TrekCore: What was your role at Galoob, and how did you get involved with the Next Generation line of toys? We must also credit Paul Combs of and Enrico from, both of whom provided several vital images for use in this project. The majority of images included in this multi-part series were provided by Jim and Bob, who both have many fascinating photos and documents in their archives. Helping us in this task are two former Galoob employees: illustrator Jim Fong, and modelmaker Bob DiGiacomo (occasionally seen online as “TOYSTUF”), both of which played instrumental roles in getting the Galoob Next Generation line to store shelves. This series has been in the works for the past four months, and has consisted of dozens of emails, photographs, message board postings, and phone calls to bring a full and accurate account of Galoob’s products to Trek fans, just in time for the twenty-fifth anniversary of its release. Our initial research online led to several partial accounts of these toys, most of which have conflicting (or flat-out speculative) information included in the reports, but we wanted the real story behind the Galoob line: to learn about how each item was decided upon, and the truth behind all the cancelled products which to this day have only appeared in grainy photographs or low-resolution images on the Internet… and some of which have never appeared online at all, even in a passing mention. Though the Galoob line was unfortunately a commercial failure, cut down after the first year of production – only fourteen of the nearly thirty planned products ever made it to store shelves. A co-op mode will also be available, where players can together cover with graffiti some specific spots," – said Michał Szmygin, creator and head of Shining Games.As Star Trek: The Next Generation was ramping up production, San Francisco-based Lewis Galoob Toys, Inc., was awarded the merchandising license for the revived series, which allowed Galoob to become the sole source of TNG-based action figure and accessory toys at the start of the series. Graphics will decorate our city, but we will also be able to, as it were, visit other players' cities and paint over their graffiti in the heat of the rivalry to become a street art legend. The players will receive an extensive editor, where the only barrier will virtually be their imagination. "The gameplay and painting mechanics, offering a lot of satisfaction, even when for those who in real life have nothing to do with making graffiti, is extremely important to us. ![]() To remain elusive, it may sometimes be necessary to hack the city's infrastructure, or simply run away, where parkour skills will prove helpful, or even get into a fight, as a last resort," said Tomasz Supeł, CEO of Games Box S.A. Players will find a pretty large city with different districts and a whole bunch of unique spots, which of course can be accessed, although not always in an easy or convenient way. The distinguishing feature of Street Artist Simulator will be a combination of creativity and fast and dynamic action. "Above all this game is about giving a lot of freedom and opportunities to show creativity. The game doesn't have a release date, but we have a couple quotes from the team below along with the weird trailer for it. ![]() You'll have food, drink, and certain tools to help you out as you acquire funds in the process of trying to achieve jobs. From there, it becomes a cat and mouse game of you eluding capture while still tagging the city. Where this takes a turn is that things get obnoxiously violent as the game sends SWAT teams after you as you choose violence against the cops who almost nab you. The goal of the game is to go around the city creating designs to put up in certain spots, while also trying not to get caught by the cops. Games Box, along with developer Shining Games, revealed their latest game in the works with the super odd Street Artist Simulator.
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