Sunday, September 18, 2011

Falcom JDK Band Performs Live at TGS 2011

My brother who lives in Japan attended the 2011 Tokyo Game Show. He was not very impressed with the show overall, but he enjoyed the live Legend of Heroes music performed by Kotera Kanako and the Falcom JDK Band. I'm told Falcom did a live stream of the entire performance, so there might be better recordings floating around out there than these clips recorded on a cell phone, but I don't see any others on Youtube yet and I figured there were enough Legend of Heroes fans here to justify posting them.


"Cry for Me, Cry for You", the theme song from Legend of Heroes Trails in the Sky the 3rd


"Aoi Kiseki", the theme song from Legend of Heroes Ao no Kiseki


"Sora o Miagete," the ending theme from Legend of Heroes Trails in the Sky the 3rd


"Way of Life," the Theme song from Legend of Heroes Zero no Kiseki


"Gin no Ishi Kin no Tsubasa", the theme song from Legend of Heroes Trails in the Sky SC

Snatcher recording session

Jeremy Blaustein recently posted this incredible photo on his Facebook page, from recording Snatcher, which he has given permission to be shared elsewhere online. It's such a great snapshot from an interesting period in history (the change from cartridge to CD-ROM), that I'm reposting it here. Click the photo for a larger image.

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Jeremy Blaustein said:
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The only Snatcher recording session photo. 1993. Historic. Most people agree this is the first video game ever made with good voice acting. — with Lucy Childs, Jim Parks, Jr., Ray Van Steen, Michael Blaustein, Susan Mele and Jeff Lupetin.
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The Facebook page had tags, so I've had to add letters for ease. For a detailed character gallery, check out out THIS PAGE.

A - Lucy Childs (Metal Gear; Female Employee)
B - Jim Parks, Jr. (Random Hajile; Napoleon; Jean Jack Gibson; Ivan Rodorigez)
C - Ray Van Steen (Benson Cunningham; Harry Benson; Elijah Modnar; Chin Shu Oh; Narrator; Ramen Guy)
D - Michael Blaustein
E - Susan Mele (Jamie Seed; Fortune Teller)
F - Jeremy Blaustein
G - Jeff Lupetin (Gillian Seed; Snatcher)


Although their names weren't tagged, I presume the two ladies in the background, next to Susan Mele, are Kimberley Harne (Mika Slayton) and Lynn Foosaner (Katrina Gibson; Lisa; Telephone Operator). Or possibly the other way around.


Photos like this, taken using actual camera film and then later scanned in, are great. The fashions, the lighting, the texture that genuine camera-negatives give a photo, all add to the atmosphere when conveying that moment in time. I often wonder why we don't see more such photos from such events - perhaps no one thought to take them, or perhaps they're sitting in a drawer somewhere? Regardless, it's excellent to see these things resurface years later.

Snatcher was a defining moment in games for me, from when I first saw previews of the original and then later when I saw previews in GameFAN on the PS1 update, to when I was lucky enough to find someone selling their Sega CD games in a local paper, and then playing it and describing it to friends, none of whom had any idea what I was talking about because no one owned a Sega CD and they were all about the PS1. Their loss I say. And as others have said, the acting really was top notch.

Also, is it just me or does Jeremy look a bit like Ryo Hazuki in that leather jacket? It's worth noting HG101 has a lengthy interview with Jeremy, including his work on Shenmue. Check it out HERE if you hadn't before.



Thursday, September 15, 2011

Standout Tracks from VGM Poll Thread - Pt. 1

The video game music poll voting thread has several pages filled with some excellent music. My own list consists largely of 8-bit NES/SMS, JRPGs, assorted mid-90s PC stuff, Castlevania, and some recent indie games. But other votes are widening that range, showing off Euro C64/Amiga tunes, visual novels/eroge, SNK, lots of Shin Megami Tensei, and some more bits of Falcom. I'll be going through and picking out some of my favorites and posting them here for the next two weeks, in hopes to get more people engaged. Remember! If you see your favorite type of music unrepresented and don't vote for it, it's your fault! The rules aren't terribly stringent - you can pick up to 100 songs, but if you can't pick that many, that's fine. You also don't have to pick a top 5 either, though obviously picking those will give it a much, much higher chance of showing up on the final list.

