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#61
RVG Interviews / RVG Interviews
July 27, 2020, 20:03:20 PM

RVG is back with its ever popular RVG Interviews series, this time we interview Karen Davies Downey, Karen has worked on many classic titles in her career, we chat about some of them and much much more. Enjoy!


RVG

Thank you for agreeing to our interview, please take a moment to tell us a little about you?

Karen

My name is Karen Davies Downey, I was born in Liverpool in 1960, I knew from an early age I wanted to be involved in art, I just didn’t know then it would be computers ……… to be honest I don’t think many people knew about computers then, let alone computer games. I attended Liverpool Polytechnic where I studied textile design, a subject that lent itself quite nicely to game graphics.

RVG

How did you get involved in the gaming industry?

Karen

While at Liverpool Polytechnic I met Paula Cain who introduced me to her husband Steve Cain who also attended Liverpool Polytechnic but who studied graphic design, anyway after leaving Poly I went to work in Lyon and London in the textile industry but always stayed in touch with the Cain’s and it is while I was working in London that I heard from Steve about a company that was expanding and developing its own art department, that company was Imagine. I moved back to Liverpool and was lucky enough to get a position …… and so it all began.

RVG

What was the first game you created graphics for?

Karen

The first graphics I created for the computer were for the Dragon, it was an educational piece of software but I don’t think it was ever published. The first game I ever worked was probably Bandersnatch and Psyclapse, the so called MegaGames, but again these were never published, so my first published game graphics were probably at Denton Designs and were Spyhunter for the spectrum.

RVG

Which one the games you was involved in are you the proudest of and why?

Karen

The games I am most proud of are Shadowfire, this I liked the comic aspect with lots of icons, Frankie goes to Hollywood with lots of different style of games within a game and Batman as I really liked the animation and different size playing windows that opened and close again very comic like. I can’t really just pick one as there are different things about each one I like and this is not from a playing point of view as I was never a game player, this is purely from a visual point of view, I also like Hysteria as this was the first time I used overlayed sprites so I could get more detail into the image.

RVG

And which game caused you the most headaches?

Karen

The game that gave me the biggest headache was Enigma Force, this was a follow up to Shadowfire. My main problem with this game was the problems I had with the graphic package, it had a few bugs in it and I lost a lots of graphics while working on it which meant I had to redraw them many many times. This was very frustrating and I feel the game suffered a lot especially as we were on such a tight schedule.

RVG

You have worked for a few iconic British Software Houses, tell us about those days, were they as rock n roll as we all imagined it to be?

Karen

“Rock and Roll” that’s a big statement, We did have some crazy times, and it was not like any where I had worked before or since. It was a very young industry filled with very talented young people, there were fast cars and expense accounts but there was also lots of long hours, people sleeping under desks, living and breathing computer games. I do have very fond memories of this time.

RVG

Do you have any anecdotes you can share from those days?

Karen

My best memories are of the people, most were fresh and creative, giving 100 percent commitment to what they were doing but there were times  when people played tricks on each other, I remember at Imagine when some employees removed the furniture out of a manager’s office through the ceiling as he always locked his office when he left work of an evening or at Special FX we would have paper ball fights some afternoons , where we literally through scrunched up paper at eachother..( not so rock and roll ) , this would last for about 15 mins, was really funny but was also a release of physical energy allowing us to focus on the work in hand.

RVG

How different has it been to work in the gaming industry through the years?

Karen

I left the computer gaming industry twenty years ago, looking at it now it still looks as exciting as when I was involved but it does also look much more grown up as an industry, there seems to be lots more people involved in the development process, lots more money and lots more scope for creativity.

RVG

Which software company did you enjoy working for the most and why?

Karen

I worked in four computer games companies, Imagine, Denton Design, Special FX and Rage Software. I have very fond memories of all of them, mostly because of the people. While working in these companies we worked for other software houses, eg. Ocean, Sega, EA, Beyond. We probably worked with Ocean Software the most and again worked with some extremely talented people. We were always given a fair amount of creative control, propably the reason they came to us was because the had a reasonable amount of trust in us.

RVG

Did you create any special tools to help you be more creative?

Karen

Yes art tools were often written for me, usually by the programmer who was writing the game and usually they were written in such a way that made them easy to slot into the game making it easier and faster for me and the programmer to see if the graphic worked, It was a very good system and worked most of the time.

RVG

Netflix has rekindled the interest in Bandersnatch, was you involved in this game whilst you was working for Imagine, can you tell us about it?

