. [Source: Zero preview (Issue 1, Nov 89, pp46-49), courtesy of the Amiga Magazine Rack]

[2] The game name on the titlescreen was designed and ray-traced to give it a solid look on the Acorn Archimedes. [Source: Zero preview (Issue 1, Nov 89, pp46-49), courtesy of the Amiga Magazine Rack]


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