Showing posts with label Ocean Software. Show all posts
Showing posts with label Ocean Software. Show all posts

Tuesday, 16 November 2021

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Ocean Software's child abuse escape simulator for the Super Nintendo

Ocean Software's child abuse escape simulator for the Super Nintendo

If you'd prefer to watch the video version instead, ta da!

Radio Flyer, the 1992 movie, not the kid's little red pull-along wagon that's apparently iconic in America and can neither fly nor broadcast radio waves, revolves around the harrowing plight of two young brothers' naive attempts to escape an abusive homestead reigned over by a domineering stepfather. Pompously self-proclaimed, The King, Adam Baldwin portrays the alcoholic bully otherwise more mundanely known as Jack Marshall. By virtue of stylistic cinematography choices rather than shoddy camera work, we rarely get to see the face of this suburban devil directly. Obscured by crepuscular illumination and irregular filming angles, he's further demonised as the nemesis of children's worst nightmares, much like the overbearing housekeeper from classic Tom and Jerry cartoons.

Bobby, the younger, eight-year-old sibling played by Joseph Mazello aka Tim from Jurassic Park, is implausibly singled out as the exclusive human target of the drunken tyrant's vitriol and brutal assaults. Were it not for the intervention and ingenuity of his far wiser, more mature ten-year-old brother, Mike, played by future Hobbit, Elijah Wood, we're led to believe Bobby would be a sitting duck with a limited shelf-life. That Mike is left alone unmolested - supposedly owing to being more capable of defending himself - should offer an early clue all is not as it seems.

His inverted comma-ed 'Big Plan' is to convert Bobby's Radio Flyer birthday present into an ultralight aeroplane to be launched from their secret cliff-top 'wishing spot' piloted by the tortured tyke and animal entourage. Fuelled by daydreams and, well, actual petrol, he's envisioned to soar away into a utopian sanctuary nourished by eternal sunsets, liberated from terror.

So Tom Hanks informs us anyway. In a mostly unseen narration role, he plays an adult Mike, relaying the defining events of his troubled childhood to his own enthralled offspring. Twist-tastically, as alluded to by this self-professed prevaricator, all this is potentially pure fantasy concocted by Mike as a self-defence mechanism to protect him from the horrific, not-so-Hollywood truth; that Bobby's maiden voyage was an inevitable suicide mission exit strategy.

Running with Hank's admonition that history is arbitrated by the tale's teller, reality could alternatively equate to a case of imaginary brother displacement syndrome. Perhaps Mike was the one really being abused and Bobby merely a figment of Mike's overactive imagination. By shifting the focus of his suffering to a third party, then extinguishing him, Mike might have been able to dissociate himself from his unfathomable situation, shielding his fragile psyche as only a child knows how.

If there's anything more unpalatable than child abuse in Hollywoodland, it's violence against our canine best friends. Guess what? The King also turns on the kids' German Shepherd, Shane, beating him within an inch of his adorably loyal life. In the aftermath, Shane lies motionlessly for what seems like an eternity, the director callously deceiving his audience into assuming he's dead! Just before our erratically pulsating hearts fracture jaggedly down the centre, Shane revives and we can breathe once again. Not exactly the soppy, heartwarming movie of the century, despite taking many of its Spielbergian cues from ET.

A strange choice then to base a licensed gaming adaptation upon you might imagine, yet it almost happened courtesy of prolific pop-culture IP hunters, Ocean Software. Snarky hindsight gloaters would no doubt sneer at the apparent logic bypass inherent in the decision-making process. Amongst them some members of Ocean's own staff.

In the 'Developer Lookback' article featured in Retro Gamer issue 23, Ocean artist, Brian Flanagan, expressed his doubts concerning the gaming potential of its irksome inspiration.

"We went after some crazy stuff, like Michael Jackson's Thriller for the NES and there was mention of a U2 bid - neither came to fruition. There was also Radio Flyer, a licence apparently based around a popular American child's 'pull kart' thing. After reading the script, it turned out the film was about child abuse! Great gaming material there."

Then again, Dennis was a slapstick celebration of child on adult abuse. No-one deemed that inappropriate when Ocean immortalised the precocious brat's bullying antics in a cute, cartoony platform game a year later.