Karen

I was involved in the development of both Bandasnatch and Psyclapse but I remember very little, we had our own section in the office and the artist and programmes all sat together, we often worked late into the night and we drew the graphics on paper, but that’s about it, I cannot remember anything about the actual games.

RVG

Who did you most admire back then for the quality of their work and why?

Karen

Over the years I worked with some incredible people, the first that usually comes to mind is Steve Cain, he bought me into the industry, he was a brilliant graphic designer and illustrator as well as a great person, he was always there to help if you needed help or for encourage if you needed encouragement, and then there was Joffa Smith, he was a natural games designer, programmer and graphic designer, he knew games and made it all look so very easy. He was incredibly generous with his time and his talent. I was very fortunate to work with many incredible people, John Gibson ( need I say more), Ian Moran, Ally Noble, Jim Bagley, Tony Pomfret, Andy Rixon, Chas Davies, I could go on and on.

RVG

Was it hard adapting to the changing hardware over the years?

Karen

No it was always fun to work on new hardware, it gives new parameters, a new challenge to push the technology as far as you can.

RVG

Did you ever take notice of magazine reviews and did they make any difference to how you created further games?

Karen

I always read reviews and it would be nice to say they made no difference to me but I am sure they did, everyone wants their work to be liked, but I usually knew when things didn’t work but sometimes you can only do what you can do, what can I say.

Finally

A huge thanks to Karen for taking the time to answer our questions.
#62

This will be @Greyfox second Kickstarter campaign!

We all have known about this book for some time, it's here, it's ready..


Live here

www.kickstarter.com/projects/greyfoxbooks/coin-op-the-arcade-guide
About the book in Darrens words:-

The full premise of this book is to produce a visually rich experience based on multiple genres of classic arcade titles. Spread over 9 chapters to cover all areas of the Coin-Op gaming scene in a fully-fledged hardback book. Chapters in the book will cover:

    Side-scrolling Beatem’up games
    Arcade Driving games
    Arcade Shootem’ups
    Arcade Action games
    Miscellaneous arcade games
    Obscure arcade games
    Arcade Horror inspired games
    1 vs. 1 Fighting games
    An arcade Hall of Fame

With over 100 classic arcade games covered, each one is broken up with special features, with a personal perspective of growing up with these games as a kid into adulthood and won’t diverse opinions you see in other publications.  Darren has bagged some exclusive interviews and much more ensuring a premium publication with a word count of 60,000 â€" 70,000 words.

Watch this Video and be amazed here https://www.retrovideogamer.co.uk/coin-op-the-arcade-guide-coming-soon/
#63
Announcements and Feedback / Discord Channels
June 29, 2020, 22:27:08 PM
Please join for chit chat.

Retro Video Gamer - https://discord.gg/fT8yXG

Homebrew Legends - https://discord.gg/7KvSYp

Bitmap Soft - https://discord.gg/QgcGMA

RVG Squad - https://discord.gg/qf46X3

#64

TOTEMS: Columns CPC Two is a match-three puzzle game for one or two players in which skill and reflexes are required to group together similar falling stone totems in blocks of three or more so that they are removed from the game screen.

Points are awarded for every stone totem that is removed.

More here https://www.bitmapsoft.co.uk/product/totems/
#65
Bitmap Soft Game Chat / [BS020] Old Tower - C64
June 24, 2020, 23:03:18 PM

You play as little explorers who have to dash across the screen, using the walls and ceilings, to aid you in collecting all the coins and find the way to the exit.

The game is packed with over 40 levels of addictive gameplay fun, you will need your wits about you to solve these mind-boggling puzzles by dodging all kinds of hazards including arrows, spikes, and crushing blocks!

Are you up for the challenge!

More info.. https://www.bitmapsoft.co.uk/product/old-towers/
#66
Bitmap Soft Game Chat / [BS019] Golden Wing - Amiga
June 24, 2020, 23:01:43 PM

The solar system is in danger. The aliens of The Xenon system have returned with their army of attack starships and have caused distortions in the asteroid belt.
This caused a chain reaction of meteors swarming throughout the solar system, a danger for moons and planets. You, our fearless hero Jason Crusher and your Golden Wing ship must defend the entire solar system from this invasion, you are the only one left, our last hope.

More info https://www.bitmapsoft.co.uk/product/golden-wing/
#67


About

Challenge your mind by guiding your marbles around 50 randomly created mazes to reach your target. Randomazer brings the classic marble maze game onto the ATARI STe / Atari Falcon 030 platforms and extends your cerebral experience with the inclusion of additional elements such as collecting power ups, avoiding hazard, obstacles and deciphering signposts to provide a highly addictive puzzle game.

