Showing posts with label SNES. Show all posts
Showing posts with label SNES. 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.

Thursday, 1 October 2020

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The collected works of moi

For reasons that now escape me, I once believed it would be a sensible idea to create humongous PDF compilations of all my articles, complete with 637 gazillion pictures. The largest of these megabooks filled several thousand pages, occupying well over a gigabyte of data. Problem is, they were totally layout-locked rather than reflowable as is the modern way, so absolutely painful to read on mobile devices, aside from being a nightmare to update and recompile.

I spent so long designing covers and writing the foreword introductions for these unwieldy doorstops, I thought it would be a shame to bin the 'wrappers' sandwiching them now I've individually split out all the contents into more flexible epub format ebooks. I hereby present a mini-loaf of bread slices minus the meat filling. Perfect for those of you who salivate over the prospect of carb-heavy trailers without watching the full bake-off. You could say it's a few sarnies short of a picnic. You could even descend further into inane gibberish by quoting Yogi bear, only this is wibbly enough and needs to end. Here. Now.

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Thursday, 6 August 2020

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And sometimes when we touch...

Gaming history is littered with the broken corpses of failed console/computer joysticks, joypads and other obscure peripherals. Triax's Turbo Touch 360 is a prime example. What seemed like an ingenious 'why has this never been tried before now?' concept, in retrospect, was a bungled misstep. Even now we're all using touchscreen smartphones and other digital devices, apparently, we prefer something that offers genuine haptic feedback when it comes to game controllers.

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Achy breaky Menace

I scrutinise Guru Larry Jnr's allegation that the licensed Amiga platform game, Dennis the Menace, was deliberately rendered unbeatable to cover-up the fact (?) that it was released unfinished. In a separate article found elsewhere on my blog, you'll find an interview I conducted with the game's coder, former Ocean Software developer Ben Walshaw, to establish if there is any truth to the rumour.

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Saturday, 1 August 2020

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Alien ant buys the farm

Gremlin's Sonic-squishing hopeful, Zool, was in the '90s to be converted to run in coin-op arcade cabinets destined for seaside towns around the nation. Despite evidence of a prototype appearing on the Bad Influence TV tech show and in several gaming magazines, the finished product ultimately failed to materialise. I track down some of the key developers commissioned to make it happen and investigate why it didn't.

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Games coder Steve Howard discusses the console platformers, Terminator 2 and No Escape

I have the honour of interviewing programmer Steve Howard regarding two movie license console platformers he contributed to back in the '90s. An unexpected consequence of this nostalgia-nudging was the rare revelation of a collection of Terminator 2 cheats that had lain dormant for nearly three decades!

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Friday, 31 July 2020

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Chaos is more than a theory

And Chaos Engine is more than a shiny, polished Gauntlet clone garnished with a steampunk makeover. The Bitmap Brothers' run-and-gun overhead shooter is as intrinsically entwined with the Amiga's gaming legacy as any other venerated title you care to mention. It demands no further introduction... or review, but here's one of each regardless.

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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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Monday, 27 July 2020

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Trolling's for girls

Anyone who bought the Amiga CD32 launch pack in 1993 will be familiar with the Academy Award collecting huckster, Oscar. It didn't win any, but the power of suggestion can't have hurt the zany, movie-themed platformer's prospects. Except, that is, if you'd already forked out for Trolls and realised too late that one was essentially a re-skin of the other. Swap the bridge-patrolling protagonist sprite and his motivation for charging about like a demented squirrel mascot trapped in an Amiga flyer and you have a completely fresh adventure, ready to accompany Commodore's snazzy new 32-bit, CD-based console-beater.

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Friday, 24 July 2020

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Warning - May contain Timets

Prior to release, NEON Software's Amiga version of Mr Nutz (subtitled Hoppin' Mad) was known as 'Timet: the Flying Squirrel'. How Timet ended up starring an anthropomorphic squirrel taken from a totally different Ocean Software game, Mr Nutz for various consoles, developed by Ocean France, is an intriguing story. I assess both of the immensely fun, lusciously beautiful pixel art platformers, as well as tracing the fascinating history of their origin tails with a bit of help from some of the developers.

This article is also available as a video documentary on my YouTube channel if you'd rather experience it that way. It features some previously unseen, original Timet artwork, which I have artist Antony Christoulakis to thank for.

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Thursday, 23 July 2020

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Hydra and seek

An abundance of glowing praise was heaped upon Gods from day one, though over the years a more dichotomous spread of opinion appears to have emerged, slathering it in Marmitey confusion. Gods no doubt nails the desired emblematic Greek mythological ambience through its masterfully illustrated environments and sprites, and certainly has fans and detractors alike nodding along to its physiologically unforgettable 'Into the Wonderful' intro screen track. That title is a literal statement of fact. Where the delirious dream rips apart at the seams begins with the sluggish, unresponsive controls, plodding pace and insane difficulty curve. If you can manage to tame the lumbering beast despite these incumbrances it's absolutely fantastic... and you're likely a pro-gamer with a gleaming trophy cabinet to prove it.

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Not my body, I need that! It's got my arms and legs attached!


