Robert Allen gave leads to sound coders and artists, the first being Bruce Hsu who created interface graphics and character faces. Robert Allen had word from Cliff Bleszinski that Tyrian was very similar to Zanac, thinking that it should be followed up. However, after a long wait, Robert Allen – head of Safari Software – considered Tyrian to fit perfectly with their company, which handled smaller scale projects. The two developers thought they would never find a publisher. As such, "neither got overly excited", but both showed interest. However, the game lacked any sound or music, and the graphics were "definitely not professional". Brandon wrote a proposal document and sent it to the two leading shareware game publishers of the time, Epic MegaGames and Apogee. The two continued developing, and eventually decided the work could be shown to a game company. The origins of Tyrian began as an experiment in 1991, with a young Jason Emery showing his friend Alexander Brandon the preliminary workings of a scrolling background. For the aforementioned developers, Tyrian was their first commercial video game. Tyrian was developed by a credited total of 11 people, with "three main drivers" - Alexander Brandon (composer and writer), Jason Emery (programmer and level designer), and Daniel Cook (artist and interface designer). Now on MicroSol's hit list, Trent manages to secure a small, armed spacecraft and set out the free world of Savara. MicroSol has discovered Gravitium (the game's brand of Unobtainium) on Tyrian and seeks to keep it a secret. ![]() Before dying Buce warns Trent that the drone belonged to the militaristic MicroSol megacorporation. While on the planet Tyrian, a hostile drone shoots his best friend, Buce Quesillac. The player takes on the role of Trent Hawkins, a skilled spaceship pilot. (Currently evaluating whether or not this specific section should even include information outside of the separated Strategy pages. For anything particularly deep or highly complex, you can probably leave it in the Strategy page. This section details some particular strategic information about the game and its gameplay, such as hidden 1UPs and some basic scoring tricks. See (Template Page)/Strategy for stage maps, enemy and boss descriptions, walkthroughs, and advanced play strategies. A great example of a scoring section is the DoDonPachi page. Feel free to put the meat and potatoes here. This section should cover a general breakdown of the scoring system of the game. ![]() If a game features a loop system, elaborate on it in detail here. If the game features a relevant rank system, use this section to discuss it in more detail. Include secret items such as extra lives as well. An example being any Power Up items or Medals from Battle Garegga. This section describes any and all collectibles that you acquire in the game. ![]() This can be omitted if not relevant to the game in question. Stuff like standard shots, focus shots, bombs, weapon pickups that differ in functionality, options, etc. This section describes the weapons that you use in the game and elaborates on them further. If there is only one playable character and no elements to augment/customize your ship, this section can be omitted from the page. Ideally, different "styles" (for games that use them, such as DoDonPachi) would also be included here. This section should include the characters or ships, if any, that the player can select in the game. such as the Mahou characters in Battle Garegga or Strong Style in DoDonPachi DaiFukkatsu that are relevant to the basic system of a game, put these codes here. If a game features unlockable modes, extras, secrets character etc. Advanced and strategic ways of manipulating the controls can be included in a following Strategy section, or wherever that information might be the most relevant. Feel free to note the directions that the player can move as well, if you wish or if it's notable (horizontal only, 4 way, 8 way, analog, etc). It's recommended to keep the control layout simple and easy to understand. The gameplay overview section starts out with the controls of the game, including all of the buttons used and what they're used for. A free and open-source port of the game started in April 2007. The game was re-released as freeware in 2004. Tyrian was programmed by Jason Emery, illustrated by Daniel Cook, and its music composed by Alexander Brandon and Andras Molnar. Tyrian is a vertical scrolling shooter computer game developed by Eclipse Software and published in 1995 by Epic MegaGames.
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