Credits

Concept, code and additional graphics â€" @simoncam

Graphics â€" Sébastien Larnac “STS”

Music â€" xFalcon

Additional Packaging Design â€" @Greyfox

Production and Testing â€" @zapiy

Special Thanks â€" @Retro Gamer Nation

More here https://www.bitmapsoft.co.uk/product/randomazer/
#68
General Retro Chat / Codemaster Memories
June 08, 2020, 09:19:35 AM
Codemasters have to be, for me, the best publishers of original budget games back in the day.

What are some of your favourite memories of them?

One of my first ones is Advanced Pinball Simulator on the Spectrum. It was the first ever video game version of pinball I had played and ever since then I have been addicted to them and own every pinball released for the consoles I owned. It had really nice colourful graphics, addictive gameplay and digitised speech on the 128k machines too!

#69
Bitmap Soft Game Chat / [BS017] Luma - C64
May 04, 2020, 08:17:18 AM

Pre-Order Now! Shipping expected during the 3rd week of May.

Luma was written on a Twitch stream in a marathon 16 hour charity session in support of the Extra Life charity  during which viewers raised an incredible $1220.69 for a very deserving charity.

Extra Life unites thousands of gamers around the world to play games in support of their local Children’s Miracle Network Hospital. Since its inception in 2008, Extra Life has raised over $70 million USD for sick and injured kids. Proceeds from the sale of this game will add to this total. Thanks for your support.

Digital Version available HERE via itch.io

Bitmap Soft Version available in Digital Version upon purchase.

Luma

Luma is a laser based sliding puzzle game for the Commodore 64. Slide batteries, lasers and mirrors around to light the targets within the given shift count. With 128 levels Luma will keep you occupied for hours and test your puzzling skills to the max.

Play in Normal mode and try to complete the levels within a designated number of shifts, and return to where you left off using level codes on each level. Or if you are feeling like a more casual game play in Practice mode to test any of the levels with no shift limits.

Credits

Concept and Code by Shallan

Graphics by HelpComputer0, Shallan

Music by RichmondMike

Sound by Stepz

Testing and Balance by Chiswicked, Colt45Rpm, MrG8472, Stepz

Cover Art by John Blythe

Level Design by Airjuri, Akmafin, Amok, Chiswicked, Eldritch, Furroy, MrG8472, OldSkoolCoder, Phaze101, RichmondMike, Shallan, SpiritHund, Stepz, Void, Waulok, WizardNJ, ZooperDan

Special Thanks Richard Farrell

Additional packaging design: Darren Doyle

Production and Testing: Jamie Battison

More here https://www.bitmapsoft.co.uk/product/luma/
#70
Announcements and Feedback / The RVG Squad
April 19, 2020, 23:47:44 PM
Are you a 8-bit/16-bit home computer developer looking to reach your greatest potential during this period of social isolation? Do you want to engage with other like minded developers, share ideas and techniques all within a laid-back environment?

The RVG Squad is the latest development team looking to expand its ranks by teaming up with creative minded coders, graphic artists and music composers to share ideas, produce demos and games for vintage computer/console platforms. Whether you are a seasoned veteran or someone just starting to learning the basics, come on over and join The RVG Squad and let us help you bring your ideas to reality and have a bit of fun along the way.

Simply message me @zapiy and we will get you in the private areas but in the meantime please introduce yourself and make you self at home and see what else we do here. 
#71
Simply type the user name in like this...

@TrekMD as you type a dropmenu with the usernames that come under T, then R, then E and so on.

Post your reply and there you will see the username is hyperlinked and they will get a notification.
#72

The Plot

Your right of passage to adulthood has arrived!

You are NYM. Your last day of childhood has arrived and as tradition dictates, you must undergo a right of passage. You must cross the Rubicon maze. A fiendish labyrinth that will test your abilities. Find the five Scrolls of Knowledge. Find the three Crowns of Wealth. Find the Ring of Argus. Find the Amulet of Light so that you can pass the gatekeeper and find your true love.

BE BRAVE NYM, BE BOLD!

https://www.bitmapsoft.co.uk/product/rubicon/
#73

About

Can you help Millie and Molly defeat the malicious monsters? Climb, push and dig your way through 100 levels, using your wits and rewind power to clear each unique course. Featuring charming graphics across five themed areas, eight specially composed SID tunes and ingenious level design from industry veterans, Millie and Molly bring a fresh puzzle adventure to a classic computer. PLUS, create your own cunning courses using the bonus level editor!

