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8/10/2019 Psygnosis Book - Retro Asylum
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2014
The stunning Front cover art has been put together by Phil Hockaday.A truly memorising piece of art that encapsulates all that was great
about Psygnosis.
Thank you Phil for your stunning talent and efforts.
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Introduction
When Sam (MrSid) and Steve(PressPlayonTape) from Retro Asylum
asked if I would help do some researchfor their upcoming Psygnosis podcast,it was a task of which I was honouredto do.
The trouble is though, I dont like doingthings by half, and so as I started to
compile some research notes, and thepages started to mount, I hit upon anidea. If I put the research notes in anice pretty form, then it could be offeredas a free book with the podcast itself.Something that could act as anadjoining love letter to Psygnosis, going
right from the beginning of ImagineSoftware, until its final demise underthe name SCE Studio Liverpool in2012.
This book covers that story of Psygnosis, followed by a massivegame list (a Psygnopaedia ) coveringevery game Psygnosis has released(hopefully I havent missed any).Finally there is a cover gallery section,showing some of the best game box artPsygnosis has produced.
Anyway, I hope you enjoy, and hope tosee you on the Retro Asylum forum.
- Paul Driscoll (AKA The Drisk)
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Who are we anyway?
Steve Erickson
Forum Name PressPlayOnTape
Another Retro Asylum Podcaster's and co-star to thePsygnosis podcast episode.
Retro Asylum
http://retroasylum.com/
The UKs No 1. Retro Gaming Podcast. Or to put itanother way, just a group of people passionateabout our Retro Gaming, and wanting to make acommunity of likeminded people.
Its all for free, as is this book. But please considerleaving an iTunes review. Also any donations arewelcome and can be done via Paypal on the site.Your donations are used to make the podcasts andthe community even better. So if you like thePodcast and enjoyed the book, then please considergiving as little or as much as you want. All isappreciated.
Sam Dyer
Forum Name MrSidOne of the Retro Asylum Podcaster's and co-star tothe Psygnosis podcast episode.
Paul Driscoll
Forum Name TheDrisk
An avid listener to the Retro Asylum podcast. Myinvolvement is that I wrote the book to accompanythe podcast you are now reading. I have also done avideo history https://www.youtube.com/user/TheDriskThat you may enjoy.
https://www.youtube.com/user/TheDriskhttps://www.youtube.com/user/TheDriskhttps://www.youtube.com/user/TheDrisk8/10/2019 Psygnosis Book - Retro Asylum
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PSYGNOSIS A HISTORY
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Before you can talk aboutPsygnosis, one must look at thecompany Imagine Software. Afamous Liverpool software house,that was founded in 1982 by twoformer employees of Bug ByteSoftware, Mark Butler and DavidLawson, with Eugene Evans afriend of Mark joining soon after.
They would publish many classicSpectrum, VIC -20 and C64 gamesin the early 1980s. Games such asArcadia (1982), Ah Diddums (1983)and Alchemist (1983) to name but afew. To kids such as myself it wasa place of dreams, a place whereeveryone had Porsches andFerraris, even 16 year old kids. Ofcourse such extravagance fitted theZeitgeist of the nation, and so gavethem lots of coverage in bothgaming magazines and evennational newspapers of the timeThey were the darlings of theindustry, untouchableit all lookedto good to be true.It was
Mark Butler, David Lawson co foundersof Imagine Software.
Eugene Evans an Imagine star
programmer, that made newspaper
headlines earning 35,000 and owning a
Ferrari, it was for kids like me the stuffof dreams of the new computer age.
Before Psygnosis
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You see, despite the three gamesmentioned being really goodgames, they also were releasing alot of terrible games Suddenlythere was a massive chasmbetween the huge advertising
budget and lacklustre sales.
This was compounded still furtherwhen Imagine started to investheavily in two new games, calledPsyclapse and Bandersnatch,game that was going to
revolutionise both the C64 andSpectrum. With two games thatwas so ambitious, it would requireadditional hardware that extendedthe computers Ram to play thegames. Imagine, would do amassive full page advertising
campaign only weeks after theproject had begun.
In 1984 Imagine Software was abig enough name in the UK, for theBBC show Commercial Breaks, todo a documentary on them. It was
supposed to be about this dreamplace to work, in the exciting newfrontier of video gamedevelopment. Instead thedocumentary captured Imaginegoing bankrupt before their veryeyes on the 9th July 1984.
It is a fascinating watch and can befound herehttps://www.youtube.com/watch?v=Yt9BsZCifgU
https://www.youtube.com/watch?v=Yt9BsZCifgUhttps://www.youtube.com/watch?v=Yt9BsZCifgUhttps://www.youtube.com/watch?v=Yt9BsZCifgU8/10/2019 Psygnosis Book - Retro Asylum
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Suddenly all the staff found themselves out of work and dealing withbailiffs trying to impound everything. Including the disks and tapes withall the hard work, already done in writing the two new gamesBandersnatch and Psyclapse. It became a frantic race by the Imagineemployees to rescue any hardware and software they could, before thebailiff's made it impossible. Imagine Software's game back catalogue,
was sold off to Beau Jolly and the companies name rights was sold toOcean Software.
A few months later a new company was formed called Finchspeed. Itwas started by Imagine Software cofounder David Lawson and IanHetherington, who had been Imagine Software's Financial Officer. Italso had many of the Imagine Software programmers such as Eugene
Evans working there. They would switch their development from the8-Bit computers and instead focus on the 16-Bit Atari-ST and Amiga.Taking their work done on Psyclapse and Bandersnatch, and combinethem into a new game called Brataccas. Of course on the 16-Bitsystems, they had no concerns of needing any additional hardware torun the game.
By 1986 they had finished their game, they now just needed a newcompany name that encapsulated all they were trying to convey withtheir new company.
Ian Hetherington, Financial
Officer at Imagine Software
and Co-Founder ofPsygnosis.
Incidentally Some of the other people from Imagine Software such as IanWeatherburn, Brilliant programmer John Gibson and artists Steve Cain, AllyNoble and Karen Davies, would start up the famous Spectrum developer DentonDesigns. They would do brilliant games, such as The Great Escape, WhereTime stood still, and Frankie Goes To Hollywood. Also the not so great gameslike Transformers. But we are not here to talk about those guys and gals here.
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They initially decided to have two namesfor their new publishing house.
Psygnosis, taken from the Latin Psy,meaning mind and Gnosis, meaningadvanced knowledge, it was a coolsounding name, that they would use fortheir adventure and strategy style games.
To distinguish their action based gamesthey would go under the different namePsyclapse , this was an obvious nod inrespect of their Imagine Software roots,and the C64 game never released withthe same name. They would drop thename Psyclapse entirely by 1990.
Right from the beginning, Psygnosisthought big, going to the ground breaking,world famous record cover artist RogerDean to design their new companies logoand font. Roger Dean had been at theforefront of revolutionising the recordalbum covers during the 70s and 80s,and now Psygnosis hoped he would dothe same for the games industry as well.
Whats in a name?
One of Roger Deans famous album
covers for the band Asia on the
album Dragon.
In a Retro Gamer interview, Roger Dean briefly spoke on how he wasapproached, what Psygnosis asked for and how he went aboutdesigning the now famous logo..
It was a very obvious thing, that for me. They kept throwing
names at me and in the end I did the name and logo. They
wanted something that said knowledge, the future, wisdom,fun [laughs]. So the owl has to be the obvious choice. Not the
only choice, but i t was the obv ious choice. And hav ing th is very
chrome-robotic owl, was a way of having a futuristic owl.
Roger Dean, World famousRecord cover artist,
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The famous Psygnosis company logo.
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Psygnosis first game Brataccaswas released in 1986. It was anambitious graphic adventuregame, with a lot of charm andhumour within it. The gamesstory involves you playing Kyne,a scientist framed for a crime hedid not commit, by the evilGovernment. The governmentset him up, when he refuses toshare how he made the processto create a super being.
The game itself is very much inthe old 8-Bit style of wanderingendless mazes. I suppose for itsage, the game isnt bad, butwithout a nostalgia cushion toplay the game, the game hasntaged well.
The controls are horrible ondefault settings, as it is with themouse which is unplayable. To
get this game half playable, pressthe Page Down key (if emulating, or Help Key on an Amiga) andthen press F6 to change yourcontrols to the keyboard (its stillawful to control, but at least youhave a fighting chance ).
Still one thing you can say thanksto the beautiful box artwork ofRoger Dean, the game wouldlook a bit special.
Risen up from the ashes
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Brataccas was an ambitious game for its time, but it was let down
with regards to the poor in game controls. Still with Roger Deanbrought in to do the box artwork, it would make the game deeply
exciting to gamers browsing the game shelves of their local Bootsor WH Smiths.
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Psygnosis would continue to release manygames. They were going strong, with earlyhits such as Terropods being included as
part of the Ten Star bundle pack, that camewith most new Amigas. Also there was thegame Barbarian winning some gamers over.
At this time Psygnosis was already making aname for itself as a company thats gameshad amazing graphics, and that was built
ground up for the Amiga and Atari-STcomputers. This was important as mostother companies were still focussed on the8-Bit market, with the 16-Bit computers onlyreceiving (often poor) up-scaled versions of8-Bit games. This would thereforedistinguish them from their competitors.
The first game though to really put them onthe map, was by a newly formed Scottishdeveloper, who would show them the gameMenace. This was a ground breaking shoot-em-up for the time, offering arcade qualitygraphics and gameplay in the home (or so it
seemed at the time).
