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    <title>Get Info: #1992</title>
    <description>Posts tagged “1992” — Blog of independent game and app developer Matt Sephton. Featuring vintage Macintosh, game development, digital artwork, Japanese esoterica, video game reviews, hacks and tips, and much more.</description>
    <link>https://blog.gingerbeardman.com/tag/1992/</link>
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    <pubDate>Tue, 14 Jul 2026 14:36:29 +0000</pubDate>
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        <item>
          <title>Review: Wizkid</title>
          <description>&lt;p&gt;&lt;img src=&quot;https://64.media.tumblr.com/tumblr_lo8v27iIHY1qbfpni.png&quot; alt=&quot;Wizkid&quot; /&gt;&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;The greatest video game ever sold?&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href=&quot;http://www.mobygames.com/game/wizkid-the-story-of-wizball-ii&quot;&gt;Wizkid&lt;/a&gt; was born in a time when British video game developers ruled the world. That such a time existed may seem strange today, as developers from Japan and the USA roll out one blockbuster game after another whilst British development companies quietly wonder where it all went wrong. Back in the early 90s a video game could be made by a small team of individuals rather than a team of hundreds - it was a much simpler time. To put things into perspective, at the time Wizkid was released the home computer scene was in decline and video game consoles such as the &lt;a href=&quot;http://en.wikipedia.org/wiki/Super_Nintendo_Entertainment_System&quot;&gt;Super Nintendo Entertainment System&lt;/a&gt; and &lt;a href=&quot;http://en.wikipedia.org/wiki/Mega_Drive&quot;&gt;Sega Mega Drive&lt;/a&gt; were invading UK homes.&lt;/p&gt;

&lt;p&gt;A product of bedroom-based development house &lt;a href=&quot;http://en.wikipedia.org/wiki/Sensible_Software&quot;&gt;Sensible Software&lt;/a&gt; during the peak of their creative output, Wizkid was an ode to everything British. It was Monty Python, seaside arcades, Fawlty Towers, tabloid newspapers, The Young Ones, punk rock, Viz and so much more – all wrapped up in a game that can only be described as, well, completely bonkers. It was fun, but perhaps more importantly it was funny. My initial play session left me bewildered, but as I settled into the weirdness it dawned on me that I was witnessing the most wonderful game I’d ever seen.&lt;/p&gt;

&lt;p&gt;At this point in time Sensible Software were a household name, an established company and burgeoning brand who were coming off the back of a string of considerable successes. Most recently they had scored a hit with &lt;a href=&quot;http://www.mobygames.com/game/mega-lo-mania&quot;&gt;Mega-lo-Mania&lt;/a&gt; and were deep into the development of &lt;a href=&quot;http://www.mobygames.com/game/championship-soccer-94&quot;&gt;Sensible Soccer&lt;/a&gt;, the game that would turn out to be their &lt;em&gt;magnum opus&lt;/em&gt;. Wizkid may seem like an unlikely stop gap, not helped by the fact there are only a tenuous link to &lt;a href=&quot;http://www.mobygames.com/game/wizball&quot;&gt;Wizball&lt;/a&gt; - the older game by the company mentioned in the subtitle. You’d be right to wonder how such a crazy concept was sold to the executives at &lt;a href=&quot;http://en.wikipedia.org/wiki/Ocean_Software&quot;&gt;Ocean&lt;/a&gt;, but back then it was quite common for a publisher to sign a developer on the strength of their previous games with nothing but blind faith - or perhaps just trust - in their capability to deliver. A lot like the music industry works - the record company or publisher sign an artist to make an album before they ever hear it. Jon Hare – one half of the original Sensible Software team – has described Wizkid as a game that shows the height of the team’s collective expression and imagination, a game that was undiluted by the publisher and showed just how much they were capable of achieving. The result is a game so quirky it feels almost Japanese in its execution.&lt;/p&gt;