Veteran pixel artist, Simon Butler, wasn't entirely convinced Radio Flyer made sense as a playable form of light entertainment either.

"A perfect example of just buying any bloody license and trying to make a game out of it. It was perfectly obvious that no-one had a clue what the film was about... but it had Tom Hanks in it... a voice-over part that he isn't even credited for as he asked for his name to be removed.

Directed by Richard Donner, the man behind The Goonies and Superman 1 and 2, so it had to be good... bound to be a game in there somewhere, eh?

Oh yeah right... if you fancy playing a game based on a film about two small boys terrorised and subsequently molested by their evil stepfather. Wonderful."

Former software development director, Gary Bracey, who was normally responsible for securing such licensing deals was quick to distance himself from the ill-fated project. However, was met with tough opposition from a certain anonymous colleague who shall remain nameless.

"Unfortunately, I can't take the credit for Radio Flyer - R.M. qualifies for that particular one. Believe me, it was the cause of many heated arguments between us as - from my perspective:

1) The script was no good (licenses were acquired on the strength of the scripts, as that was pretty much all we had to go by).

2) The story was about child abuse. A 'challenging' subject for a videogame, second only to 'Rainman' for innovative game design material.

Interesting that the pitch from Universal was that it's about a boy who goes on wonderful adventures via his flying cart! Thinking back, I must have been the only person to actually have read the script.

So, no, I'm afraid I can't take the credit for that. You'll have to find something else to have a go at me about (red rag).

As an aside, was the game ever actually developed? I genuinely don't remember..."

Radio Flyer was always going to be a movie plagued by its controversial, fundamental nucleus. Nevertheless, how the children affected dealt with their circumstances would be the key factor in determining how bleakly pessimistic it transpired to be. Drastic script revisions implemented before Radio Flyer's final cut landed in a cinema near you, soon, resulted in a radical shift in tone and appropriateness towards its target audience.

David Mickey Evans who wrote the first draft screenplay, selling it to Columbia Pictures for a record-breaking $1.25m, was also initially hired to direct the movie adaptation. A dream job that rapidly turned sour upon being axed by producer Michael Douglas owing to his perceived poor performance and inexperience. He was just 27 years old at the time and had never taken the lead on a film before. Radio Flyer's original cast subsequently followed him to the job seeker's queue, the assumption being that salvation could only be accomplished via a clean slate.

Veteran director, Richard Donner, was instead drafted in to extricate the calamitous project, almost doubling its budget to $35m in the process. His reinterpretation of Evan's earnest coming-of-age fable led to its imagination-conquering-adversity thesis metamorphosing into a metaphor for flight-of-fancy, intangible wish fulfilment with no basis in reality. Not even the rendition of it fabricated by the Wright brothers, nurtured by a steady diet of comic books and superhero cartoons. That's their genuine surname by the way, Wright. Subtle, eh.

Most critically, the finale was transformed into a Rorschach test for the audience who were left to ponder the intended significance, their own psychological predilections steering supposition.

For better or worse, published in 2014, Evans finally lifted the lid on his seminal, literally uplifting narrative via a novelisation known as 'The King of Pacoima'. Even the retrograde title is more grounded, notwithstanding mythical elements playing a more substantial role, and the Radio Flyer wagon remaining a prominent fixture on the book's cover.

'Robert Radio Flyer, The King of Pacoima' actually began life as a novella, written in the summer of '89 (hmm, sounds like a follow-up Bryan Adams song). When 26 publishers ignored the bait, a friend of Evans suggested adapting it for the silver screen. So the novel of the movie technically isn't a reverse-engineered, fleshed-out affair as is typically the case whenever the movie emerges first. Rather a tweaked revision of its manuscript foundations.

Judging by preview screenshots sampled from video game magazines, Ocean's cancelled title would entirely have revolved around flight mechanics, despite this aspect of the movie only occurring as a late resolution to the brothers' dilemma. Their officially licensed Super Nintendo tie-in was to be an overhead perspective, makeshift plane-navigating gambit, loosely comparable to certain aspects of Pilotwings.