Credits

Code: Carleton Handley

Puzzle Design: Chun Wah Kong, Patsy Chim

Graphics: Saul Cross

Music: Hans Axelsson-Svala

Cover Art Illustrations: Flemming Dupont

Loading Screen: Steve Day

QA: @tonik_c64

Additional packaging design:  Darren Doyle

Production and Testing: Jamie Battison

Disk Production and Testing: Antonio Savona

Special Thanks: Dan Tootill, Shaun French, The Kick Assembler Team

Tape - https://www.bitmapsoft.co.uk/product/millie-and-molly-tape/
Disk - https://www.bitmapsoft.co.uk/product/millie-and-molly-deluxe-disk-edition/
#74
Bitmap Soft Game Chat / [BS013] Mr Hair- ZX Spectrum
April 14, 2020, 20:27:43 PM

Story

Mr Hair is on a Quest of a lifetime as the battle for freedom rages on!

Race across trackless voids to unknown and countless worlds where you will enter into the heart of darkness.
You will face many foul monstrosities, crazy creatures and aliens from a thousand worlds. Your destiny relies upon you not being swallowed by the belly of the beast and escaping to freedom!

Unfortunately, your path will not be an easy one, being blocked by cunning powerful forces beyond your imagination.

His Fate Lies in Your Hands!

Credits


An Original Game, Coding, Design & Graphics by

Lee Chops Stevenson â€" Micro Chops

128k Spectrum Music by Pedro Pimenta

Loading Screen by Andy Green

AGD by Jonathan Cauldwell, AGDX by Allan Turvey

https://www.bitmapsoft.co.uk/product/mr-hair/
#75
Bitmap Soft Game Chat / [BS012] Dirty Dozer - ZX Spectrum
February 28, 2020, 21:32:17 PM

You are Rusty, an old bulldozer who is trying to avoid being consigned to the scrapyard. To help Rusty avoid this fate you must move randomly placed boxes to their storage place to complete each level.

You will need to clear a pathway to the box by bulldozing brick walls and avoid hazards along the way like electric shocks, cannons and hydraulic crushers, so plan your movements carefully and beware not to get stuck. (but if you do, remember you can press R to try again)

Good luck! Rusty you will need it!


https://www.bitmapsoft.co.uk/product/dirty-dozer/
#76

The Game:

It’s Halloween and you’re on your way home from work, tired and hungry and wanting nothing more than to put your feet up in front of the TV. But something dark and evil lurks within, waiting for you to return… When a mysterious package throws you and an unexpected visitor into a dark and twisted world, you must brave the horrors that lurk within and try to find your way back. Can you and your new-found companion unravel the mysteries of your prison, or are you doomed to suffer the same fate as your predecessors…?

Unhallowed is a classic text-adventure game with a few twists to make it more palatable for modern players but still comfortably familiar for fans of the genre. Say goodbye to complicated parsers, illogical puzzles and instant deaths, then sit back and enjoy an interactive short story, reinvented for classic 8-bit hardware.


https://www.bitmapsoft.co.uk/product/unhallowed-c16-plus-4-c64/
#77
Bitmap Soft Game Chat / [BS010] Octu Kitty - ZX Spectrum
February 28, 2020, 21:28:43 PM

STORY

Waking one day to an eerily quiet house Octav1us went from room to room seeking Squidges (the octopus), with no luck in the house she searched the garden. At the very bottom of the garden Octav1us found a strange door locked with a padlock that required 6 keys, grabbing the padlock Octav1us was suddenly teleported back to the bedroom.
“Guess I’ll have to find those keys then.” she said.

Our heroine, Octav1us, must avoid many obstacles including fire and mines on her quest to find the 6 keys she needs to open the padlock, to aid that quest you have the ability to inflate Kitty Platforms that last for a few seconds to allow you to navigate your way through each screen.

Good Luck on your quest.


https://www.bitmapsoft.co.uk/product/octu-kitty/
#78

This is a full English version exclusive to Bitmap Soft of the freely available game from the ESP Soft.

The Game

You, the most prominent commander of the imperial army’s elite, are appointed to carry out a dangerous mission. Through three different worlds you will have to search for the mystical tombs to get the magical objects that will extend the life of the emperor even further.

The mission is not simple. First you will have to find a way to access the tombs, which are also guarded by three unique guardians from different periods of the past, present and future.

