Interview with

Alexandre was 16 years old. He put an advertisement in a local newspaper proposing to learn assembly language dedicated to the Amiga during a 3 days session. I replied and participated to the last 2 days because I was in holiday in Germany and couldn't participate to the first day :-(

I learnt a lot and I today have a good general view in what assembly language consists... But, to be honest, never took the time to go more in details...

Xavier became a friend a few times after that...

I'm sorry Adrian, no involvement at all :-) Just the pleasure to discover the new game of our local "Bitmap Brothers" guys :-)

... but I was a Krypton Egg addict :-)

What I can say about the development of SSS is I admired Alexandre a lot... He one day took the time to let me see the way he was working: "look Patrick, I placed Vu-meter here and there around the screen: this one is for the sprites, this one for the blobs, this one is the processor time used, here is the copper,... Now, you see this scene (while playing) ? I still got 26 free cycle-machine, I CAN ADD AN EXTRA SPRITE :-)". the word that comes to mind when thinking to Alex: OPTIMIZATION !!!... A word that has now TOTALLY disappeared from the OVERpowered PCs landscape...

I even didn't know the Atari version was... But the reason why the Amiga version never saw the daylight is that in the early 90s (or the late 80s, I can't remember precisely), no editor thought the Amiga market was still reliable... The PC market was growing and the alternative systems like Amiga, Atari,... were slowly disappearing...

I haven't been involved from the beginning. One day, while speaking to Xavier and Alex, we came to the point: "why the hell didn't you go further with the commercialization of SSS ?". One of the problem was the growing Amiga 1200 market ... and SSS was not designed to run on all configurations (screen bugs while running on an A1200)... and Alexandre and Xavier didn't want to dive again in their game to make it compatible with the "new" Amiga generation...

but... the game was running... I then asked them if I was allowed to give it a last chance by contacting the best editor at this time: TEAM 17.

I sent them a fax explaining the situation and provided Team 17 a running demonstration of the game... the answer fell and definitely engraved the game: "whilst it is efficiently programmed, the Amiga market doesn't allow us to go further with editing new video games"...

Amiga was definitely a "has been" machine :-(