Neotokyo - Tin Soldiers


Someone asked if voting for fanmods was allowed, something which I hadn't anticipated. But I decided to allow it based on the quality of this track, from the Half Life 2 mod Neotkyo, which has already received a number of votes. I don't like the squealing in the beginning of this song, but it gets pretty good around the 2:01 mark, and legitimately amazing around 4:15


Midnight Resistance - Flood of Power


I did an article on these Data East shooters awhile back - how did I not remember how awesome this song was? I'm pretty sure it's done using Hitoshi Sakimoto's Terpsichorean sound driver too, which produced some amazing music on the Genesis.

Umineko no Naku Koro ni - dreamenddischarger



All I know about this series is that they're visual novels done by the same folks as Higurashi no Naku Koro ni. I'm also seeing a whole lot of votes for tracks from here. I haven't even listened too all of them, but this one here is one of the most popular. I love the way this song starts off with a violin and somehow morphes into a full out dance rave somewhere along the line. Not that I'm complaining - it's an excellent song.

Monty on the Run - Main Theme



How did I go 30 years on this planet without becoming acquainted with one of the best songs on the Commodore 64? I'm embarassed for myself.

Steins;Gate - Sky Clad Observer



I saw a lot of ads for this visual novels when I was in Tokyo recently, probably because it was just ported to the Xbox 360, has an anime that began earlier this year, and takes place in Akihabara. I've long outgrown most J-pop anime-style intros - the name Megumi Hayashibara gives me cold shivers nowadays - yet this one is still pretty catchy.

It's also worth checking out the VGM of the Day on Youtube, which, as the name states, posts a new track to listen to. Definitely worth browsing.

Wednesday, September 14, 2011

Update 9/13 - Toejam & Earl, Sol Divide, Flight of the Amazon Queen, Teenagent, The Gene Machine, Lifeline



Toejam and Earl is such a befuddling game. Most mascot-type characters of the era starred in side scrolling platformers, while these two goofy aliens starred in a bizarre pseudo Rogue-like, a term I wasn't familiar with when I first played it at the age of thirteen, but nonetheless came to appreciate. Of course, the sequel went a more typical route (though still quite different from similar titles) and isn't as fondly remembered for it. There was a third game for the Xbox, though no one much cared for it.

Picking up the shooter coverage this week is Sol Divide, the one Psikyo shooter that is entirely unlike all of the other games the company put out, and is generally hated on for it. That doesn't entirely mean it's understood - it's an ugly, strange mess of a game that almost flatly deemphasizes shooting over melee combat, but it is an interesting one, at least, especially with the good-idea-bad-execution RPG-type story mode in its PlayStation and Saturn ports. This one did make it to the US thanks to budget publisher XS Games, although it was a dirty hack job that took out half the dialogue, forgot to translate the rest, and chopped out the ability to save your game, making the RPG mode entirely useless.

I'm also putting up three articles from the adventure game book. One of the reasons I'd started playing practically every adventure game I could find was to hopefully stumble upon something that was as good as the LucasArts classics. Sadly, nothing quite reached the same heights, but that doesn't meant there weren't any decent games. Flight of the Amazon Queen is a goofy Indiana Jones knockoff; Teenagent, despite the goofy game, is an eminently amusing game from Poland; and The Gene Machine, the final game by the developers of last week's kusoge, is the funniest take on Victorian England I've ever seen. The first two are easily accessible nowdays, with Amazon Queen being both freeware on the PC and available on the Apple App Store, and Teenagent available for free from GOG.com. The Gene Machine is lost to time, however, but it's well worth tracking down regardless.

Our kusoge this week is Lifeline, which attempts to represent the future of gaming by making you command the onscreen character with words rather than joystick movements. Despite its forward thinking, it totally fails just because the technology isn't even remotely up to snuff. Too bad.