DMA Design (better known today asRockstar North) was set up by former schoolfriends David Jones, Russell Kay ,SteveHammond and Mike Daily. They had metway back in 1983 at Dundee's Kingsway
amateur Computer club. David Jones whowas older than the rest had been maderedundant at Timex, and so knowing gameprogramming was what he wanted to do heused his redundancy money on anAmiga 1000.
16-Bit Days
DMA team in 1991
David Jones Mike Daily
Russell Kay Steve Hammond
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As shoot-em-up fans and gamers they would eventually start writingtheir own games, with early titles like Russells Kays game Zone andMike Daily game Freek Out.
David Jones meanwhile was working on a game called CopperCon-1,under the development house name Acme. The game was inspiredby his favourite Konami arcade blaster Salamander. He would showhis game to various publishers, such as Hewson, who showed aninterest to use it as an 16-bit conversion of their own game Zynaps,but David not wanting this continued to look.
Psygnosis liked the game however and readily signed it up. With theguys now all working on it, and realising the name Acme was alreadytaken, they needed a new development house name. Various nameswere suggested like Alias Smith And Jones and Visual Voyage, buteventually they all decided on DMA Design. This stood for DirectMemory Access or Doesnt Mean Anything.
Mike Daily fondly remembers those times..
I had just been thrown out of college anddidnt know what I was going to be doing,
and then al l of a sudden I get handed m y
dream job! My mother thoug ht I was
crazy and wasting m y t ime since i t was a
bedroom industry at the time, but I didnt
care I was a real game developer and w as
even getting paid.
CopperCon-1 on release became the muchcooler sounding name called Menace.
Menace would get reasonable reviews withmost giving it around 75%, noting the fine
graphics but finding the actual gameplaylacking excitement.
Still it was a major release and would putboth DMA Design and Psygnosis on the map.
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DMA Designs first office
Mike Daily remembers on his fantasticwebsite http://www.javalemmings.com/DMA/
Dave Started Blood Money on the 4th ofJanuary 1989 with his shiny new 25 MHz 386-DX PC, complete with a PDS (PersonalDevelopment System) that let him sqirt thecompiled code over to the Amiga in an instant!Psygnosis, happy with Menace, had sentDave a new toy, and he was keen to show itoff. Compared to his A1000, this system wasfast...very fast. The entire code would compilealmost before your finger left the keyboard.
Blood Money was finished in that same year,being inspired by another favourite shooter ofDavid, Mr. Heli by Irem.
Mr Heli by Irem in 1987
Ray Norirsh was hired to dothe fantastic music for BloodMoney. Many consider thisto be one of the best tuneson the Amiga.
Blood Money 1989
Blood Money was anothergreat blaster, with really fourdifferent shooters combinedtogether, each with their ownunique craft and leveldesign. Magazine CVG gave
It 85% saying A sm idge mo re var ie ty wouldhave helped the quali ty of the gameplay match
that of the graphics and sou nd more c losely ,
but theres still no denying that Blood Moneyis a damned good blast . Def in i tely one of the
best games of its type on the Amiga to date.
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But it wasnt just DMA Designthat Psygnosis would give theirfirst break to. Another wasReflections, who would domany games for Psygnosis overthe years, beginning with
Ballistix and of course theShadow of the Beast games.They then would later go on todo Destruction Derby and theDriver series.
Reflections founder Martin
Edmondson reminisces abouthis first introduction toPsygnosis
I remember taking a
completed Bal lis t ix and an
ear ly tech demo o f Shadow of
the Beast down to showthem, way back when i t was
based in the old Robert Sm ith
Metals Bu i ld ing on the Dock
road. A far cry from the huge
glass Wavertree Tech park
that came later.
Wavertree Tech park. The new Psygnosis
building after Dock Road and the spiritual
home of Psygnosis today.
Then followed the Century Buildings inBrunswick Business Park
Psygnosis started briefly at the very grandPort of Liverpool Building at the Pier Headin Liverpool
The main home however for Psygnosis
was the South Harrington Building, inSouth Harrington Dock.
Martin Edmondson, co-founder of
Reflections (now Ubisoft Reflections,made their name with Psygnosis.
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Ballistix sold well enough, with aboveaverage reviews. Although the gamewas essentially a computerised versionof the Crossfire board game, and sofailed to excite.
CU Amiga gave it 76% sayingup to the usual excellent standards
of Psygnosiss releases, but being
based on a game thats about fifteen
years old, its hardly likely to be
original. Were waiting for the
computer version of Mousetrap
next.
Still Martin Edmondson was alreadyworking on another game, that wasgoing to show gamers what their 16-Bitmachines were really capable of.
Called Shadow of the Beast, it cameabout after Martin Edmondson hadbeen reading Addison-Wesley AmigaHardware Reference Manual onparallax scrolling.
It would sell incredibly well, even at the
eye wateringly 35 (although it didinclude a free Roger Dean T-Shirt).
Some may have criticised it, for beingall style and no substance, but it wasexactly what Amiga starved gamerswere clambering for at the time.
Software that would show off their newhardware.
Zzap gave it 83% noting it was verynice to look at, very tough to play
and very expensive.
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Reflections would start to work on asequel immediately, with a definite aimof not changing the game thematicallyor in any drastic way, and so insteadconcentrate on its gameplay andincreasing the complexity of the
original design.
The first Beast game had beenseverely restricted by all the graphicalwizardry taking place. So for thesequel they would design a completelynew scrolling system, that although
was less impressive graphicallyfewer colours, less parallax allowedthe game to scroll in many directions,and crucially have sprites movingpretty freely anywhere they wanted inthe scenery. This of course, freed upthe game design restrictions, so they
were able to design interestingpuzzles into the game.
For the music sadly David Whittaker,who had done the original wasunavailable, so they enlisted thetalents of a new game musician called
Tim Wright.
Reflections first address was CentralSquare South, Orchard Street,
Newcastle upon Tyne, NE1 3AZ
Tim Wright.
A business card given to the famousPsygnosis game musician Tim Wright.
DavidWhittaker
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Tim Wright reminisces in a Square Enix Music interview..
After being asked to write the score for Beast 2, I listened toDavid's work on the original Shadow of the Beast as a yardstick of 'Ihave to do this well and more' which felt like a daunting proposal.
David was one of my all time music heroes, so to be stepping intohis shoes was both thrilling and terrifying.
Martin Edmondson from Reflections was very hands-on when itcame to the music. He had strong ideas about what the musicshould sound like... even down to which samples he would like tohear included from a KORG M1 Synthesizer. Luckily, I had a closefriend who had that exact synth, so we set to work sampling Martin'ssounds, along with others that I thought might work well. The stylewas pretty much indicated by the original Shadow of the Beast, but Iwanted to expand upon that and make it darker and more like a filmscore than the previous game.
Another friend, Steve Nuttall who I'd worked with at Littlewoods, wasa pretty talented guitarist, and I wanted some electric solo guitar in a
couple of the pieces: the title theme, and the game over theme. Thetitle theme was cobbled together from around an hours worth ofguitar playing as an original piece, whereas the game over musicwas copied from
a cassette tape thatMartin had sent me,with the instructions
"copy this...". Manyyears later, it emergedthat the game overtune I'd copied was asmall section from oneepisode of Miami Vice!Oddly enough, this
small piece was alsowritten by a guy calledTim.
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Shadow of the Beast 2 was releasedin November 1990 and would sell bythe bucket load. Also being includedwith an Amiga game bundle calledScreen Gems. So many gamers
(myself included) would get thistechnical showcase of a game.
Reviewers of the time were mostlyfavourable. Amiga Action gave thegame 84% saying
The graphics are just as good asBeast and the sound is br i l l iant ,
but the gameplay is m uch, much
better and from the star t ing
posi t ion there are ton s o f di f ferent
ways to go. The game is qu i te
hard but you soon comes to terms
w ith i t , and get that li t t le bit furthereach t ime. The on ly pro blem I
could f ind wi th the game was the
loading system. Each t ime you die
you have to wait about one minute
before you c an play again and this
real ly breaks u p the game.
However the game is mega and itsa must, even if it is a bit pricey.
Not all were so favourable howeverCVG gave it 59% saying
Hmmm. Not really that bad, but
un-user friendly gameplay isnthidden by the brilliant visuals.
The Screen Gems pack released:September 1990 for 399, it came withNight Breed, Back to the Future 2, Daysof Thunder, Shadow of the Beast 2 and
Deluxe Paint 2.
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Which is a pity as the third instalmentis quite an enjoyable game, light
years away from its predecessors inthe gameplay department.
Martin Edmondson reminisces on histime doing the Beast games
If I am honest, it was less exciting
than the f i rs t . Beast 1 was ou rf i rs t dedicated Am iga game, i t was
earlier in the machines life, and it
was real ly pu shing the graphics
hardware to the l imi t . When you
get used to a machine and what i t
can do, some of the magic fades
and youre starting to think aboutwhat new m achine is around the
corner.
In October 1992, Reflections would release Shadow of the Beast 3.This time Reflections had continued to listen to gamer feedback,making it the strongest game in the series.
Reviews were mostly positive, giving scores in the 90% or high 80%bracket. Stuart Campbell at Amiga Power gave it 71% criticising the
games shortness of just four stages, but enjoying the game.. Hewrites..
It looks good, it sounds good, and the gameplay is good, but
youll have to decide for yourself whether it is worth 15 quid a
week. Me? Im not so sure.