Unveiled in the developer's 'Ride the Ocean Wave' upcoming lineup brochure, accompanied by multiple screenshots and captions, and further showcased at the Winter 1992 CES event, Radio Flyer must have reached a fairly advanced stage in its production cycle. A consideration clearly not carrying sufficient sway to grant pardon from beta oblivion. Radio Flyer was unceremoniously quashed long before its emotionally scarring potential could be wreaked upon any vulnerable minors falling prey to the same unfortunate predicament as the movie's protagonists. Would it really have been prudent to reinforce the misguided belief that children can evade an abusive home life by embracing fairytale pipedreams?

Evan's alternative vision was hardly any more judicious with regards to advising afflicted scapegoats. It makes one wonder how many distraught, impressionable victims considered emulating Bobby's solution. Meant literally or metaphorically, young children would likely take the conclusion at face value, catalysing a barrage of inadvisable exodus scenarios.

A more socially responsible script might have made provision for Bobby and Mike to confide in town Sheriff, John Heard, aka Kevin McCalister's dad from Home Alone. He did offer to help, after all, suspecting that something untoward was afoot. Then again, taking the sensible route in movieland is often anathema to cultivating gripping fiction. Who was craving a prematurely neat resolution, schmaltzy ending and predictable, Hallmark grade production? Bobby and Mike eschew the thorny issue by agreeing to keep stum for fear of rocking the boat at a juncture when their mum finally appeared to be happy. Plus, The King isn't beating Mary and she's too off with the fairies to notice that Bobby is hiding a deep, dark secret.

I suppose you have to applaud the risk-taking bravado of Donner and co., throwing caution to the wind for the sake of delivering a unique, thought-provoking peregrination of prepubescent emotion. I think. It's certainly memorable in its recklessness.

Had the movie unravelled in alignment with its blueprint, Evan's intention was to expedite a more aspirational, positive tone. One that intimated children are not defenceless pawns to be manipulated and mauled by omnipotent, morally bankrupt adults. That they can in fact take charge of their own destiny, overcoming seemingly unreconcilable trauma, even if it means resorting to implausible Houdini-style feats. All a smidgen "the future has yet to be written, make it a good one". Doc Emmett Brown would certainly approve.

Attempting to reconcile the contradiction, Evans, in a blog article addressing the butchered ending of his hijacked movie, elucidates that unwavering faith in the viability of the Radio Flyer masterplan made the preposterous possible. As if by magic. It's the miraculous potency of fledgling imagination and optimism that spares Bobby's life! That and an unhealthy fixation on Chitty Chitty Bang Bang, the musical fantasy film released in 1968, a year before Radio Flyer's plot takes place.

But nevermind all that mullarkey. In-game, such portentous, overarching themes appear to have taken a back seat in favour of nuts and bolts arcade flight simulation. 'Simulation' in the Codemasters sense that is. More specifically, it would have entailed harvesting a predetermined number of coins, dice or whatever to progress to the next level. To aid in this rudimentary pursuit, the plan was to deploy an overlayed mini-radar display, eradicating any tediously meandering guesswork.

DIY biplanes don't run on tortoise juice, so whilst navigating various diverse landscapes including our own California home town, an amusement park and whimsical dreamland, we'd be compelled by fuel collection, to remain airborne. Gusts of wind were to further challenge our aviation skills, blasting Bobby off course whilst attempting to avoid or obliterate obstacles such as birds, hot air balloons and flying saucers, thereby keeping damage to a minimum. Crowbarring Mike into the proceedings, he was to serve as an overseeing adviser, guiding Bobby around an assortment of impediments on route to his destination. A bit like a Big Brother figure. Hoho.

I'd be curious to discover what the ultimate goal would have been. Tricky because in the movie we're led to believe (by a self-confessed yarn-spinner) that Bobby spends the rest of his life exploring the clouds with only Samson and Shane for company, with no pragmatic explanation as to how that would work. A climax verging on supernatural, fusing seamlessly with the incredulous "seven secret fascinations and abilities" of the pre-teen childhood belief system introduced earlier.