Friday, September 9, 2011

Videogames Electronic Games Thought (And Hoped) We'd Never See



Originally published from 1981 to 1985 (and resurrected later), Electronic Games was one of the first periodicals devoted entirely to videogames (as they wrote it as one single word). In their March 1982 issue (#3) they had "A Humorous Look at Some Unlikely Future Videogames." I'm sure what they came up with was terribly funny in 1982. Some of it still is. But you know what'd be even more fun? Digging their "ridiculous" ideas up now and see how many of them have since been made into actual video games!

Now their descriptions are sometimes awfully detailed and represent to a degree the technological status of 1982, as well as the general state of the industry, so we'll be counting games that follow the same general concept, or even just include the proposed main elements (after all, games have grown more complex in general, and many of the ideas on their own would nowadays be dismissed as overly simple). Do comment, of course, if you know any more fine examples.


Freeway Menace

While not following the "exact" same story premise and they don't (predominantly) take place on the freeway, the Crazy Taxi games would be an almost perfect fulfillment of the basic idea for the gameplay.

The screenshot that I think was supposed to go with it (although it gives the game a different title) on the other hand looks much closer to Carmageddon, while it also resembles the top-down view GTA games in their habit to distribute points for killing pedestrians.



Alien Invaders

Holy crap, that's a risque concept! I still don't think we'll ever see that one in a commercial game, unless you count X-Com.



Nuclear Wargames

I vaguely remember nuclear weapon technology being somewhat of a big deal in Civilization as an optional research, then later the nuclear strike in Command & Conquer as a straight wargame? Nowadays nuclear war in video games sounds almost trivial, doesn't it?



Prom Night Massacre

This is kinda a cool concept, like a slasher movie with one player being the mysterious killer and the other one of the potential victims. Could somehow work as an online game where the two (or more) players genuinely have know means of knowing who's the killer, and that card is dished out randomly at the beginning of each round. I'm sure there must be something like that at least as an optional mode in any game, even if lacking the prom night scenario?


Gang Wars

They really could have foreseen this, couldn't they? Double Dragon, River City Ransom, GTA, Mafia, The Warriors, whatever. Next!



Medflies / Deluxe Medflies

Maybe for Harvest Moon 25: Industrial Edition?



Roman Circus

Gladiator games are legion, too. This started very early on with games like the 1986 arcade 1-on-1 fighter Gladiator, more recently we'd gotten Gladiator: Sword of Vengeance and Colosseum: Road to Freedom, some of the Asterix games, too. Shadow of Rome even tied the fights into a huge epic narrative, sporting the complete package of wild animal fights, gladiator rumbles and chariot races. The latter have been explored quite frequently as well (Computer Circus Maximus, Coliseum, Ben Hur 2000, Circus Maximus: Chariot Wars).

I think putting players in control of the wild animals would be new, though (or maybe there's an unlockable in one of the aforementioned games that I don't know about). The whole Christian convert angle promises hilarity, too.



PADI Scuba Scare

Why hasn't this concept been exploited more often, actually? There are a couple of diving-themed games for 8-bit systems, but most are rather simple shmups. The only true simulation is Sea Rogue, released in 1992, where the actual diving is just one part of the whole expedition you have to plan from the ground-up, including hiring divers, scientists and engineers. The rival here is always CPU-controlled, though.

Afterwards many games have dabbled with stages where you're diving for treasure, from Super Mario 64 to Ninja Gaiden (Xbox), but a modern, competetive diving action/simulation? Hell, yeah!



Teacher Terror

This has been done so many times in homebrew games, only from the opposite angle. The commercial consequence would be Bully / Canis Canem Edit. The teacher perspective, however, would be... quite boring, I think. (Though I'm sure there are enough Japanese teacher-student porn games to make up for it.)


Lynch Mob

This is also kinda contained in GTA (although you're hunted by the feds there, they're just as bloodthirsty as soon as you hit a 2-star wanted level).