Each of the worlds belongs to an enemy empire of the Siemb system and, of course, will be hostile as you pass through its territory


https://www.bitmapsoft.co.uk/product/galactic-tomb/
#79

Crash magazine was the staple diet for the ZX Spectrum gamer in the 1980s and early 1990s. Within its many pages readers could find reviews of the latest games as well as topical features and regular slots like Hall of Fame and the Jetman strip. A deal had been cut with Ultimate Play the Game - a company riding high at the time with release such as Jetpac, Cookie, Psst and Lunar Jetman where the late John Richardson was commissioned each issue by Ultimate to produce a 1-page comic strip on the adventures of the intrepid hero of Jetpac and Lunar Jetman - Jetman.

For the first time ever, the complete collection of John Richardson's Jetman comic strips will be available in hardback or paperback and is to be called The Collected Adventures of Jetman.

This Kickstarter is to raise the funds necessary to print this book.

Chris Wilkins has permissions from all parties including Rare, who own the rights to the ip

https://www.kickstarter.com/projects/47744432/jetman-the-complete-published-works-all-in-one-book/?fbclid=IwAR1xGZ-QauXpOQ9hT1h50mhPTF2oqOhI5gDCwVfhicqVKwEJz9Md2jPcwQ4



#80
RVG Interviews / RVG Interviews: Jason Page.
January 11, 2020, 16:17:12 PM
Here we interview Jason Page, Jason started his career at iconic British Software House, Graftgold. He assumed responsibility from Steve Turner as the in-house musician and created some simply stunning in-game music and SFX’s.

Read on and enjoy!

Visit here for the full interview with full interaction with 10 of Jasons favourite tracks as chosen by him.


Zapiy

Thank you for agreeing to our interview, please take a moment to tell us a little about you?

Jason

Thanks for asking me!

I’m Jason. I’ve been working in the games industry for ages. Programmer, Musician, Manager.. And variations of those.

Zapiy

For the purpose of this interview can I ask you to list your 10 favourite game tunes you have made in your career for our readers to listen to?

Jason

Here’s some tracks that I’m quite happy with. Some are probably not that well-known â€" or people think are composed by other people. So I’ve added some details too.

That was quite a trip down memory lane.



Zapiy

How did you first get involved in the video game industry?

Jason

I was always into computers since about 9 or 10, when my Dad bought a Dragon32. From there, my Brother had a Spectrum, and I eventually got a C64 (I won’t mention the mistake that was an Oric Atmos…). I used to write demos and that kind of thing on Compunet. It was at that point that I also discovered that I liked writing music, and kind of had a talent for doing so.

When I was 16, I was lucky enough to be offered a trainee position at Graftgold. They were in the same town as I lived. I showed them what I could do, and it was at the time when Amiga/ST was just taking off, so they were looking to move people onto those machines. Timing was perfect. I took over the C64 work (I wrote the C64 version of Super Offroad Racer, amongst other things). Later, after few years, I took over audio duties too, as Steve Turner didn’t have time to both run the company and do everything else.

Zapiy

What was the first game you created music/SFX for?

Jason

The first game was a budget title Graftgold release, by my good friend Gary Foreman â€" Orion.

Zapiy

As a composer, is there a particular game type that you prefer to write music for?

Jason

I like the fast-paced, arcade games. Although, I’ve always wanted to write something for a slower “walking around a dungeon” type game. I’ve never done one of those.

The most unrewarding was working on football games. At best, it will sound like a football game. Nobody cares if it sounds great. But they’ll moan if it doesn’t sound right.

Zapiy

Did you create any special tools to help you be more creative?

Jason

At Graftgold, I wrote a music player that was used on Amiga, ST, Megadrive and SNES. It was similar to TFMX, where it used macros (small instructions) to do things like set volume, pitch, sample position and so on. It allowed me to make more out of less memory. So, audio in games like Fire&Ice and Uridium2 were possible, as I could use synthesis techniques rather than large samples. Both have a certain C64 SID quality to their audio. The tool also meant that I could write the music once, and then just remake the instruments for each computer / console (the notes stay the same, but the instructions used to create the sound could be specific to the type of audio hardware found on each..)

Zapiy

You have worked for a few iconic British Software Houses, tell us about those days, were they as rock n roll as we all imagined it to be?

Jason

They probably were, compared today! Lots of good memories. But I think, at the time, it was just a lot of people working hard to create cool stuff. Only years later has it become apparent to me that what we did was something really special to others. For example, I was contacted by someone who said that the music on the Official PlayStation Magazine demo disks were the first electronic music they had ever heard when they were about 3 years old, and how that inspired them. They are now 26, and writing music as a career. That’s pretty mind-blowing.

But, back to your question, there was a lot of drinking. A lot of hangovers.