To confirm Bobby's survival beyond doubt, the preliminary script wrapped up with a flash-forward visit to the Smithsonian Institution's National Air and Space Museum in Washington, D.C. Here an adult Mike and Bobby reunite, Bobby proudly bedecked in an Air Force uniform alongside the intact, inexplicably levitating Radio Flyer contraption. To emphasise the prestige of this groundbreaking invention, it's displayed equitably adjacent to the Wright Brothers' inaugural flying machine. Had this contrived epilogue been incorporated, surely it would raise as many questions as it laid to rest. Could the beleaguered audience possibly interpret the flimsy scene as anything more tangible than an apparition? More wish-fulfilment? Once you've cried wolf, everything has fangs!

All academic pedantry of course since Radio Flyer's corresponding game never came to fruition... irrespective of being listed for sale by Rochester-based Chips and Bits in Electronic Gaming Monthly issue 29 priced at $54. Big bucks for vapourware!

Given that the success of licensed games is inextricably dependent on the appeal of their preceding IP, Ocean's jinxed homage may well have been shunned by the public to the same extent as the movie on which it was to be based. That earned just $4.6m at the box office, yielding a major loss for Columbia Pictures and the production companies owned by Michael Douglas, Richard Donner and his wife, Lauren.

Excoriated for its ostensible trivialisation of child abuse, critically speaking, Radio Flyer was a depressing flop, no doubt scuppering cinema attendance at the time of release. On the contrary, it has since been more positively received by the general public, who are typically far more forgiving of its ethically dubious denouement and awkward juxtaposition of whimsy and gritty realism.

Whilst the movie is clearly driven by themes of neglect and vicious cruelty against defenceless children, it was hardly advocating such behaviour and Ocean had already created games based on more problematic material. RoboCop, for instance, is an 18-rated gorefest awash with foul language, blood-thirsty violence and unashamed criminality. Did anyone pause to consider the suitability of that particular hot property in terms of gaming translation?

Fleeing from a malevolent stepparent isn't a terrible premise on which to construct a video game in any case. Shane or Samson could have been deployed to dispatch The King in a side-scrolling platform segment. Earning funds to support the kid's ineffectual, ditzy mother (played by Lorraine Bracco on-screen) could have been achieved via a mini-game revolving around the recovery of abandoned golf balls, as in the movie. Any intrusion from The King could be dealt with via a mail-order anti-monster potion. Obviously.

Perchance another stage of this multi-genre romp could have focused on tackling the neighbourhood bullies who make Mike's life a misery while The King works on ruining Bobby's peace of mind. And naturally, it goes without saying that I'm going to say the melancholy, animatronic, southern-drawled talking bison should have been incorporated in the most surreal way technically possible. In the novel, Shane too has plenty to say for himself, so we'd require a strong cast of voice talent to hike the authenticity factor.

Regrettably, the game appears to have been dismissed as abruptly as its celluloid inspiration. Even the '100 Years of America's Little Red Wagon' commemorative book published in 2018 merely dedicates a single paragraph of text to the forsaken movie, timidly failing to mention its core motifs out of fear of being associated with unpleasant subject matter. Whatever deal - if any - the movie's producers forged with the Radio Flyer company appears to be a trade secret. It's as though critics and the public alike have collectively agreed never to broach the topic.

Following Tom Hank's lead, reshaping history has seemingly culminated in the Radio Flyer company erasing any unwholesome intricacies of the movie from its enduring, illustrious legacy. Normality restored, once again they solely cater to the idealism of carefree, sanitised childhood joy, emotional and physical abuse having been rendered an anachronism of '90s cinematic fantasia.

Friday, 6 November 2020

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Why there's a stampeding rhino enemy in Ocean's Hudson Hawk Amiga/Atari ST platform game

Undoubtedly one of life's great unresolved mysteries... until now!

Stompy is present in the two 16-bit games, yet none of the five 8-bit interpretations for the home micros/consoles. FYI precisely zero rhinos feature in the 1991 movie starring Bruce Willis, Danny Aiello and Andie MacDowell. Gosh! How intriguing! Almost makes you want to delve into the article or watch the YouTube video version for a thorough explanation.