Brain Transplant

Done in Life and Death (the sequel carries the even more fitting subtitle The Brain), in an even more macabre manner than it is described here. Take Trauma Center for the less tongue-in-cheek approach.



Porkbarrel

Political simulations with a focus on corrupt activities are typically set not as close to home, favourably in fictional third-world or communist countries (Tropico series), or in historical settings (Merchant Prince).


The article also has a list of "coming-soons":
Video Horseshoes (almost certainly done as a mini-game somewhere)
JAA Championship Jacks (ehrm... no.)
Potato Yields in Brecklovik, Russia (most definitely not)
Video Coin Toss (mini game in many Soccer simulations. And in Shenmue II, but there you always lose)
Natural Disasters (Disaster Report says hello)
Video Iconoclasm (WTF? There's an indie metroidvania whith the title Iconoclasts!)


Actual game screenshots borrowed from Abandonia (Life & Death 2), Strategy Informer (Shadow of Rome, The Warriors), Mobygames (Sea Rogue) and Game Breakers (Carmageddon).

Wednesday, September 7, 2011

GameFAN issue #06

It’s taken a while – in fact page 66 even jokes that it took 6 months to arrive – but GameFAN issue 6 is finally with us. That’s a lot of sixes, isn’t it readers? Clearly the BEAST has willed it to be.

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The first thing that strikes you is the stunning, hand-drawn cover art, which is rarity these days. I collect games mags as much if not more than I collect games these days, and very few magazines do anything other than recycle CG assets handed out by PR people. Very few actually commission artists to create the covers. EDGE almost never does it. GamesTM hasn’t done so for... I can’t even recall when last. EGM when I subscribed didn’t even bother with decent CG (their Halo cover looked like an exploded Ribena box). Leaving only France’s IG, Retro Gamer and GameFAN doing anything of merit. And to be fair, most of the time Retro Gamer’s content is so old that they’re forced to produce their own content for covers.

The man behind GameFAN’s artwork (and a lot of imagery at its predecessor Play) is Rob Duenas. He also does the majority of page layouts, and I think it’s fair to say that his work is the aesthetic soul of the magazine. Having spoken with Rob via email on occasion he proclaims his goals: “The biggest treat for me has been growing the retro coverage and drawing the covers. It’s hard work but worth it to bring back original drawn covers to magazines... Lord knows it’s a rarity, most art is just concept stuff from companies or box art.”

A commendable attitude, I’m sure everyone will agree. In fact this issue he takes us through the creation process for the cover, in connection with his regular podcast Sketchcraft, which details all manner of artistry. As he explained: “The Sketchcraft spread I put together on how I made the covers is also a free podcast I make complete with follow along PDF showing 50+ more of my steps. The cast is like audio commentary, just another GF special. Recording Bloodrayne cast this weekend, but the 3DS is up now.”

If you have any interest in GameFAN, magazine design, comics, or creative art in general, it’s well worth checking out the podcasts and associated files. There are two sites:
sketchcraft.com
http://sketchrob.podomatic.com/


Also, I should add I’m not affiliated with the website despite my internet name. My using of Sketcz is 70% the nickname Tim Rogers gave me on InsertCredit, 20% East European spelling convention, and 10% Sega’s phenomenal Mega Drive game Comix Zone.


Highlights this issue include a 3 page interview with NG:DEV.TEAM, creators of Last Hope and the to-be-released GunLord, which is coming out on NeoGeo MVS and Sega’s Dreamcast. Gotta love these teams who keep rockin’ it on old hardware. The group says GunLord will be comparable to Turrican, and as a European and Trenz fan to this I’m going to say: hells yeah!

There’s also a ton of 3DS coverage, though being happy with my current handhelds I only skimmed this.

There’s also three pages on Dragon’s Crown, which is excellent. The in-game screens are so exquisite it’s difficult to image them as actual games, as opposed to only static artwork. But that’s Vanillaware for you – taking 2D to new levels. The write up itself is also good, done by new man and Managing Editor James Bacon. It starts with a rundown of Vanillaware history, which is essential for newcomers, and reminds me of the fact that Play before it always used to give the developer the time they deserved in the spotlight, granting front covers to not only Odin Sphere but also Muramasa. Outside of Japan I don’t think any other magazine even entertained such an idea. Those were good times.