&lt;p&gt;Right from the off you’re in no doubt that the game is a little bit left of centre, as you witness Wizkid conduct a pair of cannon to an excerpt from &lt;a href=&quot;http://en.wikipedia.org/wiki/1812_Overture&quot;&gt;Tchaikovsky’s “1812 Overture”&lt;/a&gt;. You can’t help but raise a smile - perhaps as a reaction to the confusion that’s slowly setting in, or maybe just because the act of conduction a pair of cannon looks so damned fun - in much the same way as the &lt;a href=&quot;http://www.youtube.com/watch?v=vltUWa_tOhE&quot;&gt;parade scene in Ferris Bueller’s Day Off&lt;/a&gt;. The game combines two decidedly old-school concepts: &lt;a href=&quot;http://www.mobygames.com/game-group/breakout-variants&quot;&gt;block-breaking&lt;/a&gt; and the &lt;a href=&quot;http://www.mobygames.com/genre/sheet/adventure/&quot;&gt;adventure game&lt;/a&gt;. You play an odd variation of &lt;a href=&quot;http://www.mobygames.com/game/breakout&quot;&gt;Breakout&lt;/a&gt;, where instead of a paddle you control a disembodied head whose job is to dislodge blocks so they collide with enemies. Success results in the appearance of a musical note, of which there’s a whole tune’s worth to collect. Once you complete the melody the game switches into adventure mode, where you gain control of the fully formed Wizkid and can walk him around a series of platform-based adventure screens, collecting items and solving a series of obtuse puzzles. Between these two forms of gameplay, you’ll collect a bunch of cats, solve some crosswords, buy some useful and not-so-useful items from a shop, row a boat, ride a donkey and much more besides. If ever there was a case where a game was more than the sum of its parts this is it. The game is unforgiving at times and if you’re not careful you’ll do well enough get to the end, but not well enough to see the “real” ending. You’re unlikely to see everything the game has to offer in your first play-through so there’s a chance to discover more in subsequent replays. If you’re not going to be able to play it, make sure you at least watch the play-through videos linked below.&lt;/p&gt;

&lt;p&gt;Could a game like Wizkid be successful today? It’s hard to say, but it would have its work cut out. The types of games it’s comprised of have long since fallen out of favour. Publishers don’t take risks any more, preferring to instead push out identikit games that cater the latest trend. On the other hand, there does still seem to be occasional room for off-the-wall presentation and humour in a game, as shown by the likes of &lt;a href=&quot;http://www.mobygames.com/game/peggle&quot;&gt;Peggle&lt;/a&gt; and &lt;a href=&quot;/2010/10/21/tomba/&quot;&gt;Tomba!&lt;/a&gt; - a combination of which would be a pretty good match to the madness of the world of Wizkid.&lt;/p&gt;

&lt;p&gt;Whilst it’s not my favourite game, or even anywhere near what you might consider to be a perfect game, the sheer scope and ambition seen in Wizkid means it’s my choice as the greatest game ever sold.&lt;/p&gt;

&lt;p&gt;(That’s not to say it’s the end of this blog, though!)&lt;/p&gt;

&lt;h2 id=&quot;links&quot;&gt;Links&lt;/h2&gt;

&lt;ul&gt;
  &lt;li&gt;&lt;a href=&quot;http://www.youtube.com/playlist?list=PL9A3F29BDCF2E48AF&quot;&gt;Watch a play-through of the game on YouTube.com&lt;/a&gt;&lt;/li&gt;
  &lt;li&gt;&lt;a href=&quot;http://www.lemonamiga.com/games/docs.php?id=1805&quot;&gt;Read the game manual at lemonamiga.com&lt;/a&gt;&lt;/li&gt;
  &lt;li&gt;&lt;a href=&quot;http://www.mobygames.com/game/wizkid-the-story-of-wizball-ii&quot;&gt;Find out more at mobygames.com&lt;/a&gt;&lt;/li&gt;
  &lt;li&gt;&lt;a href=&quot;http://www.youtube.com/watch?v=oJxnXyBwXYw&quot;&gt;Watch an interview with Jon Hare about Sensible Software&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;
</description>
          <author>by Matt Sephton</author>
          <pubDate>Thu, 21 Jul 2011 12:02:00 +0000</pubDate>
          <link>https://blog.gingerbeardman.com/2011/07/21/wizkid/</link>
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          <title>Review: Pilotwings</title>
          <description>&lt;p&gt;&lt;img src=&quot;https://64.media.tumblr.com/tumblr_la4kbnQL8m1qbfpni.png&quot; alt=&quot;Pilotwings&quot; /&gt;&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Take to the skies in one of the most relaxing video games of all time.&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href=&quot;http://www.mobygames.com/game/pilotwings&quot;&gt;Pilotwings&lt;/a&gt; is best described as an arcade flight simulator. The game enrolls you in a flying school and gives you a series of missions of increasing difficulty using a variety of aircraft from hang glider and airplane to rocket pack. Gaining enough points in each set of missions allows you to qualify for a flying licence and rewards you with a password that can be used to resume from that level on subsequent play-throughs. The game makes use of SNES graphics &lt;a href=&quot;http://en.wikipedia.org/wiki/Mode_7&quot;&gt;Mode 7&lt;/a&gt;, allowing a flat image to be transformed and skewed to give the illusion of 3D. These days the look might seem a little primitive, but back in 1992 this was awe inspiring stuff.&lt;/p&gt;