Sunday, 23 August 2020

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Oceans apart

Living in Manchester I pass by the former headquarters of Ocean Software all the time. An unforgivable missed opportunity then not to drop into the Quaker friends' meeting house for an impromptu unguided tour and photo-snooping session.

Walking amongst the dead, risking life, limb and incarceration, I tread the illustrious path of the game-developing superstar-heroes who gifted us so many unforgettable 8 and 16-bit classic titles.

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Wednesday, 5 August 2020

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Putting the kids first with Ocean France coder, Michel Janicki

I discuss some of Ocean France's most impressive game releases with the talented coder who helped to breathe life into them. Special attention is quite rightly paid to the almost-lost work of art, Liquid Kids.

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A bundle of dreams

Bundling Ocean Software's highly acclaimed Batman the movie multi-genre, arcade-action platform game with Amiga 500 hardware back in 1989 played an immensely influential role in the system's proliferation. I chart the rise of the console-beating computer beginning with that key decision made by Commodore's then UK managing director, David Pleasance.

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Tuesday, 4 August 2020

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The Unreviewables

Some games are such pitiful non-entities that I'd struggle to find enough words to form what you could justifiably call a review. Here I explain why Dick Tracy for the Amiga falls into such a category, while writing far more on the subject than it deserves.

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Serve the public trust, protect the innocent, fix Robocop

I investigate Guru Larry Jnr's claim that Ocean attempted to cover-up a graphically distorted level of RoboCop for the Commodore 64 by setting an unbeatably stingy time limit in the preceding stage. All because they couldn't be bothered, or didn't have the time, to fix the issue prior to release.

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hulkhoganwearsyellownickers

Ocean's first foray into sweaty, muscle-bound, square circle brawling wasn't canvas-quaking by any stretch of the imagination, yet when you experience it at the pinnacle of your childhood WWF Wrestlemania fixation, playing against an excitable flesh and blood opponent, it tends to make an impact extending far beyond its impartial merit. Embodying The Ultimate Warrior, stalking Sergeant Slaughter beyond the safeish confines of the ring brandishing a stainless steel chair will do that for you. Especially when previously you've only ever watched the action unfold on the family TV set with no control over the outcome. First wrestling game wow-factor aside, the graphics are colourful, well-drawn and instantly recognisable, whilst an utterly immersive intro sequence drops you right into a front-row seat, oversized foam hand at the ready!

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Le Coup du parapluie starring Bub and Bob

Rainbows retired, Bub and Bob are back, now armed to the teeth with... Mary Poppins prop paraphernalia. Parasol Stars is the arguably better sequel to Taito's arcade coin-op classic hit, Rainbow Islands. You'll struggle to find a baddie dispatch mechanic to rival the satisfaction of unbridled umbrella battery! In close combat situations, it functions as a blunt bludgeoning tool or water droplet propulsion dispenser, whilst with more time to scheme, we can catch individual water droplets, accumulate a super water bomb, then unleash a torrential flood to sweep out the monstrous reprobates barring our progress. Mastery of all combinations of attack in quick succession enriches the challenge with an ingenious strategy element rarely seen in arcade-action games.

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Your move creep

An in-depth analysis of Ocean Software's innovative, experimental effort to combat piracy through dongle-based authorisation. RoboCop 3, published in 1992, was chosen as the game through which to test the optimistic technique. Accompanying three floppy disks was a hardware device you would be obliged, rather inconveniently, to connect to one of your Amiga system's joystick ports whenever playing the game. Unfortunately for Ocean - and possibly the fate of the Amiga as a viable platform - the copyright protection mechanism was rapidly hacked out of the code by crackers, the resultant standalone version made freely available on a global scale.

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Monday, 3 August 2020

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Sleepcoding with former CTA developer, John Scott

Sleepwalker programmer, John Scott, drops in to answer my questions concerning one of the Amiga's most impressive action-puzzle games. Not only satiating kid's craving for entertainment, Sleepwalker actually fed plenty of undernourished children in the UK and Africa via its affiliation with the Comic Relief charity appeal. Solidifying its seal of quality, Lenny Henry makes a vocal cameo appearance during the cutscenes, enhancing Ralph's already quirkily endearing persona.

