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c=64::ci7adel(t1tle_scr33n)++

I  think Citadel's in-game graphics were really nice. Neat metal pipes, varied 3D-like walls, and so on. The title screen, on the other hand, was a great disappointment for me. The Citadel logo was probably drawn (should I say thrown?) in a hurry and I really don't like it. Sorry Martin.

My logo looks like some rusty panel ripped from the wall of a city left by a long gone civilization. At least that's the way I see it. I admit the name "Citadel" is not easy to grasp, but then again we already know what game we are currently playing, don't we?

Notice that the light source is located in the top right corner (instead of the more common top left corner). This is deliberate, because Martin Walker always puts it there (look at the in-game Hunter's Moon screenshots, for instance). Martin believed that this was due to the fact that he was left-handed, as he hypothesized in a developer diary, and thus had to put a light source to his right to avoid his hand casting a shadow on his writing. Interesting.

The idea to use a slightly degraded font was interesting, but in the end it does not look that great. I prefer to rely on the gradient routine to make it more colorful.

Note

My first attempt at redesigning this screenshot didn't quite satisfy me, but you can still download it here.

The Pictures

On the left the original C64 screen, and on the right my own version.

Original screenshot Screenshot++
Click here for color version
Click here for larger version

Technical Bit

To be honest, I'm not sure my version of the Citadel title screen is valid. I am not sure how the original picture works, so I don't know what rules mine must follow.

First things first. I think that big logo uses full multicolor mode. There are several details that don't fit with character mode, like for instance the way light cyan and yellow mix together. My logo validates the multicolor mode rules, but just to be sure, it can also be done using multicolor characters with a few tweaks.

Now lets talk about the text. It's obviously in monochrome character mode. The gradient routine is probably made by quickly altering the color while refreshing display. Martin's routine already used a line per line gradient, so I made full use of that too.

Captain Blood (in-game)++ Back to Commodore 64 Delta (title screen)++