The game however failed to sell as well as the previous two games,with other Amiga's developers catching up with Reflections technicalwizardry at this point. Also many gamers associated the Shadow ofthe Beast games, with looking pretty but not great to play.
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Another great game and prestigious developerwho got their first big break with Psygnosis wasRaising Hell Software. Who of course are betterknown today as Bizarre Creations and their MSRand Project Gotham games (Incidentally the name
change came about when Sega bought thecompany and had a problem with having adeveloper with the word Hell in the title).
Raising Hell was set up in 1987, in the North Westof England by Martin Chudley. He would send inhis demo of a game he was working on and
Psygnosis snapped it up right away.
That game was called The Killing Game Show andt was released in January 1990. It was astunning shooter that had you control a walkingrobot, who must shoot anything that moves whilstmaking its way to the top of the arena to the exit,
all this as the water constantly rises (Think ofRainbow Islands meets the movie Robocop.)
Reviews of the time loved the game, noting itssevere toughness, but wowing at the visuals andsmooth gameplay.
Amiga Format gave it 92% saying..
Just when you thought all the polish and
ideas in shoo t-em-ups belonged to arcade
conv ers ions and big l icenses, along com e
Psygnos is wi th another audio-v isual gem to
delight your eyes and ears. Moreover, it isnt
just al l f lash and n o go
the gameplay is
sup erb too. The act ion is frant ic , the puzzles
are di ff icu l t and i t has a hoo k which could
wind in a ki l ler shark. Watch the sup erb intro ,
then play the game and be blown away!
Martin Chudley
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But back to DMA Design. Althoughthey had some reasonable successwith both Menace and Blood Moneygames (Menace sold a total of 20,000and Blood Money 40,000 copies),
they were hardly what you considerhitting the big time. All that wasabout to change on Valentines day1991 (14th Feb), with a release of acertain game called Lemmings.
The game came about when Scott
Johnson set about trying to make thesmallest game sprites he could. Thesprites were still 16x16 pixels and soMike Daily commented he couldshrink them to 8x8 and set about toshow it. So over an hour lunchtimehe did a group of little guys getting
squished by a weight.
Gary Simmons made some additionalparts to the animation with thechewing mouth and better drawncharacters, as can be seen to theright of the chewing mouth.
Russell Kay commented there was agame in these little critters andstarted calling them lemmings, andso armed with this idea the teamstarted to make the game.
The original animation that inspired thegame Lemmings. To see it animateplease go to Mike Daily's fantastic
history of the game.
http://www.javalemmings.com/DMA/Lem_1.htm
< Gary Simmons earlyanimation was almost thefinal Lemming characters.
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At the early demo stage DMA hadoriginally been turned down byPsygnosis and other developers, asthey couldnt see a viable game. ButDMA undeterred continued
regardless without a publisher,confident that there was a goodgame here.
Once they had designed some levelsand showed the game to Psygnosis,they finally understood it and
snapped up the rights to publish it.The game was released to universalcritical acclaim with most magazinesgiving 90% plus
Amiga Format gave the game 92%saying
Lemmings is a hoot to play and
quick ly becomes a dangerous
obsession . Four di f ferent sty les
are avai lable plu s two-player
mode. Al l call for a clear head and
a cool hand i f yo u are to f in ish a
level and gain the next passw ord .
Theyre over 160 levels, each of
wh ich has more than one solut ion.
You must dec ide the best way to
solv e a level , given the commands
avai lable, and any favoured
perso nal approach . There is, as
the old say ing go es, more than
one way to explode a lemming.
Lemmings managed to sell 55,000copies on it first day of release.
The original early concept demo ofLemmings was actually written on the
PC, on the 26th September 1989. It wasturned down by all the publishers of the
day including Psygnosis. Mike Dailyhas kindly uploaded this original PC
early demo on his websitehttp://www.javalemmings.com/DMA/Lem_1.htm
Interestingly the colourchoices of the Lemming withtheir green hair came from thelimitations of the EGA PCpalette. The songs meanwhilewere deliberately chosen tobe out of copyright. Originallythey had planned to do TVtheme tunes like MissionImpossible, but David andPsygnosis got nervous and sothe idea was dropped.
http://www.javalemmings.com/DMA/Lem_1.htmhttp://www.javalemmings.com/DMA/Lem_1.htmhttp://www.javalemmings.com/DMA/Lem_1.htm8/10/2019 Psygnosis Book - Retro Asylum
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John White, Software Directorremembers.
I was project manager
on Lemm ings , for ins tance, so I
used to f ly up to Dundee on aregular basis the guys kn ew
what they were doing but
sometimes needed a steer. We
funded and equipped them and
pro vided expert ise in terms of
grow th. We reaped the rewards
by having exclusive r ights and,in the case of Lemm ings , I
remember going to a German
trade event know ing w e had the
hi t o f the show. There was a
standard con tract
Lemm ings belonged to
Psygn osis , not the developer. Weprov ided the funding and the
creat ive inpu t on their idea and
they go t a royal ty.
Lemmings was a massive hit forPsygnosis with the game being a
Worldwide phenomenon. Needlessto say DMA would produce a stringof sequels to Lemmings. With OhNo! More Lemmings, Lemmings 2,All New Word of Lemmings, 3DLemmings and LemmingsRevolution, although none matched
the beautiful simplicity of theoriginal.
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Another great game developer giventheir first break was Art and Magic.Frank Sauer, who did the stunning artwork for the game, has done awonderful write up on his website. I
have included quite a bit unalteredfrom his web site (hope he doesntmind)http://francksauer.com/index.php/games/15-games/published-games/10-agony
After finishing Unreal, we startedworking on a new project for theAmiga, code named Twilight that wassupposed to be a sequel to Unreal.Yann could not be part of it because hehad been called for serving militaryduties. So we were three left: MarcAlbinet, Yves Grolet and I. BecauseYves would be the only programmer inthe team we had to limit the scope ofthe game. Marc had been working on ashoot'em up on the C64 before (Iliad)and suggested we do such a gamebecause it was a somewhat easiertype to make. Well, except we wouldagain push the boundaries of theAmiga to the limits and make it a prettycomplicated development anyways.
Frank Sauer
http://francksauer.com/index.php/games/15-games/published-games/10-agonyhttp://francksauer.com/index.php/games/15-games/published-games/10-agonyhttp://francksauer.com/index.php/games/15-games/published-games/10-agonyhttp://francksauer.com/index.php/games/15-games/published-games/10-agony8/10/2019 Psygnosis Book - Retro Asylum
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The way we split work was as follow, Marc would work on levels 2,3and 5. I would do levels 1,4 and 6. We didn't want to do spaceships orfuturistic settings. We decided it would be some fantasy settings innatural environment. We would explore all the classic themes: Sea,lava, swamps and so on.
As we were aiming for the best shoot-em-up on the Amiga, we talkedabout how to add even more value to the product. At the time, wewere very impressed by the Shadows of the Beast series. Theirgames had some of the best intros of all games, with beautifullyanimated back-stories. So we decided Marc would do a completeanimated sequence for the introduction and back-story of our game.
On my side, I would do 6 paintings, one for introducing each levelduring load time.
We then started working on a prototype. It was like a race. The racefor the largest number of parallax scrolling planes. They had a lot inSOTB, but they wouldn't overlap, it was much like the sky in the 3Dparts of Unreal.
The Amiga hardware was capable of 2 playing fields that couldoverlap, and there were many games using that feature. However,Yves devised a way to provide more overlapping planes, anddeveloped a prototype with 3 full screen of parallax scrolling. Thatwas truly awesome, something nobody had ever seen on the Amiga,it gave an incredible sense of depth.
Frank Sauers workspace his parent's
house basement, 1991-1992
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When we started pitching Agony in 1991, we were showing our latestgame Unreal at the ECTS (European Computer TradeShow) in London. Steve Riding, producer at Psygnosis came to ourbooth (actually Ubisoft booth) and we showed him a prototype ofAgony off-stage. He was very impressed and invited Yves and I to adinner the same evening, he wanted the game badly. You have to
realize all the stars of development at the time were signed byPsygnosis, such as Reflections or DMA. Being part of that familywould have been incredible for us, we thought.
Even with the language barrier (we barely spoke English at the time)we understood each other, and during the dinner we realized we bothshared the same vision of where the game should be heading to. Of
course Steve had well prepared that meeting and greeted us with bagsfull of Psygnosis goodies. Ah, those were the days. When we left, wehad large smiles on our faces. The project was signed a few dayslater.From there, we changed the name to Agony (we were looking for aname starting with letter A, so that it would be on top of the retailerslists), and we used an Owl as the main character because we thought
it would be very cool. This was our choice, not Psygnosis.We had been working with JeroenTel of Maniacs of noise on other games before, and I wanted anorchestral score for the game. Hecame to my place and wediscussed about our needs and
constraints and showed him theprototype. Jeroen would gladlyprovide the in-game orchestral andbombastic music for the game.Psygnosis provided the game witheven more added value bycontracting virtually all the best
musicians of the time to makemusic contribution for the loadingparts and intro, that was justinsane.
ECTS in Earls Court, London 1991
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When I look back at this game, it strikesme how free we were to design a gamethat really was a piece of personal work.Steves only interaction with us was tohelp us increase the quality even furtherto reach Psygnosis standards. Hehelped us to contract some of the bestmusicians of the time, and Tim Wrightsncredible intro piano piece is a tribute tothat. This is in complete opposition withtodays publishers and their corporateculture, trying to impose their always-changing vision or strategic marketingbullshit. The result is Agony is oftenregarded as a piece of art, and regularlycited among the best looking Amigatitles, and Im really proud of that.Not all was rosy though, and as thegame was taking shape, Steve gave ussome bad news. It would already takethree disks to store the game and it wasnot possible to include the introductoryanimation. Adding more disk would havemade the manufacturing costsprohibitive. We were sorry for Marc whohad already been working a lot on theanimations.