Lengthy five page review of the new 2D Bloodrayne by developers WayForward, who are making a name for themselves as one of the few (the only?) Western developer still capable of doing 2D. In fact they’re kinda like a Western version of Vanillaware. And all I can say is thank your deity of choice both companies exist, because gaming would be a lot less interesting without their two-dimensional output.

Three page review of El Shaddai. Well timed too despite the time it took to produce this issue, since the same morning I got my copy of GameFAN I got my copy of GamesTM, and both featured El Shaddai. Both magazines praise it, in fact everyone online also seems to, but I’m still slightly nervous after playing that demo...


Interesting approach to the Journey review – very arty.

Having read the reviews, I want to address an issue I noticed on a forum, regarding a lot of the positive coverage the mag gives. Although the lowest review score this issue was 6.5, and it mostly has high scores for its games, the impression I get is that they’re covering the games they like, as opposed to everything possible. A snapshot of staff favourites almost. Which makes sense considering they run less pages, plus I have to be very interested in a game before I read through a review in another mag giving it a low score (like DS shovelware you’ll see being reviewed – I just skip those).

The challenge for GameFAN seems to be growing its audience and recognition, since what I gather from people I know in the US, it’s not always easy to find stores stocking it. Did you know this was out?


Moving on from modern coverage, this issue also marks the creation of a dedicated retro section, 16 pages long. I haven’t read everything but it’s looking good (I’d also not come across the Macross game before, so reckon I might have to give it a try now). The two-page spread listing top Capcom and Saturn games apparently was going to be some kind of special comic, but it didn’t make it in time. A nice trip down memory lane nonetheless. The Saturn coverage is especially poignant for me because it was a great system, with a selection of truly astounding hardcore titles, and yet it never won the console war. I actually received Keio Flying Squadron 2 in the post recently, and must get around to playing it. Yes, I think if I fell through time I’d like to relive the Saturn era, and use my foreknowledge to guarantee its success.

Tuesday, September 6, 2011

Update 9/6 - Nin2-Jump, Emerald City Confidential, Beyond Oasis, Wai Wai World, The Orion Conspiracy, Shenmue redux



Outside of the call for voting for your favorite VGM tracks (see here, I'm headlining this particular update with Nin2-Jump, an XBLA platformer released by Cave earlier this year. Back when it came out, I tried the demo and wasn't too impressed; the general reaction from both the press and on game forums was that I wasn't missing much. Still, I've been playing a bit of Akai Katana lately, which has a fantastic soundtrack by the (sadly departed) Ryu Umemoto. He also did the music for Nin2-Jump, which is a similar style, so I decided to just put down the $5 and give it another chance.

I'm really glad I did, because the game is really fantastic. I'm looking at the Gamerankings average, which puts it at 70% or so, which is not terrible, but not indicative at how great this game is. Most of the reviews spend their time talking about the Adventure Mode, which consists of 50 fairly short platforming challenges. The meat of the game is the Score Attack, which, if even referenced in the text, is usually just in passing. To be fair to the reviewers, this is not really their fault. Cave's consistent problem is that they do a terrible job of communicating the proper way to play their games, leaving players to figure it out themselves. (If the goal is to 1 CC something then why do they give unlimited continues?; if the goal is to play for score when why are the mechanics so poorly explained in-game?; and so forth.) In this particular case, they hid the Score Attack beind the menu of the "main" game and only gave it a single, easy to obtain achievement, leading numerous people to 200/200 it in 90 minutes and then claim they were done with it. There's less than a 1000 people on the leaderboards for most of the Score Attack levels! At any rate, it's definitely worth picking it, and you can read the write-up to find out why.