Greyfox

Do you have any anecdotes you can share from those days?

Jason

I just remember being a massive fan boy, whilst doing the job. Going to a Renegade Christmas party and chatting all night to Richard Joseph (at that point, I’d already converted his Gods and Chaos Engine to Megadrive..). A few months later, I left Graftgold and worked with him on 20 projects for a year. Not exactly anecdotal, but we all had a massive amount of respect for each other.

Greyfox

What was your day-to-day like at Graftgold like?

Jason

Arrive (if you got in after 10, you had to make the coffee for everyone..). Write code / write music. Lunch (a sandwich from Tesco, or a pub lunch). Work. Home (or pub). It’s hard to say anything other than that!
That makes it sound so blasé! There was a hell of a lot of creativity and cleverness in the office, of course! Conversations about how to do various graphical effects, coffee breaks where we’d play Paradroid 90, and Andrew would have to turn the Amiga off, to force us back to work! The Rainbow Islands arcade machine, that David O’Connor could play so well, we recorded the whole thing on video, so the levels could be created used it.. But that kind of thing didn’t happen every day. And there were bad days as well as good. There were frustrations that, essentially, many great programmers didn’t get credit by lazy journalists who’d just say everything was done by Andrew or Steve. Nobody’s fault at Graftgold â€" but it wasn’t all a bed of roses.

Greyfox

Looking back, which one of the software companies you worked for did you enjoy the most and why?

Jason

They all bring back some great memories. I spent nearly 20 years at Sony, from 1996. So I saw a massive change from the original PlayStation, through the PS4. Not only technically, but as a company too. Those changes (I was something like employee 170..) meant that I essentially felt like I worked at 3-4 different companies at that time. Initially, we had more control to do weird stuff, take chances and so on. Later, games cost a lot more to make, required a lot more people, etc. Likewise, I went from being a musician / audio support engineer to a manager role, with my own, great team.

The current one. Unity. It’s like Sony in the early days. Graftgold with the collaboration and creativity. Again, there’s some days when things don’t feel like that. But it ticks most of the boxes, most of the time.

TrekMD

How different has it been working in the gaming industry through the years?

Jason

I started when I was 16, and, well, stupid. I was just wide-eyed, and didn’t really know anything other than how to code / write music. So, my opinion on how the games industry has changed over the years is also coloured by my own understanding of the world in general too. I’m now married, have a house and so on. So, would I have even taken the chance to work in the games industry in 1988, if that was my life then?

Sure, there’s more security now. Games take longer to write. Things like Unity make it possible for more people to make games. The internet means that anyone can watch a YouTube video to understand something, without having to buy and read a 300 page manual. Everything is more instant â€" and throw-away now.

Certainly, if feels like a lot of the great times in the 80’s and 90’s were down to creating something that nobody else had ever done. Creating an effect that made a game stand out, etc. It’s hard to get that buzz now. Even playing games can feel like you’re not really experiencing anything new today. But, is that just due to my senses being numbed, as I’ve done this for so long, or is it really the state of the games industry?

TrekMD

When you first started, did you ever think that the video game industry would become as big as it has and still be going strong all these years later?

Jason

I never really thought about it. I thought it was certainly still be around. But I don’t think anyone could have imagined the effect that Sony had, taking something and making it cool to everyone. WipeOut, Lara Croft and so on. They may still have been made. But can you really imagine that they would have had that impact on the whole world, if Sega or Nintendo had made them?

TrekMD

Looking back at your career, what would you change if you had a time machine and why?

Jason

So, I basically am doing this now. Due to the retro scene, about 3 years ago I went back to writing C64 SID music again. I always wanted to give it another go, knowing all the things I’d learnt over the years with regards to composition, DSP audio effects, synthesis and such like. Again, I was a young kid at the time. I didn’t have the experience or understanding that I do today. So, I got a copy of SidTracker64 on the iPad and started writing tracks again. This has led me to now be involved with working with Rob Hubbard, as well as on a number of other KickStarter retro projects. I’ve been lucky enough to really do the time machine thing.

What would I actually change, if I could? Some career choices. I would have left one of the companies earlier than I did.

Zapiy

Who was or is your favourite musician, on the C64/Speccy and Amiga/ST?

Jason

This will probably just look like a copy/paste from anyone else asked this.
Rob Hubbard, Martin Galway, Ben Daglish, Richard Joseph, Jeroen Tel, Fred Grey…

Seriously, they were all so instrumental in me doing what I do today. I soak up everything they (and all the others I forgot.. Oh, Chris Hueslbeck! Sorry, Chris!)