At the end of the project, Yves wascalled for his military service too, andthe project unfortunately got delayedseveral times until its final release in1992. Unfortunately, the Amiga was noonger the ultimate machine as the 16
bits consoles were once again gainingground and the multimedia PC was onthe horizon, hence the limitedcommercial success of the gamedespite its cult status.
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John White was employee numbereight at Psygnosis, and it was hisjob to manage the third party teamsof the games mentioned.
In an Edge interview he reminiscesof his time at Psygnosis. For the fullinterview please go herehttp://www.edge-online.com/features/psygnosis-
story-john-white-director-software/
Those early days were absolutely fantastic, with lots of travelling. The
developers were trying to pull the wool over our eyes, but we knewwhat was going on. I was tasked with identifying and nurturing newtalent and to encourage the art side. Ian Hetherington was the creativetalent and the guy behind the whole thing it was his vision that drovePsygnosis.
We had offices in the Steel Foundry a couple of rooms in a dirty
part of Liverpool. I came out of the office every day and the car, acompany Cavalier, was covered in crap. Psygnosis was part-owned byRobert Smith, who also owned the local Mercedes dealership and theSteel Foundry. Ian and Jonathan Ellis did a deal, a managementbuyout to take the company and the stock. In return Robert was paid aroyalty on everything for a while.
I remember going to early shows, taking the stock and coming backwith tens of thousands of pounds. All I did was speak to devs andprogrammers and try to recruit them. Ian and Jonathan turned thecompany around and followed their vision, picking up lots of IP.
There was of course tons of other games Psygnosis released on the
Amiga and Atari-ST and far too many to mention in detail here.. Butdont worry they all will be mentioned in the third section of this bookwhere every Psygnosis games are listed and described. So Iguarantee your favourite Psygnosis game will be there.
Another great game DMA gameWalker, that John helped bringto Psygnosis in the early days.
http://www.edge-online.com/features/psygnosis-story-john-white-director-software/http://www.edge-online.com/features/psygnosis-story-john-white-director-software/http://www.edge-online.com/features/psygnosis-story-john-white-director-software/8/10/2019 Psygnosis Book - Retro Asylum
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In summary. For the Amiga and Atari-ST days of Psygnosis, there wassome guaranteed things expected in the early days, when you boughta Psygnosis game.
It would have a really impressive intro, that probably took up afloppy disk all by itself.
It would have snazzy graphics, amazing sound and would be agreat game to show-off to your console owning mates.
You could guarantee it would come in a massive game box andwould have a stunning Roger Dean cover on the front.
It would have either a free poster or T-Shirt.
The game would cost you an eye watering 35.
Chances are the actual game, probably wasnt that great
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Psygnosis was always looking to the futureand so as far back as 1991 they had set upa dedicated team to look at future
technologies.
Called the Psygnosis Advance TechnologyGroup. The team would create thePsyggys Full Motion Video (FMV)technology or clever way of CD streamingdata.
The first fruits of the labours was released inOctober 1993 for FM Towns Marty andSega Mega CD, with CD32, PC and 3DO tobe released in May the following year.
Pitched as a shoot-em-up that crosses
Afterburner with the movie FantasticVoyage. It was a ground breaking gamevisually right from its 400 second long intro,with live actors , and scenes that had beenrendered by 10,000+ Silicon graphicsengine and a file server worth of harddrives to store the massive 6.5 Gigabytes
needed to store the non compressed intro.
Everything about the games developmentwas excessive, the initial development waspredicted to cost $600,000 to $750,000 anastronomical figure for a game for the time.
Also the music was also impressive, withformer Yes front man Rick Wakeman doingoriginal music for the game after meetingPsygnosis at a concert.
Learning CD
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Despite all the high production values, theactual game wasnt actually that good,with overly simplistic gameplay and wasaccused of being all show and no go.
Still, as a gamer of the time, I can attestfirst hand, how exciting it all seemed,watching the new possibilities that the newCD format could provide.
Amiga Format I believe summed it upbest when they gave it 87% saying
The future of computer games is here.
This may not be the most playable
ever, but it will go down in history as
an entertainment milestone.
Jeff Bramfitt an artist on MicrocosmRemembers what it was like to work for
Psygnosis during this perioid.
It was an exciting place to work,
because everyone was exci ted abou t
the new poss ib i l i ties unfo ld ing before
us . In effect i t was a total ly new
medium , wi th v ast po tent ial and we
were suddenly the leading edge.
The early Psygnosis CD games werentvery good it is true. But there was nodenying that Psygnosis was ahead of thecurve when using the new medium thatwas CD, and that interested a lot of
people
..including Sony.
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Taken from PR Newswire Archive on May 22 1993
On May 22nd 1993 Sony Electronic Publishing Company acquiredthe Liverpool-based computer and video game softwaredeveloper and publisher Psygnosis Ltd., a recognized leader invideo game and CD- ROM products. The acquisition of Psygnosis
significantly enhances Sony Electronic Publishing's in-housedevelopment capabilities. Psygnosis will continue to market anddistribute computer software under the Psygnosis brand, as wellas develop software for Sony Electronic Publishing's video gamedivision, Olaf Olafsson, president of Sony Electronic Publishingand Sony Imagesoft. "Psygnosis and its management will play anintegral role in the development of industry-leading interactive
entertainment, as well as our expansion into Europe." "We aredelighted and very excited at the prospect of working with SonyElectronic Publishing, a company whose name and reputation issynonymous with innovation and technical excellence," saidJonathan Ellis, managing director - publishing, Psygnosis. "Thealliance of two such highly complementary companies will enableus to benefit from each other's strengths and talents, and continue
our growth and market penetration within the home entertainmentindustry worldwide." "Working together with a company of Sony'sreputation will allow us to build and develop further our reputationas pioneers in the innovative medium of CD technology, taking thebounds of home entertainment beyond anyone's currentexpectations," said Ian Hetherington, managing director -development, Psygnosis. "This new association with Sony
Electronic Publishing will give us access to a spectacular range ofdevelopment projects, and represents the culmination of all ourearlier achievements." Jonathan Ellis and Ian Hetherington willcontinue to serve as co- managing directors of Psygnosis.
Playstation Era
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Suddenly Psygnosis had been sold, with Sony owning a 50% interestin the company.
It made sense from Sonys point of view as they would have half ofone of the premium game Publishers in the world, and who were atthe forefront of understanding how to use the CD as a gamingmedium. Meanwhile at Psygnosis, it made total sense as they wereable to carry on as before, not even being locked down to justreleasing games on Sonys hardware.
John White describes to Edge why Sony bought Psygnosis..
Psygnosis was acqui red b y Sony America, not Sony Japan who
had the electron ics. Am erica saw th e buy strategical ly as
acquir ing games content to com plement their fi lm and TV
con tent. Sony America wanted to acquire a game con tent
pro vider to marry up w ith the hardware. That was the or iginal
thinking. Im sure there was a lot of politics involved, but they
were try ing to create a roun ded company.
The conv ersat ions were between Ian and Jonathan and SCEA,
but o nce the acqu is i tion h ad gone throug h I was ut i li sed to a
small extent in the sett ing up of SCEE. They had Phi l Harr ison
on the ground and we were tasked with f ind ing o ff ices and
get ting i t going. Af ter s ix months of t ry ing to work out what we
were doing the pol i t ical si tuat ion ch anged I was put back into
Psygnos is and Phi l in to SCE.
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The first game released for the Playstationby Psygnosis was really rather special..
Called WipEout and released in August1995, it was a futuristic racer, taking thedea from the Bullfrog Amiga gamePowerdrome, Nintendo's F-Zero and evenMario Kart, updated with oodles of cool fora new PlayStation generation of gamers.
Lee Carus an artist on WipEout remembersn a Retro Gamer Interview how this seminalgame came about..
I believe it started out as a drunken
conv ersat ion b etween Nick Burcombe
and a form er col league of his Jim
Bowers in a pub called the Shrewsberry
Arms in Oxton, Birkenhead
This conversation resulted in Jim Bowers toset to work on a first concept movie thatmpressed the Psygnosis managers enoughto immediately have the project green lit.
t took the WipEout team only 14 months todo the game, an extremely tight deadline foronly a ten person team.
Combined with the awesome collection oftechno and dance tunes by artists of thetime, it perfectly re-captured the youngadults who had grown out of gaming andshowed them gaming was for them again. Itcan be argued therefore that WipEout wasone of the most important games for thePlayStation and a cornerstone to itsworldwide success.
Nick Burckombe Lead Designer of
WipEout
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Such a successful game would naturallyproduce many sequels and it is testamentto Psygnosis that each new game in theseries genuinely pushed the boundarieseach time, improving the game still further
with every iteration. Because of thisWipEout has continued to be a worldwidegaming favourite and a jewel in SonysPlayStation game library. In fact it would bea WipEout game that would be SCE StudioLiverpool (formerly Psygnosis) last beforethey sadly shut their doors in 2012.
WipEout 3 was the
pinnacle of what the
PS1 could do.
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Another classic Psygnosis game would also be released on the 31st
October 1995 for the PlayStation. This time the game would be doneby Reflections and a kind of driving game.
