Introduction by Joe Pranevich
This week, we have a special treat: not one, but
two interviews with artist Teoman Irmak. I first stumbled onto Teoman’s work while reviewing the
Questprobe games. You may recall that I didn’t quite understand why some systems had different graphics than others and I interpreted this to being due to Adventure International optimizing the art for each platform. Not so! As I learned later, the different art was because the two “Adventure Internationals”, the US and UK ones, were targeting different platforms (the common ones for their regions) and employed separate groups of artists to do so.
Teoman’s work is likely to be more familiar to European adventure game fans, but we’ve seen his art in the original
Elvira game and
Robin of Sherwood, as well as the UK editions of the
Questprobe games. He also worked on many more including
Sorcerer of Claymorgue Castle,
He-Man,
Gremlins,
Personal Nightmare, and others that I hope we will eventually cover as part of our Missed Classic series.
So why do we have two interviews? Teoman has been kind enough not only to answer a few questions for me, but also to provide us an unabridged interview that he did last year for Sam Dyer’s book,
ZX Spectrum: A Visual Compendium. There’s a bit of overlap between the two interviews, but together they provide a fantastic glimpse at some of the processes that underscored early adventure gaming.