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Life after Codemasters... |
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It was now November 1993. We had to get our name out
to the industry and find new publishers as quickly as possible. CES
a trade show in Las Vegas was to be held in the second week of January
so we decided to design letterheads and business cards and prepare
our first company profile.
We spotted a full page advert in CTW which is the trade publication
of the games industry. It had been placed by Jacqui Lyons of industry
agents Marjacq and was congratulating one of her clients on another
number one bestseller and thanking the publisher and the industry
for their part in helping to distribute the game.
We'd met Jacqui on a number of occasions whilst she'd been selling
the PDS (Programming Development Systems) and so decided to give her
a call to explain the situation we found ourselves in. In December
she visited our office and we went through our company profile, our
recent work, our problems and our potential for the future. Jacqui
was very accommodating, offering to represent us to the industry with
her vast array of contacts and we devised a plan to sell our services
to the industry.
We also contacted Fergus McGovern of Probe Software another developer
but one that had a very close relationship with Acclaim - the leading
publisher of the day.
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| There was a new Sylvester Stallone
movie coming out, and while Probe developed the SNES &
Megadrive versions we developed the 8 bit versions of
Judge Dredd. |
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| MegaDrive/Genesis, Mega CD USA only |
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| The lead programmer of Markos
Magic Football had left Domark and there was no-one to
finish the game so we were given the contents of the hard
drive and asked to finish it. We reconstructed the game,
solved some of the problems that had been experienced
and, as it had gone so well, we went on to write it for
the Mega CD as well. We didn't think that it had ever
been released but we found an American producer who actually
recalls buying it. We don't have a copy of it and as we've
never seen a real box so the picture here shows a mock-up. |
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| Domark soon got the rights
to convert Bullfrog games to the Megadrive & Mega
CD and having just written Marko we were the obvious choice
to convert Theme Park & Syndicate. We'd learnt a lot
about how to get a game from cartridge and loading into
limited memory in lots of small chunks from the vast storage
area the CD offered. |
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We were desperate to get back
into creating original games but the only work we were
being offered was for conversions which paid the wages
but weren't very rewarding to write. We finally got our
big break though with publishers BMG to produce Firo &
Klawd.
It was originally designed as an Isometric game that would
work on Megadrive. The game was based on the classic good
cop, bad cop theory. You chased the crook across
New York playing isometrically-viewed levels which were
full renders streamed off CD with rendered clips between
levels. The game was also released in Japan which was
interesting particularly with all the dialog and voice-overs
in the game.
We were delighted to get this contract. An original game,
and a chance to make our way back to the top.
Firo & Klawd for PlayStation - Unreleased in the US!
Game Footage (Playstation)
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Leading on from this game we won a prestigious contract with MGM to
produce a game of the cult 80s film WarGames which is really where
Interactive Studios (later renamed to Blitz
Games) got back into mainstream games.
After this the teams of artists and programmers that we employed wrote
the games while we managed the business and development side.
Its been a rough, roller-coaster ride to get Blitz Games to
the position its in today but although weve had low points
its still been great fun and were still just as excited
about creating great games as weve ever been. |
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