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Pangea's Greenstone Talks Billy Frontier
February 21, 2003 | IMG Staff
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Brian Greenstone is at it again. The man who brought us memorable hit titles such as Nanosaur, Bugdom, and Otto Matic is working on two new games for release in 2003. One of them, Billy Frontier, was announced today. We chatted with Brian about Billy Frontier, his previous creations, and more.


IMG: So tell us a bit more about Billy Frontier. How'd you come up with the idea? What kind of game are you shooting for?

Greenstone: Actually, the initial idea was Scott Harper's. He had a game design and lost of art done when the project started. We took what he had and simplified it so that we could get it done in a short amount of time. The goal with this game was to make an arcade style shooting game that had the look and feel of an action-adventure game. There's no walking around and exploring in Billy Frontier, it's comprised of a bunch of small games that involve western themes: shooting, stampedes, etc.


IMG: Your press release mentions that you're going to be producing several arcade-style games. Why the change?

Greenstone I was getting bored doing action-adventure games and I needed a change. Also, I think the games market was lacking in puzzle and shooter type games (when was the last time something like Tetris came out?).


IMG Billy Frontier is going to be released as shareware for $15. Are you through with trying to produce commercial games?

Greenstone: No, not at all. The other game which we are working on right now (which hasn't been announced yet), might be on CD but we haven't decided. I'd prefer all of our games to be commercial, but sometimes it doesn't make sense to do that for one reason or another.


IMG: We noticed Billy Frontier will still work on Mac OS 9. Will you continue to develop games for OS 9? If so, why?

Greenstone: Yes, I will continue to support OS 9 for as long as I can. 30% of our customers are still on OS 9, so shutting them out would be corporate suicide. Besides, supporting OS 9 isn't a big deal at all. There are so few differences between 9 and X when you're programming in Carbon.


IMG: Late last year you released Bugdom 2. How has that title done for you and how has it been received?

Greenstone: Bugdom 2 has done very, very well, and it continues to do very very well. The feedback has been excellent, and we're very proud of how it came out.



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