Author Topic: RVG Interviews Psytronik Software  (Read 4498 times)

Offline zapiy

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RVG Interviews Psytronik Software
« on: May 28, 2012, 18:58:44 PM »
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A huge thanks to Kenz / Psytronik Software for taking part in this mini interview.

zapiy
What new games do you have in the pipeline?

Psytronik
The next big release from Psytronik will be Soulless - a fantastic arcade-adventure for the C64.� It was designed by Trevor 'Smila' Storey and coded by Georg 'Endurion' Rottensteiner with music by Mikkel 'Encore' Hastrup.� The game was inspired by the classic C64 games Impossible Mission & Draconus and features a massive map to explore, puzzles to solve and plenty of monsters to avoid - the game also features superb animated intro and end sequences.� We've really gone to town with the packaging and the game features an A3 poster / map, companion CD-ROM and deluxe full-colour professionally printed packaging.� It will be released on C64 tape, disk, cartridge & digital download at the end of May 2012.

zapiy
Do you have any plans for Console releases?

Psytronik
I have no plans for any console releases at the moment.� I will be concentrating on 8-Bit machines for the time being (C64, Amstrad CPC & hopefully the ZX Spectrum - and possibly a new release for the C16 / Plus4).

The Laird
What got them started in publishing home brew?

Psytronik
Psytronik Software was born in 1993 during the decline of the C64's commercial era. My friend Jon Wells had converted the ZX Spectrum game Sceptre of Baghdad onto the C64 and was hoping for it to be publishing by the original publishers of the Spectrum version, Atlantis Software.� Unfortunately, Atlantis sunk (heh!) so I offered to publish the game through Binary Zone instead.� I decided to set up a separate software label for Sceptre of Baghdad to differentiate it from the Public Domain software that people associated Binary Zone with - and so Psytronik was born.� I came up the name 'Psytronik' as I wanted to combine the quality of Psygnosis with the cheapness of Mastertronic: Psy - tronic!� I then went on to publish the Alf Yngve twin game pack Archetype + COPS III through Psytronik and another compilation of Alf Yngve games (The Shoot 'Em Up Destruction Set) in 1994.� Unfortunately, sales were disappointing for the initial Psytronik releases and I wasn't happy with the quality of the packaging (photocopied inlays) so I decided to call it a day after the release of SEUDS.� Now flash-forward to 2008 ... Jon Wells was working on another C64 game - a conversion of the Firebird software adventure game 'The Wild Bunch'.� I offered to help Jon out with the tape inlay and at the same time used the inlay template to produce a brand new full colour glossy tape inlay for Sceptre of Baghdad using modern Photoshop techniques.� I showed this to a few people and they were so impressed they urged me to re-release Sceptre with the new artwork - and so I did!� I then went on to produce new artwork for all the original Psytronik releases and at the same time was offered new C64 titles to publish as well (Sub Hunter etc.)� The reborn Psytronik really took off after that and now I have around 30 titles available on various different formats.

The Laird
Apart from their own games what is their favourite homebrew for any
platform?

Psytronik
Hmm, that's actually a tricky one to answer - even though I'm a homebrew publisher I actually get very little time to play homebrew titles other than the ones that are submitted to Psytronik.� The only ones that come to mind are Nitronic Rush on the PC (I'm a huge fan of TRON and just love that Tron style racer), I also like to play the titles that Jonathan Cauldwell & Bob Smith produce for the Speccy.

The Laird
Who is your homebrew hero?

Psytronik
Apart from Jonathan Cauldwell & Bob Smith who I just mentioned I also admire the developers who have produced games for Psytronik - including Jon Wells, Alf Yngve, Richard Bayliss, Mikael Tillander, Trev Storey, Georg Rottensteiner and the rest of the gang - they are all heroes in my book!

zapiy
How do you find all the time to run all your retro interests?

Psytronik
With great difficulty!� It's incredibly hard running Psytronik & Binary Zone in my limited spare time - while trying to have some sort of social life at the same time.� The main problem I have is that I have a normal job in the 'real world' from Monday to Friday, which saps all my energy during the week so that only leaves the weekends for retro shenanigans ...� But by the time I've recovered from the effects of any inadvertent Friday-night alcohol absorption and processed orders that have come through the BZ store the weekend is usually over which leaves little time for developing new Psytronik releases or working on new podcasts etc.� But hey, I do me best! <img src="{SMILIES_PATH}/wink.gif" alt=";)" title="Wink" />

zapiy
Whats your fav retro homebrew title?

Psytronik
Knight 'n' Grail for the Commodore 64.� The game itself is a real belter - with a great story, awesome graphics, huge map to explore, boss battles and cool soundtracks - and it has a neat twist to the storyline.� It's also one of very few 'MetroidVania' available for the C64.� The packaging also turned out really well - I was heavily inspired by the Ultimate - Play The Game packaging for that one.

zapiy
How long does all this process take you?

Psytronik
Too long!� Like I said earlier, I don't have much spare time so it can take weeks or even months for a Psytronik release to finally come together.� The same goes for my podcasts - although this is partly my own fault as I'm a bit of perfectionist when it comes to editing so it can take hours just to splice a few channels of audio together.
« Last Edit: March 15, 2018, 11:16:22 AM by zapiy »
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Offline Greyfox

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Re: RVG Interviews Psytronik Software
« Reply #1 on: May 29, 2012, 19:34:25 PM »
very interesting read..and very nicely answered questions, seems like a cool guy..well done to all involved

 

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