Called Destruction Derby it was a wonderful alternative racing game,that was like the real Destruction Derbies and so just as much aboutsmashing into one another as it was to cross the finish line.
The game was dreamt up by Martin Edmondson and Michael Troughtonwho, as fans of the real derbies thought it would make a great fungame. Psygnosis green lit the ame and they successfully delivered inwriting the game in only nine months.
Martin reminisces to Retro Gamer in an interview
It was an exciting time with the Sony takeover of Psygnosis and
the buzz about the new PlayStation Hardware.
I remember some of the guys from the Psygnosis had to cover
their badges at tradeshow s as they were swamped, l ike paparazzi
swarm around celebrities.
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With two premium PlayStationprojects within Psygnosis it wouldbe a natural that a friendlycompetitive rivalry would occurbetween the WipEout and
Reflections team, and this rivalry,to push the PlayStation hardwareundoubtedly helped make bothgames, be the best they can be.
Martin remembers on first showingthe game to Sonys Ken Kutaragi
He flew over with a team of
engineers and I was
demonstrating the game to h im.
He was very enthusiast ic and
sm i led a lot , bu t his on ly actual
comment was that i t was a great
shame that al l the debr is from
the cars didnt stay on the track.
I remember thinking (but didnt
say obviou sly) Surely you
real ise how hard we are push ing
you r hardware here wi thout
leaving bi ts o f debr is al l over the
track! He was r ight though, i f
only we could have done it.
Destruction Derby was a greatgame, and for those at the timewho criticised it simplistic nature,misses the whole point of the game.It is supposed to be low brow, a bitof unadulterated fun, and it is thatthe game successfully has inspades.
Ken Kutaragi CEO of Sony
PlayStation division
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John Gibson a Psygnosis software manager details in an interviewwith Retro Gamer the reasons that Sony started to take completecontrol over from Psygnosis and Ian Hetherington.
Those days were still the halcyon days of game development,
the Imagine mental ity st i l l existed. A handful of very expensive
cars cou ld always be found in the carpark and every man and his
dog had a company car.
Inevitably this lifestyle could not last and when Sony realised
itd been pumping millions in and getting very little out, it moved
qu ickly to f i rs t o f all vote Ian Hether ington off of the board and
then shu t down al l the satel l i te studios. In a few sho rt years,
Psygno s is had gone fu l l c i rc le. Only now i t was no longer
Psygnosis but SCEE.
Jeff Bramfitt (artist on Microcosm) also laments on what started to gowrong with Psygnosis.
Things started to go down hill after Sony took over, constantly
changing m anagement who became more detached from
prod uct ion and more interested in career points, st i f led creat iv i ty
and confidence.
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John White (Software Manager at Psygnosis) considers for an EdgeInterview what went wrong with Psygnosis.
When I joined every year we doubled in size. We got up to 400
and Ian said, "Next year, its 800". You think youve grown
org anical ly, bu t at the end o f the day, desp ite having a strategy,
we didnt handle growth as well as we could have done out oflack o f exper ience. Things g ot ou t of con trol . Wipeout w as one
of the last generat ion o f games where wh at we were do ing was
wo rk ing. Things went w rong because we were so su ccessfu l and
then new management was brought in.
For me, th ings had gon e horr ib ly wrong. I had s ix absolute ly
wonderful years and the last two years were not good .Eventual ly I realised what was wrong and told Ian we were
lack ing management t ra in ing and ou r inexperience was caus ing
problems. He said: "Youre right, but its too late." I was side-
lined, doing a different job and not enjoying life.
Psygnosis would go on to publish many classic games for the gamingworld, whether it was the DiscWorld games, the ground breakingColony Wars, G-Police or even the Bizarre Creations impressiveFormula One games before they would join Sega and then Microsoftand do the Project Gotham games.
Even in 2000 when Sony changed the name fromPsygnosis to SCE Studio Liverpool they continuedto release quality games that was well regarded byboth gamers and the gaming press
Dont worry all those games are covered the following section where Ihave painstakingly detailed every game Psygnosis have released (or I
hope everything, I bet some smart person out there will flag one ormore I missed. )
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On the 22ndAugust 2012 Sony confirmed rumours that SCE StudiosLiverpool, formerly known as Psygnosis had been shut down.
Sony gave the following statement at the time
"As part of SCE Worldwide Studios, we do regular reviews to ensurethat the resources we have can create and produce high quality,innovative and commercially viable projects in an increasinglycompetitive marketplace. As part of this process, we have reviewed
and assessed all current and planned projects for the short andmedium term and have decided to make some changes to ourEuropean Studios."It has been decided that Liverpool Studio should be closed.Liverpool Studio has been an important part of SCE WorldwideStudios since the outset of PlayStation, and have contributed greatlyto PlayStation over the years. Everyone connected with Liverpool
Studio, past and present, can be very proud of their achievements."However, it was felt that by focusing our investment plans on otherStudios that are currently working on exciting new projects, we wouldbe in a stronger position to offer the best possible content for ourconsumers."Our Liverpool Facility will continue to operate, housing a number ofother vital WWSE and SCEE Departments.
"This should not take anything away from the great work WWS aredoing and the incredible games and services that we have made,and continue to make, both for this coming year and further in thefuture.
Psygnosis 1984 2012
You will be sorely missed.
End of an Era
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PSYGNOPAEDIAA CHRONOLOGICAL GAME LIST
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Deep Space (Amiga, Atari-ST)
1986
Space shooter in the style ofStar Glider but not as good.
Info Magazine gave it 4.5 outof 5. The game, came with araunchy comic-book.
1986Brataccas (Atari-ST, Amiga)
1986
Interesting adventure arcadegame, let down by the poorcontrols.
1987
Arena (Amiga, Atari-ST) 1986
Terrible Olympics game, let
down by its awful controls. It isa real pity as the graphics andhumour in the game is topnotch.
Terrorpods (Amiga, Atari-ST)
1987
Frantic space shooter withimpressive graphics. This wasalso one of the games on the
Ten-Star bundle. ACE gave it752 / 1000 stating it was fun forthose who dont like to have tothink.
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Barbarian, (Amiga,
Atari-ST) 1987
interesting hack andslash adventure, letdown by a weirdexperimental icondriven control scheme
that doesnt work.Games Machine gavethe game 87%
1988Baal (Amiga, Atari-ST)
1988
This game hasnt aged well,with it being next toimpossible to control. ACEgave it 730/1000 sayingLarge colourful graphics,plenty of good animation,and a nice dose of shootem action make Baal apretty reasonable shoot emup
Chrono Quest (Amiga,Atari-ST)
1988
A weird French adventurethat is a little too illogical tohold up today. CVG gave it6/10 saying it wasoverpriced at 30 for what itis and it failed to be
absorbing to play.
Menace (Amiga,
Atari-ST)
1988
DMA Design (NowRockstar North) firstgame. It was a
mindless arcadeshooter but veryimpressive for thetime. ZZAP gave it79% criticising itbeing too easy.
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Obliterator
(Amiga, Atari-ST)
1988
Barbarian gameengine, but set inthe future. CU gaveit 7/10 saying youwill like it if you likeBarbarian, althoughthis has lesspuzzles..
Triad Dragon Volume 1
(Amiga, Atari-ST)
1988
A great compilation that hadStarglider, Defender of theCrown and PsygnosisisBarbarian.
1989Ballistix
(Amiga, Atari-ST)
1989
Reflections first game forPsygnosis. It basically hadyou control a mouse cursorand control the ball firing it into the net, think that boardgame Crossfire. It looksimpressive, but doesnt playthat well. ZZAP gave it 77%
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Blood Money
(Amiga, Atari-ST)
1989
DMAs second game and pseudosequel to Menace. It has amazinggraphics and has the best intromusic ever. Gameplay wise itfeels lacking though. One Amiga
gave it 74% saying it was a littletough and a little flat at times.
Nevermind
(Amiga, Atari-ST)
1989
Unique 3D puzzle game, akind of animated jigsaw. It isvery fresh and Original and
not too bad. ACE gave it870/1000 finding itabsorbing, addictive andrefreshingly different.
Shadow of the Beast
(Amiga, Atari-ST, plus
loads more)
1989
The game that putPsygnosis andReflections firmly on themap. Stunning graphicsand music to show off toyour console mates. Theactual game wasnt verygood though. CU Amigagave it 84% finding it
beautiful to play and hear,but lacking variety.
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1990
Stryx
(Amiga, Atari-ST)
1989
A tough robot blaster that
is marred by poorcontrols and ridiculousdifficulty level.The Games Machine
gave it 77% saying thatnone of the parts of thegame is particularlycompelling.
Anarchy
(Amiga, Atari-ST)
1990
Brilliant polished updateof the arcade gameDefender. Amiga Actiongave 72% sating
'Anarchy is pure blastingwhich requires very littlethinking but a healthytrigger finger simple andmindless, but I love it.'
Triad Dragon Volume 2
(Amiga, Atari-ST) 1989
Another compilation with both Menaceand Baal from Psygnosis on it. The thirdgame was Tetris. A good all roundcompilation really.
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Atonimo
(Amiga, Atari-ST)
1990
Quite an enjoyable puzzlegame really. Reminded mea little of dominos.Amiga Action gave 76%stating The gameplay is
interesting and easy to get togrips with, although I feel thelastability is questionable.