&lt;p&gt;Like many classics it was easy to pick up yet difficult to master, but rewarded extended play by giving the player secret characters or missions if they were skillful enough to land their aircraft on moving platforms. You could fly a bird man across a series of trampolines, or take control of a penguin jumping from a sky high diving board - all for a handful of bonus points. It turned the serious simulation on it’s head and infused it with a great sense of humour.&lt;/p&gt;

&lt;p&gt;The subtle jazz-pop music and idyllic island locations lent themselves to flying without a purpose. It was so much fun to take to the skies and just fly around. So much so that my Dad used to ask me to put on one of the hang gliding levels and he’d fly around catching thermals and just enjoying the view. When his time was about to run out he’d restart the level and do it all over again. It says a lot that the game was that much fun without actually competing any of the objectives.&lt;/p&gt;

&lt;p&gt;The game saw a sequel in &lt;a href=&quot;http://www.mobygames.com/game/pilotwings-64&quot;&gt;Pilotwings 64&lt;/a&gt; on the Nintendo 64, courtesy of Nintendo and &lt;a href=&quot;http://en.wikipedia.org/wiki/Paradigm_Entertainment&quot;&gt;Paradigm Simulation&lt;/a&gt;. This version of the game added fully 3D environments and more realistic vehicle behaviour. As much as I hate to say it, this version has not dated anywhere near as well as the SNES original. It feels very clunky and slow and I really don’t enjoy playing it these days.&lt;/p&gt;

&lt;p&gt;So it was great to find out that, after 15 years of waiting, an all-new Pilotwings game - &lt;a href=&quot;http://en.wikipedia.org/wiki/Pilotwings_Resort&quot;&gt;Pilotwings Resort&lt;/a&gt; - was to be a launch title for the &lt;a href=&quot;http://en.wikipedia.org/wiki/Nintendo_3DS&quot;&gt;Nintendo 3DS&lt;/a&gt;. I’ve played the game extensively and it’s just sublime - every bit the sequel I’d wished for. Whilst it’s not without faults - there’s only one location, a handful of vehicles, less variety of landing areas and no funny bonus modes. But it is in 3D, has it’s fair share of novel rewards and bags of gameplay. It’s also a far more accessible game than either of the two previous games. It’s evident that the Nintendo of today can put out games of a higher quality than they have ever done before. Even if it takes them a while to get around to it.&lt;/p&gt;

&lt;h2 id=&quot;links&quot;&gt;Links&lt;/h2&gt;

&lt;ul&gt;
  &lt;li&gt;&lt;a href=&quot;http://www.youtube.com/watch?v=mc4IyxvJTKs&quot;&gt;Watch the game on YouTube.com&lt;/a&gt;&lt;/li&gt;
  &lt;li&gt;&lt;a href=&quot;http://www.mobygames.com/game/pilotwings&quot;&gt;Find out more at mobygames.com&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;
</description>
          <author>by Matt Sephton</author>
          <pubDate>Sat, 26 Mar 2011 17:36:00 +0000</pubDate>
          <link>https://blog.gingerbeardman.com/2011/03/26/pilotwings/</link>
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          <title>Review: Pushover</title>
          <description>&lt;p&gt;&lt;img src=&quot;https://64.media.tumblr.com/tumblr_la50zpgYmo1qbfpni.png&quot; alt=&quot;Pushover&quot; /&gt;&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;This game was a real time sink for me during my formative years, with its simple rules hiding a fiendishly difficult set of puzzles that chewed through the hours as if they were minutes. It has to be said, however, that the Quavers crisps licence attached to the game was a very odd marketing move.&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Each stage in the game consists of a number of platforms - interconnected by ladders - on which there are a series of dominoes. Each type of domino has a different pattern which dictates how it will react when toppled over. The dominoes must be arranged, one at a time, in the correct sequence so that when all dominoes topple in one chain reaction. At this point the exit will open and you can go on to the next stage. The first set of stages are a well-paced introduction to the different types of dominoes.&lt;/p&gt;

