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/TheDrisk
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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=Yt9BsZCifgU
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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.

    http://www.javalemmings.com/DMA/http://www.javalemmings.com/DMA/
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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.

    http://www.javalemmings.com/DMA/Lem_1.htmhttp://www.javalemmings.com/DMA/Lem_1.htmhttp://www.javalemmings.com/DMA/Lem_1.htmhttp://www.javalemmings.com/DMA/Lem_1.htm
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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.htm
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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-agony
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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/
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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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    57/140

    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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    59/140

    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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    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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    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