Awesome (Amiga, Atari-ST) 1990
Another Reflections game, this is a nice collection of arcade blasters glued together to animpressive whole. Worth a play for the intro alone.. CVG gave 81% saying I had a good fewhours of fun with Awesome but after that, even the nice graphics werent enough to keep meplaying. Its another tremendously stylish package From Psygnosis, but as far as gameplay
goes, Awesome is a little disappointing.Carthage
(Amiga, Atari-ST)
1990
Nicely presentedstrategy game withshort arcadesequences to breakupthe action Amiga
Format gave 82%stating that only forstrategy game fans butreally good fun withlasting interest.
Chrono Quest 2
(Amiga, Atari-ST)
1990
Another weird French
time travellingadventure game. ACEgave it 625/1000stating that it waspretty to look butfrustrating to play,especially the constantdisk swapping.
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Infestation
(Amiga, Atari-ST)
1990
Brilliant 3D adventureshooter, that was wellahead of its time CUAmiga gave it 94%noting the detailedgraphics noting that thefeeling of realism isincredible.
The Killing Game Show
(Amiga, Atari-ST) 1990
Gorgeous, rock hardblaster, having younegotiate platforms and
the ever rising water. Itwas the first game byRaising Hell, who laterbecame Bizarre CreationsAmiga Format gave it92% highlighting thevisuals, and frantic actionand difficult puzzles.
Nitro (Amiga, Atari-ST)1990
Fun futuristic overheadracer, that is particularlyfun in 2 player. AmigaFormat gave it 84%mentioning that it is asimple fun idea, withemphasis more heavily onthe gameplay.
Shadow of the
Beast 2 (Amiga,
Atari-ST, lots of
others) 1990
Reflections wowedagain with morestunning graphics andmusic. Gameplaywas still too tough.
though. Amiga Format gave it 87% saying that the game has a lot more depth than theoriginal, with a series of mini puzzles to complete. It did criticise the lengthy loading times andthat you can lose your one and only life, far too easily, but there is enough gameplay this timearound to back up the pretty graphics and atmospheric music and make it worthwhile. Oh anddont forget the free Roger Dean T-Shirt!.
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Leander (Amiga Atari-St,
Mega Drive) 1991
Great console actionplatformer designed by AndyIngram and Jon Burton whonow deso all the Lego games.One Amiga gave it 93%being impressed with the silky
smooth scrolling and stunningmusic. It also found the gameloads of fun.
Lemmings (Amiga and every
system known to man) 1991
The game that grabbed theworld by storm and catapultedDMA Design onto everyone'slips. One Amiga gave it 96%
the only criticism they couldgive was that it was tooaddictive .
Monster Pack
(Amiga, Atari-ST) 1991
Generous compilationwith Infestation, Shadowof the Beast and Nitro. Alot of impressive gamesto show your mates, to befound here.
Monster Pack Volume 2
(Amiga, Atari-ST) 1991
Another generouscompilation Shadow of
the Beast 2, The KillingGameshow and
Awesome. Three reallytop Psygnosis games allin one sweet package.
Obitus (Amiga, Atari-ST,
DOS, SNES) 1991
A huge RPG adventureoffering three differentperspectives. AmigaFormat gave it 81%saying a strongadventure game thatemploys a very friendlygame system.
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1992
Oh No! More Lemmings
(Amiga and every system
known to man) 1991
Lemmings data disk, chock fullof even more levels. AmigaPower gave it 82% correctlypointing out that 20 for a datadisk is grossly overpriced.
Also they were disappointed atthe difficulty level, being tooeasy.
Ork (Amiga, Atari-ST) 1991
Basic shooter, with gorgeousgraphics but nothing specialin the gameplay department.
Amiga Power gave it 66%saying a slick, finely polishedgame nevertheless, a poorrelation to Killing GameShow. Ork never comes nearto capturing the same spark.
Xmas Lemmings
(Amiga) 1991Came free on
Amiga Dream issue3 magazine.Basically moreLemmings withChristmas graphics.
Agony (Amiga) 1992
Art and Magic did one ofthe most beautifullooking shooters of alltime, if not the greatestgameplay. AmigaAction gave 86%saying it was 'Raising
the standard of in-gamegraphics to a new level.
Agony illustrates thatawe inspiring animationsprites can be combinedwith a high degree ofsuccess.
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Air Support (Amiga,
Atari-ST) 1992
Like the wireframegraphics but the game ismessy to play. AmigaPower gave it 62%highlighting that 'Airsupport just doesn't hitthe mark either as aserious strategy game orfun 3D blaster.'
Aquaventura (Amiga)
1992
Simple, basic,underwater gameplay,thats as dull as
dishwater. AmigaFormat gave it 60%noting there was nothingcompelling in the gameto keep you interested.
The Carl Lewis
Challenge (Amiga,
Atari-ST, DOS) 1992
Basic Olympics gamethat looks good but is fartoo easy. Amiga Powergave it 56% noting it was
marginally entertainingand visually attractive,but really very deeplyflawed.
Bills Tomato Game
(Amiga) 1992
Fun, quirky puzzlerwhere you must placeobjects in the right placeto help bill reach theother side of the screen.Amiga Power 81% saidPuzzle games need newideas to make theminteresting, and this hasgot plenty.
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60/140
Christmas Lemmings
(Amiga, DOS, Mac) 1992
Called Holiday Lemmings in
the US. It was basicallyLemmings with Christmasgraphics and tunes, and Ilove it, with this being my goto game for feelingChristmassy.
Red Zone (Amiga) 1992
3D motorbike racer. Amiga Powergave it 54% noting it wasnt veryeasy to control the bike and theframe rate is too choppy.
Lemmings & Oh No! More
Lemmings (Amiga, PSX,
PC, Mac) 1992
Lemmings and the data diskcombined together. ThePlayStation 1 version wasgreat, with it having CDrenditions of all the tunesand slightly improved
graphics.
Cytron (Amiga) 1992
Overhead blaster thatreminds a lot ofParadroid. AmigaFormat gave it 70%being impressed it usesthe full screen and
scrolls smoothly. It is funto play in short burstsbut can becomerepetitive.
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61/140
1993
Shadow of the Beast 3
(Amiga) 1992
Definitely the best in theseries, but sadly didntsell that well. CU Amigagave it 88% saying itwas the best so far.Flawless design andflawless playability.
Bobs Bad Day
(Amiga) 1993
Clone of the little known
arcade game Cameltry,with good pseudo Mode 7like graphics. AmigaPower gave it 85% sayingit was Bobs Bad Days agameplay triumph, and thesparse graphics reallydont matter. Just play itokay?.
Bram Stokers Dracula(Mega-CD) 1993
Mess of a game with prerendered grainy spritesand flickering screens.
Also there is no gameplayat all to speak of. Sega-16web site gave it 2/10 and Ithink they were being
generous. Still, willPsygnosis redeem its selfon the Amiga version of thegame?
Combat Air Patrol
(Amiga, PC) 1993
Hasnt aged well but a goodaction flight sim. AmigaPower gave it 88% sayingwith plenty of weapons toplay about with, varyingmissions and emphasis onplayability rather thanrealism, this is the newbenchmark game in thegenre of flight sims.
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62/140
Creepers (PC) 1993
Lemmings clone, whereyou have to help acaterpillar negotiate thetricky terrain to be able toturn into a butterfly . PowerPlay gave it 64%
Globdule (Amiga)
1993
Pretty, but by thenumbers platformer.Amiga Power gave it
82% stating it washardly breaking newground. But frankly Idont care.
Hired Guns
(Amiga, PC) 1993Great DungeonMaster clone, but setin the future and withfour separate screens.Amiga Power gave it88% mentioning itwas dripping inatmosphere and hasan excellent weaponssystem.
Innocent Until
Caught
(Amiga, PC) 1993
Fun adventuregame, with quiteadult themes. AmigaPower gave it 81%saying it is funny,absorbing, that willtake you ages tofinish.
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63/140
Lemmings 2 : The Tribes
(Amiga, PC, lots of
others) 1993
Now has tribes ofLemmings, each with theirown set of skills. Fungame, but never reallygrabbed the attention as theoriginal did Amiga Formatgave it 84% noting itsdifficulty was just right andeminently playable.
Novastorm
(Marty FM Towns, Mega-
CD, Playstation, PC) 1993
Another on-rails shooterwith impressive (for thetime) pre rendered graphics.The gameplay again wasntthere, with this beinganother case of style oversubstance.
Microcosm
(Marty FM Towns, Mega-
CD, CD32, 3DO) 1993
One of the pioneer CDgames using pre renderedbackgrounds as you flywithin the human bodyshooting viruses. Pity thegame its self sucked.Amiga Format gave it87% saying The future ofcomputer games is here.This may not be the mostplayable ever, but it will godown in history as an
entertainment milestone.
Perihelion
(Amiga) 1993
Futuristic RPG set in acyberpunk world. AmigaPower gave it 77% listingthat it was An adventuregame with gorgeouslyindividual style. With moreinteraction and depth, itwould be a real killer, as it isits merely dangerous.
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64/140
Prime Mover
(Amiga) 1993
Surprisingly smoothracer that still sadlyseems lackingsomething One Amigagave it 78% mentioningit had great handling
and runs reallysmoothly, but lacksexcitement to play.
Puggsy
(Amiga, Mega Drive,
Mega CD) 1993
Lackluster platformerthat looks pretty but dullto play. Reviewers weredivided with CU Amigagiving 90% and AmigaPowergave it 40%saying Its a platformerthat cunningly excels in
just about all the worstaspects of platformers.
