When Time Commando is mentioned, the PC and PlayStation versions are the first that comes to mind. These two were built internally at Adeline Software and where released around the same time.
But this is not the only version: There is a Saturn version of the game, published by Acclaim for the Japanese market.
2023
2021
ACF and XCF
Tue 5th October 2021
Now that I've given some information about how the way levels were designed and scripted, time to talk about the Xtra 3D Motion!
High Quality Resources
Sun 8th August 2021
Time to get our sleeves up and dig into the nitty gritty dirty details about how all that worked together.
Timeco Trivia Time
Tue 3rd August 2021
Modern games tend to follow a rigorous top-down design approach, where a lead designer comes up with the core elements of the game, and is in charge of validating how these are actually implemented.
At Adeline, the process was a lot more organic, and a lot of things happened just because somebody thought about it, which resulted in games having many easter eggs, weird references, insider jokes, etc...
Level creation workflow
Thu 29th July 2021
When the work started on Time Commando, the most common type of CD-ROM drives were 2x models, barely able to load 300 Kilobytes of data per second.
What that mean is that we better had to be smart if we really wanted to use full motion video!
Adeline's LibMenu
Fri 21st May 2021
At Adeline Software it was easy to jump from one project to another, start helping, or even take over a tool because things were standardized.
Starting at Adeline Software
Fri 14th May 2021
Adeline Software was my first video game employer: I guess I could have started in a much worse place!
Time Commando Marketing
Sat 1st May 2021
Time Commando was released in July 1996, and since my old Time Commando web page only had small resolution pictures, I decided to make some new scans on fan's requests on my Youtube channel, a bit in advanced for the 25 years anniversary of the game release.
2014
Time Commando The Storyboard
Thu 13th March 2014
And without further comments, here is the storyboard for the intro sequence.
My software history (part 2)
Sun 9th March 2014
Welcome to the second part of this series of articles.
The first part was basically about what I did before working in videogames for a living.
This one was supposed to cover my first 10 years working in video games, , but I realized that already covering both Adeline and Héliovision was more than enough for one article.
That's a shame because I love round numbers and symbolic dates!