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Mike Nowak

GeeBeeAirRally_Title1

GeeBeeAirRally_Title2

GeeBeeAirRally_Title3
GeeBeeAirRally_Title1
GeeBeeAirRally_Title2
GeeBeeAirRally_Title3

These three images are actually just the same image with different color palettes.

Mike arranged the colors in such a way that he could seamlessly cross fade between all three states.

GeeBeeAirRally

GeeBeeAirRally_var
GeeBeeAirRally
GeeBeeAirRally_var

This image is the last stage of the title sequence. After the titles have finished appearing the grayscale image is replaced with this image, which then fades into the colored version.

GeeBeeAirRally_Crash_Barn

GeeBeeAirRally_Crash_Desert

GeeBeeAirRally_Crash_Haystack

GeeBeeAirRally_Crash_PigPen

GeeBeeAirRally_Crash_Tree

GeeBeeAirRally_Loader

GeeBeeAirRally_Objects_Player

GeeBeeAirRally_Objects_Opponents1

GeeBeeAirRally_Objects_Opponents2

GeeBeeAirRally_Objects_Opponents3

GeeBeeAirRally_Objects_Obstacles
GeeBeeAirRally_Objects_Player
GeeBeeAirRally_Objects_Opponents1
GeeBeeAirRally_Objects_Opponents2
GeeBeeAirRally_Objects_Opponents3
GeeBeeAirRally_Objects_Obstacles

Most objects in the game only use two bit planes (equalling 4 colors) and are then shifted to different parts of the palette to create differently colored opponent planes or obstacles.

The player object is special. It uses the same bit planes that the opponents use, but add an additional bit plane, bumping up the number of bitplanes to three (equalling 8 colors). The benefit of this is that the player's plane looks much better, re-uses the same images that the opponents use, but only requires the additional bit plane for the one size, because the player never moves backwards/forwards in the screen. Really clever.

GeeBeeAirRally_Win1

GeeBeeAirRally_Win2

GeeBeeAirRally_Win3

GeeBeeAirRally_Win4
GeeBeeAirRally_Win1
GeeBeeAirRally_Win2
GeeBeeAirRally_Win3
GeeBeeAirRally_Win4