Second Samurai
(Amiga, Mega Drive)
1993
An Impressive sequelby Ral Cecco thatimproves on the originalin many ways. AmigaPowergave it 90%noting how playable it isand that the difficulty
curve is spot on.
Theatre of Death
(Amiga, PC) 1993
A flawed strategy game.CU Amiga gave it 68%saying dodgy controls,plus the fact that the
computer intelligence isso pathetic, justcombine together tomake a good game toounplayable to be fun.
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65/140
1994
Walker
(Amiga) 1993
A brilliant DMA shooterthat had you control anED-209 massive robotand shoot everything.
Aiming with mouse andwalking with the joystick
made this a top gameAmiga Power gave it85% noting that it wassimple and repetitive,but addictive as hell.
Wiz n Liz
(Amiga, Mega Drive)
1993
The forgotten RaisingHell or BizarreCreations game.Basically its aplatformer with noenemies in it whereyou have to collect allthe cute wabbitswithin the time limitThe One Amiga gaveit 86% saying, it was adelight to play if veryrepetitive.
Armour-Geddon 2 :
Codename Hellfire
(Amiga) 1994A great sequel thatimproves on theoriginal in almost everyway. Amiga Formatgave it 87% sayingThe balance betweenshoot em up action,strategic manoeuvresand the economics ofinventions is superb,making it an all-roundgame that hassomething foreverybody. A bit like
juggling plates, onlyfun.
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66/140
Bram Stokers Dracula
(Amiga) 1994
A terrible license game withboring repetitive gameplayAmiga Power gave it 14%saying Level after level ofunchanging tedious,unimaginative walkingaround-
hitting-things gameplay, withouta trace of the films storyline oratmosphere. Murky backdrops,silly animation and ridiculoussound effects. Little evidence ofdebugging, and its all brown,except for the grey bits.
Brian the Lion (Amiga) 1994
Brilliant platformerthats
gorgeous to look and play CUAmiga gave it 86% saying itwas Very playable and verycolourful, Brian is probably thebest-written platform gameever. With more tricks andstunts than most similar games.Its the kind of game you musthave in your collection, even if
its just to annoy your consoleowning friends.
Cliffhanger (Amiga and too
many other systems) 1994
Another terrible license gamewith boring repetitive gameplayAmiga Power gave it 19%noting the awful collisiondetection, bad graphics, crap
sound and being short to finish.They also pleaded gamers notto buy it, and so stop thembringing out more of thisrubbish.
Estatica (PC) 1994
Really ahead of its time 3Dadventure with horror elementsPC Gamer gave it 93% detailing
the Ultra-realistic charactermovements; near-perfectperspective scaling; and fantasticgraphic vistas. Extreme violenceand a touch of nudity may offendsome. A game that will delightand consume you in one.
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67/140
Flink
(CD32, Mega CD,
Mega Drive) 1994
Beautiful to look at Platformerthat plays ok, if offering nothingnew Amiga Power gave it 79%saying it was in the top 10% of allplatformers, but its unoriginal
and with annoying bits.
Hexx Heresy of the Wizard
(PC) 1994
Nice, if not spectacular 3D RPGgame. PC Gamer gave it 79%noting the nice atmosphere, fastaction, and a cleaner interfacethan in most RPGs. There may betoo many puzzles and not enoughvariety to keep your interest alive.
A well-designed, straight-forwardgame, well worth considering ifyou crave a similar form ofroleplaying.
Last Action Hero (Amiga and
others) 1994
Terrible, repetitive and dull beatem up Amiga Power gave it 3%stating it was a staggeringly poorbeat-em-up and Stand still andhold down the fire button andyoull deal with absolutelyeverything that comes your way.
All New World of Lemmings
(Amiga and PC) 1994
Great update of Lemmings thatlet you pick up new skills onthe level itself AmigaComputing gave it 88%saying 'Psygnosis have come
up with an emotion-filledpuzzler that will delight anyAmiga gamer with a fondnessfor those suicidal, green-hairedLemmings who just don't seemto go away.' extra tools andlarger command boxes. Goodluck to them.'
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68/140
MegaMorph
(FM Towns Marty) 1994
Sequel to Novastorm (orScavenger 4). It is more of thesame, being an on-rails blaster,with pretty graphics, cut scenesand little gameplay.
Microcosm Collectors
Edition (PC) 1994
Same game, but a posher boxwith an extra audio CD of themusic. As the music was doneby Yes singer Richard Wakeman,
who did original music for thegame, then that is quite a niceextra to have. Especially for fansof his music.
No Escape (Mega Drive and
SNES) 1994
Another lacklustre film licenseby Psygnosis. GamePro gave
it 70% saying Overall, this cartdoesn't deliver the escapistadventure that 16-bit gamersneed. With an unwieldyinterface and confusingly similarlevels, you may be saying no toNo Escape..
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69/140
1995
Super Dropzone:
Intergalactic
Rescue Mission
(SNES, Mega
Drive, PS1) 1994
Nice enough updateby Archer Macleanfor the game
Dropzone.Essentially it isDefender with a
jetpack.
X-it
(Amiga, PC) 1994
Good blockpushing puzzle
game, where youhave to pushblocks into holes toreach the exit.Amiga Power
gave it 80% sayingit had morevariation than mostplayers and it will
last you for ages.
Blue Ice (PC)
1995
A totally bonkers7th Guest clone in
the early days ofthe CD format.Worth a try if youlike that type ofgame.
PC Gamer UK gave it 70% saying Blue Ice is a challenge, andlike any challenge the pleasure, for those with enough resolve, isin being its equal. Don't expect too many visceral kicks, but foranyone who delights in the art of lateral thinking Blue Ice will giveweeks if not months of hard-core puzzle pondering.
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70/140
Darker (PC) 1995
An ok Wing Commanderclone being a arcadespace shooter. It lacksvariety in the missionsand becomes repetitivePower Play in Germanygave it 23% saying the
game sadly isnt verygood, despite the silkysmooth 3D engine andalso noting its video cut-scenes are terrible.
Destruction Derby
(Playstation) 1995
Brilliant 3D simplesmash-up racer. Fun,
unique and a blast toplay even todayGamespot gave it 70%and said Thank God forgames like this and theirpointless, glorifiedviolence from beginningto end that sucks you ininstantly.
Guilty (PC) 1995
Nice adventure gamesequel, maintaining thehumour and style of theoriginal game InnocentUntil Caught. ComingSoon Magazine gave it92% In this new title, you
will play as either Jack T.Ladd or Ysanne
Andropath which givesyou two different ways tocomplete the game.
DiscWorld (PC, PS1,
Saturn, Mac) 1995
Brilliant adventure gamebased on Terry PratchettsDiscworld book perfectly.Eric Idle is perfectly castas Rincewind. Go playthis game now!
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71/140
Lemmings 3D (PC,
Saturn, PS1) 1995
Lemmings, thrownunnecessarily in to aconfusing 3D world.. PCGamer gave it 91% sayingA great new look, plentyof control options, and lots
of levels that'll keep youbusy for weeks. Thecontrols may be a littleawkward, even for die-hard Lemmings fans. 3DLemmings is an addictivepuzzler that's a bit out ofthe norm.
Lemmings 3D -Winterland (PC) 1995
Same as Lemmings 3D,but with a Christmastheme.
Pyrotechnica (PC) 1995
Descent clone but no
where near as good.Power Play Germanmagazine gave it 73%saying that it is ok forthose who like all outarcade action, but is toosimple when compared toDescent.
Wipeout
(PS1, Saturn & PC) 1995
The futuristic racer thatwas one of the first to trulyembrace the Playstationand show what could bedone on it. Brilliant game,amazing music and singlehandily brought young
adults demographic backinto gaming on its release.
Edge gave it 8/10 The simplistic championship structure andreliance on track-based power-ups limits Wipeouts lifespan, butits hard to criticise such a beautifully realised and well-producedgame which exploits the PlayStations power so well.
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72/140
1996 Adidas Power Soccer(PS1, PC) 1996
Average football game.PC Zone gave it 60%saying Whether this wasthe worst game ever ormerely the worst footballgame ever we couldn't
decide and you shouldn'thave to. Buy any otherfootball game but this.Pants - and muddy onesat that.
Assault Rigs (PS1,
Saturn & PC) 1996
Combat goes 3D, comesinto its own on 8 player
Network play. PC Zonegave it 78% saying Minorcontrol problems aside,
Assault Rigs plays prettywell and in the later stagesgets pretty action-packed,even at the easiest level.
Chronicles of the Sword
(PC & PS1) 1996Short adventure that is setin the world of King Arthur.PC Zone gave it 68%saying basically, if youwant a couple of nicepuzzles and some lovely
graphics - but little else - buy Chronicles Of The Sword. If youwant a decent, gripping and well-told story about the legends of
King Arthur, go to your local video shop and rent a copy ofExcalibur (it's a brilliant film, made even more so by the fact thatCheri Lunghi gets her kit off). Or if you want a laugh, there'salways that Monty Python thing...
Deadline (PC) 1996
Rescue hostages and killthe terrorists in thisforgotten strategy game.PC Games gave it 42%
saying Hardcore real-timestrategy gamers may enjoyDeadline for some of thenew elements it brings tothe genre.
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73/140
Destruction Derby 2
(PS1, & PC) 1996
More of the same withmore tracks and pit-stopsthat actually work! GamePro (US) gave it 90%
saying Car-crunchingexcitement and newfeatures that burn rubberfrom the get-go combine tocrown Destruction Derby 2the champion of motorizedmayhem.