With their platform-gaming translation of The Incredible Crash Dummies, Gray Matter taught us the benefits of not being run over by traffic, buckling up when in the car... and how to waddle along on a decapitated torso should we come a cropper and lose both of our legs. All useful life lessons.
Further novelty comes in the form of our dummy's unique health status system. Succumbing to each penalty hit results in the loss of a limb, and once we lose them all, we're a dead dummy. See, quadriplegia is funny after all if it's depicted in a game! Limb loss doesn't have to be catastrophic if we can maintain the existence of at least one, since collecting screwdrivers will regenerate them an appendage at a time.

In a separate article, I cover the curious case of the missing lawn bowling sign with regards to one of The Incredible Crash Dummies game ports.

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Wednesday, 22 July 2020

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Jumpers for goalposts

Reviews of Sensible Soccer's Cannon Fodder have never been so much fun! I analyse the life out of the masterpiece, spinning off into two separate articles. One covering the origins of the 'Boot Hill' graveyard scene, and another that dissects the overinflated controversy concerning a certain red flower used as a charity organisation emblem by the British Legion.

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The sea will grow larger with our fall

For reasons that now escape me, I explain and review the most popular and ubiquitous puzzle game of all time. One that certainly needs no introduction or explanation, Lemmings. Who knows, maybe some aliens who have been living under a distant rock in a galaxy far away will find it interesting.

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Tuesday, 21 July 2020

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All Bound for Mu Mu Land

One of the most polished, unreleased Games That Weren't for the Amiga is no doubt Microprose's Boo! An 80% finished tamely horror-themed platformer also destined to appear on the SEGA Mega Drive and SNES. We were to play as a deceased teenager who whiles away his haunted existence roaming the quarters of a vast mansion unleashing boo-based jump-scares to fend off assailants. At key points, it would have been possible to switch to other lead sprites borrowed from Universal Classic Monsters. Frankenstein, The Wolf Man and Dracula, for instance.

To glean further insight into the promising evolution of the title, including its wacky dairy-oriented plot, I contacted Boo!'s then-producer, Stuart Whyte, to find out if he'd be up for a Q&A session. He was, and even managed to source some VHS footage of the game in action, which is now on my YouTube channel for all to marvel at!

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Jules Rimet blaspheming

Soccer Kid isn't the only platform game in which you play as a footballer, wielding the football as a weapon. It is, however, the best of the tiny species. Enter plot stage space; aliens have descended, attempting to steal the precious World Cup. In their vast incompetence, they crashed whilst fleeing, causing the trophy to smash into smithereens... or at least enough pieces to place in each foreign country we visit for us to track down. Recovering them entails collecting 11 Player Cards per segment, while we are further rewarded for executing fancy footwork ball tricks.

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I thought by now you'd realize, there ain't no way to hide your lion eyes

I explore accusations that Disney's The Lion King is shameless plagiarism, borrowing far more from The White Lion than fair use allows. Less controversial is Westwood's officially licensed video game inspired by the movie. It's a platformer in which you play as Simba as we chart his development from an inconsequential, plucky young cub to a fearsome lion, embracing his rightful place as king of the jungle. As Simba ages, learning to adapt to his environment, he grows in stature and aptitude, creating a real sense of progression. With Disney supervising, artistry, animation and sound are supremely refined, resulting in a beautifully polished homage worthy of the box office juggernaut that went onto delight theatre audiences as much as cinemagoers.

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Monday, 20 July 2020

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Ground control to Major Pond

James Pond 3, the covert ops sequel to RoboCod you never knew existed, is faster and more technically sophisticated, yet failed to Take the Biscuit (TM, probably). Maybe the 007-cyborg-cop parody's expiry date had passed by 1993. Maybe the design mechanics are overly complicated, sabotaging its pick-up-and-play potential. I ruminate over the possibilities, mesmerised by Operation Starfish's tasty visuals.

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Saturday, 18 July 2020

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There's Something About Calamari

Chasing the mass appeal of Sonic the Hedgehog and Mario in the '90s, some game developers devised blatant clones, whilst others assimilated the best elements of each, expanding upon the concepts that make them so engaging. Vectordean's contribution was the lovably ubiquitous James Pond 2: RoboCod. It takes Sonic's foot-blurring velocity, seamlessly blending it with the platforming antics of Mario. What RoboCod delivers over and above homage is his telescopic torso manoeuvre, platform-underside-gripping shimmying, endearing enemies you can't decide whether to pet or kill, charming wit, in large part courtesy of the unrelenting James Bond/RoboCop parodies, nostalgic throwbacks to the inaugural James Pond game that fans of the series will recognise and appreciate, and more artistic variety than Sonic and Mario mushed together. Of course, they all feature fantastic music, finely-tuned, responsive controls and addictive gameplay too.

My enduring affection for RoboCod no doubt contributed greatly to my lack of interest in SEGA and Nintendo consoles at the time. A controversial stance that explains Roger Moore's raised eyebrows. In what must be the most comprehensive article ever written about RoboCod, I explore the abounding reasons our fi5hy friend left such a lasting impression on my psyche and was sufficiently well-regarded to break free from the niche of Amiga gaming to earn a license to gill on almost every game and computer system worth its sea salt.

In a separate article, I discuss with Chris Sorrell - RoboCod's creator - the curious inclusion of Bertie Bassett in the original title and many of its subsequent ports.

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