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Saturday, 1 August 2020

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A vicious circle

Sonic the Hedgehog spinning into existence in 1991 sparked a desperate rush amongst game developers to replicate its success on non-SEGA hardware, minus the spiky blue-rinsed garden critter. Opinions remain divided regarding which Amiga game came closest to achieving this objective, though my money is on Kid Chaos. Nothing compares in terms of dizzying velocity, and technical brilliance. It doesn't look too shabby either! Why then was it largely met with indifference amongst gamers despite reviewing well in 1994? I explore the potential explanations here in written form, as well as via an adapted for video YouTube presentation, which includes contributions from Kid Chaos artist, Andrew Morris.

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Friday, 31 July 2020

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Toto, I've a feeling we're not in Kansas any more

Boasting gameplay mechanics more addictive than heroin on toast, Rainbow Islands is a strong contender for the best arcade game of all time, ever. As if you needed convincing, I wax lyrical listing all the multifarious reasons nothing else comes close. I hope you've packed your Speedos and a towel; this could take a while!

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Like a phoenix from the Escom inferno

With ten training missions under our belt, we're fast-tracked to UN fighter pilot status, coaxed into covert action by the promise of several snazzy supersonic toys and the rare opportunity to spread peace and joy to the world's mankiest cesspits. In Digital Image Design's ambitious TFX (Tactical Fighter eXperiment) flight simulator, a Lockheed F-117 Stealth Fighter, Eurofighter 2000 or Lockheed F-22 are at our disposal, rammed to the rafters with state of the art, air to air artillery. We're primed for lift-off, but has our creaky old Amiga got the requisite gumption to ignite our dreams?

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Thursday, 30 July 2020

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Revisiting Dennis with former Ocean artist, John Lomax

To investigate if there is any truth to the rumour that Ocean's Dennis the Menace Amiga/SNES licensed platformer was deliberately sabotaged to cover up its unfinished status, I contacted one of the artists who worked on it. With that myth neatly dispelled, we discussed his contribution to the game and its critical reception amongst gamers and journalists.

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Wednesday, 29 July 2020

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A life on Ocean's waves with Gary Bracey

I've been reading and writing about Ocean Software's erstwhile games development director, Gary Bracey, with great admiration since the '80s, so when he agreed to a Q&A session it was quite a surreal moment to put it lightly. That probably explains why I ended up asking an approximation of the most obvious question in the history of game development questions; which is your favourite of the games you helped to deliver? *Groan* I hope I managed to compensate elsewhere.

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Pudding on a show

Jonathan 'Joffa' Smith's first published game introduces us to a winged Pacman-like creature known as Pud Pud and the Weird World in which he inhabits, yet would rather escape from. This he achieves by eating 10 bowls of non-descript pudding whilst walking or flapping throughout a series of surreal mazes stalked by Mrs Pud armed with her toxic kiss. A unique game from the delightfully disordered mind of a sadly missed one-of-a-kind coder.

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Tuesday, 28 July 2020

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The pantomime must go on

Ocean's first WWF wrestling game wasn't exactly fantastic, yet merits a nostalgic, reality-blurring pass if it happens to represent your earliest experience with pixelated wrestling hijinks. A year later, lessons learnt and improvements made, with the advent of European Rampage Tour, all bets were off. It's the tag-team upgrade that should have kicked Wrestlemania into the dirt, mashing its brains to mush with a stainless steel folding chair. Instead, somehow, European Rampage manages to look inferior and be less fun to play. It's enough to make a federation of global wrestlers change their name to distance themselves from the sullied hobby.

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Stick a red nose on your conk, and let's stonk

Playing as man's best friend, bipedal wonder dog Ralph, it's your duty to protect your pet human, Lee, from sustaining injury as he obliviously sleepwalks around his home town. Don't be silly, if you just woke him up, there would be nothing to do, and where's the fun in that?

It's a lot like a one-Lemming reinterpretation of DMA Design's famous suicide-prevention puzzler, only we manipulate our charge by directly shunting him out of harm's way. Sleepwalker is also notable for raising a wad of cash for the Red Nose Day charity appeal as part of Comic Relief.

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