&lt;p&gt;Various problems present themselves as soon as you start playing - you can only carry one domino at a time, and there is limited space to swap dominoes around. Platforms and even the dominoes themselves can be destroyed. If a domino blocks the exit then you’ll not be able to get out. Your character, G.I. Ant, can also die if he falls too far or is crushed by a falling domino. So it’s a lot more complicated than a simple game of dominoes.&lt;/p&gt;

&lt;p&gt;Things are kept interesting by the number of different types of dominoes lending themselves to a variety of puzzles involving some real lateral thinking and planning ahead. Stages are set throughout nine different themed worlds all of which have their own unique graphical style and background music. Almost as an afterthought, a packet of Quavers is awarded to the player upon completing each world, tying things in loosely to the licence. Upon finishing an individual stage a token is awarded, which can be used as an undo function to save time that would be spent laying out the dominoes again. Completing all 100 stages in one session would be a ridiculous challenge, so the game uses a password system allowing you to easily resume from any stage.&lt;/p&gt;

&lt;p&gt;&lt;em&gt;Pushover&lt;/em&gt; is the perfect example of a one hit wonder. It was a great, original idea but it’s difficulty meant that you’d end up throwing your joystick at the wall because you’d had enough if you weren’t banging on the publisher’s door asking for more. The satisfaction gained from figuring out a puzzle that you’d been struggling with for some time was as addictive as any game.&lt;/p&gt;

&lt;p&gt;The game was well received and a sequel - &lt;em&gt;One Step Beyond&lt;/em&gt; - was released a year later which featured an entirely new game mechanic. Whilst it was a good game in it’s own right it can’t be held in as high regard as the original.&lt;/p&gt;

&lt;p&gt;Whilst you can still play the original game on handful of platforms it was released on, there’s an excellent, modern and authentic remake by Ishisoft that is more enjoyable to play these days.&lt;/p&gt;

&lt;h2 id=&quot;links&quot;&gt;Links&lt;/h2&gt;

&lt;ul&gt;
  &lt;li&gt;&lt;a href=&quot;http://www.youtube.com/watch?v=LzHPbo_ZPX0&quot;&gt;Watch the original game on YouTube.com&lt;/a&gt;&lt;/li&gt;
  &lt;li&gt;&lt;a href=&quot;http://www.youtube.com/watch?v=B7MlVHitcSE&quot;&gt;Watch the sequel on YouTube.com&lt;/a&gt;&lt;/li&gt;
  &lt;li&gt;&lt;a href=&quot;http://www.mobygames.com/game/pushover&quot;&gt;Find out more about the original game at mobygames.com&lt;/a&gt;&lt;/li&gt;
  &lt;li&gt;&lt;a href=&quot;http://www.mobygames.com/game/one-step-beyond&quot;&gt;Find out more about the sequel at mobygames.com&lt;/a&gt;&lt;/li&gt;
  &lt;li&gt;&lt;a href=&quot;http://ishisoft.com/archives/126&quot;&gt;Download a remake of the original game ishisoft.com&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;
</description>
          <author>by Matt Sephton</author>
          <pubDate>Fri, 22 Oct 2010 07:04:00 +0000</pubDate>
          <link>https://blog.gingerbeardman.com/2010/10/22/pushover/</link>
          <guid isPermaLink="true">https://blog.gingerbeardman.com/2010/10/22/pushover/</guid>
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          <title>Review: Sensible Soccer</title>
          <description>&lt;p&gt;&lt;img src=&quot;https://64.media.tumblr.com/tumblr_la4nmaT4lB1qbfpni.png#pixel&quot; alt=&quot;Sensible Soccer&quot; /&gt;&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;The beautiful game.&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;When people mention football (soccer) games these days there are probably mean one of two games: &lt;a href=&quot;http://www.mobygames.com/game-group/ea-fifa-series&quot;&gt;FIFA&lt;/a&gt; and &lt;a href=&quot;http://www.mobygames.com/game-group/pro-evolution-soccerwinning-eleven-series&quot;&gt;Pro Evolution Soccer&lt;/a&gt;. These games have evolved year-on-year, from when they were originally poles apart to today where they are very much the same sort of game: photorealistic players, recognisable stadiums, team kits, tournaments and commentary from your most loved (or hated) TV sports commentator. They really feel like you’re at a football match. But I often ask myself why they feel like you’re watching a football match rather than playing a football match?&lt;/p&gt;