I was just mesmerized. I still am. There’s some cracking tunes there. It’s the melodies and composition that really stands out on the C64. It was too easy to rely on samples on the Amiga, which resulted in a lot of tunes now sounding dated to me.

Zapiy

What are the biggest challenges you faced with the limitations of the hardware, particularly as you continue to expand features title-to-title from one generation to the next (8-bit, 16-bit, 32-bit, Memory, Graphical/ Sound capability, Speed and so on)?

Jason

8-bit was Channel count (SFX that would cut out music channels) and RAM size.
16-bit was pretty much RAM size (I would get 30K for the whole game. Chris Huelsbeck would get 100K just for the title screen, and 30K per level! So I was never going to be able to compete)
Megadrive â€" Publishers expected you to create music that sounded like a SNES
SNES â€" Publishers expected you to create CD quality music with no RAM
CD32 â€" CD quality music (yay!). Couldn’t look tracks seamlessly (boo!!)
PlayStation â€" Pretty much everything was good. Limited to using specific code to do things though, so you couldn’t hack around to make it do more that it was supposed to.
PS2 â€" 48 channels. Streaming multiple tracks from disk. Good times
PS3 â€" Everything was in software. So anything goes.
PS4 / Vita.. Hmm.. Nothing left to write, as we’re just going to use the code we wrote before.. Bye bye Sony….

Zapiy

Do you have a favourite game that you were involved with?

Jason

Gran Turismo (PS1). I wrote around 45 mins of music (everything other than the licensed tracks). I didn’t know much about the game. I was just asked to rewrite the Japanese music tracks for a race game, to fit a more western style. I did it in about 2-3 weeks, writing 2 tracks a day.

Fire & Ice also came out really nicely. I think both the standard and CD32 versions really show how working closely as a team produce great results.

Greyfox

Has there been a game that’s been very challenging to compose music for? If so, why?

Jason

The main problem is running out of ideas. Working back-to-back on 20 games in a year, when working with Richard Joseph (so, over 100 pieces of music, if you think of title, levels, high score, game over, game complete…etc.), it’s difficult to keep things sounding original â€" and good. That’s the skill that people who want to get into the games industry need to understand. You need to be able to write at the level of your show real constantly. Every day. Also, you don’t get the choice on what style you want to do. And if the customer (the company is paying you) doesn’t like what you’ve done, you need to understand that it’s not your decision. You might be able to convince them otherwise â€" you need to earn their trust and respect â€" but you’re creating something for someone else. That is the challenge.

Greyfox

Ruff ‘n’ Tumble had a very rocky upbeat music track and the SFX were loud and vibrant, what freedom do you have from a publisher/devs point of view when creating the music and sounds for a game like this?

Jason

For RnT, I was working with Richard Joseph at that time. I got a spec of requirements (title, level 1, level 2…) and a general idea of wanting something guitar based / rock.

I was listening to a lot of Front 242 and Rage Against The Machine at the time. So I used those for influence (a number of the guitar samples were taken from R.A.T.M album..Something I really couldn’t get away with today! Different times…!)

On the whole, working freelance with RJ, I found there was less creative freedom. We were paid to write music to a spec. If we didn’t think it would work, there was nothing to stop the developer / publisher from just going to another composer. Working in-house gives you more chance to get your point across. It’s easier to say “Just let me try something. If it doesn’t work, we’ll do it your way”. Again, there’s some great musicians who work freelance who have gained respect, so can do this. But it’s not the norm, in my experience.

Zapiy

I absolutely love Fire and Ice on the Amiga, the SFX also make me smile and I am a firm believer that great sound effects and music add so much to a game, tell us how you create the music and SFX for a game like this for example?

Jason

So, this comes back to me writing a music player / editor that allowed me to create cool sounding stuff out of very little RAM.

The title tune just kind of happened. Sometimes a piece of music just happens. You write the start, and then you write a verse section. And then the chorus just fits perfectly..And a few hours later, the whole track is done. You’ve managed to get everything to fit into 4 channels and, you’ve seriously no idea how that happened.
Each level track was easily defined by the level itself. The snow level sounded like a christmas song. The Scottish level had some resemblance of bagpipes. It didn’t take much imagination to come up with a list of “hooks” like those. My main regret is that the underwater level â€" which I get a lot of compliments about â€" is too short. I’ll rewrite it one day.
For sound effects, me and Andrew would sit down and play the game, whilst creating a list of what was needed. I’d then just make stuff up that I thought would fit. When we tested, there was often things that needed tweaking. Also, there would be a number of times when we’d have a “How about we do blah blah blah..” moments while playing the game. Those little touches make all the difference, I think.