I'm also reaching into the archives of the adventure game book to post up Emerald City Confidential, which re-images the world of Frank L. Baum and his Oz books as a detective noir story. The review is on the harsh side, largely because it's written for the readers of this site, the kind that get irritated at constant tutorials and hand-holding, which is basically the entirety of this game. The reason I'm posting it now is that the designer, Dave Gilbert of Wadjet Eye Games, is posting a Let's Play of his own game, acting as sort of a director's commentary like on some of his company's other games, like The Shivah and Gemini Rue. Emerald City Confidential was published by a casual games portal, and thus had a whole bunch of playtesting done to make it suitable for the average stereotypical soccer mom or whatever. It's almost absurd to listen to some of things that had be done in order so regular people could enjoy it. Still, the concept and writing is generally excellent, making it well worth the $10 or so it costs on Steam.

On to more legitimately retro topics, as opposed to retro-styled, is a look at both Wai Wai World games, two Famicom titles that serve as crossovers for a large number of Konami titles. And a look at Beyond Oasis and its sequel, Legend of Oasis, also known as The Story of Thor in Europe and Japan, two Middle-Eastern themed action-RPGs with an interesting beat-em-up-style action system. Our spotlight article is a revamped look at Shenmue, which, as the screenshots illustrate, still manage to look fantastic ten years after its release, even though the actual game might seem a tad quaint. And Your Weekly Kusoge is The Orion Conspiracy, a point-and-click that so desperately wants to be mature, but fumbles it so, so badly.

Exploring Chinese Gameboy Games


A few months ago I bought Megaman II at a local store. It sports the serial DMG-203CHN and apparently is a legitimate copy for the asian markets, namely the People's Republic of China and Hong Kong (which of course wasn't part of the mainland back then).

Friday, September 2, 2011

Vote for the Best VGM Tracks!

Awhile back, I posted about 2ch's massive poll to vote on the best video game music of all time . I've always wanted to try something like this here, so here we go! The goal is to pick specific tracks from specific games, rather than games themselves. Then we tally them all up. There are thousands upon thousands of tracks of fantastic music so who knows how this will all work out, but it's worth a shot.

I'm not sure how many songs total to include in the list, but the goal is to have as many as possible. The overall idea, despite what the title says, is not to determine the "best" video game tracks, but rather, give a wide range of tracks so people with interest in VGM will find something new and cool to listen to, as voted on by people who are willing to take the time to think about these sort of things.

Here is how the tallying works. You can pick up to 100 songs. You can pick less (just one, even), but no more. You must separate your Top 5 from the rest of the list. Tracks in the Top 5 will get 3 points. The rest will get 1 point each. I had originally deliminated them further, but upon trying to assign a value to the tracks I picked, I realized that was too overcomplicated.

The answers will need be posted in the HG101 forums, in this thread. This poll will be live until Friday, September 30th, 11:59 PM EST. You can edit your post as many as times as you want if you change your mind, but once it hits midnight, those will be your final choices. You do need to register to vote, but if you're not a regular, please don't feel obligated to hang around or anything. The more people, the better!

The Making of The Lost Vikings


Before Blizzard became Blizzard and made Warcraft games, they were known as Silicon & Synapse, and one of their games was Lost Vikings.

I had been planning an article on The Making of Lost Vikings for Retro Gamer magazine, to coincide with Blizzard’s big anniversary. Unfortunately despite many attempts at faking email addresses in order to get in contact with Michael Morhaime, Allen Adham and Frank Pearce directly, none worked.

Eventually I resorted to their PR department, who passed me along several times before settling on one contact, who said he’d try to arrange it. In the end they said everyone was too busy and they wouldn’t be able to do it.

So the article is a non-starter. In my research though I discovered that Blizzard’s Insider newsletter did an interview with Mike Morhaime for the 10th anniversary of the game. Which I’m reposting below. Why am I reposting content from another website? Because Blizzard deleted it from their archives, thereby forcing me to rely on the Wayback Machine. Which is shaky at best.

So this post serves two purposes:
1) I am re-archiving historical content which has been deleted (why Blizzard did this, I can only guess).

