Graphics by Carlos Abril and «Íñigo» for Dinamic.
Carlos Abril puts us in context, in an interview granted to Adonías for the magazine New Super Juegos:
Carlos Abril
Once Phantis came out in 1987, I bought a Commodore Amiga and started programming sprite and sound routines, program tests… When I went one day to Dinamic Software’s offices in Torre España and showed Victor Ruiz what I had made, he told me that Lorna’s programmer had abandoned, and that he was the second one to leave… for reasons that I ignore. He showed me a wad of files full of Azpiri’s drawings with the character, enemies, plants, structures… I was excited, and decided to say yes to the project.
First I started making the graphics, but a neighbor who made very good graphics in Spectrum… his name was Íñigo, I don’t know his last name and he didn’t do anything else in any other game… he came and when he saw them he asked me if he could do them. I gave him the sheets and he came back with a character which looked much better than mine, so he gave them to me in the Spectrum in monochrome and I colored them in the Amiga.
And in a short time I had a few screens assembled with the stones, and the plants, and the interior area with metal structures and the character moving around the screen jumping, falling, shooting, passing the screen…
About the protagonist’s animations:
Alfonso Azpiri
Recordings were made with a girl; Nacho’s girlfriend, one of the Ruizs. He put on some kind of ‘bodysuit’, moved around, and her movement was recorded, I believe in 8 mm, or Super-8…
Nacho Abril
Yes, one of the most curious and innovative things is that we recorded María on video to get all the animations, motion capture did so much damage afterwards !!! 🙂 🙂 🙂 :). María Fernández worked at Dinamic as secretary / management secretary / receptionist.
Unfortunately I do not have any graphic or video material of Lorna, and it seems huge to me that all this will appear in the write-up about the game… surely some super-unprecedented material.
Carlos Abril
Tacky things of mine. The ‘logos’, including that of the dragon, were things that I did for pure enjoyment.
Carlos Abril
This ‘Lorna’ is what I did, directly in the Amiga, before my neighbor brought me what he did in the Spectrum. His is better.
Carlos Abril
This was ‘Azpiri’s Lorna’, made in Spectrum by my neighbor. The turret I think too, but it still didn’t have a clear role in the game. Keep in mind that at that time we worked with an idea and then started developing it; we didn’t make a design document where we knew all the content and structure of the game.
Carlos Abril
Azpiri drawings made by my neighbor and colored by me. Not the ‘Lorna’, that was some test that I must not have liked.
Carlos Abril
Most of the graphics were made for me by a neighbor in the Spectrum, and then I colored them in the Amiga.
Carlos Abril
The design of the plant was from Azpiri. The ‘multiapiler’ design was mine, of course.
Carlos Abril
I made a falling animation in which Lorna ended up on her knees and then got up, she was pretty cool and they asked me to see it again and again. It impressed Azpiri about the possibilities of the game.
Carlos Abril
These were also Azpiri designs. I don’t think the purple monk was.
Carlos Abril
I’m not sure these were Azpiri’s drawings. They were for the motorcycle level.
Carlos Abril
All the metal structures, some were Azpiri’s drawings, others weren’t.
Carlos Abril
The idea of an entrance for the motorcycle level. The first stage would be by motorcycle with water, cavern and vegetation areas. I didn’t program any of that, there’s only the graphics for those screens.
Carlos Abril
There were some musical notes floating around the screens and which Lorna had to pick up, and an enemy that was jumping on two legs but which did nothing at the moment.
The musical notes that I mentioned, are those bubbles which go like floating with a musical note inside.
Carlos Abril
The thing seems more like my idea rather than something from Azpiri.
Carlos Abril
That I remember; the ones above were drawings by Azpiri, but the gray big thing was my idea.