I've also got to mention the piano-based title music for Agony, which came out the next year. It's got a lot of acoustic samples, and is very mellow. That was a really great affirmation, but it's a shame it never saw the light of day.Īside from that, I've a soft spot for the soundtrack to 1991's Leander. My co-worker, Mike Clarke, had heard me working on its soundtrack, and he could be very critical, but even he said that I'd created something very impressive. I think they got so far behind that Psygnosis pulled the plug on it. Sadly, the company developing it didn't complete the project. I'd reached the pinnacle of my Amiga mod skills by that point, and I poured a lot of hours into creating the music for that game. I'd say the one is probably 1994's Magician's Castle. Never ask a parent to name their favorite child, but of all the Amiga projects you worked on-which covered a range of platform classics like Lemmings, Shadow of the Beast 2 and Bullfrog's Powermonger-which do you consider to be the standout project? Right place, right time, with the right creative material I guess! So that was how I managed to get so many music-based gigs for a raft of Psygnosis Amiga games. Most people thought it was a fun demo, but not full game material-all aside from Psygnosis, who ironically were based in Liverpool, our hometown!Īt the time we got signed up to create the game, the then-director Ian Hetherington took me to one side and said that in addition to the game, he loved my music and would certainly have more work for me going forward. So, armed with the demo, we went to a London computer fair, and made appointments with all the big players at the time. We wanted this demo to act as an incentive for a software house to take it on as a full game project. Together we created a few demos, among which our most well know was Puggs in Space. Tim Wright: I got into the Commodore Amiga demo scene in the late 1980s with a couple of guys who had formed their own demo group, called Dionysus. How did you find yourself stepping through the company's doors and ultimately producing soundtracks for so many Amiga games?
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