&lt;p&gt;Back in the days when pixel graphics ruled the world - well my world at least - the computer football game was an entirely different beast. The power of the machines at the time imposed limits on what was possible in terms of graphics and anything else superfluous to the gameplay. Football was rendered at a much more abstract level and the rest was left wide open ready to be filled in by your imagination.&lt;/p&gt;

&lt;p&gt;In this story it all started with &lt;a href=&quot;http://www.mobygames.com/game/microprose-pro-soccer&quot;&gt;Microprose Soccer&lt;/a&gt; - created for Microprose by a couple of Essex boys: Chris Yates and Jon Hare, who later went in to form Sensible Software. It literally flipped football games on their head - displaying the action from a top down viewpoint which allowed for easy control of both player and ball, and also let you influence the path of the ball after a kick using aftertouch. From humble beginnings come great things, as they say, and that was definitely true in this instance.&lt;/p&gt;

&lt;p&gt;The story goes that in the middle of developing their “god simulator” &lt;a href=&quot;http://www.mobygames.com/game/mega-lo-mania&quot;&gt;Mega-lo-mania&lt;/a&gt;, the guys at Sensible Software started dressing up the tiny characters in football kits for fun. Reflecting on their addiction to Anco’s &lt;a href=&quot;http://www.mobygames.com/game/kick-off-2&quot;&gt;Kick Off 2&lt;/a&gt; at the time, they realised that they had the basis for a new football game of their own: &lt;em&gt;Sensible Soccer&lt;/em&gt; - or &lt;em&gt;Sensi&lt;/em&gt; as it is affectionately known.&lt;/p&gt;

&lt;p&gt;What set &lt;em&gt;Sensi&lt;/em&gt; apart from its competitors was that you could see so much more of the pitch at once, allowing for an unparalleled level of forward planning. Control of players and ball was more accurate than ever and meant that it really felt like you were on the pitch playing as part of a team. Although the graphics may seem purely functional they possessed an ability to show remarkable likeness for the players they were representing, regardless of the fact they were only composed of hair colour, skin colour and shirt number it was completely obvious who each player was.&lt;/p&gt;

&lt;p&gt;&lt;a href=&quot;http://www.mobygames.com/game-group/sensible-soccer-games&quot;&gt;Subsequent revisions&lt;/a&gt; of the game made small, incremental improvements including the addition of red and yellow cards and an on-screen referee, as well as improved goalkeeper behaviour and other tweaks. International teams were added along with the World Cup Tournament in a version that also made it onto most consoles at the time, but it remained the same game. A year later came &lt;a href=&quot;http://www.mobygames.com/game/sensible-world-of-soccer&quot;&gt;Sensible World of Soccer&lt;/a&gt;, which proved to be the ultimate version of the game. It added further refinements to the core gameplay and a comprehensive manager mode giving the game so much more depth. It also featured an amazing amount of player data - all of the players in all of the teams from all of the professional leagues in the world at that time were included - over 1,500 teams and 27,000 players in total. Add to that all national and international competitions for all club and national teams around the world and you have an most perfect representation of football.&lt;/p&gt;

&lt;p&gt;But you know what? All that data doesn’t really matter - all you need is a couple of joysticks, a second player and a few minutes to enjoy one of the finest videogame experiences every made. In fact, in 2007 the game was included in a list of the&lt;a href=&quot;http://www.nytimes.com/2007/03/12/arts/design/12vide.html?ex=1331352000&amp;amp;en=380fc9bb18694da5&amp;amp;ei=5124&amp;amp;partner=permalink&amp;amp;exprod=permalink&quot;&gt;ten most important video games of all time&lt;/a&gt;. The fact it plays as well today as it did all those years ago is testament to it’s quality. It remains a truly beautiful game.&lt;/p&gt;

&lt;h2 id=&quot;links&quot;&gt;Links&lt;/h2&gt;

&lt;ul&gt;
  &lt;li&gt;&lt;a href=&quot;http://www.youtube.com/watch?v=NNyU4xc-G6Y&quot;&gt;Watch the game on YouTube.com&lt;/a&gt;&lt;/li&gt;
  &lt;li&gt;&lt;a href=&quot;http://www.mobygames.com/game/sensible-soccer&quot;&gt;Find out more at mobygames.com&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;
</description>
          <author>by Matt Sephton</author>
          <pubDate>Wed, 20 Oct 2010 10:35:00 +0000</pubDate>
          <link>https://blog.gingerbeardman.com/2010/10/20/sensible-soccer/</link>
          <guid isPermaLink="true">https://blog.gingerbeardman.com/2010/10/20/sensible-soccer/</guid>
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