For the CD32 version, I rewrote all of the music using “real” instruments (synths and samplers). And also added an ambience track behind the music. So the snow level had arctic winds, and the jungle levels had exotic birds.

Zapiy

Ivan ‘Ironman’ Stewart’s Super Off Road is another classic game you created music for, this had mixed reviews at the time, did you guys at Graftgold take much note of the critics and how did they influence the team and you personally?

Jason

The music was converted from the arcade machine ( we had the machine in the office). And much of the game code (for 16bit machines) worked exactly the same as the arcade machine. We were paid to do a job. If the original game wasn’t amazing, our conversions wouldn’t change that. But, if the original game was amazing (Rainbow Islands…), then so were the conversions.

Did it affect us? Not that I remember. We were already working on the next games, by the previous one was in the shops. We’d probably already heard most of the criticism by the game producers and testers.
You have to understand that no matter what you do, someone will like something else. I mean, some idiots actually prefer The New Zealand Story to Rainbow Islands! Seriously. WTF?

TrekMD

Which one the games you was involved in are you the proudest of and why?

Jason

I’ve no one answer there for an individual game. Too many have great memories for different reasons. Many I worked on sold really well (again, Gran Turismo). But it wasn’t my music that sold it. I’m proud to have my name on it, but by no means was its success down to me. Other games may have tanked at the shops. But I’m proud of the way the team got something out the door on time.

I guess, something that isn’t as well-known by most, the audio drivers I wrote at Sony for PS2 â€" MultiStream. It was used in something like 40% of all released titles, such as TimeSplitters 2. Or the XM (Mod) player I wrote for PS1 and PS2, which Codemasters and Team17 used. I managed a superb team who wrote the PS3 audio driver, which again was used in around 40% of all PS3 titles. They enabled the really great musicians and sound designers to show what they could do, and set the standards that pushed audio to new limits. That’s my proudest moment.

Zapiy

Would you ever consider producing an album of your works like some of the recently successful Kickstarter ones?

Jason

Yes. I’ve something in the planning stages.

Zapiy

Excellent news, can you tell us anymore about the plans?

Jason

Early days. I’m just trying to get the OK from a number of publishers, so that I can create remakes and so on. So, that’s taking a bit of time. There’s a number of songs that have been remade a number of times already, but I’m thinking of something a little different. So, it wouldn’t just be an album of remade tracks as such. But I won’t spoil the surprise.

Zapiy

Do you have any chiptunes/music from games that never got released that you might like to share to the community?

Jason

None, I’m afraid. Most of my tracks got released. I never threw anything away. At best, I’d keep a track and use it for another game, when the chance came up.

Strangely, I hear some tracks on things like YouTube that I completely forgot I wrote. People ask me if I wrote them. I listen, and I recognise them. I know where the track is going next. I know the various patches from the synths I’d used. But I’ve no recollection of ever writing the music! Again, when you’re writing over 100 tracks a year, I guess that makes sense!

Zapiy

What are you up to these days?

Jason

I work at Unity in Brighton, England. I manage the Console Support Team (based both here in the UK, as well as in Pereira, Colombia). Who do a brilliant job, supporting developers who are using Unity on PS4, XboxOne and Switch.

Zapiy

Are you surprised with the resurgence in retro gaming?

Jason

Yes. Although, for me, it doesn’t feel that long ago. I work with people who played Fire&Ice when they were 7, or who were born after I’d started at Sony. So, that’s weird. I’m now one of the old miserable ones. Even though I started writing games at Graftgold when I was 16.

Zapiy

Are you a gamer yourself? If so what is you favourite game?

Jason

I’ve a Switch now. Tetris99 is my fave at the moment. (I’m something like 15th in the world on first level of Pacman CE… I was 4th on the PS3 many years ago!) I’m a bit bored of the FPS / Uncharted, etc.. They all look lovely, but offer no new experience for me. I feel like I’ve played them all before, no matter how pretty they look.
Over time, it’s harder to look at a game as a game. You tend to pull it apart (“Oh, that’s a nice effect. I wonder if that’s using this or that technique”…”Ah, that’s the sound effect from library XYZ..”). So, I find it hard to see a game through the same eyes as someone who’s not had over 30 years of exposure at a technical level.

Zapiy

Finally thank you for taking the time to chat with us at RVG!

Jason

You are most welcome.

Finally

A huge thanks to Jason for taking the time to chat with us.