Hugo (1992) 
| Details (Commodore Amiga) | Supported platforms | Artwork and Media | |
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| Publisher: Genre: Author(s): Minimum Memory Required: Maximum Players: Joysticks: Language: Media Code: Media Type: Country of Release: Comments: | CodeWriter CoprorationArcade Adventure Martin Pedersen 512K Yes Eng 3.5" Floppy disk Worldwide | Commodore Amiga Sony Playstation |
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Codetapper Interview (Unknown) 19th Nov 2011 12:37How did you end up working as part of a team on this game?
Denmark is a small country so the Amiga community in Copenhagen was relatively small. Torben got in contact with these guys so that's how it started.
Can you tell me a little about your involvement in Hugo?
For Hugo there were 4 levels in the initial version. I wrote the one where Hugo is in the forest... the only one that updates each frame I might add ;-)
Who came up with the idea for the game and all the levels and how did you get allocated the forest level?
The basic idea was from the company we worked for. I think they had some initial ideas on the 4 different levels.
How long did it take you to write your part?
It's a bit far back now, but I think it took some months.
I heard somewhere it was used as a telephone game so people could play it online on a kids TV show - is that correct?
Yes, that is true. You would use your touch-phone to control the movement of Hugo... quite fun :-) In some countries they had not switched to touch tone yet (remember this was the early 90s) so we had to make Hugo for "rotary dial" phones as well... there was a huge lag, so we had to reprogram the user interface ;-)
Were there any problems or technical challenges with the game, having to adapt your code to fit whatever the main "shell" of the game used or were they all pretty much standalone levels?
Each of the levels were pretty much standalone, but as I remember it was a bit tricky to make it all fit together... this was fortunately not my job ;-)
Denmark is a small country so the Amiga community in Copenhagen was relatively small. Torben got in contact with these guys so that's how it started.
Can you tell me a little about your involvement in Hugo?
For Hugo there were 4 levels in the initial version. I wrote the one where Hugo is in the forest... the only one that updates each frame I might add ;-)
Who came up with the idea for the game and all the levels and how did you get allocated the forest level?
The basic idea was from the company we worked for. I think they had some initial ideas on the 4 different levels.
How long did it take you to write your part?
It's a bit far back now, but I think it took some months.
I heard somewhere it was used as a telephone game so people could play it online on a kids TV show - is that correct?
Yes, that is true. You would use your touch-phone to control the movement of Hugo... quite fun :-) In some countries they had not switched to touch tone yet (remember this was the early 90s) so we had to make Hugo for "rotary dial" phones as well... there was a huge lag, so we had to reprogram the user interface ;-)
Were there any problems or technical challenges with the game, having to adapt your code to fit whatever the main "shell" of the game used or were they all pretty much standalone levels?
Each of the levels were pretty much standalone, but as I remember it was a bit tricky to make it all fit together... this was fortunately not my job ;-)
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History
This title was first added on 19th December 2005
This title was most recently updated on 19th November 2011