Discworld 2 : Mortality
Bites (PC, PS1 & Saturn)1996
I adore this game,wonderfully bringing to lifethe DiscWorld universe.PC Zone gave it 93%Discworld II really is superb.Fans and non-fans ofPratchett should all findsomething to enjoy
Ecstatica 2 (PC) 1996
Interesting sequel, offering amuch more detailed 3Dworld to explore. CGW gaveit 90% The graphics aregreat, the idea is sound, the
world is considerably bigger,and the design shows manyimprovements over itsprecursor. But some overlyhard and obscure puzzles,combined with thesometimes frustratingcombat and the instability inDOS, knock off points in mybook.
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74/140
Formula 1 (PS1, & PC)
1996
Stunning racing game bynewly formed BizarreCreations (previouslyRaising Hell and theKilling Game Show andWiz n Liz games).
Edge gave it 8/10 saying a best-seller on the machine. ButSony's format is one where the competition is just about non-existent. The PC, conversely, already has a sterling benchmarkin the form of Geoff Crammond's GP2, leaving Psygnosis' gamewith an uphill climb, to say the least.
Krazy Ivan (PS1,
Saturn) 1996
Great fun all actionblaster, where you get to
control a big mech.Electronic Games
Monthly gave it 78% Arevised mech sim forplayers seeking moreaction and less role-playing.
Lemmings for
Windows (PC) 1996
Lemmings but playablewithin Windows wasgreat for office PCs andthose who fancied aquick play. The Amiga isstill the best versionthough.
Lemmings Paintball
(PC) 1996
Surprisingly playablegame that remains abizarre title to slap the
Lemmings license on.Worth a play, even ifits simply to try anygame with Lemmingson the title.
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75/140
Myst (PS1) 1996
Psygnosis publishedthe Playstation 1release of thegame. DeveloperVisual Sciencesdoes a superb job ofbringing the gameon to consolehardware.
Ring Cycle (PC)
1996
A disappointingMike Singletongame with little tosee or do. A bit of a
snore fest if truth betold.
Adventures of Lomax
(PS1, PC) 1996
A Lemmings platformgame (seriously).Games Spot gave it75% and said This is aperfect gift for thatyounger gamer..[sic]..The Adventures ofLomax is not state-of-the-art, it is a genuinely
fun ride.Wipeout 2097 (PS1,
Saturn, PC) 1996
Called Wipeout XL in theUS, this is a brilliantsequel, with betterdesigned tracks, bettermusic and with a betterdifficulty learning curve.NowGamergave it 93%and said Psygnosis hasmanaged to improve
WipeOut to such a degree that even those that hated the original will find WO2097 accessibleand rewarding to play. A real showpiece, WO2097 is now the definitive next-generation racer forthe PlayStation. With WO2097, Formula One, and the forthcoming Destruction Derby 2,Psygnosis looks set to take the PlayStation by storm again this Christmas. The Liverpool likelylads have done it again. WipeOut 2097 is a scorcher!
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76/140
1997Addidas Power Soccer 2
(PS1) 1997
Another football game.NowGamergave it 63%saying overrated the firsttime around and is now
getting its just desserts.Two years ago this couldhave passed forentertainment, but in the
face of superior competition, it hides sheepishly in the dugout.Go for Actua 2 or FIFA 98 instead.
Addidas Power Soccer
International 97 (PS1)
1997
Another football game, thisadded 3 more leagues.NowGamergave it 52%de-riding it for being littlemore than a glorified data-disk.
Addidas Power Soccer 98
(PS1) 1997
This added the World Cupin all but name to thegame. NowGamergave it75% noting that it wasvastly improved overprevious games in the
series, but was still a longway behind the pack.
Alpha Storm (PC) 1997
Impressively detailedDoom clone that hasyou take the role of aGalactic traveller, who
must fly and boardenemy crafts, to gainupgrades and save theuniverse (or somethinglike that). Good fun forwhat it is.
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77/140
Alundra (PS1)
1997
A beautiful RPG.GamePro (US)
gave it 90%mentioning the off-the-hook action andchallenginggameplay elevate itto must-have RPGstatus. Wake upand buy the game-missing out maycause you to havenightmares.
Codename: Tenka
(PS1) 1997
Really good FPSthat is forgottenabout today. IGNgave it 7/10 Tenkais a good, solidshooter. It won'tknock Doom off itsthrone, but it isstrong enough tocontend.
Colony Wars (PS1)1997
This space blastercompletely blew meaway back in theday, and stillimpresses today.IGN gave it 9.3/10saying Brilliant.
Awesome.Spectacular.Trouser-creaminglygood.
Formula 1
Championship
Edition 97 (PS1)
1997
Bizarre Creations last
game for Psygnosis,as they went to workfor Sega (MSR & FurFighter) and then ofcourse Microsoft(Project Gothamseries).
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78/140
GP-Police (PS1) 1997
Love this game, love thefuturistic setting and solidgameplay. IGN gave it 8/10With a flair for the dramatic,and an attention to detail thatshould impress even thetoughest of critics, G-Policeis a rock-solid example ofgreat gameplay. Add this oneto Psygnosis' list of winners.
Overboard! (PS1) 1997
Known as Ship Wreckers! Inthe US. Another favourite ofmine, loving the chilled outCaribbean gameplay vibeand music IGN gave it 6/10isn't a bad game. Thecontrol is solid and thegraphics clean, if a bit dated.But with so many other great
games out this holiday season (many of them from Psygnosis,actually) there's just no reason to blow $50 on this one.
Professional UndergroundLeague of Pain (PS1) 1997
Also known as Riot. It is afuturistic sports game, mixingin elements of Hockey andBasketball. Sadly the gamesimply isnt fun to play.
Rush Hour (PS1) 1997
Fun but Short-lived,overhead racer. Power Playa German magazine gave it64% noting that the 3Dgraphics and seamless
zooming in and outimpresses. But the 9 trackslack variety and you willquickly become bored.
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79/140
Sentient
(PS1 & PC) 1997
Nice idea, but dull toPlay. GameSpot gave it51% saying The basicidea behind Sentient is avery good one: to makeyou one of the crew of a
space station that's inextreme peril. Executed
properly, it could make for a compelling experience - but unfortunately,there's very little about Sentient that's done well.
Thunder Truck Rally
(PS1 & PC) 1997
by Reflections (Destruction
Deby). It is a fun ,if nothingspecial 3D Truck game. Whereyou race in both open andclosed circuits. A decidedlyaverage game.
City of Lost Children
(PS1 & PC) 1997
Captures the surreal nature ofthe film, offering a uniquegaming experience. PC Zone
gave it 84% saying if you'vealways liked Alone In The Dark-type games, but been put off bythe irksome combat andconstant dying, this could bethe ideal game for you.
Zombieville (PC) 1997
Sadly a really bad game, stuckin a cool game idea. You mustgo around and solve puzzlesand kill zombies. Unfortunatelyit is clunky to control andfrustrating to play. Best to avoidreally.
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80/140
1998Colony Wars Vengeance (PS1)
1998
Brilliant sequel that improves on thefirst in every way. IGN gave it9.5/10 saying I've been enjoyingeverything about the game
immensely, from the new ships tothe ingeniously paced campaign.It's easy enough to pick up and
play, but offers depth to satisfy the serious sim nut in me. None of the space blasters I've playedhas made me feel as immersed as this. It's the next best thing to being there. In a nutshell,Vengeance is simply a much better game than its predecessor in every conceivable way; noserious sci-fi action buff will want to be without a copy. Two very sore thumbs up!
Eliminator (PS1 & PC) 1998
Futuristic blaster. PC Zone gave it30% saying Unfortunately,Eliminator has none of the finesseof either Tunnel B1 or Forsakenand is a failure in almost everydepartment.
Formula 1 98 (PS1 & PC) 1998
Another good racer, with VisualScience now at the helm.GameSpot gave it 75% saying Inthe final analysis, Psygnosis hascreated another fine racing sim. F198 is certainly a superior product.Why then do we feel let down?
Well, it's just that after so many tries, you've gotta wonder why theycan't make it perfect by now.
Global Domiation
(PS1 & PC) 1998
Simple, action based strategy withlong FMV sequences. CGW gave it60% saying Hard-core strategygamers are not going to like thisgame. Its emphasis on frenziedmouse- clicking is sure to leavethem cold..[sic]..GLOBALDOMINATION can be an excitingaction gaming experience.
Newman Haas (PS1 & PC) 1998Reasonable Indy car racing game.IGN gave it 80% saying Forgamers who like the sim insimulators, and just have to playthe latest Indy car game, take agood hard look at Newman HaasRacing.
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81/140
Escape..Or Die Trying
(PS1 & PC) 1998
Weird and dull 3D adventure.IGN gave it 55% saying Youreally have to love bizarrecharacters and strangeforbidden lands to get intothis game..[sic]..But frankly,
ODT should be avoided at allcosts.
Psybadek (PS1) 1998
Terrible hover-board game withbroken controls. EGM gave it29% detailing that Psybadekis comprised of a hodge-podgeof ill-conceived puzzles andraces loosely connected by one
overall objective - to fight the final boss. Kind of nebulous to say theleast. In fact, the whole game seems like it was pieced togetherhaphazardly...that's to say nothing of the poor graphics and suspectgameplay. To cover for the weirdness, it's supposed to be"psychedelic". Come on, you can't blame this one on drugs!
Rascal (PS1) 1998
Terrible Platform game trappedin a great game engine.G