2) If you know Michael Morhaime, Allen Adham or Frank Pearce personally, and think they’d like to be interviewed, head to Hardcore Gaming 101’s front page and get in touch with us. From what I can tell only Michael is still full-time at Blizzard, so maybe the other gentlemen will be more willing to talk.


Enjoy the interview. All the images were stolen from various other websites, like Mobygames and Wikipedia.


Interview with Mike Morhaime
To celebrate the 10th anniversary of The Lost Vikings, Blizzard recently announced plans to bring the title to the Game Boy Advance this spring. The Insider spent a few minutes with Mike Morhaime, president of Blizzard, to talk with him about the game's creation and what it was like to work at Blizzard back in the Viking days.

BI: Can you tell us how the idea for The Lost Vikings evolved?

MM: Everyone in the office was playing Lemmings at the time, and loving it. We especially liked the way they had characters with unique abilities working together to solve interesting puzzles. With that style of gameplay in mind, Vikings started out as a puzzle game that involved a lot of Viking characters onscreen simultaneously. As we got further along in development, we learned that it just wasn't possible to create that many characters with sprites on the Super Nintendo, so we decided to cut the number of Vikings down to five - each with their own unique abilities. We really liked the arcade action feel that directly controlling fewer Vikings gave us; however, we found that five was still too many to achieve exciting gameplay. After a bit more design work, we paired it down to the three Vikings that we have since come to know and love - Erik, Baelog, and Olaf.

BI: How many guys worked on the game? How long did it take to develop?

MM: I believe we created the game with only about twelve people on the team. Development on the project began late in 1991 and we finished the game in about a year. It was a really exciting time for Blizzard, because this was the first game that we developed from the ground up as a company.

BI: What do you remember about that time at Blizzard?

MM: Back then, we were much smaller, so it was easy to have frequent all-company events. A couple cars could take the whole company out for drinks after work. Our projects were a lot smaller back then too, and (believe it or not) we had a reputation for consistently finishing games on time. No one knew who we were or had any idea of what we were working on back then, but we always felt like we were on the verge of something big. When the magazine reviews started appearing for The Lost Vikings, it was a great thrill for all of us!

BI: The original Lost Vikings featured both the Blizzard and Interplay logos. What was the relationship with Interplay?

MM: Several of our earlier games were published by Interplay, including The Lost Vikings. Interplay provided funding for the project, handled sales, marketing, manufacturing, and distribution. They also provided assistance to our development staff in areas where we didn't have sufficient resources at the time. They contributed audio, quality assurance, and they even provided some character animations for us to use as well. They had great comments and suggestions during development, and we learned a ton by working with them. As is normal for a development relationship like this, Interplay retained all the rights to the intellectual property for the game.

When the GBA came out, we felt that it would be the perfect platform for The Lost Vikings, Rock 'n Roll Racing, and Blackthorne. It's always been kind of a dream of ours to eventually get the rights back to our earlier games. We checked with Interplay, and sure enough, they were willing to sell us back the rights. For me, that's a perfect ending to the story, and coincidentally just in time for the The Lost Vikings' 10-year anniversary!

BI: Is there anything you learned in developing The Lost Vikings that has found its way into Blizzard games ever since?

MM: I think we learned some important design lessons that have become sort of part of the Blizzard culture now. Everyone at the company played The Lost Vikings over and over to help test and polish it. We saw what a huge impact that such attention to detail had on the game. We also learned that the people who program and design a game aren't the best judges of how difficult it is to play; they know the game too well. We had to constantly bring new people in and watch them play, especially with the early levels, to make sure they weren't too hard. Working on Vikings helped us remember the big picture: that a game, first and foremost, should be fun to play…that it should feel good and look good. The Lost Vikings was also our first attempt at adding a bit of humor to a game. We wanted each Viking to have some charm, so we came up with funny animations and interesting dialogue to give each character his own unique personality. By the time Warcraft II came along, we had refined the concept a little more, but Blizzard's first attempts at humor began with The Lost Vikings.